Several additions/remarks for 16-bit games:
- Amended the R-Type 2-ALL, as expected with an identical value compared to the arcade game (29). I was unfortunately unable to get any of my passwords for the second part of R-Type's second loop to work (i.e. for stage 2-5/13) and had to use one from the internet. I actually was in a similar situation a while ago but didn't think much of it and figured that somehow, I erred when writing it down. This time, I patiently tried three different passwords, even made pictures of them (see spoiler) to make sure it wasn't my fault, yet all for naught. Passwords for 1-5 and 2-1 work perfectly fine, it's an exclusive problem for 2-5. My guess is that either my configuration causes some problems (fully powered up DNA laser, two bits, two speed-ups, a score above 750,000 points and all lives) or that the guys over at Irem simply forgot to implement those passwords and the one I found was an early test password or something (the score is impossibly low considering the stage, hence it doesn't seem entirely unreasonable). If anyone knows what exactly the problem is, please pipe up!
- I used that momentum to also 2-ALL both the Normal (20) and Arcade (25) mode of Mr. Heli. The second loop in both is so magnificently crafted one wouldn't think the original arcade game didn't have it! Outstanding bonus for an already essential classic shooter, making it one of my favourite 16-bit ports.
- Speaking of Irem et al., I eventually finished the Paranoia 2-ALL (14) which is quite a neat treat for friends of memorizers that don't want to invest too much time into them at the same time. The brevity and succinct stage design as well as a couple of exceptional bosses are remarkable for a console-exclusive, let's not even speak about the trippy art design!
- Added notes for Parodius Da! 2-ALLs (30 total for the PCE port, 34 total for the SFC port). Supreme fun both, especially the SFC port, I definitely recommend it for inveterate 16-bit enthusiasts. Also decided to tackle the two loop mode of Gokujou Parodius which I'm going to rate with a 24, the second loop incarnation of the Special Stage is savage! Without Dracula-kun, this would be quite the achievement. It should be noted that with all these 16-bit Parodius rankings, I'm having full defaults in mind, that is to say roulette capsules, regular checkpoints, manual etc. It would be obviously not nearly as demanding to e.g. beat SFC Gokujou Parodius' loop 2 Special Stage with instant respawns.
- Amended the Sonic Wings 2-ALL (23) and also clarified the rating for the Sonic Wings 1-ALL. My first impression that Rabio is essentially the easy mode character proved to be rather wrong due to the massive increase in rank, a 2-ALL would definitely be harder with him. External autofire is highly advised with Kohful, however. If you're trying to get a clear on real hardware it would be even better if the controller would allow you to move left, up or down instead of not responding at all even though the seller marketed the product as working.
- Got remarks for the higher difficulty settings of a few venerable PCE institutions; not much of a change for Star Parodier's Sugeeze/Hard (+1 for a total of 3), Soldier Blade on the other hand (+12 for a total of 17) receives quite a respectable boost in difficulty, as does Gunhed with its booming God of Game setting (+15 for a total of 21).
- Appended a footnote for a Psycho Chaser 2-ALL (27 total) which unfortunately does not come recommended, unlike the first loop that will be able to convince even the most fastidious 16-bit aficionados (or so I claim).
- Finally have the honour to supplement an annotation for MD Tatsujin's second loop (35 total), that was a long, arduous and consequently rewarding journey.
It should go without saying, but for 16-bit games that have infinite scoring problems which also allow the player to earn tons of lives in the process I'm always assuming you play the game remotely normal, that is to say without resorting to such desperate measures.
Also some arcade entries: added the Sonic Wings 2-ALL (27), that was quite a chore. Furthermore amended the other loops for Batsugun Special (13 for a 2-ALL, 21 for a 3-ALL, 24 for a 4-ALL). Got entries for Asuka & Asuka (1), Fighting Hawk (4), Meta Fox (13), Sky Alert (7), Sonic Boom (14), Sonic Wings Limited (13) and Terra Cresta (4)*, too. Some bottom of the barrel material this time (I'm definitely running out of classic shooters), Sonic Boom is quite solid if a little rough around the edges, fortunately!
*I'm not sure when you can consider one loop of Terra Cresta to be cleared, I'd argue that beating the boomerang-tossing boss qualifies as a 1-ALL since he's the closest thing to a final boss. There is no clear indicator anywhere, but the Japanese wiki also listed this game with the specific goal of clearing one loop, so this is my own guess regarding its ending point.
Since one achievement left the speculation table, I added another one to that: a Gallop 2-ALL, with 35 points. Worked my way through the rest of the loop with savestates, it's extremely awkward due to the added resilience of enemies. It's not even that much harder than the first loop in absolute terms, those small changes make a tremendous difference in practice, though.
Lastly, I've also examined the second loop of Pop'n TwinBee a bit further (set up savestates until the halfway-point of 2-4). There is an interesting challenge somewhere in there, the overall quality and sturdiness of the loop fluctuates too much for my liking for serious attempts at the moment, however. Some sections are really engaging, especially when you are forced to either play pacifistic or to switch between firing sparsely and not doing anything belligerent at all (e.g. in stage 2-2 when the schools of fish come from the left; you'd just wiggle around and slaughter them with the options in the first loop, but you really don't want to deal with all the suicide bullets in the second loop, hence you'd be wise to weave between them). For every such section there is another one where you either have to bomb (sometimes twice or even thrice) or mash the punch button in order to neutralize bullets, muddling the occasionally great impression. It's impossible to deny there's a Gunhed God of Game effect at work which is to say it is your main directive to survive for as long as it takes to reach the next shield and bomb(s) via a group of clouds and thus bells. It also doesn't help that the first loop takes one hour to beat and is so easy by comparison, you're mentally not prepared to face something so much more difficult afterwards. Not something I'm going to recommend, I might come back to it at some point, but I doubt it will be in the foreseeable future.
Edit: now with a remark regarding the second loop of PCE Detana!! TwinBee (36 total). Also for the second loop of PCE Tatsujin (25 total). Furthermore created an entry for the MD Grind Stormer 2-ALL (28). Lastly, a remark for Pop'n TwinBee's second loop (32 total).
Edit edit: now with a Flak Attack 2-ALL (25).