Played Quarth (FC) a second time today, and got a semi-1CC.
That is, I started playing on Level-4, because I was trying to find a more challenging place to start, and since on my first run I lost the first life on 6-6 and started sweating a bit on Level-4, I went with it.
Now, I was surprised that the game has an actual ending, and doesn't go forever like Tetris, so I wasn't expecting a 1CC to be possible (short of maxing the score counter), but given the that the first levels are pretty easy, I'm confident I would've been able to reach Level-4 (where I started) without losing any lives.
I lost a total of 4 lives: 1 on stage 7-9, almost made it to the end, but misplaced a block and didn't have enough time to clear the shape, and 3 on Level-9, two of them, once again, by misplacing a block, but the first of them was because when you complete a colored shape (these have some kind of special effect when complete, though I'm still not sure what that effect is exactly except for the white ones, which clear the entire playfield) the game pauses for a second, and your movement/shot stops as well, which really breaks the rhythm.
I was happy though, as I managed to go through Level-8 without losing any lives.
Unlike the other levels (or at least it is more pronounced here) Levels 8 and 9 sort of switch into a slower and faster mode (slower being relative, of course, but it suddenly gets much faster for a while, and later returns to the somewhat slower speed, only for it to increase again near the end). These fast sections are brutal, and you pretty much cannot miss a block all the while having to keep completing shapes non-stop.
In my opinion the game is very well made, and only has 2 flaws, one of which isn't present on the arcade original.
The first, is that very pause when completing colored blocks, which completely disrupts your rythm, and while on the lower levels it isn't too troublesome, later on (especially on Levels 8 and 9) it can be a killer, since a misplaced block can set you back a lot.
The other is that the blocks you shoot will only latch onto a shape, if the shape's block where you are aiming is completely on the playfield. That is, the screen scrolls smoothly, and you can shoot at pieces that have still only partially scrolled into the playfield, so your shoot will simply disappear instead of latching, which once again, is disrupting especially later on, and you need to remember to manually scroll the playfield a bit so that the place you're aiming for is completely scrolled in (you can manually scroll the playfield by pressing up).
As for you movement speed, I actually find it decent, though perhaps a tiny bit more of movement repeat speed would be nice, but it's not too bad.
One little tactic (if you can call it that) I like to do is, on the reverse L shapes (where you have to shoot 4 straight blocks), it helps to mash the button to fire as many as you can, without worrying about the exact number, since evne if you shoot 1 or 2 too many, they will disappear as they will hit the disappearing shape.
This isn't much of a tactic, but I find it useful to alleviate the tension a little on the last levels, by not having to shoot the precise number of blocks. Be careful of doing this on other shapes (though you most certainly can), as you run the risk of shooting an extra, unwanted block into another shape.
That said, the main tactic is to simply keep completing shapes without stopping, and using the little pauses each time you complete a shape to prepare your next target.
Sumez wrote:Funny, I got quite into Quarth (or "Block Hole") on arcade a while ago and bought the Famicom version because of it, but I was quite disappointed by it. The arcade version really keeps you on edge right from the end of the first level and on. Really tough and rewarding game. Meanwhile the Famicom version is boringly easy for a ton of levels right up until the part where it gets so fast that I feel it's unplayable. Maybe experts can handle those speed, but I feel like it's the controls that's hindering me, rather than the pressure to make fast descisions, Tetris-style. Or simple like the arcade version-
The arcade's speed curve is indeed sharper (though I haven't gotten too far yet), but from my limited exposure to it, I got the feeling that the FC port playes pretty faithfully to it, save for one thing: in the arcade original, the shapes scroll into the playfield one tile at a time, so the whole "having to wait for it to fully scroll in" doesn't apply on it.
And of course, you only have 1 life on the arcade version, while on the Famicom port youcan get some half a dozen or so.
But other than that, I find Tetris (on average) harder to play than this, since you get a decent amount of time to think where to place your next shots everytime you complete a shape. Perhaps it is just a matter of you being too used to Tetris and not this?
Though I agree that if playing the FC port, and you're looking for a challenge, you might as well start from Level 4~5, otherwise the early levels are just a warm up.
Anyway, I'm really enjoying the game, and will work for a proper no-miss (after all, in a game like this, with this many lives, a 1CC isn't too hard).