BIL wrote:
It certainly is - the premise is brilliantly novel (with direction on par with Assault Suits Valken for seamless arcade cinema), but the play is 100% hardcore topdown seek/destroy.
Do note! The small "grass" fire (the stuff that'll block your path, but is harmless in itself) doesn't count towards your end-stage "Fire Rate." Nor do most of the projectile-type flames. The trick is to listen for that telltale low, insistent rumble - if you hear it, something in the vicinity needs dousing.
More info here. This'll become critically useful info if you decide to go for the deceptively, wickedly intense FIREMAN OF LEGEND ranking.

i actually saw this post before playing, it had some useful information! this game is superb with regards to its audio queues. i'll definitely be sure to apply some of this when i make a more serious crack at the game - i was doing a casual playthrough while chatting with my friend about, and burned all my continues on normal on the final stage (oops lol). a few of the enemies in the last stage seem like they can launch flame projectiles that
kinda look like you could douse them, but will totally hit you if you don't get out the way. i stubbornly ate too many!! how many differences are there on expert?
what originally led me to posting here was that this is one of the only forums on the goddamn planet where people will actually talk about this stuff O_O;!! and by that i mean classic games from a perspective of actual understanding of their play and historical context. so many threads on here turn up in google searches when looking for info on something that i eventually felt i wanted to contribute. i used to only talk with a few friends about this stuff - i have a thread on a functionally private forum where i talk with one person about this stuff for tens of thousands of words, just me & him.
it's nice to be able to chat with other enthusiasts who have
actual enthusiasm when i'm feeling up to it!! people who talk about games and actually play them to any competent level are really bizarrely rare, especially those who appreciate this era. thanks for your posts, BIL (both about this game and in general), if i remember correctly, they were the difference between me getting this now and "maybe, eventually, i guess people on youtube occasionally talked it up but what the hell does that mean?"
__SKYe wrote:
It is a good game, both design and mechanics-wise. As for the presentation, it is more of a personal matter -- I'm not really into the magical girl thing at all, but I don't really mind it if the gameplay is good (and it is), and the graphics are actually quite nice.
The soundtrack is so-so, and perhaps comes off as worse than it is because while I think it fits the theme (the Sailor Moon stuff) it doesn't fit the genre. I'm not too bothered by it though.
my friends didn't even seem to think it fit the show :S it's just... whoof. what on earth were they thinking with this stuff? it's very sad that what appears to be both a visually & mechanically competent game is cursed with MIDI lullaby music.
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As for the 2P Chibiusa and same character in 2P mode, from Gamefaqs:
gomen, gomen! ah, they do sometimes have some useful info on imports...
and i frequently forget to look!

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Finally did play through it once, and while it does many things right, it has one big problem for me: standard enemy waves last for way too long, in a game with a lot of stages.
this is definitely much less of a problem in co-op. i feel like the game's biggest detriment is its length and general setpiece-to-setpiece stream of enemies making it take too long, but this isn't so bad in a session with two competent players who are keeping track of their zones. definitely something i'd alter if i were the one designing the game, but the only time i really end up feeling it in a particularly bad way is during this particular segment toward the end of the final stage where only two enemies are coming on-stream at a time and it just becomes boring to manage. the enemy variety also tends to help make up for the many, many situations where you're just going after a ton of mooks. i've not played this in single player, but i can definitely see it being a bigger issue.
plus, you can get totally fun shit like this happening in co-op! captured from my play, which i've yet to get uploaded (still got encoding/uploading/etc. to do)
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Also loves seeing enemies be hurt again and again by the traps in the middle of the stages, and although they take little damage from this, it is always fun to watch.
yes! and boy, there are so many pits where you can play slightly riskier and toss enemies into them, too. this is one of my favorite things about technos beat 'em ups, particularly double dragon 2 - traps that can totally fuck you over, or be used to your advantage. i love to play dirty in these kinda games. ah, man, i should totally gif a few fun moments where i'm just tossing dudes down holes, it's so satisfying. so few games in the genre feel like they properly utilize this stuff.
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Liked the decent variety of enemies, though the jump kicking Tattoo Pirates are bloody annoying, especially when they do it from outside the screen. Keeping close prevents them from doing it, but this is not always possible since there are usually enemies behind you as well. Same thing for the sprinting/charging Big Pirates.
if you're strafing lanes, you're really unlikely to get pelted with this, and you can always stop a sprinting pirate in his tracks with a well-timed jab. there is definitely a problem with them launching from offscreen, but i feel like as far as games i've played in the genre go, this one is frankly pretty generous with both the damage values from those attacks and how you don't have to deal with them too often to turn it into a big issue. on a side note, batman returns is
really good about no off-screen attackers, and in some pretty subtle ways, at times. really don't see that often. even superb games like SoR/BN2 can suffer from some of that shit!
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The bosses are pretty good as well.
i was really surprised at some of the boss variety! both a shmup boss AND a big gimmick boss you can slam around - good stuff, and really helps break up the flow. no bosses have total bullshit attacks, either, and feel pretty danged fair, to me. sometimes i don't remember/catch onto their pattern until i've eaten it several times or the fight is already over, but i never feel like what to do is incomprehensible or too obtuse.
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The differences between SOR2 and BK2 are minimal and cosmetic only (though BK2 is still cooler), so you're golden.
Good job on the 2P clear, will watch it when posted.
the biggest difference is in that awesome boxxxxx
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Also, because Kaizou Choujin Shubibinman was mentioned: BS Kaizou Choujin Shubibinman Zero was made into a cartridge and sold in limited quantities in July this year (to celebrate it's 20th anniversary). Pretty hefty price, though, going anywhere from 55€ to 85€ on Ebay.
You can read more about it
here, if you are interested.
i nabbed one for like $30 that had been opened and had a slight bend in the box a couple months ago. talked about the physical release back in
this post a little bit, actually. been meaning to do a recording of this one, but i don't know if i want to do a plain old nomiss/1cc or a score run one. i did a pretty high scoring run before shelving it for a little while, but that shit is kind of boring to watch. the game has super smooth controls and snappy pacing, but getting high score is a lot of making sure you get
every single enemy drop, which can be boring to both perform and to watch. maybe i'll do both? neither? only time will tell!
either way, i like the game quite a bit. the first is the only one in the series i've not played, now, but having recently got a copy, it won't be that way for long.