
Hopefully I might got the LE copy laying within my room when I return.

Play-Asia also said the Sega Direct stock (i.e. those with Poster) haven't come in yet, so for those who order the Sega Direct version, you might need to wait a few days more.

Yes, I can confirm this - I flew straight through a big flock of birds right at the beginningdrsmoo wrote:remember in border down, there were supposed to be birds in the first stage, but they forgot to put them in the dc version? Well... are they there now, in the first stage?
Hmm, so far all I know about the gameplay is what incognoscente has posted, what do you mean by these?The fresh way it implements ground targetting certainly changes the way you think about targetting priorities. The Option Gauge gameplay is very enjoyable.
Not unexpected, but still a shame. I guess when it's going to have half of Border Down's sales you can't add in a remix mode (basically making a whole new game, from the limited amount of time I've spent with BD's remix mode).Unlike their port of Border Down I can find no "Arrange Mode" in Under Defeat for remixed stages/enemies
I'm not totally sure here, but the helicopter fires what seems to be a combined weapon that has a secondary permanent air-to-air firing component from your chopper, and a main firing component from your chopper that auto-switches between air-to-air and air-to-ground modes depending on context. (If parts of the scenery are blocking you or not.) Meanwhile the Option Gauge is a bar that refills every few seconds while you are not firing, effectively respawning your accompanying drone (with a choice of drone weapons based on power-ups) when the bar is full and you press fire.Neon wrote:Hmm, so far all I know about the gameplay is what incognoscente has posted, what do you mean by these?The fresh way it implements ground targetting certainly changes the way you think about targetting priorities. The Option Gauge gameplay is very enjoyable.
See Kron's post.Kingbuzzo wrote:if you ordered from yakumo, he just got them....ALL OF THEM.
http://www.dreamcast-scene.com/communit ... 1&start=45
how do you know it'l l only have half of border down's sales? Was there literally half as many copies made, or are you just speculating due to the lack of life left in the dc?Not unexpected, but still a shame. I guess when it's going to have half of Border Down's sales you can't add in a remix mode (basically making a whole new game, from the limited amount of time I've spent with BD's remix mode).
I thought someone had said 4000 copies at one point, or was that Radilgy.Guardians Knight wrote:how do you know it'l l only have half of border down's sales? Was there literally half as many copies made, or are you just speculating due to the lack of life left in the dc?Not unexpected, but still a shame. I guess when it's going to have half of Border Down's sales you can't add in a remix mode (basically making a whole new game, from the limited amount of time I've spent with BD's remix mode).
Then the replays are most likely seperate files (like in Zero Gunner 2). Has anybody bothered to save a replay yet?nZero wrote:Excellent! I can still keep all of my shooty stuff on on VMU... with 14 blocks left for what may yet appear (if anything) then!twe wrote:Just 3.nZero wrote:How many VMU blocks does the game file take up?
At first I thought there was something wrong with my Dreamcast, as the game kept freezing momentarily just as I got hit. Or I figured maybe the game needed to load something from the disc at that point. It took me a while to realize this feature is intentional - basically it is there to show you exactly what hit you, so there is never any doubt on the part of the player about why they exploded. Consequently I'll never hear myself saying "WTF hit me?!?!" in Under Defeat. (This is actually a core design element of any friendly and approachable coin-op game, that dates back to the days of Ed Logg: make the player always understand what mistake they made when they die, so they blame themselves and not the game, and therefore have "just one more go" to try to improve.)Tychom wrote:On dieing the game freezes momentarily, it's as if it's telling you you suck and it does get frustrating.
The stage 2 replay on the g.rev site has an example of this freezing near the begining of the level, I thought it was a capture glitch. Actually you still can't tell why he died, maybe backed into the tall part of the ship scenery?Thunder Force wrote:At first I thought there was something wrong with my Dreamcast, as the game kept freezing momentarily just as I got hit. Or I figured maybe the game needed to load something from the disc at that point. It took me a while to realize this feature is intentional - basically it is there to show you exactly what hit you, so there is never any doubt on the part of the player about why they exploded. Consequently I'll never hear myself saying "WTF hit me?!?!" in Under Defeat. (This is actually a core design element of any friendly and approachable coin-op game, that dates back to the days of Ed Logg: make the player always understand what mistake they made when they die, so they blame themselves and not the game, and therefore have "just one more go" to try to improve.)Tychom wrote:On dieing the game freezes momentarily, it's as if it's telling you you suck and it does get frustrating.
Quite possible, as I've crashed into parts of the ship scenery already too. You fly pretty low so there are some things you can't fly over.Dave_K. wrote:The stage 2 replay on the g.rev site has an example of this freezing near the begining of the level, I thought it was a capture glitch. Actually you still can't tell why he died, maybe backed into the tall part of the ship scenery?
Oh in Under Defeat you could run into ground obticle, in the case the mist of a ship. And got killed.Thunder Force wrote:Quite possible, as I've crashed into parts of the ship scenery already too. You fly pretty low so there are some things you can't fly over.Dave_K. wrote:The stage 2 replay on the g.rev site has an example of this freezing near the begining of the level, I thought it was a capture glitch. Actually you still can't tell why he died, maybe backed into the tall part of the ship scenery?