I'll give it the kamikaze meee-ya-mooo-dooo treatment at some point and see how he fairs

You will see the word "WARNING!" flashing on the screen with a crosshair focusing on the radar. Destroy the radar before it explodes on its own, or you fail the objective. So destroy the radar during the WARNING sequence. You have to let it summon missiles several times before the Warning sequence starts.xxx1993 wrote:You mean when it makes that bonus stage sound from Sonic the Hedgehog? Or is it something else entirely?
The remaining characters including Hikaru and Twinbee are: Jade Knight, Falchion Beta, Lord British, and Michael (from Parodius). We have no plans to bring those characters back because they are a nightmare to balance. The person who added those characters to the game gave them game mechanics that clashed badly with the core Raiden mechanics. So we do not have any reservations about keeping those other Konami characters out of the game. Plus, including the Vic Viper, there were once 7 Konami characters/ships on the roster, far too many representatives from one company.Pikachu4Prezident wrote: On a side note, are we going to see some past ships like TwinBee returning to the fold (I can't remember all of them; it's been a long time since I last paid much attention to the project, but I do remember Hikaru from Parodius being a part of the playable cast at some point), or will they still be excluded for one reason or another? (That said, I'm not torn up about the removal of Zapdos for the legal bullet dodging; Gengar was an equally bizarre addition even before it was removed for being out of place and insanely overpowered, and Pokemon isn't really a SHMUP to begin with.)
Ah, gotcha. So those characters were put in by someone else and weren't very balanced in and of themselves. I presume this was back in the days when the project was running concurrently with Mushroom Kingdom Fusion and when the development team was much bigger, leading to a lot of clashing views on how the game should be done. I can understand that, even if it is still a shame to see 'em go. Still, I'm just glad to see that this game is still in active development, and I'm psyched to see it completed at long last.EddyMRA wrote: The remaining characters including Hikaru and Twinbee are: Jade Knight, Falchion Beta, Lord British, and Michael (from Parodius). We have no plans to bring those characters back because they are a nightmare to balance. The person who added those characters to the game gave them game mechanics that clashed badly with the core Raiden mechanics. So we are not torn about keeping those other Konami characters out of the game.
We brought back Solvalou because at least that one was designed to conform to the Raiden mechanics. The only change we did on it was to increase its damage output.
1. The Miclus flash you is is intentional when you play on lower difficulty settings. The purpose is to show you where they are located so you can memorize them for higher difficulty settings, when they do not flash at all from their hiding spots.Pikachu4Prezident wrote:While I'm here, I'd also like to ask about a few other things.
First, I've noticed there seems to be a visual glitch with the Miclus in every level in Xeno Fighters R. While they start off hidden, the sprite of a hidden Miclus starts to flash on the screen underneath where they're hidden, making them far too easy to find. I don't know if that's a glitch only unique to me or if it's a much wider problem, but if it's the latter, can that be fixed?
Secondly, there don't appear to be any Miclus in Stage 2, even though there were in XF-EX. Was that an intentional choice or were they accidentally left out of the level?
Thirdly, will the original boss theme for Citadel Geryon be used for its incarnation in XF-R? I loved it in EX (particularly how the intro was timed to the plane getting shot down on top of the blast doors and Citadel Geryon opening) because it gave the fight a very climatic feeling coming off the already difficult level before it, even though it was only the fifth boss in the game.
Finally, will the Dreadnought Echidna be the "battleship raid" that it was in the original XF-EX? I know it's design it completely different and I shouldn't expect everything to be the same as it was in EX - just as close as possible while giving the game a new flavor, but I also loved that fight for being an intense race to Earth scored to "Ah, Geez!" from Duke Nukem 3D (though using an arrangement that I haven't heard from any other version of the game).
1. I gotcha. The purpose of that would be to help players not only build their skill level, but to also help them build a higher score for higher difficulties. Very clever!EddyMRA wrote: 1. The Miclus flash you is is intentional when you play on lower difficulty settings. The purpose is to show you where they are located so you can memorize them for higher difficulty settings, when they do not flash at all from their hiding spots.
2. There are no Micluses in Stage 2 of XFR. In their place, we put in Fairies instead.
3. The public release will use different .music for Citadel Geryon. But I plan to release a music model that completely recreates the original XFEX soundtrack.
4. Dreadnought Echidna is the mainline battleship raid for XFR, but it will not be the only one. It will use new music for XFR, but again, the 2003 XFEX soundtrack mode I will make will include all those tracks you mentioned.
2. In a way. Fairies are different in that they're triggered by getting a chain of a certain length at a certain part of certain stages. Fairies give you extra Bombs and are worth 100k points when you collect them. We revised the Stage 2 backgrounds to remove the Miclus hiding spots, since they're no longer found the stage. Take a look at this video showing the most recent changes to see how Fairies are triggered and how they behave: https://www.youtube.com/watch?v=XS63i9dIY_IPikachu4Prezident wrote:EddyMRA wrote:
2. The fairies are sort of another form of the Miclus, correct? I asked because all of the spots where the Miclus were in XF-EX are still there so I initially thought they were still in the same spots. I also presume that the fairies are for the sake of adding more points to the score for players skilled enough to trigger them (unless I'm wrong).
4. Another battleship raid?That sounds like it'll be a lot of fun to play! It makes me wonder what it'll be like now... And I'm really glad that you foresaw that players of the classic version will be able to use the original soundtrack if they wish to do so.
I'm really glad to see you're willing to answer questions regarding the game's development.It's neat to get insight on what goes into a game and what's being planned. I've been a fan of yours since your MUGEN days, so it's pretty nice to see you're still hanging in here.
That is the plan for the X-Museum. It'll be like an encyclopedia of the game's lore, the ships, both original and guest, and other information.Pikachu4Prezident wrote:By the way, what is the "X-Museum"? That's been something that's been in the game's menu for a long time but there's been almost no information about it. Is it some kind of archive where players can learn more about the original and guest fighters, ATHENA and BRES, see the past incarnations of the game's various elements, etc.?
You can read up on the game's lore on the wiki here: https://xenofighters.fandom.com/wiki/Xe ... ers_R_WikiPikachu4Prezident wrote:Awesome! I'm really curious to know more about the world you've constructed and even learn about all of the other games represented in here! Honestly, the more I learn about this game, the more psyched I get about it. Really, I can't wait to see the finished product and finally enjoy it in its entirety.
They'll probably release it when they feel it's ready to be released. As Eddy said, they're trying to put together enough new content and fixes into the next public beta to help tide players over until they can release a fully-completed project. That said, it's impressive how much they're getting done in a short time, given that development has been on hold for almost a decade.darkking wrote: When do you expect the next public release?
The modes that will be released in the next latest version are Story mode & Path mode.EddyMRA wrote:We've started implementing the story that Skyknight wrote years ago: https://www.youtube.com/watch?v=BqGrQOSppJo
For those who don't like any story elements in their shmupping, we have a new mode called the Path Mode: https://www.youtube.com/watch?v=eRuJocfT-gg
In Path Mode, the story, cinematics and cutscenes, stage branching, stage objectives, and voiceovers are disabled. You select from one of seven predetermined stage paths after you select your ship.