M.Knight wrote:I just finished listening to that podcast episode, and those thoughts about the game were pretty interesting. I agree that the scoring system is very mixed since you are penalized CAVE-style for freely using the bombs, and here the game's entire gimmick revolves around them so it's even weirder. Though if the bosses (sans the last) don't time out, isn't scoring broken anyway since you could endlessly milk destroyable missiles or other kind of projectiles? Maybe there is a timeout but it takes a veeeery long time? I would find it very strange that a game released that year didn't have anything to prevent infinites on bosses.
Do you know if the boss explosion graphical glitch is also there on PCB? What if it's an emulation bug rather than an inherent glitch in the base game? Even the ports are emulation from what I recall.
And thanks for bringing the "Dictator of Justice" arrange tracks to my attention, I wasn't aware of their existence before. Those remixes are really great! The stage 1 theme is easily the standout and its arrange version is unsurprisingly excellent, but some other tracks are nice too.
By the way, the first stage theme was also remixed as part of the Zuntata Live concert from 1998 :
https://www.youtube.com/watch?v=j-s68akg6HU
Thanks for listening! I actually watched that Zuntata live version a little while before we recorded, and after checking it against the original, I found that it's actually the end theme, which is sort of a different arrangement of the stage 1 theme. They're not that different, but there's enough subtle difference to where it's noticeable, when you compare them back to back. Regarding the boss milking, that's a good question. Assuming the other bosses don't time out, some of them probably could be milked. Stage 1 & 2 bosses both shoot out missiles, and the stage 3 boss has enemy craft that sort of pop up out of the submarine (or the water), and come at you, so you get points for destroying them. Stage 5 has some milking potential as well, but those kinds of boss milks would be tedious in all cases. I'm not sure I'd want to do that for a few thousand extra points, given that the game's score ceiling isn't that terribly high in the first place.
And yes, as discussed on the episode, it's odd to me that the game's best scoring potential is also diametrically opposed (or seemingly so) to the very gimmick that you would think would encourage you to bomb. There's probably a balance to strike, which would be different for every level. With a little more practice, I could probably do the stage 3 boss w/o using a bomb, but with proper bullet collection during all 3 phases of that boss, you can refill the bomb stock and gauge anyway. Stage 4 and 5 bosses also fire enough bullets at you that you can do a fair bit of bombing, and just know what it's HP is enough to know when to quit, and just collect bullets again. It does create a strange tension with the 2 systems, which I think is kind of neat, but on the whole, it feels a little half baked. I think it's a bit of a missed opportunity, and one that might have been better, had the scoring penalty for bombing not been quite so sharp.
Mero wrote:^^ Grid Seeker's gimmick revolves around bombs?
Also assume the bosses time out at some point, the WR isn't anywhere near a counterstop.
I'd say go listen to the episode to find out
But the TL:DR version is that the GRID units that you have can block and collect some enemy bullets (primary the pink bullets), which fills a meter at the bottom of the screen. Once filled, you get a bomb. You can have up to 4 bombs, and you can fill the meter past that. The biggest end stage bonus comes from having all 4 bombs in stock, as well as a full meter, for 50K points. 4 bombs w/o a full meter is 20K, and it goes down sharply from there. Obviously, when the game's gimmick is collecting bullets to stock bombs, one assumes you'd be encouraged to use them more, but if you're playing for score, you need to use them sparingly, if not outright horde them.