I was going to ask what the pertinent post-1.1 changes were, but a brief glimpse at the changelog page has me reconsidering it...

'There may be some bugs due to the code reconstruction'

Squire Grooktook wrote: ↑Wed Oct 19, 2016 12:55 pm Oh yeah that boss.
People give that thing a pass because he's such a short part of the game. His "safe spot" isn't even that bad since up until you destroy both arms, he's shooting aimed shots directly at you from uncomfortably close. By the time he's left to his static mouth spread, he's usually being finished off.
That and Contra 1 isn't really about the bosses. There's only a few of them, they're short, the rest of them are better, and they're not the main course. It's all about the running and gunning. Didn't become a boss focused series till at least 3.
Dangun is indeed god tho
BIL wrote: ↑Wed Oct 19, 2016 9:25 pm Yeah, the arms' aimed shots aren't rocket science, but they're a substantial enough threat to illustrate a fundamental principle of 2D action: bullet herding. You can quite easily trap yourself by scurrying/hopping around at random, as indeed noobs are wont to. Cue "wahhh its impossible." Target prioritisation, too. You can't speedkill the head with even the strongest weapons before the arms start sniping you, and they're persistent; much better to deal with them first by leading their shots while returning fire, then finish off the core. Hey... now you're playing for real! GJ noobs keep it up! :O
Would be improved with shooting zakos spawning from both sides (would be rad if you could be forced into jumping a bullet with the flails whipping about), but it more than acquits itself as is. As good ol Dave Mustaine said, take out the organs then cut off the head.
Oh lmao! some crusty dillhole even did a peashooteR run where he moseys back and forth to draw the arms' fire before they can cave his fuck in from above!
Animated GIF 4.5mb: "THE HEAT INSIDE THE FIRE / TO MAKE THE END OF BATTLE"Spoiler
Metal Slug 3's st2 boss/phase 1 The Monoeyes always reminds me of this fight and vice-versa, with the emphasis on herding and the deadly risk attached to an errant jump - intensified by both games' lack of height select.
For a really shitty Contra safespot, see Hard Corps' research facility (st2b) boss. Get in lower-right corner and hold up/left+shoot, job done. I feel so bad for the fuck, I make a point of never doing this. Peruse the funtime sidescrolling shack or MD thread and you will see much stern criticism of such things :O
Imgur Warning: May contain sexual or adult imagery
Proudly got my PCB years agoBIL wrote: ↑Wed Dec 20, 2023 8:24 am Arcade Archives Mystic Warriors out today (GMT).Paging Sumez and Myco, and anyone else remotely into run/guns, for that matter.
Goddamn, time flies huh
Yeah, the wave design instantly reminded me of Sunset's second and final riding stage; very easy to get trapped, with rehearsed macro speedkills a huge help. The presence of vehicles with multiple hitpoints is a further complication; and ofc, you don't have Sunset's beltscroller movement. It's gripping stuff! This is such a pitch-perfect arcade action game... bracing feelgood with absolutely thumping tunes.Sumez wrote: ↑Thu Dec 21, 2023 10:28 amThe raft autoscroller is actually my biggest issue with the game. It's cool and all, but I can't survive it consistently. Obviously a skill issue, but something about it just keeps catching me off guard, mostly enemy projectiles just showing up where I don't have the time to dodge them, because I can't kill stuff fast enough - and it goes on for a really long while.
That's an interesting lens to view it through. I found it serviceable when I played, but had enough distance from the Game Boy incarnation that I wasn't really drawing anything beyond surface-level comparison.Steven wrote: ↑Sun Dec 31, 2023 12:24 pmMaybe it's because playing it for the first time since Dread released has made me think of it as being less of a remake of Metroid II than a prototype of Dread. Samus Returns does some things well, but ever since its release I have always felt that for each of the extremely few things it does properly, it completely fucks up about a dozen things in return, and the game overwhelmingly seems as if it was specifically designed to waste the player's time. Seriously, game, fuck off with the brainlessly easy yet time-wasting and tedious Grapple Beam block moving puzzles, especially fuck off with the stupidity of the Gamma Metroids running away mid-fight and forcing you to go find them again, and also all of the similar needless time-wasting annoyances.
Because it's the first Metroid with a parry mechanic, I suspect. You either bat everything away for free, or plant feet and take ages doing it classic style.
Fusion is the successor to Metroid 2. I think it could be greatly improved by a remake, but I'm also afraid people would fuck it up like they fuck up remaking Metroid 2.Fusion's an odd duck. I was rather hoping for a remake after SR's post-credits, since it spent many an hour in my GBA SP, but on reflection its contribution to the series is pretty binary.
All the horror-inspired SA-X stuff was great, but the linearity and AI companion intrigue turned out to be more of a bill in the long term...
Yet more proof that people who like Zero Mission should not be allowed to have opinions about Metroid. The differences in parry balancing alone are enough to make Dread a leagues better game than Samus Returns, even disregarding all other factors. The SR parry is that insanely broken.Nothing Samus Returns does is worse than anything Metroid Dread does
Not sure what Zero Mission has to do with it, but Dread just isn't a great Metroid game. Mechanically it does a lot of things really well, and I think it has the best traversal controls of the entire series. It just completely forgets to actually be a metroidvania game, which IMO is a pretty massive strike against it, considering the series... It has most of the issues Fusion did, but a lot of its own ones as well.Volteccer_Jack wrote: ↑Mon Jan 01, 2024 6:33 amYet more proof that people who like Zero Mission should not be allowed to have opinions about Metroid. The differences in parry balancing alone are enough to make Dread a leagues better game than Samus Returns, even disregarding all other factors. The SR parry is that insanely broken.Nothing Samus Returns does is worse than anything Metroid Dread does
Suffice to say that Dread is one of the top 3 games in the franchise, and Samus Returns is one of the bottom 3.