And got shot down on the same frame.

Wait, there was another game where the boss death animation wouldn't cancel remaining bullets of the field. Arrrgggh! I can't think what it was (but I can remember it almost caused me to rip a controller in half with my teeth)And got shot down on the same frame
oh no. I remember I suffered a lot through that part too, just when you are arriving to the beach. I had to practice that a lot through save states, I recall just tap-tap from left to right ended up working quite ok, need to be super careful. Good luck! so close.
I love it, but it's got the same legacy issues as Same1P, Trigon, and Raiden. Bad camera tracking, devious enemy placement, and Fast Aimed Shots™ is a punishing arrangement you just have to deal with in these games. Hishouzame minus its masterful restraint. Same2P, Thunder Dragon 2, and Sonic Wings had the far better approach to creating tougher STGs in the same vein, with their locked horizontal pan.
Can't recall offhand, but doesn't it add the telltale 1pt of shame? Lots of arcade games from Capcom's 1941 onward just add a "1" for every continue, so when you see famous superplayer "AAA" rocking up with 56,546,309 pts, you know he got owned. Again!- Not a biggie, but what's the deal with the score not resetting to 0 after continuing? I've never understood why an arcade game would do that.
Everything you listed is actually part of a lot of gameslocoBro1196 wrote: ↑Tue Apr 23, 2024 4:18 pm I had been eyeing Gunnail for a while so today I pulled the trigger on the ACA release for Switch. I don't regret spending EUR 7, but I still can't decide whether I like this game or not.
The multiplier mechanics are fun and the stages are just the right length, which I really appreciate.
But still, the following are some of the annoyances I found with this game:
- The tanks!! (land and sea). I can't believe I hate those more than I hate Toaplan's tanks. At least I can see the latter coming. Which bring me to the next point.
- I hate that you cannot see the whole of the screen, you need to move to the right or left so that the screen will show completely after scrolling to the relevant side. That hides A LOT of enemies, very poor design choice and it kind of breaks the game for me, even if you commit to memorizing the stage layouts.
- Once you are powered up, it's really difficult to monitor your own hitbox. Bad design for the power ups' colors and size. I spend a lot of time just eyeballing my ship to make sure I don't get hit. And I know I should not be doing this with any shmup.
- Not a biggie, but what's the deal with the score not resetting to 0 after continuing? I've never understood why an arcade game would do that.
I can make it to stage 5 (out of 8 ) but I don't think I have it in me to put much more time on this game.
What's the consensus here on Gunnail?
TH and KKK Tiger are both super amazing and out of this world. Not sure about Get Starryu wrote: ↑Mon Apr 29, 2024 6:46 am My Hishouzame run this morning was a lot of fun and put me into the mood to order the Tiger collection. Tiger-Heli doesn't look like a fun game to me though, but I guess I'll soon know.
I'm having a difficult time getting into R-Type. The first three stages are just really boring. Wish I had the means to practice from stage 4 onwards with a full loadout.
The game design is so perfect that if you changed any single aspect of the game you'd completely ruin it.
Get Star is cool. Guardian sucks though. They really messed up the balance on it, probably intentionally.
That's how that stage is. It's the hardest one in the game. For the past few months I have been thinking about doing another Kyuukyoku Tiger stream at Mikado specifically to teach no-autofire recoveries because nobody seems to know how to do them, but I'm not sure if I'll do it, mostly because I'd end up having to intentionally die a lot and would probably have to spend a lot of money on continues to show off all of the recovery strategies.Ice Beam wrote: ↑Mon Apr 29, 2024 5:18 pm FUCKING KYUUKYOKU TIGER REEEEEEEEEEEEEEEEEE made it to level 9.
Recovering in level 8 is rough. There's nothing like watching your lives tick down as you get side sniped by sneaky tanks, bum rushed by boats, and kamikaze'd by helicopters. "It's a puzzle you figure out", it's more like I'm being punished for my gaming sins (which I think involves trading U.N. Squadron for Bart's Nightmare). I'm just glad the boss is easier compared to the previous monsters.
Also, special approbation to Steven for his Mikado run of this game, as watching his level 8 recovery was helpful.
How do you do it? I actually did it in my first clear but it imvolves dying multiple times to trace back a few checkpoints so you can get more powerups and the yellow weapon. I dunno if that is the intended way or not but it was much more consistent than trying to just do it on the final checkpoint. Someone just commented on my video about it today actually lol.
Do this but without dying.pegboy wrote: ↑Thu May 09, 2024 9:31 pmHow do you do it? I actually did it in my first clear but it imvolves dying multiple times to trace back a few checkpoints so you can get more powerups and the yellow weapon. I dunno if that is the intended way or not but it was much more consistent than trying to just do it on the final checkpoint. Someone just commented on my video about it today actually lol.
Haha classic! That stage can be annoying. I'd just practice on Mame.
Steven wrote: ↑Fri May 10, 2024 3:50 am There is one other place to use Yellow Cross that I know of. I used it on the stream I did at Mikado last summer here: https://www.youtube.com/live/T9gwlRyn8M ... md5&t=1224
There are a few spots on stage 8 where it might be moderately useful, but that stage is hard, so I'd rather not try it and find out lol