Rapid Hero appreciation

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320x240
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Joined: Fri Nov 16, 2007 12:07 pm
Location: France

Rapid Hero appreciation

Post by 320x240 »

I thought there already was a thread on this game but couldn't find any using the search function. I'm posting this in the hope that more people will get into this game. I hadn't played it in several months myself when I tried it again earlier today but I soon found myself hooked. The game has several of my favourite shmup features. In no specific order they are:

Fast and well thought out popcorn-enemy patterns. In some parts they lead you towards an 'effective' spot and usually they create a good left-right rythm and general sense of flow. In later levels (and in some parts of the earlier ones) they start shooting back and become less popcorn like. There is a nice progression throughout the game with regards to this development. As far as I can tell this is the really unique aspect of the game.

Bosses that moves towards you, creating short range battles. I love the intensity this creates.

Relatively short levels and boss battles.

A level that is composed of one large vehicle with a healthy amount of turrets/cannons (level 3).

Nice, colorful enemies and catchy music.


Of course, not everything is rosy. There's some problems regarding depth order and temporary dissapearing sprites but I don't think it affects enemy bullets. Mostly it affects the power-up and star icons. Sometimes enemy bullets are hard to see and generally they are to small (think Psikyo size). Some of the bullets are so slow they don't really register but I guess that is part of the challenge. There's really no gradual build-up towards the last boss and it feels very unfair (I haven't got there yet without using continues). The bosses bullet patterns are a little to slow.

I'm sure there is more but I need to go to sleep now...
It is powerup of laser.
innerpattern
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Post by innerpattern »

Pretty cool shmup. I really like level 5. The high-speed section is awesome and the way you see the boss off in the distance is cool. Level 4 is also really cool. The modular design of the boss ( it is the same robot that fights you over the first 5 stages right?) changing his armament for each level is creative.

I haven't been passed level 6, having serious issues with the hitbox. I don't find the bullets to be too hard to see and yeah the boss bullets are pretty slow, I think the bosses (that I have played) are too easily once the intial learning curve is over.

The popcorn that comes from behind really make me maad!!!!!!!!
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Ed Oscuro
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Post by Ed Oscuro »

Macaw selected it for Tournament of Macaw-STGT, and we enjoyed it more than the first week selection, Zing Zing Zip.

I sort of want to try and get through more of the game, but MAME's got an issue with sprite priority and that's a bads.
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Dave_K.
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Re: Rapid Hero appreciation

Post by Dave_K. »

320x240 wrote:and catchy music.
When did the sound get fixed? Guess I'm stuck on too old a mame version.
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Enhasa
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Re: Rapid Hero appreciation

Post by Enhasa »

I like this game even though Zing Zing Zip was the only Macaw tourney game I liked it more than actually. Not a slight against this game though, maybe NMK's best.
320x240 wrote:There's some problems regarding depth order and temporary dissapearing sprites but I don't think it affects enemy bullets. Mostly it affects the power-up and star icons.
Pretty sure this is just an emulation issue. It's worst in stage 3.
Dave_K. wrote:When did the sound get fixed? Guess I'm stuck on too old a mame version.
Seems like 0.94u2.
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