Well, Treasure tried to make the series appeal to a wider audience with Gradius V and they definitely got that part right.Turrican wrote:Well the complaint must have some validity, at least in the eyes of Treasure, don't you think?
I have to disagree about Salamander(AC), the vertical parts don't feel very good, the game is heavier on memorization, the power ups are not very intuitive and so on...(Still a great game).Turrican wrote:I don't think the checkpoints are related to Salamander 2's overall quality. Salamander (AC) doesn't have checkpoint and it was an improvement over Gradius in every way possible (except Gradius bar absence).
The point was, those games are designed around these apects you cannot simply remove that without altering the very essence of the game. Dodonpachi would simply not be Dodonpachi without the small hitbox(same with the checkpoints in early Gradiuses).Arvandor wrote:I like the small hitbox in Dodonpachi, and hate the checkpoints in Gradius games, so this analogy doesn't make any sense to me at all.
I guess that wasn't clear enough.I like it when Kyukyoku Tiger sends me back far enough to pick up a powerup. Very helpful when you die at a boss.
I meant,
Salamander 2 has no checkpoints and ALSO the game is designed to make it much easier to recover from a death compared to a Gradius