MD Strider was a seriously heroic cart for its time, just a year behind the behemoth coinop. When I finally got to play the arcade one in depth via PS1, I came away wondering if it'd been nerfed. Nope, it's dead-on (former DECO guys handling the conversion, IIRC). The MD one's close enough that 90% of what you know will carry over seamlessly (Strider being relatively easy by AC standards, of course, though no less replayable on account of its ultra-compact runtime and Isuke's inimitably rollicking direction).
The 10% difference on MD actually leaves it the harder game (mostly offset by the new HP boosts stashed throughout stages). The bigger hitboxes struggle in the thorniest areas of Stage 5 - as Baton says, you can't do the
inverted double somersault over the gravity chamber abyss, one of the AC's most useful and staggeringly cool stunts.
And with the POW sword not carrying over from stage to stage, forget about nabbing the one behind Lago and using it for perfect
Shadow Gunner takedowns - you have to hope the st5 Mosquemen give you one (getting really distant memory here, but I seem to recall figuring out a way to nail the gunner on MD sans POW sword - would need to go back and look though).
Also, in what I guess was the result of deadline pressure, you technically cannot one-life the Japanese MD version. Reach Ouroboros mkII for the trip to Meiou and... nothin'. 3; Gotta suicide off the ledge and respawn, or let the timer run down - the former should be allowed for any No Miss recording, naturally.
Great cart to have around alongside Senjou II, Dai and Forgotten Worlds. (and Chiki Chiki Boys + Final Fight CD, the latter-day members of the MD's
Goddamn Good CPS1 Port club)
FinalBaton wrote:Oh and I gotta try Rambo 3 already. seems like pretty satisfying snappy knifing/rocket launcher obliteration
Game's got some good ideas! One button for the conically-spraying AK - good for general zako clearing, but it can't scratch armour/buildings, and you'll want arrows' accuracy for critical shots. One button for either: Bomberman BOMBAS, the R-Type SPLODING arrows, or ME CROCKADOILE KNOIFE - all with their own uses. Last button for switching between power weapons - good ol' JAMMA-friendly efficiency.
The charge arrers, besides doing monster explosive damage from a distance,
also get one over on the AK with their piercing trait. As shown in the GIF, they'll go straight through sandbags and kill the poor pricks on the other side.
BOMBA is good when you want to drop a shitton of damage on a hard target while moving from point A to B. Note you can stack 'em up, as seen in the Gunwall takedown above.
The KNOIFE is actually your designated ammo generator, mad drops including 1UPs (or "extra hits," as Johnny is only FRESH & BROOD and loses one extend with each hit). Zako have a subtle, invisible pause between "locking on" and attacking, which a charging player can exploit to get in close for THE KNIFENING.
See the prick who comes hauling ass down the ridge in that GIF, wondering who TF just BTFO his trucks and guard towers? Because I'm charging in, it's too late for him to attack before OL STABBY is redeeming his godless commie soul.
Proshai, tovarisch - not worry! In just few decade, cowardly Mujahideen be persona non grata to arrogant Yankee pigdogs.
MUCH embarrassment for Stalloneski AND Jimmy Bond!
In Mission 2 and the later bunker rescue areas, when the alarm is tripped and zako are freely pouring into the area, you can go on massive knifing chains with deft execution. However, if your advance has been compromised in any way - a snag on a corner, or a micrododge that turned into a detour - you should cancel the knifing expedition; you'll probably get shot. High Tension!