Oh I didn't mean it fit the SM show, I just think it sounds like s fairly standard shoujo magical girl type of audio, but then again I'm no expert on it -- I remember the series from TV when I was a kid, but I never really paid it much attention.kitten wrote:my friends didn't even seem to think it fit the show :S it's just... whoof. what on earth were they thinking with this stuff? it's very sad that what appears to be both a visually & mechanically competent game is cursed with MIDI lullaby music.
You're right about the audio spoiling it, but I like to think about it the other way: I'm happy that a licensed game actually came out this good, and can forgive the bad audio (though there are some good licensed games, as we all know their track record isn't exactly stellar).
Ah, of course, I was only commenting on the solo side, and can definitely see how the waves would go down much quicker with 2 players.kitten wrote:this is definitely much less of a problem in co-op. i feel like the game's biggest detriment is its length and general setpiece-to-setpiece stream of enemies making it take too long, but this isn't so bad in a session with two competent players who are keeping track of their zones. definitely something i'd alter if i were the one designing the game, but the only time i really end up feeling it in a particularly bad way is during this particular segment toward the end of the final stage where only two enemies are coming on-stream at a time and it just becomes boring to manage. the enemy variety also tends to help make up for the many, many situations where you're just going after a ton of mooks. i've not played this in single player, but i can definitely see it being a bigger issue.
I still think the waves shouldn't have that many enemies -- since the game as some pretty cool bosses, I think shorter levels would be much nicer (also because there are 8 of them, so the total playtime would still be fairly long).
Haha, that's cool, didn't know you could do special stuff like this in 2P mode. Looking forward to that video.kitten wrote:plus, you can get totally fun shit like this happening in co-op! captured from my play, which i've yet to get uploaded (still got encoding/uploading/etc. to do)
I was referring to the spikes/fire/dark water/etc that appear in some of the waves (strting in stage 2, I believe), and how if you align yourself with them, the enemies will gleefully walk over the traps and take damage everytime.kitten wrote:yes! and boy, there are so many pits where you can play slightly riskier and toss enemies into them, too. this is one of my favorite things about technos beat 'em ups, particularly double dragon 2 - traps that can totally fuck you over, or be used to your advantage. i love to play dirty in these kinda games. ah, man, i should totally gif a few fun moments where i'm just tossing dudes down holes, it's so satisfying. so few games in the genre feel like they properly utilize this stuff.
The pits are an absolute joy in every beat-em-up, and I always, always throw enemies into them.
For me, the prime example of this is in BK1 Stage 7, which is basically this the entire stage.
True, I just think that the way you need to deal with this everytime you knock them down is a bit tiring, especially if you're not playing with Ioz, because they take so long to beat (the charging guys, not the kickers).kitten wrote:if you're strafing lanes, you're really unlikely to get pelted with this, and you can always stop a sprinting pirate in his tracks with a well-timed jab.
Definitely also an issue with inexperience on my part, so it shoulf become less of a problem in later runs.
Fortunately the game's mechanics are pretty good, so you can always count on your skill not being hampered by them.
Oh yeah, this is nothing new, and to be fair, a good part of me getting hit by them that much, comes from not being used to the game. Final Fight 2 does this so dickishly, that you have to give some space between yourself and the girl enemies everytime you knock them down (off screen mostly), just in case they decide to do a screen length jump attack on you, and you have to quickly move to dodge.kitten wrote:there is definitely a problem with them launching from offscreen, but i feel like as far as games i've played in the genre go, this one is frankly pretty generous with both the damage values from those attacks and how you don't have to deal with them too often to turn it into a big issue. on a side note, batman returns is really good about no off-screen attackers, and in some pretty subtle ways, at times. really don't see that often. even superb games like SoR/BN2 can suffer from some of that shit
Yeah, the STG one cracked me up.kitten wrote:i was really surprised at some of the boss variety! both a shmup boss AND a big gimmick boss you can slam around - good stuff, and really helps break up the flow. no bosses have total bullshit attacks, either, and feel pretty danged fair, to me. sometimes i don't remember/catch onto their pattern until i've eaten it several times or the fight is already over, but i never feel like what to do is incomprehensible or too obtuse.
Overall they were all pretty nice, and also mild in their damage & life department -- they never have too much HP, and their attacks usually only do 1/4HP of damage, excepting the final boss' grab, which nearly kills you. With other, more arcade-ish games, you'll be losing 1/3 or 1/2 of your life by the second stage's boss.
As for their AI, they were also pretty intuitive overall. Granted you take some hits and/or lose a couple lives, but much like you say, there's no extra obtuse boss that just appears to need trading hits to win.
Also really liked how you fight the final boss on the first stage as well. Really cool stuff.
I missed it.kitten wrote:i nabbed one for like $30 that had been opened and had a slight bend in the box a couple months ago. talked about the physical release back in this post a little bit, actually.
Someone, I think it was Sumez, also posted before you joined, that would like to have the game (in a proper cart), so I posted it just in case.
There are some spots where you need to go out of your way a bit, to beat enemies if you want to get every item, but it's never that bothersome anyway.kitten wrote:been meaning to do a recording of this one, but i don't know if i want to do a plain old nomiss/1cc or a score run one. i did a pretty high scoring run before shelving it for a little while, but that shit is kind of boring to watch. the game has super smooth controls and snappy pacing, but getting high score is a lot of making sure you get every single enemy drop, which can be boring to both perform and to watch. maybe i'll do both? neither? only time will tell!
I actually also like to beat them all and pick every item when I play (even being careful not to chuck enemies into pits, so that their item isn't lost), so anyway you record it would be fine, in my opinion.
Have you played with the girl, by the way? Different experience, as she trades the boy's Shoryuken for an Hadouken. And the Shoryuken obliterates everything.
I really liked this game, and although I've yet to get around to trying the 3rd entry, Zero is my favourite out of the rest.