Search the Community
Showing results for tags 'allumer'.
Found 2 results
Original title: レゾン. No deaths/1LC/no-miss. Allumer's response to Irem's classic horizontal shooters. Despite its short duration and the fact that Rezon does not loop (unlike most Irem games), it is a pretty brutal game. This can be chalked up to a few irritating aspects of this game: - An integral part of the gameplay consists of positioning the little bits as you'll quickly see. This game really needed a second button in order to fix the position of those bits regardless of the direction you're heading. But alas, there is no such function in the game, substantially complicating matters. - It seems like MAME reduced quite a bit of the slowdown that is present during busier moments, turning some already tough encounters (particularly the fourth boss) into little nightmares. - Speaking of the fourth boss: he will destroy a lot of your runs. Both his collision hitbox and the lasers of his constant swarm of drones are disgustingly huge. To further add insult to injury, the boss himself has a ludicrous amount of health. It's not all that rare to get trapped by a bad constellation of satellites, meteorites and the boss himself, leaving you with no way out. - While the rest of the game is static to the point of monotony (unlike the references from Irem), there's this weird occurence regarding the enemy spawn conditions, namely in the fifth stage. Enemies will always appear in the same spots, but depending on your position on the screen (?) they might pop up a little bit later or earlier which might lead to a sudden death out of nowhere since they start their attacks at the most inopportune time.
Original title: マッド・シャーク. No deaths/no-miss during the first loop. This game is proof that Allumer is indeed able to create something solid. Although not without flaws, Mad Shark is both convincing as an epigone as it is successful in adding a few tweaks here and there. Scoring well is mostly a matter of survival: once the main and secondary weapons are completely powered up you'll continuously gain more and more points for excess power-ups of the same type until it maxes out at a colossal 50,000 points. If you die (even with a star in stock which sort-of acts as the fairy of the game) you need to build up that value up again, it costs hundred of thousands, if not millions of points. If I wouldn't have lost a life at the 2-3 boss I easily would've surpassed 10 million points, but it was not to be. Without a doubt the most annoying aspect about the game is the randomness that is involved with the power-up carriers. There are times when you get shafted with an abysmal amount of bombs and almost none of the quadruple power-up choppers might show up. I was incredibly lucky here, I never got such a good constellation before. To compare: I got seven bombs before reaching the sixth boss which means that I not only had the maximum capacity of eight, but also gained 100,000 points for the two surplus bombs. I also had runs where I reached the guy with a measly five bombs. That's a difference of five bombs in six stages which is simply terrible. I'm overall very pleased with this run, the aforementioned death on the boss was heartbreaking, but I pulled off quite a few heroic dodges (especially against the 1-4 and 2-4 boss), so I shan't complain. My controller even acted up again on 2-2, that was quite horrifying to say the least!