Search the Community
Showing results for tags 'perikles stg'.
Found 4 results
Gandalf42 posted a video in STG Superplays (Hi-Score Replays)Original title: ストライクガンナー. No deaths/1LC/no-miss. Toughest aspect about this game is to type in the initials in time - I failed miserably. 😄 Just make sure to equip the right weapon for every stage, everything else should be smooth sailing. If you do happen to get killed by a boss you might as well reset, recovery is pretty much impossible (unless it's on the final boss and you've almost got him down). Ironically, the SFC/SNES port is not only much longer, but also harder!
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!
Original title: ブレイゾン. No deaths/1LC/no-miss, all stages completed with a Perfect. This little iremesque game is great fun for fans of methodical, slower paced shooters. While a lot of the enemy archetypes and set-pieces might seem familiar, the concept and execution certainly elevate the material. Add to that finely chiselled graphics and a superb soundtrack and you got a clear winner. There's also quite a bit to scoring in this game. You get 50,000 points per life in stock at the end of the game and also 200,000 points if you manage to get a "Perfect" bonus at the end of a stage (100,000 points for the "Perfect" itself and another 100,000 points for the number of destroyed enemies, the highest bonus you otherwise can get is 50,000 points). With the exception of the thrusters pushing the meteorites in stages 1 & 2 and the moving platforms in the final stage, every enemy counts toward the destruction ratio: miss just one of them and you fail to get the "Perfect" for the stage. If you destroy a hatch before it releases all the enemies it doesn't thwart the bonus, destructible projectiles also don't count. A few things to keep in mind with this game: Playing this game for survival on the one hand and for score on the other hand is a vastly different matter. While you can use all sorts of combinations of mechanoids in order to beat the game, there are some instances where certain suits/units are almost necessary if you want to eliminate each and every enemy. Even a damaged mech or one without an appropriate amount of special attacks might be insufficient to get the job done. This adds a whole new layer of stress to an otherwise fairly accessible game. The Mars suit (the mecha with the three-way shot) has a really awkward behaviour when it comes to autofire. There are only highly specific distances/angles from where you can get actual rapid fire to work, otherwise he just hits an enemy once in a while. You have to learn those arbitrary spots where it works as it should and where it doesn't, I'm afraid. The Neptune suit (the bulky mech with the diapason) has a horrible accuracy at times, its hitbox is also even bigger than the one from most of its other companions. This makes the second half of the second stage quite frightening, it is terrifyingly easy to bump your head on the huge ship and immediately lose the suit. It's better to take a single bullet than to do risky manoeuvres. The Grain Beat (whose armaments look suspiciously like horseshoes) is undoubtedly the strongest unit you can acquire, its only problems are the blind spot right in front of his weapons (this can be a serious hassle in stage 4) and the small pauses that can occur in his fire when moving around (which is exclusively a problem in stage 4, really). If you opt to go for sheer survival you should stick to it wherever possible, it fires in a straight line, doesn't miss, and you don't have to worry about unreliable shot frequencies. Finishing off the final boss with a Titan will grant you extra style points! While it is advantageous to take out bosses as fast as possible (for there's a time bonus) you are much better off destroying as many spheres from the third boss as possible as each one nets a colossal 5,000 points. The turrets during the first and last boss fight are not worth the loss of time, however. There are several instances where risk-inclined players can rack up a considerable amount of points. Take the Baron suit for example (the tinier mecha with the blaster and the lance): a dropped mine from this guy is worth precious 10,000 points! The drawback to this, however, is that some of the Barons (especially the trio before the stage 3 mid-boss) will escape rather quickly.