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I don’t think it was five credits after my previous post that I got the 1CC in GunForce: Battle Fire Engulfed Terror Island. While having the no-miss clear would be nice, I think it’d be more annoying to go for than its worth to me. I’m not really getting the”must get a perfect run!”-vibe from the game like I did with Shattered Soldier, for example. So I think I’m just going to move on.

It was an okay run overall. My fight against the first boss didn’t go exactly according to my usual battle plan, instead I kept jumping around like a moron, but hey. My first death was in the ladders of Stage 3. Real bummer that one, probably could’ve been avoided. It takes two bullets to take those guys down, and you’ll notice I did shoot him twice, but the second bullet hit him while he was still in the last frames of his invulnerability period which allowed him to take a shot off.

I’m very pleased I didn’t die again until the latter part of the last stage. The game’s all about finding the right pacing for each situation, sometimes you want to take your time and kill every enemy on screen, other times you want to just run past as fast as possible since enemies themselves don’t hurt you, only their bullets do. The hallway of lasers is certainly of the latter variety. The last two deaths were just unfortunate timing, especially the last one. Echoing my first death, the last death happened mere frames after my own invulnerability period had worn off.

Video at my site and Youtube.

I’ve been playing Pulstar lately. I do love me a  good R-Type clone and Pulstar is certainly that, being that it was at least partially made by the same staff, I believe. The pre-rendered graphics aren’t really to my liking, but I’ve slowly been warming up to them. At times the screen  gets a bit messy and it’s hard to see what’s going on, but that’s what the Force-like-device is for. Can’t move it around in this game, but you can detonate it to damage enemies. Of course that can leave you in a tricky position, I haven’t really found any use for it so far. Maybe against the end boss?

But that’s still a long way ahead. Out of the game’s eight stages I’ve only seen the first five. I’ve one-lifed it to the fifth boss a couple of times and every time I do he seems to have a new attack waiting for me. And as per usual in this subgenre, dying once means you’re pretty much fucked. Not that it’s terribly hard to get back to the boss from the checkpoint, I’ve done it, but the ship’s so underpowered it’s difficult to put up a good fight. Actually, in large part that’s due to lacking the C powerup, which simply accelerates the rate at which your cannon is charged (and also makes it easier to reach max. rapid firepower). With C you can really dish out the firepower and bosses tend to fall very quickly.

Instead of letting the fact that the game is best cleared on the first life bother me, I’ve taken it to mean that the first life is when I play serious and safe, the rest are for experimentation. Figuring out if there’s space to squeeze through that spot, if that route is better, stuff like that. It’s a long process to be sure, I just hope I can keep at it.

Also, I finally crossed over that final line in arcade gaming and got into PCBs. There was a lovely supergun for sale (made by the very talented RGB, who also made me my CMVS) and I jumped on it. As an added bonus, all the hacked Saturn controllers I had for the CMVS also work with the supergun perfectly. Very awesome. And yes, that means I’ll be using autofire with those games as well.

My plan is to only own a couple of PCBs at any one time. Buy a game, reach the arbitrary goal I’ve set for it (1LC for most, I’d guess), make a video, sell it, repeat from step one. We’ll see how spectacularly that plan fails. For now, I only have one PCB, Irem’s GunForce: Battle Fire Engulfed Terror Island, a pre-Metal Slug run’n'gun. It was a good purchase as it was fairly cheap, it’s made by my probably favorite gaming company and it only received a what I understand is a not-so-great SNES port. It’s a pretty fun game, too.

It’s certainly flawed, though. Though there’s several vehicles to jump into, you don’t really need them and many times it’s even better to ignore them completely. Even though the vehicles have their own hitpoints, enemies can still hit the player character directly as well, and it’s much harder to dodge a shot you see clearly coming your way when you’re on a tank. So it’s not like the Metal Slug where you just hide inside and take a pounding.

The biggest problem with the game, however, is its absolutely bonkers off-the-asylum-wall player hitbox. I made some gifs of my recent fights against the first boss to demonstrate:

GunForce hitbox demonstration #1

<– This doesn’t kill you…while this does –>GunForce hitbox demonstration #2

 

 

 

 

 

Quite insane. I think I’ve once made it to Stage 4 on my first life but that was a rare occasion indeed. My best credit has been midway into Stage 6, the last stage. But I’ve only made it to that stage twice overall, a good part of my runs end already at Stage 4. I should be able to manage a 1CC, but I’m not sure I want subject my sanity to trying to one-life this. Interestingly, when I credit-fed through the game to get a bit more acquainted with the later stages, I actually killed the last boss on my first try, without dying. Yet I still get killed by the first boss way too often because the nutty hitbox. (Actually, I guess it could be that only that boss’ that particular attack has a bugged hitbox, I haven’t noticed such ridiculousness with my deaths elsewhere.)

On the plus side, the game’s very short. A full playthrough only takes around 15 minutes. This makes it much more comfortable to start a new credit, when you know you can be back at your problem spot very quickly. I often end up playing 5 credits in a row which takes me around 40-50 minutes, yet I usually only play one credit of Pulstar at a time because currently it takes around 20 minutes to get back to my problem spot…and I’m only barely over the halfway point in that game.

I do have some other PCBs coming in (and I’m on the lookout for a few more) so hopefully I can keep working on these without being terribly distracted.


Commando is a special arcade game for me.  It is one of the Arcade games I appreciated in an actual cabinet out in the wild.  That wild place where I originally played it was a mexican restaurant my family liked to go to called Old Mexico.  I’ll order the fajitas.

This place had two arcade cabinets near the entrance of the restaurant and next to the games was an odd fortune-telling machine taller than me that gauged your “lovelines,” was that it? It had a white ball you rested your hand on.  The games were Pac-Man and Commando.  Commando had the “Commando” title burned onto the screen.

To go off on a tangent about playing Pac-Man before I get to Commando:

I had played Pac-Man a good amount already, in fact, one of my friends’ Dad owned a cocktail Pac-Man cabinet in their home.  I spent a lot of time at his house playing Pac-Man, it was an awesome thing to do.  I played so much that after what must have been 2 months of sneaking credits in when my friend was doing something else: I beat his Dad’s score on the machine.  Reaching 1 million points, I got my first taste of playing a game for score and the thrill of beating someone’s score.

I remember I was really proud of myself for beating his Dad’s score.  It was a million points in Pac-Man after all.  A credit that must’ve lasted a half hour and a credit that featured the whole variety of point items.  I held that glory for the following week or so and one day I came back to his house and I found out that his Dad had unplugged the machine and reset my score.  I remember that fact brought me a dirty satisfaction because I thought that he wasn’t pleased that I beat his score.  But I also felt a tad deflated that my score was off of the machine.  After that time I didn’t set a new score, I had already had my fun.

Back to Old Mexico.  It may have been because I already played Pac-Man that Commando stuck out to me. And well, it was Commando. A game that wasn’t Pac-Man but a newer game, a vertically scrolling world war themed shoot’em’up by Capcom.  I asked my parents for a few quarters and that’s all I played for each visit, maybe a couple more after we ate.  It was a difficult game and I uncommonly reached the 2nd stage but I did like it.

Some 10 years later, I began to play Commando again in the comfort of my own home with a pre-built arcade joystick and button setup.  I’m not standing anymore or asking my parents for quarters, or catching customers walk into the bathrooms in the corner of my eye but it’s something.  I’ve been playing the past year or so it seems. Not using any save states for practice because I have held this nostalgia of playing the game like I would in that restaurant.  But tonight, I’ve finally seen and beat all 8 stages, where the game declares your mission completed.  But the game just keeps looping anyway.

Back then, I never imagined that I could see all 8 stages of the game.  It was mostly just something to do to kill time.  I was, however, keen on playing.  Maybe I would beat the 2nd stage this time?  No idea, maybe I’d get lucky.  I never was that lucky.  But I loved the thrill of beating the first stage, where enemy soldiers flood out from a large gate.  Some running like being chased by killer bees and others spraying bullets and lobbing grenades like a slow-motion battle sequence, it was a chaotic end of a stage.

The 2nd stage end-area has a lot of enemies flooding you from 6 caves and it’s a tighter space than the first stage end-battle.  Even beating the 2nd stage in the recent year I found there was a methodical strategy and skill to beating it.  But when I played as a kid I merely hoped for the best, probably scantly devising some crass button-mashing method.

Tonight I saw the end of the stages and one section features something annoying but comical that I couldn’t pass previously where cars drive straight down from the top of the screen trying to run your ass over.  I can imagine the enemy general thinking “Fuck! He’s killing all our men. Okay, get in the cars! He can’t kill those as easily… and RUN HIS ASS OVER!”  Before this the cars and motorists were attempting a flank kill so I guess this was their last resort move.  Many of the cars rush down while soldiers take pot-shots at you.  The rest I just played like you play the majority of the stages, constantly moving upwards and doing a spread shot kind of attack, picking off intrusive enemies in the way and managed to finish the last end area.

I was somewhat surprised to find that beyond the first 2 stages, that Commando was a real gem of a game all together.  I guess I knew it was fun, but I didn’t expect my enjoyment to necessarily last to the completion of the 8 stages.  I just thought of it as that game I played at Old Mexico but now it’s a game that I cherish and will continue to play when I want a cheap thrill.  Thanks Capcom and thanks to the brave soldiers that died in the war.

Kind of crazy to think I started Dragon Warrior IV 4 months ago, this Summer.  You may have thought, “Oh, crazy Aquas thinking he has the patience to beat an RPG on the NES. He hasn’t posted about that for months, he probably stopped playing.  He’s not old school enough, Hrumph! I am old school, however.  I STILL collect PEZ dispensers!”

But, NO! I finished Dragon Warrior IV!  I took my time.  Maybe completing this game was a sign that I’m not a teenager anymore.  Given that circumstance, I would have completed the game in a few weeks to a month.  Times do change, yea, so I really took my time with this one.  Well, now that I think about it more–this isn’t the first time I spent more than a few months on an RPG or game in recent years. Persona 4, yeah, that took nearly a year.

So perhaps not only because I don’t have the obsessive compulsion to power through games anymore, is the fact that Dragon Warrior IV is an NES RPG.  But a little patience and frame-skip was all I needed to rightly appreciate it– Lest I become burnt out on pixels on random encounters.

I wanted to play Dragon Warrior because I wanted to see the similarities to the Mother series and because I wanted to play one of the NES era Dragon Warriors to get to know the roots of the series.  I found more than a few similarities that I’d like to point out in a list.

  1. The changing color window menus: White border when your party is healthy. Green when one of your members is close to death. Red when a member is KO’d.
  2. Instead of losing progress when Game Over’ing, you just return to the last save point with KO’d members who are revived for a fee.
  3. A variety of music for the overworld and battles.
  4. Limited inventory for each character.
  5. An auto-fight feature (introduced in Chapter 5 for your other party members)
  6. A teleport ability and many similar abilities i.e. buff and sap spells.
  7. High experience enemies. (Metal Slimes to Fobbies / Foppies and the Criminal Caterpillar)
  8. Starting each chapter as a new character alone, uniting them towards the end of the game.
  9. Terrific hits = Smaaaash! hits
  10. In Chapter 5, you use a colossus to travel a mass of water. (In EarthBound, this is somewhat similar to the use of Dungeon Man’s submarine to reach Deep Darkness.  And to the fact that Dungeon Man can move at a point.

The AI was competent enough for auto-fight in chapter 5. It didn’t bother me much switching tactics occasionally.  The teleport ability was very welcome and it became available quickly in the game with the use of Wings of Wyverns.  The high experience enemies were awesome to have around. They gave tons of experience.  Limited inventory was not often a large worry but you did need to stock your items somewhat smartly in the early chapters. I compared the terrific hits to Smaaaash! hits because both seemed to do more than your average critical hit in an RP-type-G.  Point 10 about the colossus just kind of stuck out to me as funny as Dungeon Man is one of the weirdest/ coolest parts about EarthBound in my opinion.

On the music: it was wonderful. I never heard an NES soundtrack so emotive and deliberate in its melodies.  This is clear to be heard for a couple of symphonic albums released for DQ IV’s music.  In spending that extra 40 seconds idling in the overworld or for that extra long battle, looking over a FAQ or itching my ass; the melody would go on to tell a whole new aspect of the story that was going on with the characters.  I love the story the music tells to accompany the events of the story.

For example in Chapter 4, the story of a dancer and fortune teller whom are sisters. Their battle music portrays just this premise of a dancer and fortune teller attempting to defeat dangerous monsters.  Surprise, bewilderment, confusion, uncertainty, teamwork, cunning, shouting and crying are all things happening for these two characters in their plight. Koichi Sugiyama paints the canvas of my imagination with his lively compositions.  Every time I heard a new song in the game I was always happy and hearing the latter verses always brought a new light to the ideas revolving around the story.

I think part of why the music is so successful is because the story and motives of the characters are straight-forward and not overly written in.  Few key lines get the point across.  Some of the best are when characters meet each other and join.  The brevity of their union is almost magical.

‘Very impressive!’ ‘Hero, let’s fight together to save the world!’ – Ragnar, after the Hero slays a boss.

‘I’ve one favor to ask of you. Monsters are after me.’ ‘I’d feel safer being with strong people like you.’ ‘Let me join you. Let’s travel together all over the world!’ – Taloon, the fat Arms Merchant.

I feel this way about the characters being mostly open slates in the Mother series as well, particularly Mother 1 and 2.  Jeff’s introductory speech is still funny to me, especially when you decline him.

On the overall difficulty of the game, it was not particularly unfair or “grindy.” I did however Game Over many times usually when I ran out of provisions and I was deep in a dungeon.  Thankfully this was not a large concern because getting Game Over doesn’t restart your progress.

On party management the wagon is a great idea.  In overworld areas and some areas the whole party received experience.  But the 4 members outside of the wagon only gain experience in dungeons.  Because of this I was able to make use of all the characters without some characters becoming too low-leveled to use.  Each character had their own purpose but I will say that Ragnar and Taloon were my most un-used in Chapter 5.  Mostly because Alena is just too badass with her double strike and Terrific hits occurring often.

Wrapping this up but one thing I need to mention is the day and night cycle for the overworld and towns.  This feature really helped the atmosphere.  In the day-night change the color palette changes about 5 times.  Every change is meaningful, reflecting the light or night beckoning or escaping on the land. And you could freeze one of those palettes by entering a town.  Also cool was that the night in town was different from day and new dialogue NPC was available and in some cases events only happened at night.

I recommend this game for anyone willing to play an older style RPG.  I did manage my time a bit by frame-skipping the battles that only required mashing the A-button. But playing the real thing may be a test of patience as enemy encounters can be frequent in some areas.  For me this was a great J-RPG experience.  Charming through and through and by the epilogue I was moved at what I had gone through.  30 some hours in front of a CRT monitor, Sega Saturn USB pad in hand.  Hats off to Enix.

What Dragon Quest game should I play next?

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