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I got into the PCB game a while back and have slowly been amassing boards. One of the ones I got was Konami’s Mystic Warriors, a run ‘n gun with ninjas. That’s an awesome premise right there. And four players can play at once, which is cool, but not all that relevant in my case.

It took me a surprisingly long time to just decide what character to use. There are five available but the practical difference comes down to one thing – the rate of fire vs. amount of spread. On one end is the girl-ninja Yuri, who can shoot across the screen without any pause to her stream, but only in a very narrow stream. On the opposite end are Keima and Kojiro, who can shoot a (slightly different from each other) 4-spread, but there’s a sizable pause in the rate of fire unless you’re right next to the enemy. As anybody even slightly familiar with Konami’s run ‘n guns knows, Spread Shot Is God, so at first I tried playing the characters on that end, only to find myself falling to bullets shot by enemies when they were in the gaps of my shotstream.

Anyway, eventually I decided on playing as Spyros, who does a 2-stream with only a slight pause. Outside of considering the game mechanics, I wanted to play as Yuri so that when I make the replay video, people watching can be entertained by her thighs and bare butt cheeks in all their pixelly glory. Ahem. After choosing the character, progress was swift for a while, with Stage 4 being the first hurdle. It’s an autoscrolling stage where enemies come in from all the four corners of the screen, requiring memorizing some of the bigger enemies’ entry points so they can be dealt with before they become too much of a problem.

(This is my first issue with the game. You want to kill enemies before they can get a single shot off, even a small number of enemy bullets can overwhelm you easily. The character’s hitbox is pretty big and vertically oriented, so when there’s a lot of fire coming in from the left and right…well, that gets problematic fast.)

Second hurdle, and the one I’m currently struggling on, is Stage 6, another autoscrolling stage. There’s a part where from the bottom left of the screen comes two carriages shooting a lot of bullets (there’s, like, 12 bullets on screen at the same time! That’s a fuckload in this game.) and it’s impossible to destroy even one of them before they start shooting, so you have to herd the bullets to one side while moving to the opposite one. A basic shmup tactic, but very hard to execute here. I got tired of taking a hit in this part so I can fired up MAME for some savestate-practicing and managed to do it once after grinding the nine-second bit for a good while. I found a replay by some Japanese player on Youtube that shows the technique. As a sidenote, slashing at enemies (happens automatically when you’re close enough) also cancels any enemy bullets caught in the blade’s arc, but applying it reliably here doesn’t feel feasible.

Getting better at that part is mandatory because the next hurdle comes right afterwards, the Stage 6 boss. If you’ll keep watching the replay, even the Japanese player takes two hits there. On one hand this makes me feel better about my lack of success against him, on the other hand this fills me with dread because goddamn, even the Japanese player takes two hits. The problem are the two respawning turrets. Combined together and with the boss’ main fire they can very easily trap you. Best tactic is to destroy the turrets first as they only respawn five times each before disappearing completely, but this is way easier said than done. After the turrets are gone the rest is easy.

(This is my second issue with the game. This part is clearly designed to be played in multiplayer, so that the enemy fire is less concentrated and more spread towards different players, giving each of them an easier time dodging.)

Stage 7 is very easy, for the first half of the stage you barely have to even move and the rest isn’t that hard. The boss fight against three enemies is fairly easy as well. There’s three enemies, two of which will engage you while the third will stay on the higher plane. As long as you don’t go there, he won’t bother you yet. To kill the first two, just roll past them, shoot/slash a few times, rinse and repeat. After they’re dead the third enemy will jump down and throw his chain at you, which can be dodged by just jumping to the other plane, shooting a few times at the following enemy and jumping down again. Rinse, repeat. Not the first time this pattern has been applied to a boss fight in this game, either.

I haven’t played the rest of the game much, only creditfed through once or twice, but I don’t recall it being that difficult. Stage 6 as a whole might be the hardest in the whole game. Conquer that, conquer the game?

I got the Pulstar no-miss clear!

Having already made it to Stage 5 boss in normal play, I went and savestate-practiced the latter stages because I got frustated over having to play ~20 minutes just to make it to where I’m having problems. Worked wonders. Figured out quick-kill techniques for the last four bosses, though they basically boil down to “get real close so your pod does huge damage”. Still, felt good finding those. Of course using those means points lost, you could milk some of the bosses for spawning enemies, but it’s a checkpoint-shmup anyway, so scoring isn’t really a high factor in the game’s appeal in the first place.

There’s a Whoops-moment just before the fourth boss, when I accidentally detonate the pod when I was just trying to lock the bits back in place. Oh well. Luckily that boss can easily be done without the pod and I just played Stage 5 a bit more carefully until I got powered up again. Come to think of it, I imagine the first five stages could be done without the pod completely…but from Stage 6 onwards there’s quite a lot of enemy fire coming your way, I don’t know if those are possible without the pod’s frontal protection.

I really like the C powerup, which increases the shot’s charging speed and allows you to hit rapid max faster with fewer button taps. It’s like the developers saying “Fuck that constant tapping, here, take this so your fingers won’t fall off”. And even then the game is roughly 50% about applying charge shots, I do almost the whole last stage with that alone.

Anybody else notice that the first boss is like a garbage-version of the final boss? Looks kinda the same, has similar attacks…it didn’t occur to me until this last run.

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.

So, here’s how it started. Ghouls n Ghosts is the best game ever. I mean, it’s probably not the best game full stop, but it’s far and away the best game like it. Like what? Runny, jumpy, shooty. There’s no game that’s kinda like Ghouls that’s half as good as Ghouls.

Given that, it’s a deep source of shame for me that I’ve never cleared it. Like much that brings shame, I’ve resolved this mostly through repression. When I’m playing Ghouls I ache knowing nothing I could do with a pad that would be as worthy as beating it, and when I’m not playing it I’m sealing all thought of it behind bulwarks of ego.

And then Ghegs happens to mention that he’s playing it. And while he might not sign up for the previous two paragraphs, he also holds it in high regard and also has not gotten the deed done. So our pact was that we should both knuckle down and work on that there clear, while sharing notes, woes and fellow-feeling here on gamingjournals.

Clear means both loops, of course. I’m strangely unsure just how close I’ve gotten. I’ve looped it in years gone by, but only a handful of times, and I’m not sure how deep I went into the second loop on any of those runs. I do know that, back when I was at my best, many (most) of my plays ended at the st5 boss. So we’ll call that my ceiling. Progress begins when I’m beyond that, when I’m clearing the first loop.

Then what do we call what I’m doing now, which is ending games shy of the st4 boss? Rust does not seem a sufficient term. I think perhaps, based on this and plentiful other evidence, that I am significantly worse at action gaming of all sorts, thanks to age. This is unsurprising yet somewhat distressing to experience. Still, we’ll save the chronicles of the aging gamer for my book deal. We can regard the decline in Ghouls skill in isolation for now.

I’m playing whatever version is nearest at hand. So far that has meant a bit of MAME (World version of the ROM) and a bit of Capcom Classics Collection Remixed on the PSP. I am getting much better results on MAME. I am not at all sure that they are identical in difficulty, but that’s a slippery thing to determine. The PSP game, despite being apparently emulating the arcade, does not offer the same options as the arcade dip switches. They are both running on default diff, which both label as Normal, but the scales aren’t the same so that might mean anything. Life stock and extra life milestones are identical. There’s nothing obviously different, but I think the spawn rate might be just a bit higher on the PSP. Like I’m killing twice as many reapers by the time I cross the river. But then I could be imagining all that.

So that’s how it started. I would say the challenge is underway, but there’s not much of competition in it. We’re not racing to the clear, just pursuing it side-by-side. So the pursuit is underway? The thing is on! Description of follies to follow.

After a week or so of playing Ocean Sprint (R) I managed to get sub-1:42. First I just shaved off tenths of seconds, went from 1:42,099 to 1:42,050 and 1:42,016, until I finally hit 1:41,783. Then I tightened it up a bit and got 1:41,633, which is my current best.

Almost immediately after my last post I went and tried a Dualshock 2. I had previously tested only the first Dualshock model, and the analog sticks feel and handle quite different there. Dualshock 2 fares much better, it still has a slightly larger deadzone than the Hori Anashin pad I used at the beginning, but it’s so much smoother and I feel have much better control with it. So I went and bought a brand-new Dualshock 2 and that’s my weapon of choice now.

I also revised my line going through the tunnel. My previous line was fast, but only if nothing went wrong while entering the tunnel. Nine times out ten something went wrong, either I missed the very narrow gap between wall and civillian car I need to squeeze through, or the said car happened to spawn as a semi-truck that time, making the gap nonexistant. So it became rather frustating. My current line is safer in that it gives me a better view of the tunnel going in, so I quickly see if there’s a car I need to avoid.

I’ve now spent almost ten hours on this one track that lasts under two minutes. Oddly, I still haven’t gotten bored with it, but I am annoyed at not knowing how to significantly improve my time. I could still tighten up some turns, but I think that would only get me to a low 1:41. At 1:41,633 I’m still over three seconds away from the WR 1:38,216. I’m gonna be really pissed off if I discover the owner of that time did it while playing the game at 50hz. For some reason the game’s leaderboards are mostly filled by Europeans.

I should probably test that, actually. Play the game in 50hz and see if my times are consistent with my 60hz times. Just to put my mind to rest. If it turns out I get better times that way I can drop the game. If not, maybe I’ll play another track for a while. Still got two other point-to-point (plus reversed versions) tracks to attack.

I’ve returned to playing Burnout 2 which I still consider the best in the series. It was a bit of a learning (or unlearning, I should say) curve to forget about the 360′s lovely analog stick and triggers and go back to PS2′s stick and using the face buttons for acceleration and brake. The deadzone on the PS2′s analog stick felt huge so I opted to use my trusty Hori Anashin 2 pad with a more comfortable one. I got the hang of it now, but my car’s movements aren’t nearly as smooth as they were with the 360 pad.

My long-term goal is to time attack the point-to-point tracks in Burnout 2 and beat the best times I can find on the Internet. The best times I’ve found are listed on http://www.cyberscore.me.uk and http://www.vgr-fr.com so those two sites will act as my benchmark.

First target: Ocean Sprint (R), my all-time favourite track in the game. Not sure why I like the reversed version more. Best time is 1:38.216, my time is currently at a hair over 1:42. I’ve been playing the track seriously for maybe a week now and have improved my time almost every day.

First improvement came from just remembering how to do the boost start again. It has been a while since I played the game last. Second came from switching to manual transmission. Thanks Outrun Online Arcade, I used to avoid MT before you came along. The biggest improvement which shaved off whole seconds off my time came from figuring out how to boost my way through the tunnel located at roughly the midpoint of the track. It requires taking a slightly unorthodox line in order to avoid both the cars and the walls, with the boost on it’s quite easy to hit either otherwise. Now I can boost my way through the whole track.

My best run still had some small issues with, mostly how I lose time in some corners so hitting 1:41.xxx shouldn’t be a problem, but with my current approach I can’t beat 1:38.216. I do have some ideas on better lines at few places (the last three corners, mainly) so I’m going to have to start trying those. The difference between #1 and #2 times is pretty huge (1.6 seconds) so there might be something big I’m still missing.

Links of possible interest:
Track records @ VGR
Track records @ Cyberscore
Ocean Sprint map, the reversed track I’m playing goes from left to right.

Having the traffic sort of randomized even in Time Attack mode is a bit annoying. There’s usually always a car in the same spot every time, only sometimes it’s a normal car and other times a semi-truck. There’s one point in particular on this track where this is an important factor. Also, the tunnel I mentioned before is really harsh in this case. After the first cars (which are always there) there can be 0, 1 or 2 cars inside the tunnel, one of them in the oncoming lane hidden behind the corner. You either take a risk or a safer line at that point. Kind of a bummer, but I guess the best players will get the best times regardless.

Also, there’s a weird timer-related thing going on. When checking my recorded footage I noticed that the final time is a bit different from what the timer reads when I cross the finish line. I’m not sure if that’s a bug or if the game just doesn’t do the real-time timer correctly or what. Haven’t found any mention of it anywhere. If somebody else has the game and the possibility to check this out, lemme know how your game handles it.

Cleared Gigantic Army on Insane and aside from taking absolutely stupid hits in Stage 1 it was a solid run. I still say Beam Cannon is kind of overpowered, with just one shot (and a few from the Assault Rifle) I took down the TLB before he managed to even attack me. Beam Cannon is like a skip-the-bosses mode, with the Assault Rifle as main weapon you get three shots of it for each stage and that’s just enough to take down every miniboss and boss comfortably.

Almost makes me wish there was an even harder difficulty, but sadly clearing Insane didn’t unlock such a thing. I could, of course, try to beat Insane without using any secondary weapons at all. Could be an interesting challenge, actually having to fight the bosses properly. But I also have Gunhound to sink my teeth into…we’ll see.

Gigantic Army video at my site and Youtube.

I’ve been unable to dedicate myself into one greater gaming project lately. Instead I’ve taken on (and completed some) smaller ones:

  • One-lifed Ganryu for Neo Geo (video at my site and Youtube)
  • Got all Gold medals in XBLA’s free game Doritos Crash Course. It’s pretty fun, kind of like the TV show Sasuke / Ninja Warrior. Videos at my Youtube channel. Yeah, I like making videos…
  • Beat Gigantic Army’s full version (the quite awesome doujin mech game) on Normal and Hard. Working on Insane now.
  • Trying to 1CC Fast Striker’s Original Mode. Almost had it already, got the last boss down to maybe 15% health before biting the bullet. No doubt I won’t even be able to get to the last boss in several future attempts, there was stupid amounts of luck involved in that run. Gotta learn how to use the shield, most of the time I forget I even have those.

In addition to those I’ve also played a bit of Donkey Kong Country Returns (very nice) and Sonic Colors (also nice, but not quite as much) and I’ve got the other quite awesome doujin mech game, Gunhound, coming in the mail along with some other stuff. Busy times.

As an aside, I was playing Tetris with the missus on some crappy plug ‘n play system and thought I’d get a better version for us to play. Tetris is on every possible system (and even on some well-equipped buildings) so it shouldn’t be a problem to find a decent version for 360, right? Imagine my surprise when I discover I’m in a position where no good alternatives exist. I have a japanese 360. There’s Tetris Evolution – but it’s regionlocked to US/PAL and was never released in Japan to my knowledge. There’s Tetris: The Grandmaster Ace which is Japan-exclusive  – but it’s hard to find and apparently all the really good stuff is available in online multiplayer only. And finally, XBLA has Tetris Splash – but for some utterly unfathomable reason it’s not available in several countries, including Finland, so I’d have to make a US account just to try it and buy US MS points to purchase it.

Inconceivable.


I was flipping through games in Mame, trying some various stuff out.  No, I’m not one of those people who has every MAME rom on my computer.  I only have games I’m interested in playing.  So, I tried out P47 Aces and right away I found out that it was fast paced, and likely a challenging game to clear.  I like a good challenge and it piqued my interest further. Upon inspection on the Shmups forum nobody had cleared the game.  Soon after I found myself save state raping the hell out of the game, figuring out the bosses, enemies to point-blank, special positioning and all the like:  learning the game.  Leader boards can really do it for me when it comes to shmups.  Anyway, I found the game to be quite good.  Detailed and colorful graphics, parallax scrolling with some stages having more than 4 layers to them, a variety of stages and cool enemy and boss animations.

To me P47-Aces feels like a horizontal Viper Phase 1 or horizontal Gunbird  game mostly in regard to the enemy bullets. The bullets are fast and a decent amount of memorization is required for positioning during bosses.  Popcorn enemies are responsible for the non-fixed bullets and at times will flock in large groups, shooting many bullets, requiring you to herd their shots or dart in between some of them.  What I liked about the general gameplay is that it is very straight forward with what you have to deal with.  There is a simple order to the types of threats, but the speed of the bullets and how you must react made for a fun experience.  Here’s my stage run down.

-First stage is a countryside type stage, lots of rolling hills and a large green cliff side at the boss.
-Second stage is higher up on the countryside at dusk with some farmhouses seen on the ground in the distance.   A huge battleship consists of the whole stage.
-Third stage is a desert canyon type stage where the difficulty really settles in, as if the 2nd stage wasn’t intimidating enough.  Many larger aircraft are now appearing with more threatening patterns, and a new popcorn enemy that if isn’t destroyed fast enough will let out a fast large spread shot which webs into the bullets of other enemies quite annoyingly.  The boss scene takes place in front of a town built at the edge of a cliff.
-The fourth stage is the token water / huge battleship stage, seen in so many other World War themed shmups.  In this stage the sun sets and the colors of the stage change quite nicely, as a nice touch, if you time out the battleship, it will sink just as you see the sun setting into the horizon.   The animation on the water is pleasing to the eye and stretches out to the horizon.
-The fifth stage is over a lake with forested area around, the greenest stage yet.  The water comes into play here where enemy planes drop boueys that explode after a few seconds once they hit the water.  The explosions are cool, big water splash animations and a BOOOSHHH sound to accompany.  This stage is like stage 3 2.0: you are forced to multitask, destroying large planes, avoiding their balloons that shoot aimed shots, and also considering the popcorn enemies.  Point blank and herd or bomb is the lesson.  The boss is a plane set in the water,  one of its turrets shooting at you at first, then as you pass it takes off from the water and battles you.
-Stage 6 is my favorite: the true desert stage on a purple night.  A jazzy song plays here that is laid back and groovy.  And even an orange tinged, crescent moon is seen slowly scrolling in the farthest background.  This stage has the most layers to it.  A foreground dune scrolls the fastest in front of you at the very bottom, the desert over which your flying, then large cascading dunes followed by a few more layers of more scrolling desert.  This stage puts everything you’ve learned to the test, and makes you memorize it the most while introducing a new type of plane, a type of jet that looks like it bears the colors of the US flag.  It’s just oddly bannered in such a way, I don’t know why but I find it funny.  This stage has a tank hybrid boss, and is also the 2nd easiest boss of the game once you figure out the best way to beat it.
-Stage seven, still bringing new areas for stages, this one is set in a harbor city, the buildings of the city are the highlight of the background.  You are flying over a bridge that runs along the perimeter of the city.  In this stage you have to be aggressive in your point blanking, but it’s short.  The boss makes up for it, being the most hellish boss of the game.  It’s simply a war machine on wheels.  One of the most annoying things about it being that it shoots out missiles that upon explosion sends out rows of bullets from each side.  In the latter phases, the safe spots within those rows need to be known, as a big spray comes out periodically as well as popcorn ships swooping in for potshots.
-Finally, the last stage takes place over an arctic ocean, snowy mountains in the background and glaciers in the foreground, reflected off of the water.  In this stage you’re hunting down the escaping enemy ships.  The stage is basically 4 mini-boss aircrafts with popcorn enemies filled between them.  Once again, the popcorn ships attempting pot shots at you as you try to take down the mini-boss crafts, which have four phases to them, the last being the most dangerous.  Varied bullet blasts that sweep the whole screen.  Clutch dodging required or bombs if you have them.  The boss has something like 5 phases and is actually a walk in the park if you reach him while fully powered up, and have at least one life or a couple bombs to spare.  If not powered up, it is an annoying battle, but could be bombed to death with 2 lives worth of bomb stock.  I had to reach it by no-missing the whole game, apparently.

The game had some fairly memorizer heavy parts, it required me to no-miss untill the end of the game.  Dodging bullets was fun the whole time, and the way enemies die was done well.  The bosses deteriorate after each phase, as well as some of the stronger aircrafts.  The death explosions were cool, usually showing the craft splitting in half or breaking into smaller, distinct pieces.  The game gave a great impression of destroying stuff.  Popcorn enemies ‘parts’ would kind of lob up into the sky playfully, almost like popcorn does when it pops.  Sometimes during the game it’s fun to watch that popcorn pop and watch their debris fall.

Yeah, I should mention the music was done by Manabu Namiki too.  A very classic shmup soundtrack that did its job, and bragged only a little bit with catchy melodies, holding steady with the atmosphere and tension for the rest.  A funny and cool thing about the game is that ramming into stuff, terrain, enemies or bosses doesn’t kill you.  It just bounces you away.  I really liked this about the game, I think I would have been more frustrated as there were some parts where you make contact with enemy planes but don’t shoot.  The funny part is that the core element of scoring higher revolves around bouncing off of stuff.  Every bounce is worth 100 points.  On top of that, there are certain places that you can bounce to gain points very quickly.  Basically getting your sprite stuck into an area will rocket it up a bit.  I didn’t bother with it much during my run, but I do show a few places where that is possible.

Also, about my run.  I recorded an .inp of my 1cc in Mame Plus .133.  Kaisero has offered to make the videos of my run since my computer can’t handle the recording.  I will update this post with those videos when they are up.   I think you will enjoy watching this game.  But I encourage anyone looking for a slightly memorizer, challenging, fast and thrilling shmup to give P47 Aces a go.  I did have to do a lot of specific practice with save states to accomplish the 1cc, but I had plenty of fun doing so, conquering certain parts of the game.  The game is only about a half hour so the stages go quick and there isn’t a whole lot to learn in between the tough parts.

I used the chick with big boobies ‘Kim Blaire’, but there is a loli, a generic tough guy 24 year old and a geyser who goes by the name “Captain Uncle” for the characters.

A note about the music:  The sound emulation is slow, apparently!  I checked out the actual soundtrack and it’s so much faster that I find it weird!  I’m used to the slow music, hahaha.

And that’s a no-bomb clear of the game. Practicing the game on emulator with savestates paid off, the last boss is appropiately the hardest thing in the game. Even when I figured the patterns out I would still sometimes lose against him, he’s rather tricky. This run has quite possibly my best fight against him, I don’t take a single yet until the very last pattern. When he does his four orb attack there’s a small window in which you’re supposed to jump from a platform towards the other side – too soon and you hit the earlier explosion’s tip, too late and you hit the later one’s.

I sort of want to play the game as the other character as well, her weapons act differently enough that new tactics would need to be devised. And her flamethrower is just awesome, it cuts through bosses like…a flamethrower through most things, I suppose. But to balance it out her homing weapon is far worse. We’ll see if I get around to it.

Video at my site and Youtube.

Now to take care of Silver Surfer. And I realized that 2010 is far along and I haven’t started on Street Fighter 2010 yet. Promised myself I’d clear that in its proper year.

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