You are currently browsing the category archive for the ‘Gaming’ category.
I am currently at 128th on the Xbox 360 leaderboards for Tales of the Arabian Nights on Pinball Arcade, with a pretty good score of 140,471,170. However, I wasn’t even going for a high score with my run, just trying to activate the Harem multiball mode. While this is only one of the standard goals (as opposed to the much harder wizard goals) I found it one of the hardest of those goals to achieve, across all four of the included games. For one thing, the Harem light is hardly ever lit, usually the Lock or Tiger loop light is lit instead. Also, the way the board is set up, it’s really hard to get to either of the furthest outside loops. For the most part I’ve found the sweet spots for trying to hit the lamp (get the ball stopped on the right flipper, and hit just as it starts to roll down) and the Collect Jewel/Magic Carpet ramp (about the middle of the right flipper) but getting over to that left loop takes a lot of luck. Too often I’ll hit with the tip of the right flipper and hit the left bumper which sends me zooming down the right gutter. This game is terrible about sending you straight down the middle and sides. You can only hope to have a shooting star, which will stop the ball in place over the flipper drop, otherwise you had better be quick with the forward nudge if it gets anywhere near that area. You would think a side nudge, but everything I’ve heard says a forward nudge is the best for getting out of there. I’m still not that great at nudging, and wish I could do it with the right analog stick instead of the left one (feels more natural to me).
This was one of my least favorite tables when I first started playing Pinball Arcade, but I’ve played it so much now trying to get the only standard goal I was missing, it has kind of drilled itself into my head and taken up permanent residence there. I love the sitar scale that plays while your bonuses add up. I love abusing the 3X lightning lamp bonuses. But most of all, I’m glad I was finally able to get that stupid harem multiball mode! Which I immediately flunked out of, by the way.
My tips for trying to play this table are as follows:
- If you ever see Collect Bonus as a wish, it’s just like getting the end of ball bonus, so if you have any multiplier or lamp bonus going at all, it’s almost always worth it over a jewel.
- You can easily stop the ball when it comes out of the Bazaar hole by just keeping the right flipper held up. Make a good shot on the lamp, genie, or whatever you need to hit.
- Failing to go all the way up the magic carpet ramp can be a death sentence, because it will roll back down and straight down the middle. If you see it about to roll back down, do a panic side nudge and slap it!
- Get lightning lamp going, get in the Bazaar hole when WISH is lit, and you can choose 3x lamp bonus. Even a small thwack of the lamp is now worth around a million. Keep at it and watch the timer!
- If you can defeat the genie it’s worth 20 million points (haven’t done this yet) so that’s far from an arbitrary goal. You get unlimited balls in the last leg of the fight but time is very limited.
A lot of people have been disappointed with Pinball Arcade so far, and I might be one of them, but I’m still addicted. The ball physics are tons better than the Williams Collection, but still far from perfect. Honestly all the bugs and the ugly interface are nothing compared to at least being able to experience these tables, even in a virtual form. Digital distribution means those bugs can all be fixed, but I have my doubts about that happening in a timely fashion. It’s also annoying that iOS and Android seem to be getting the DLC sooner than the consoles. Still have to wait until early May for Medieval Madness and Bride of Pin-bot on my 360, but those lucky iPad owners are already enjoying those. Apparently this has the most to do with the certification processing time between those platforms. It’s still obnoxious.
Here’s someone doing very well on a real table of ToTAN (81 million): http://pinball.org/videos/gameplay-videos/tales-of-the-arabian-nights/
I wish I would have gotten into pinball earlier in my life, when there were still arcades full of awesome tables. Still, it was great going to Maryland and seeing the National Pinball Museum and the awesome collection at Crab Towne USA. Nothing beats playing a real table, but thanks go to Farsight for coming close. Now fix those countless bugs, hurry it up with the DLC (take my $$$), and hire someone with some taste to make a better interface.
In the PSX era when I was a High School’er (about 10 years ago), I played Star Ocean 2. To me, Star Ocean 2 was the next best RPG that I had played to other RPGs of that time. And because I liked it so much, I played it a lot. My files collecting around 250 hours which was the most time I had spent playing a single game.
Recently I started a Universal File after playing through the PSP port of the game once already. I left off after completing the game’s lengthy introduction leading up to the expanse of the over world. I recruited Celine and did Kross Cave and I think I did a few other things. I knew I left the game off at a point where I would go to that place.
Beyond Kross Castle around the hills is a mountain trail area that contains two types of higher level enemies that can be defeated even at a low level. The orb shaped enemies can appear in groups exclusively and they only drain your MP yet cannot MP kill. Huh, how convenient? The flying Stingers can also be killed through some deft battling but they can be tricky unless you’re a little bit leveled.
This is a great place to get EXP and gold as well so that you can buy the Bandit’s Glove to loot a Mystery Box from the old man in Celine’s town. The Mystery Box then produces a random few items and a great weapon can be generated that will be strong enough for quite a while.
Actually, now that I think about it… they may have removed that sword from the items that come out of the Mystery Box… OR, it was that the old man doesn’t have the box anymore. I think I remember hearing about this being changed in the PSP version.
…
In any case, it’s a good place to get EXP and gold early on in the game.
But it reminded me of that time when I discovered I could make the game even more X-bashingly brainless. But on Universal Mode (hardest difficulty,) this tactic is nearly mandatory.
I ventured through the valley to the other side just to see what was over there at one point…But it comes out INTO a desert peninsula. Home to nothing but some brutes and an ocean view. I remember feeling sad about that, wishing something special was there. Perhaps I have forgotten what that mountain trail held, maybe it was the side quest for Ashton. But maybe that something special is just these memories I re-call of playing it.
Including getting my friends into the game and one time even experienced it while robotripping. It was funny because it occurred to me we needn’t force our hero Claude to rescue Rena. In fact, Claude can stand in one place in a cave next to monsters for a period of real life hours… existing as still as his sprite.
Funny things happened. My friend Hunter messed up on getting the special sword at the Arms Tournament that can be turned into the best weapon the Eternal Sphere. He messed up not once, then restarting OVER, but twice. He took his humility well, almost proudly as a stoner would.
It was also confirmed between the friends I borrowed Star Ocean 2 to that somehow, we had gained another copy of the 2nd disc. It remains a mystery.
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?
SOFT RANT MODE ON
Yet again I’m in a state of mind where I know how to play a game to the end, although I don’t seem to be able to work my way in a single credit. Blame it on difficulty, blame it on rank, but most of all blame it on me for believing I’m already ripe for the 1CC when in fact I’m still in need of practice. Never was that message from the announcer in Gradius II more true than it is in my gaming routine right now.
With the upcoming cross-platform release of Under Defeat upon us I thought it would be nice to clear the Dreamcast game before seeing its new HD incarnation in current gen consoles. I dipped my toes for a few days and finally engaged in learning the necessary chops some three weeks ago. The game has proven to be a soul crusher, and with my gaming time reduced it seems even more cruel in its hatred towards pretentious players. It’s teaching me the meaning of humility.
Being under a constant state of defeat should be bad for me. Nevertheless the game is so good that this becomes irrelevant. It’s a work of intense beauty with a vicious challenge that protrudes above the wonderful aesthetics, a late nod to the old school way of shmupping. It makes you feel powerful even when you lose, like when you nail 100% on that snowy 4th stage regardless of how awfully you performed on the 3rd stage.
Now let me go practice.
SOFT RANT MODE OFF
Being unemployed again I’ve been able to take a couple day trips to a retro arcade that recently opened up, Rusty Quarters. In Uptown Minneapolis, Minnesota. It takes an hour and 2 buses to get there, but it’s been worth it.
I had been anticipating this place opening for a while and was excited to try out some of the classics.
I tried most of their games out. Asteroids, Burgertime, Centipede, Crystal Castles, Defender, Dig-Dug, Donkey Kong (2 of them!), Donkey Kong Junior, Frogger, Joust, Ms. Pac-Man, Q*Bert, Space Invaders Deluxe, Street Fighter Alpha 3 and Track & Field.
The first game I played was Crystal Castles. Never played it before. It uses a rolling ball for control of the character. This game was pretty fun and the ball control worked well. Right away I was spinning the ball fastly to sweep up the lines of dots. I looked at the marquee game play instructions on many of the games I had never played or didn’t fully understand how to play. And some just because they look cool. This place has all the original cabinets for these games and some are pretty cool to behold. Space Invaders Deluxe for example, uses a projection of the game screen onto what appears to be a thin cardboard scene of a city. The best word I can think of to describe playing it is that it’s classy. Very classy. I don’t recall playing Space Invaders with 2 buttons for left and right, either.
Another game with buttons for left and right was Asteroids, positioned just adjacent right to Space Invaders. Space Invaders is also the game closest to the entrance. Where Rampage is also close but adjacent the store’s main window where there is a table and bench for players to take a break. Also a fridge for Mexican coke, (AKA, the real cane sugar shit!).
Asteroids was a game that I grew addicted to almost instantly. Before I played it I was watching another guy playing, almost beating the hi-score of 37k. I saw him disappear and appear somewhere else and I said, “Whoa, what was that trick?” and he told me about the hyperspace feature. I had no idea it existed. I had never actually seen an asteroids cab and the way the game brightly lights shots fired was captivating to me. It’s cool how it brings so much focus to the game, the shots and how bright they are. Also, the sound effects are awesome. The music resembles something like Space Invaders, as time progresses in a stage it beats faster and the UFO enemies keep coming.
Later on I watched the same guy from Asteroids playing Burgertime, and there he explained some of the mechanics and how to play correctly to me as well. I tried to play but barely got lucky enough to beat the first stage I think.
Centipede also sparked my interest a little more than other games on the first day. I don’t remember ever playing Centipede before. It was also controlled by trackball. At first, I didn’t realize I could move up and down in the bottom area of the screen. I’ve played this one a handful of times and it’s still odd to me. Not exactly sure what my strategy is supposed to be yet. Really odd, hard, but interesting shooter.
The DK and DK Jr cabs were a bit odd to me. The joystick felt really mushy the way it was moved around. It felt like it was broken but at the same time it was responsive if I held it depressed all in one direction. The stick was throwing me off completely and I could only manage to beat the first stage in DK and DK Jr. Are they supposed to feel like this?
All of the games in this arcade use American cabinets with American parts from what I can tell. Including the Street Fighter Alpha 3 cab with its Happ parts and uniform American button layout.
All in all Rusty Quarters is a great little place to hang out and play retro arcade games. They have cubby holes for you to store your backpacks or coats which I find quite handy and the table, (if only just one) is nice to have if you need to take a little break.
On the 2nd day I went, Space Invaders was glitching out on me, sadly. A fake UFO will sweep across the bottom of the screen creating its own barrier. Then about 5 seconds later all of the invaders rush the screen and I get an instant game over. Sucks man. I hope they fix it because playing that game is possibly the highlight of the place for me. It’s just so cool.
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.

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.
- 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.
- 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.
- A variety of music for the overworld and battles.
- Limited inventory for each character.
- An auto-fight feature (introduced in Chapter 5 for your other party members)
- A teleport ability and many similar abilities i.e. buff and sap spells.
- High experience enemies. (Metal Slimes to Fobbies / Foppies and the Criminal Caterpillar)
- Starting each chapter as a new character alone, uniting them towards the end of the game.
- Terrific hits = Smaaaash! hits
- 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?
About a week ago I discovered what the TwinBee western hi-score record was thanks to the STG records thread on the system11 shmups forum. According to this thread, “Baby Bonnie Hood” scored 4.017.500 and reached stage Stage 24. My current hi-score is 2.7 million so I feel I don’t have very far to go to beat this score. I’m going to beat this record!
If you follow my blogs on this site you probably know I really like TwinBee. It’s damn fun and having a goal to strive for is going to make reaching 4 million that much more enjoyable.
Right now I have all the save states I need setup for practicing the tough parts up to 4 million. The most annoying part about achieving this score is going to be the fact that recovering in this game is very haphazardly risky. There are only some select places in the latter 10+ stages where you have the opportunity to power up via bells without being harassed by enemies or enemy fire. I feel uncomfortable with intentionally dying when I only have one arm left and no medics. Only because by doing that I’m risking ending my credit from constant deaths on a failed recovery. On the other hand, if I lose my last arm or die during a hectic part of a stage, it’s also game over.
I found a place in stage 20 where I could possibly recover, in the metallic club area. But as it stands I’m not sure if I can rely on recovering. I’ll have to very careful not to lose my arms as I play. Right now I feel confident that I can beat 4 million, and I’d like to set a new bar for a western record with that. Maybe 5 million or better yet, I believe the game counterstops at 10 million.
I tried to test out using the shield + spread shot combo but it just doesn’t provide enough firepower for the latter stages compared to using options. So I’ll be sticking with options.
Overall I’m happy with this endeavor because this game is just so fun! Updates to come as I make attempts to 4 Million.
I actually played Raiden III briefly before I played Raiden IV. At the time I did think that the slow ship speed was a tad cumbersome but I did practice the game a tad and liked what I played.
Many people complain about the slow ship speed in Raiden III but after playing Raiden IV which has a slightly faster default ship speed, I can say with confidence that Raiden III’s slow ship speed is not an issue. But that is only true if you understand how to play Raiden III or Raiden IV. Speed is not an issue because most of survival can be boiled down to using small dodges; weaving inbetween bullet spreads. Seldom is a situation where you need speed to reach a safe area. Rather, the safe areas are present in the design of the bullet patterns. Where it is the player’s job to find a good preemptive positioning and dodging strategy to avoid death. This includes not cornering yourself when bullets will trap you! I guess the laymen just blindly assumes speed is what is needed to avoid death. And we (shmuppers) see the same rash assumptions elsewhere such as in bullet hell games where the onlooker assumes a stupid amount of skill is needed to play these games. No, only a small chunk of enlightenment will do people good!
I can’t say what people will like or won’t like, however. But Raiden III and IV are no-frills, classic shoot’em’up action and this is why I love these games.
I came back to playing Raiden III after a long hiatus! (But not before my time with Raiden IV)
The last time I played I had practiced and familiarized with most of the game and was in fact mostly prepared to perform the 1cc. I got burnt out or bored of it, however, and stopped playing. Coming back recently was not that difficult, though. It’s amazing how the brain works. Because despite, at least, a few months where I had left the game, it only took me a couple hours of practice to become acclimated again with the stages and bosses of the game.
Both are great games and each offer a hefty dose of Raiden style gameplay. It’s hard to say one is better than the other but I think the bosses and stages of IV were more diabolical compared to III. Stage 6 and 7 are amazing in III. I like the colorful parts of Raiden III and I feel like Raiden IV had more of that. The more I think about both games, the more I realize they are quite similar to each other. My mind has blanked out thinking of both of these games together in my head. Guess that’s it. ’Till next entry.

