As the years have passed, JRPGs have come and gone.  They have been a hot topic among most dedicated gamers since the days of the Famicom, where they initially rose with Final Fantasy 1.  But what became the “JRPG” was, as I understand, a mutant of the western RPG– founded in Dungeon and Dragons. The JRPG took many systems from D&D. Characters who leveled up, dice roll hit and damage counting systems, characters who learned skills and spent MP to use them.  Some basic premises.  The JRPG took these systems and tied them to a specific story, a specific world. A story in which you played the role of the featured character, not YOUR character, but the character of that story.

Many nowe kasyna in Poland offer games for real and virtual coins. They propose a wide range of games of classic card games, video slots, dice, several types of roulette, video poker, and so on. All the set you can run on your mobile phones.

Right away at this segregation we find a loss of some imagination.  With it was replaced charming 20×20 pixel designs of characters on a tile-based overworld, and in battles, enemies were detailed like games had not witnessed before. This moment of awe, grasping the world that has been created for you is what gamers began to love. And as time passed these worlds became more detailed along with the characters and the stories they lived.  Nearly 25 years have passed since Final Fantasy first appeared.

Growing up, there was always a sense of wonder surrounding the final fantasy series, or any RPG because of the worlds the developers brought to us. World after world, the charm of experiencing these stories would fade, however, as concepts such as crystal gathering became cliche, then the silent protagonist, then the “emo” protagonists (Cloud, Squall) would become antagonized by many gamers after the PSX era ended.  The systems changing slightly along the way.

This sense of wonder that revolved around RPGs climaxed at the release of EarthBound on the SNES.  At the age of 11, the idea of an RPG set in modern america, starring characters around my age, was something almost magical to experience. The worlds of Dragon Quest and Final Fantasy were almost trite and silly in comparison to a setting that I could relate too.  Without derailing too much, the point is EarthBound made it’s stand betwixt the fantastical worlds of the rest of RPGs with it’s modern setting. That is why it was great.  This is why Persona 3 and Persona 4 have been a sensation as well, in my eyes.  In these cases, the setting makes them stick out among the others.

In 2020, the JRPG is as dead a genre as shmups are. Both had their golden age but now are delegated to the dedicated fans. Ones awash in nostalgia of those old days, for the ones who enjoy a full universe to explore. Imagination is forsaken for a beautiful presentation of HD graphics and CD quality audio.  Characters with voices and motion actors and NPC’s alike.  The worlds become like our reality in this case, manifesting in technology to present a more life-like story.

In Persona 4, the emphasis on the characters was special. I felt that I could have known these characters in my own High School, or that I knew iterations of them in the personalities of my very own friends. I don’t know what makes a believable character, per say, but Persona 4, with it’s modern setting, made me feel like this was something I was actively partaking in myself.  (Over the course of a year, I finished Persona 4.)

In Final Fantasy XIII and XIII-2 the gimmick that gives up imagination is a world so detailed, so crisp and beautiful, it is a microcosm of life itself. Some other RPGs may invoke this feeling, but I boast this statement on the fact that games in the value of FF XIII and XIII-2 are stocked in just that, production value, a high budget, by the grandfathers of the JRPG themselves.  The battle system of FF XIII was not something to take a high regard too, however. Instead, it was more-so a part of a cinematic presentation that engaged me to the battles.  Where mashing ‘X’ was enough control for me to become engaged yet relaxed enough to take in the incredible presentation overall.

I recognize that fans of the older games in the FF series began detesting the series at FFX. Gone were so many mechanics that made Square’s JRPGs as robust as they were.  Gone was an explorable overworld, a plethora of equipments, some mini-games, character management overall. At FFX many of these things became streamlined to do what? I believe it was to tell a more meaningful story.  FF XII is sort of an odd cookie in this equation, I’d like to exclude it from this thought process for a moment. In fact, I feel like FFX, and FF XIII, FFXIII-2 are very similar games. The primary feature of both being a disregarded overworld for a linear story progression.  A story that held your hand more closely, to keep you in its nestle for a leisurely yet focused 70 hour experience.  And the characters in these stories I felt were closer together than any characters in any previous FF game. With FFX, FFXIII and FFXIII-2 I suspend my disbelief and give my senses to the video game to mold.

Because I am not jaded to the phenomenal CG these games have produced. I have a high appreciation for the presentation of these games in fact. Gamers will argue just how much the new FF’s are even games anymore, but as long as I can feel somewhat in control of establishing my power.   FFXIII did this nicely with the Paradigm Shift system, as long as something simple  for battle exists like this, I will be pleased.  It WAS pretty simple, though.

FFXIII and XIII-2 tell despairing stories of humanity in their high budget microcosms that I really quite enjoyed. There was an array of emotions displayed by the characters that conveyed themselves onto me, coupled by the amazing music of Naoshi Mizuta and others who aren’t Nobuo Uematsu.  Square Enix have become my favorite modern story crafters, creating worlds so delicate that I felt like I was in them.  And even if I lost my place in their story slightly, I fell back on the music, sound effects, the facial models or a variety of things that make these games amazing to me.

So shout outs to the haters out there. These are phenomenal places for the mind to take a breather, if you are so inclined to repose. Then I recommend you do.

Footer: This article is intentionally written in a careless, holistic manner. So take these thoughts, incomplete if some may be for how you will. Because I wanted to show how I appreciate JRPGs today.  I hope that has come across in some way.

I bought the new Need for Speed: Hot Pursuit from Steam’s summer sale for €5. I had previously played the demo on Xbox 360, but wasn’t impressed for whatever reason. This time, however, I got hooked. It’s just a very awesome game. I went so far as to buy the 360 version as well so I could record my runs easier, Fraps keeps dropping frames here and there. In total I’ve played the game for 20+ hours, gone through the racer campaign twice and I’ve never even played a single cop event yet. I don’t have any interest to, either. Ramming vehicles ‘n stuff, that’s not my thing. I just love going on the road. The game has about a dozen events that are well-suited for time attacking (ie. no other racers or cops around), my favorite is the one called “The Ultimate Road Car”. Gotta love that. It’s as close as the game gets to having a mountain pass. Very cool track. And you get to race on it with a supercar that would, in real life, cost approximately three large houses. My best time on the track is 2:57.66 (the Gold time is 3:08 if I recall) and the best time I’ve found online is a whooping 2:40. So there’s plenty of improvement to be done there.

I’ve also played a little bit of Neo Drift Out. I got the MVS cart quite a long while ago but it’s been sitting there waiting for the right moment. Clearing the game isn’t very hard, it took me maybe 5 or 6 tries. But, like with shmups, it’s doing it with good results that really matters. My 7’32”47 isn’t too impressive, but it can be improved by 30 seconds at least. Gotta learn the shortcuts…and figure out whether they’re all advantageous or not.

And finally, I have been playing Ridge Race Turbo. The original game’s 60 FPS version that comes as a bonus disc in Ridge Racer Type 4. RRT is just excellent. Pure arcade racing. Start up the console, play a quick game of Galaxian and BAM! You’re in the game. It’s deceptively deep, too. I have logged it almost seven hours of gameplay and only now am I starting to realize just how I’m supposed to drift in the game. The game has four Time Attack tracks and I’ve only been focusing on two for now, TA Short and TA Long. I just managed to break the 3-minute barrier on the latter, what a rush that was, and I can still shave off 6-7 seconds.

Lastly, I wish to invite all of you to talk about these and all the other excellent racing games at Rolling Start, a new forum I have established to act as a meeting place for fans of arcade-style racing games. I couldn’t find a good place online where I could talk about all the different series and games, like there’s shoryuken.com for fighters and shmups.com for shmups, so I decided to start my own. I hope it can be a place for talking about the games, their strategies and having friendly competition through sharing times and organizing multiplayer races.

Приготовьтесь к захватывающей поездке с Aviator Пин Ап! Эта игра дает вам возможность за считанные секунды приумножить свои деньги. Используйте платформу Pin up, чтобы присоединиться к действию и почувствовать радость победы

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).

Crazy Time Casino Online: Unleash the Excitement! Join the action-packed journey today. Click here to play and win big! Sign up to Great Offers and Fun!

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 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 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:

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.

http://oesterreichonlinecasino.at/payment-methods/handy-zahlung/
Our official partner in Austria is Philipp Ganster from OesterreichOnlineCasino AT.
You can learn about the best online casino sites with payment via cell phone.

Author

The no limit bookmakers, whose goal is expansion to Latin America and Europe, will start operating. New application for betting online you can find on the website - just press and install in on your smartphone in 1 click.
The preliminary date for the launch of the operator is known - June-July 2021, when the America's Football Cup-2021 will be held.

Meta


casino online

Follow

Get every new post delivered to your Inbox. Oklahoma. Read About Slot machines | How to win | Ice |Poland

Powered by WordPress.com