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The fact that most of these follow-ups rarely strayed too far from the original game’s template underlines just how well-executed it was all those years ago. It introduced and popularised many features that are still evident in even the latest bullet-crazed shmups from Japan.Īs well as being heavily copied by others, it’s a game that has also given Konami a lot of mileage over the years, both in terms of direct sequels, and spin-offs. Then I made a little video of it (this was back when the game was totally broken in mame still), and all 3 boards sold within a week.Released in 1985 by Konami, the original Gradius was quite a revelation and hugely influential. Back when I bought my Fire Barrel, 3 others had been sitting on Yahoo for months. Kind of like Metal Slug 2 vs X.Īnd you've now just increased the price on the PCB tenfold with this little bit of interesting info Very much feels like a ''Special Version'' of the original game.
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Enemies from later stages show up in earlier stages, but it's done in a way that stylistically looks good and doesn't feel forced. R-Type III being a great example that game really needs an option to start on the second loop.įire Barrel works a bit differently. They're generally not different enough that the games wouldn't be better off with a simple difficulty selector. I like that they never do suicide bullet junk at least. Usually what gets changed is enemy aggression and health, more attacks, and sometimes more enemies show up. IREM 2nd loops range from mildly more interesting (R-Type III) to ludicrous difficulty spike (Image Fight). _Īlways seeking netplay fans to play emulated arcade games with. In Gradius Rebirth all the levels except the final one are radically different between its three unique loops. In Kingdom Grandprix you have the option of choosing between two or three levels for each race in the first loop, and then on the second playthrough of the game you go through all the levels you didn't play through the first time (minus the first level). Two games which I think do this the best are Kingdom Grandprix and Gradius Rebirth. However, one thing that does make loops more tolerable is when the loops are actually a different game instead of the same thing with some lazy suicide bullet mechanics or slightly tweaked formations and what not. It's really a damn shame because I love fighting Cho Ren Sha 68K's final boss but it really just starts feeling like work when you get to that second loop. It's one thing to reward player skill with an uber final challenge, but focusing on people who can spend the longest without going to the bathroom or have the most patience for banal repetitiveness just feels like an unnecessary method of dividing good players from "great" players. What I absolutely can't stand is in games like Cho Ren Sha 68K or a lot of CAVE games where they force you to play through the same damn thing twice to finally reach the penultimate challenge at the end of the game. I almost always think turning the higher loops into simply a higher difficulty mode selector is a better idea. Then it becomes a matter of slogging through content you've already mastered just to get to the content that's actually dangerous and exciting for you. One of the problems with looping is when you have to play pretty much the same thing over again. Hah, I've actually been meaning to make a thread like this for a while.
![Learning on the job no pay](https://loka.nahovitsyn.com/65.jpg)