![]() ![]() The way MS1's crouching knife locks you in place for its duration made me think my d-pad was dying, at first. Now I know to be extra-careful with those. Its handling is still impressively tight given how hard (I assume) it pushes the Neo hardware, and MSX actually took at least one step backwards, with its far lengthier turnaround attack input cancel. Unfortunately ACA's "Fastest" autofire seems a bit weak in MS1/X/3, so I've just been tapping for now. It helps that MS1 is not only shorter than MS3, but also a lot more generous with special weapons, which don't need fast tapping to hit their maximum shot rate (yet another Saigo resemblance). So it's not like I'm pistol-only much at all - only one spot comes to mind (Final Mission's infamous bridge, while finishing off the first half's Girida-O/"Rebel Slug"). If I can sort out a decent arcade stick with autofire I'll crank it up once again. Speaking of the bridge, I didn't realise until this revisit that the enemies you get are actually determined by your vertical position. ![]() Taking the top route will get you a trio of Flying Taras, but even if you go the bottom route (spawning a Dararin Dara Dara/girder truck. This series' enemy names have always cracked me up, can't resist!), jumping too early will bring on the planes. #A sneaky ninja twitch elite dangerous cracked# Something similar happens in the second half. I'm wondering if my current route (bottom, spawning a DiCokka/fatty flame tank) is needlessly dangerous. I know this is all ancient knowledge, especially with the game's popularity, but it's all new to me! /slowpoke.jpg Top gets a Melty Honey/bulldozer tank, but something nailed me before I could observe more, and I decided to stick with my existing route for now. Those girder trucks are so friggin' hardcore, I never tire of seeing that one roll in during the boat trip. What a mundane yet nightmarish attack, getting a shit-ton of steel girders dumped on you, particularly while stuck on a boat. They're repelling your attack with absolutely everything they've got, even their construction materials! The Rebels are on their last legs, their outposts smashed and the enemy at the gates. *Sometimes those guys will really come flying in. ![]() Actually, this is something I've meant to post about - MS's habit of giving the basic "green dude" sprite a bunch of diverse "characters," Famicom Ikari III/Guevara-style. For the most part, you can tell straight away who you're dealing with by their weapons, but there's still some of that classic Ikari ambiguity. jumping knifers look a lot like grenadiers until they attack, and I'm pretty sure both types of shield dude look the same until they draw either a pistol or a machete. Saigo does this a bit too, its first stage's Brown Ninjas are invisibly divided between ground and air attackers. I like the effect on uniformed zako - creates the sense of an army, disparate individuals united in purpose - but I do think Saigo pushed it a bit with its badass samurai Ryuichi. Stage 6-2's jumping variety are like a nightmare inversion of the groundtype, to the point the game even gives them separate spawn slots (you can have two of each onscreen, though the game won't spawn any more groundtypes once you're on the jumpers' turf). _Īre the seabirds the only ones happy to see me on this beautiful summer night? With quasi-midboss types, I prefer to know at a glance exactly what I'm up against. I do like rescuing what POWs I can (I really hate the "wait for" ones in Missions 3 and 4, though I went for the former in my first 1LC, just to get the UR GR8 100k, and AFAIK the ones up trees in Mission 3 are completely random). Just recorded a slightly more fluid nomiss that gets the three extras in the lower-left of Mission 4's boss arena. I think that's all the ones in there? I know you can also get some from the ceiling by hitting the upper tank with grenades, but it seems either/or.
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