I don't have any other joystick for the Turbo.
You and the rest of North America
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Goodness, Violent Soldier tosses a lot more asteroids and ships at you, and they're much more aggressive especially in surrounding you.
Noooooooooooooo...
Heh, I've noticed that before: whenever I first enter an area I'll often do much better than my next few attempts when I actually know what to expect.
Yes, my "twitch" reflexes seem to be highly sensitive when I'm playing a new area as well... I think this is because I'm "in the zone" and the anticipation of "what's coming next?" has the adrenaline pumping. Once you get too familiar with an area, it is hard to get excited. In fact, sometimes I regress (i.e. I get a sense of dread when I get to the asteroid level, which certainly doesn't help my game).
The ending in Violent Soldier is different though. After the screens showing you fighting your way through the game (which is the same) all Sinistron gives you is "Congratulations!" in the best NES game-over tradition, but Violent Soldier has a credit roll. What's up with the "come back summer vacation" part though? Were the programmers saying to the player "come back on your summer vacation and play again" or were they wishing for summer vacation after working on the game?
Hey, does music play during the credits? Can you tell if it is a new tune, or is it simply recycled (I'm dorky and like to know stuff like that)? And I looked up the release date (December 1990) for Violent Soldier... which didn't provide and clues as to what that cryptic message means.
I think next I'll tackle Cybercore. Never played it very much because it always seemed like a second-string game...kind of like Sinistron. Not a bad game certainly, but not up the leagues of Super Star Soldier, Soldier Blade, etc. But then again it wasn't a bargain-basement turd like Deep Blue either.
I like Cybercore, but I think most shooter fans would dismiss it if they didn't give it a chance. When I first got it back in the day, I was disappointed because it seemed like a mediocre clone of Namco's shooters (the Xevious / Dragon Spirit formula: shoot the airborne enemies, bomb the land-based enemies).
But, starved for games on the TG-16, I eventually went back to it and started having fun. I love the music, even though the songs are comprised of really, really short loops.
The early bosses are totally weak. That sucks, because I think the game would be a lot better if all of the boss fights were tough from the beginning.
Overall, if you like Dragon Spirt, then you'll like Cybercore. It took some practice before I could 1CC Cybercore, so it provided a decent challenge (for me, anyway). It is a forgiving game, like Sinistron, in the fact that when you die and respawn with a pea-shooter, you
do have a fighting chance. I remember continuing on the last level and beating the game (although my ship felt really sluggish compared to some quick opponents you have to dodge).
I recently purchased the Japanese Cybercore HuCard (I should be getting it next week). Who knows? Maybe they dumbed down this game like they did for Sinistron? Both games were published by IGS, who also handled the North American releases, so I think there's a good chance they tinkered with the TG-16 version! If I had to guess, I'd say that they neutered some of the bosses for the TG-16 version (I hope so, anyway!). Realistically, though, I expect the games to be identical
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Congrats man try beating, Raiden II on the, PS1 and, Raiden III on the PS2
I've been playing Raiden II at the laundromat... It's as fun as the original. But I really wish they changed some of the aesthetics instead of recycling nearly everything from the first game. I like the gameplay formula, no need to change that, but I wanted to see radically different sprites and stages.