This one's a special treat to show as I had one-credit-cleared this game on my Android device in the highest difficulty as shown in the screenshot below. Unfortunately, unlike that screenshot, my gameplay videos on YouTube took more than a credit to clear but it seemed that I was able to tolerate things quite well as if the game on IOS and Android is less difficult than the arcade version in which the enemy bullets are much faster in the arcade version. Another thing to talk about is the lesser amount of grinding in this one unlike the prequel on IOS and Android which is much more tedious. You should be able to get more virtual coins throughout the game than spending the overall amount of virtual coins in starting the game. What this means is that you can pay virtual coins in randomizing the choice of the fighter for full power as well as to enable a partner fighter to help you out before starting the game but by the time you have gone through the entire game, you may have gotten more virtual coins from some missions than consumed those virtual coins from random fighter choice + partner. This reduces the amount of grinding or some sort but another improvement is the inclusion of additional goals as different ways of unlocking fighters. For instance, you need to upgrade the fighters by spending virtual coins on getting full power, shield and higher charge weapon level so that you can get that amount of power the next time you start the game. Of course, you may need to do the required amount of upgrades to unlock that fighter.
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Showing posts with label X-nauts. Show all posts
Showing posts with label X-nauts. Show all posts
Friday, October 23, 2015
Thursday, October 2, 2014
Strikers 1945 II for IOS and Android
The previous mobile versions were technically fine until the recent version started to lag on my Android device that it may be unstable enough that it may end up shutting itself down, back to the home screen as it may be unresponsive. It's kind of annoying when the apps and the later versions of the previous apps are released in the future and you're using them in your older device and hence this kind of annoyance. Perhaps, I may need to buy the new IOS and Android devices but they may be kind of expensive and cheap-ass Android devices may be technically inferior but the superior ones may be expensive as hell. It may be a difficult decision as of today on which Android device to buy at this moment due to the price and other stuffs.
So, we got like 4 loops as I believed from the previous version of the game ported to IOS and Android but the real challenge laid from further stages in Normal difficulty with the Professional difficulty starting to be almost on par with the arcade version. Master difficulty is sort of like Loop 2 of the arcade version or maybe Loop 1.5. On the recent version, the game's divided into four difficulties but each one has one loop instead so be glad about that. Not to mention that you get additional red emeralds for higher difficulty you choose. Downside is that it costs golds and it is more difficult than usual, even if you have your partner ship along which is kind of handy although it has different behavior than the one in Caladrius Blaze's Synchro Mode.
The title screen music is based on the song from one of the stages and its arrangement is nicer but it's the only arrangement you can find on the app.
Downsides of the game regard the way your ship fires and having to waste more golds just to unleash more bombs at the last resort. What the hell, that's kind of stupid to waste additional virtual money on unleashing more bombs when you have run out of them. That defeats the purpose of the arcade shmup gaming. You should have treated this game as the arcade game as it was originally released in the arcades in the 90s as stated in the game's description, not the mobile game. Another problem is the mis-coloration of one of the bosses and some of the backgrounds are missing compared to the arcade counterpart. The console version problem regards the pixellation of the sprites and the slowdowns that kick in for some of the stages.
This is developed and published on the same mobile platforms by the same company that publishes and develops Sengoku Blade on the same platforms. Sure, things are entirely in Korean language but you should be able to get through the language barrier to get this game from the app store.
So, we got like 4 loops as I believed from the previous version of the game ported to IOS and Android but the real challenge laid from further stages in Normal difficulty with the Professional difficulty starting to be almost on par with the arcade version. Master difficulty is sort of like Loop 2 of the arcade version or maybe Loop 1.5. On the recent version, the game's divided into four difficulties but each one has one loop instead so be glad about that. Not to mention that you get additional red emeralds for higher difficulty you choose. Downside is that it costs golds and it is more difficult than usual, even if you have your partner ship along which is kind of handy although it has different behavior than the one in Caladrius Blaze's Synchro Mode.
The title screen music is based on the song from one of the stages and its arrangement is nicer but it's the only arrangement you can find on the app.
Downsides of the game regard the way your ship fires and having to waste more golds just to unleash more bombs at the last resort. What the hell, that's kind of stupid to waste additional virtual money on unleashing more bombs when you have run out of them. That defeats the purpose of the arcade shmup gaming. You should have treated this game as the arcade game as it was originally released in the arcades in the 90s as stated in the game's description, not the mobile game. Another problem is the mis-coloration of one of the bosses and some of the backgrounds are missing compared to the arcade counterpart. The console version problem regards the pixellation of the sprites and the slowdowns that kick in for some of the stages.
This is developed and published on the same mobile platforms by the same company that publishes and develops Sengoku Blade on the same platforms. Sure, things are entirely in Korean language but you should be able to get through the language barrier to get this game from the app store.
Tuesday, September 2, 2014
Gunbird 2 and Sengoku Blade for IOS and Android
The ex-employees of Psikyo might have come back in the new company named Xeronauts which might have published Strikers 1945 Portable on the PSP with slight graphical modification. The explosions in that version may have changed to the classic-ass ones which may seem to be disappointing and the boss music is somewhat missing. The worse thing is that it is based on Strikers 1945 Plus with still cropped vertical parts of the resolution in in which the original Strikers 1945 II version has.
Then moving on to the mobile version of Gunbird 2 and Sengoku Blade which make use of the Kakao Korean social networking service to play the games. The way you start the game is that you get one credit for free but beyond one credit is virtually costly. You can also enhance the gameplay with various mobile version exclusive items like the shield for example that will protect you from enemy attacks.
The disadvantage of these two games on the mobile device is that getting beyond one credit will cost you virtual money so good luck trying to clear them in one-credit if you're damn good enough. Another problem for Sengoku Blade for IOS and Android is that the gameplay resolution is completely stretched to 16:9. Similar issue as the one in Raystorm HD but on the 4:3 mobile devices like the Ipad, the entire game except in-game is squashed in 4:3 format. Originally, the game on the mobile devices is entirely in 16:9. The improvement is that they should add the wallpaper during gameplay for 16:9 devices and not flatten the god-damn non-in-game interface for 4:3 devices. Another problem for Gunbird 2 on IOS and Android is that the arranged music is like crap compared to the original and home console versions of Gunbird 2. What were they thinking when trying to modernize the music for that game?
Gunbird 2 for IOS and Android is known as Gunbird S and Sengoku Blade is simply named as Tengai, the same name for the overseas arcade release.
Then moving on to the mobile version of Gunbird 2 and Sengoku Blade which make use of the Kakao Korean social networking service to play the games. The way you start the game is that you get one credit for free but beyond one credit is virtually costly. You can also enhance the gameplay with various mobile version exclusive items like the shield for example that will protect you from enemy attacks.
The disadvantage of these two games on the mobile device is that getting beyond one credit will cost you virtual money so good luck trying to clear them in one-credit if you're damn good enough. Another problem for Sengoku Blade for IOS and Android is that the gameplay resolution is completely stretched to 16:9. Similar issue as the one in Raystorm HD but on the 4:3 mobile devices like the Ipad, the entire game except in-game is squashed in 4:3 format. Originally, the game on the mobile devices is entirely in 16:9. The improvement is that they should add the wallpaper during gameplay for 16:9 devices and not flatten the god-damn non-in-game interface for 4:3 devices. Another problem for Gunbird 2 on IOS and Android is that the arranged music is like crap compared to the original and home console versions of Gunbird 2. What were they thinking when trying to modernize the music for that game?
Gunbird 2 for IOS and Android is known as Gunbird S and Sengoku Blade is simply named as Tengai, the same name for the overseas arcade release.
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