|
Post by Shellshock on Jun 3, 2011 20:42:43 GMT -5
hg101.kontek.net/strikers1945/strikers1945.htmHey guys, some corrections and additions: -The Zero plane of the first game has no screenshot. -"The bullet speed is slower, and the bullets themselves have been replace with bright pink and blue glowing orbs, similar to the types of attacks found in other modern style shmups. Bullet patterns have been changed as well, mostly to accommodate for the new bullet types." What is the difference between them? -"The other side of the screen is completely useless, simply showing the word "Strikers" in huge letters. " This is the second player's HUD in the arcade. -Did I miss it, or is there no mention of the planes' bombs? -Secret plane in Strikers 1945 III, from ArcadeHistory: * Play as Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B. * Play as Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear. -"This is Psikyo's first and only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console)." From ArcadeHistory. -Strikers 1945: "Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game." From ArcadeHistory. -Strikers 1945 III: * Technical Bonus : each boss, excluding the last one, has a weak point called 'the core' that is exposed outside for some few seconds. When the player airplane gets close to it at a fixed distance, it turns red. It is possible to defeat the boss quickly by attacking intensively the core at that point in time. The Technical Bonus is added if you destroy the core. * Super Shot : when an enemy plane is shot the energy accumulates in the level gauge. When there's enough energy accumulated in the level gauge the super shot can be discharged by pressing continously the shot button. While the super shot is discharging the energy of the level gauge keeps decreasing. When energy becomes 0 the super shot stops being able to shoot. In Strikers 1945 III a cancellation function was attached to the super shot so the energy at the level gauge can be preserved. From ArcadeHistory.
|
|
|
Post by nickz on Jun 4, 2011 15:59:25 GMT -5
Thanks for the help. I'll have a revision written soon.
|
|
|
Post by fergzilla on May 3, 2015 11:22:02 GMT -5
Hiya, sorry for the bumping, but I feel that this article needs to be updated.
Strikers 1945 II and III/1999 have been released as freemium apps (called STRIKERS 1945-2 and STRIKERS 1945-3, respectively) on the Apple App Store and Google Play by some Korean companies who call themselves Mobirix and APXSOFT. It's also the first time Strikers 1945 III has been ported anywhere ever, it's about freaking time since it "only" took 16 years to do so. These versions add in-game currencies (coins and gems) that are earned through completing stages, and these could be used to unlock playable planes permanently (you're stuck with the P38 in II, F/A-18 in III by default), upgrades, and you can even try to pay for having an option-like "partner" to help you with shooting. You can also pay for a continue with your currency (the price heightens per continue within a single playthrough) should you lose all your lives, and you no longer lose your score upon doing so, unlike the arcade versions (seems that Mobirix thought that having to pay for continues was punishment enough). It also has leaderboards (of course) and online multiplayer. Pretty decent adaptation to the mobile market overall, even if it has to add the usual gimmicks that so many other "freemium" games fall for.
And funny enough, the mobile port of Strikers 1945 III is still referred to as "ストライカーズ1945-3" in Japanese even though the arcade version was previously called "ストライカーズ1999" in Japan.
So yeah, it is no longer accurate to say "Strikers 1945 III has never ever been ported ever". Tengai, another classic Psikyo shooter, also has been ported by the same company with more or less the same gimmicks, but that's not really for here.
|
|
|
Post by derboo on May 3, 2015 20:08:25 GMT -5
While we're at it, Strikers 1945 was already ported to mobile games by a Korean company (Willow Soft in this case) in 2004: game.donga.com/19785/game.donga.com/21017/Every episode had only two stages. Episode 3 was supposed to get the last 3 stages, but it seems quite possible that it was never released, as there are no news about it and Willow Soft's homepage trail disappears soon after episode 2.
|
|
Startling
Banned
A better gamer than all of you plebs
Posts: 54
|
Post by Startling on Nov 30, 2015 20:00:53 GMT -5
Hi, have a mega post. I'd grab typos too, but I think the article needs to be fundamentally rewritten.
Specifically, we really need a giant Psikyo article, as most Psikyo games build off each other (particularly the ones we have articles for: Sengoku Ace, Gunbird, and Strikers). There also needs to be mention of Psikyo's ties to Sonic Wings.
Pretty much the only thing these games have in common is the World War II theme. At best, 19XX barely resembles any given Psikyo game, and both games have more ties to Raiden than to any of the earlier Capcom 19-- games.
The 19-- games don't really have any sci-fi elements except for 19XX, which is specifically meant to be more futuristic. Maybe a WW2 plane using lasers is a bit out of place, but that's kinda stretching it.
The grading in Strikers is completely irrelevant, while the grading in 19XX directly affects score, and you are only graded on how fast you defeated the boss; again, medal and bomb counting come from Raiden (which comes from earlier Toaplan games).
This is starting to veer into opinion, but the first four Psikyo games are generally noted for very high quality hand-drawn sprites that have only been matched by the likes of later Toaplan games, Raiden II, and Do/donpachi + Dangun Feveron. The pre-rendered sprites in later Psikyo games are top-class for pretty much any game using that technique; it is only exceeded by CAVE's works, and the ambitious (and expensive) MK-style digitizing. On the subject of style, WW2-type war machines turn into Gundam-style mechs, plus all the crazy bosses and player attacks of other Psikyo games; not much more needs to be said.
The music for nearly all Psikyo games is composed by an ex-Capcom (one of a grand total of three things in common with anything Capcom) employee previously responsible for games such as Wonder 3, but his style changed about as much as Yoko Shimomura's did in the early '90s; I never knew for the longest time. That aside, the first Gunbird, the first Strikers, and Zero Gunner 2 especially are often singled out as being some of the best arcade game music.
Psikyo games vaguely resemble Raiden or Toaplan, but are about as removed from that series as CAVE games are. They end up resembling NMK's works more than anything else, and both NMK and Psikyo have always been considered distinctive due to their very fast pace (which you even mention).
Perhaps the option concept stems from the original 1942, but the behavior used in Strikers comes from Gradius. You gain an option whenever you power up, to a maximum of four, just like Gradius. That particular formation type started with Thunder Cross, and was reused in Gradius III's SFC port. Also, options do not usually shoot with you in the 19-- games, and 19XX has no options at all.
Obviously, the loop is an ancient aviation maneuver. No 19-- game before 19XX has that traditional smart bomb, and that specific weapon is heavily based on its usage in Raiden and Toaplan games.
The P-38 in Strikers greatly resembles the Raiden with the blue laser and homing missiles equipped more than anything else. Even 19XX doesn't have subweapons like Raiden and Strikers do.
This bomb actually hails from Sonic Wings (it's the FS-X's bomb). Dodonpachi should be changed to Donpachi, which started the laser bombs for that series, and it should also be noted that even Donpachi is a much later game.
This is one of the things that actually does resemble the 19-- series. This weapon is even called the "ゴッドウインド" ("God Wind") in Strikers.
The bomb comes from the Shinden in Sengoku Ace; as mentioned in the article, the same character from Samurai Aces even pilots it. The weapon is called the "サムライソード" ("Samurai Sword"), or "真サムライソード" ("Shin ("true") Samurai Sword") for its improved Strikers version.
Only the first four stages are randomized. The fifth stage is part of the "second half" of the game. Most Psikyo games use some variation of this gameflow.
Power downs always lower your main and sub (option) shots by one level, and this is actually a good thing because the game immediately gets slightly easier by doing so. You'll see every pattern slow down a good bit, and you don't lose as much power from a single power down as you'd think, especially if you can grab another power up soon.
This never happens. You can collide as much as you like, and you will not be negatively affected in any way.
There are no end-of-game bonuses (which is slightly problematic). All scoring is obtained during the stages. Also, simply shooting enemies down is worth more than collecting every gold bar correctly.
This game was actually released in 1997.
Planes, bosses, and gameplay are about the same. Strikers II is overall easier than the original, actually.
Following from the above, Strikers was released before 19XX, and is heavily based on previous Psikyo titles. Again, 19XX does not have any sort of options, and actually takes a good bit from Psikyo or Raiden.
The Lightning is almost identical to the first game. The main shot is exactly the same, the sub shot is the same aside from it not firing from options anymore, the charge shot is actually a limited form of the bomb from the first game (level 3 charge shot gives you the actual bomb), and the bomb was the only thing changed because of that.
The Flying Pancake actually does slow down during its charge shot, and is the only one to actually do so; all other charge shots are "fire and forget" weapons.
Might want to mention that this is a rebalanced version of the P-51's charge shot from the first game.
Again, only the first four levels are in a random order, with the fifth being the beginning of the game's second half. This is a Strikers thing, and more or less a Psikyo thing (in most Psikyo games, you only play three out of four of the random levels).
Apparently, the European version was released first, and might be an earlier build of the port. I'm not even sure they're the same port.
In fact, Strikers 1999's first four levels are still randomized. However, they have the same order for the first game played after restarting the machine. Some Psikyo games do that, and I forget which ones other than 1999.
The Lightning is the real nickname for the P-38, and the Super Hornet is the real nickname for the FA-18. "Super Ace" is just some made-up name from Capcom USA.
The Raptor actually uses a classic Psikyo charge shot that comes from Sonic Wings, which was probably even released before Axelay.
Strikers 1999 has a secret plane that should probably be mentioned. To get it, go into the test menu, select Maintenance Code, and enter 01999. Exit the test menu, start a game, and go to the ship select. Highlight the ? random select, then hold down and press Shot to play as the powerful X-36 prototype. This plane mostly resembles the Flying Pancake from II.
There's also Plus's secret ship, of course. The Ascender is in Plus, not in 1999.
(the third and final Capcom-related thing is that Capcom had a hand in publishing Psikyo's Dreamcast games, and let Psikyo use Capcom characters to make Gunspike, which is a Commando-esque game)
|
|
|
Post by Neo Rasa on Nov 30, 2015 21:09:41 GMT -5
Axelay was released in late summer of 1992, about a year before Sengoku Ace.
|
|
|
Post by Discoalucard on Dec 1, 2015 12:10:06 GMT -5
I wouldn't mind chucking out the whole thing if you want to rewrite it. Not me though, I have a pretty low opinion of Psikyo in general. I definitely disagree with you when it comes to visuals/music because they are like the blandest of bland outside their of weird characters. I believe the "sci-fi elements" refers to assorted mechanical enemies that are outside of the normally military purview.
I think one of the problems is that "19XX" is being used as a catch-all name of Capcom's series, rather than the specific game 19XX. One of the major reasons the Strikers 1945 series irritates me is that it's riding off name recognition of a long running classic series despite having nothing to do with Capcom. The article should probably not spend as much time comparing them though, other than distinctly saying "these are not in any way related".
|
|
|
Post by Neo Rasa on Dec 1, 2015 12:13:55 GMT -5
I have a pretty low opinion of Psikyo in general. A kindred spirit, I thought I was the only one.
|
|
Startling
Banned
A better gamer than all of you plebs
Posts: 54
|
Post by Startling on Dec 1, 2015 15:33:20 GMT -5
Axelay was released in late summer of 1992, about a year before Sengoku Ace. Oops, I meant to write Sonic Wings there, fixed. Sonic Wings was 1992, and might have been before Axelay; there's no specific date for Sonic Wings, so I'm not sure. At the very least, they were developed around the same time, and I don't think one really copied from the other. Both games were probably paying tribute to Gradius lasers with a full set of options, or probably even to some old super robot show. I wouldn't mind chucking out the whole thing if you want to rewrite it. Not me though, I have a pretty low opinion of Psikyo in general. I'm very sorry, but I'm not really a review guy, and part of that is because I feel like I don't know nearly enough about this games. Plus, I'd think any good Psikyo article would also include things like those mahjong games, which I know nothing about. I definitely disagree with you when it comes to visuals/music because they are like the blandest of bland outside their of weird characters. Surely it can't be much more bland than Capcom's games? :^) For the record, I do agree with the assessment I put, but it's also polled opinion. Maybe the designs seem bland to one person or another, but the actual spritework and pre-rendering is clearly top-tier compared to so many other games. I believe the "sci-fi elements" refers to assorted mechanical enemies that are outside of the normally military purview. I can't think of anything like that in 1943 and 1941, at least. All I can think of are the weird weapons. I think one of the problems is that "19XX" is being used as a catch-all name of Capcom's series, rather than the specific game 19XX. Yeah, after rereading every mention of it, it does seem like he's just referring to the series. I like Japan's approach: they just call it the "19 series" or "Capcom's 19 series", and I guess some dashes make it look nicer. One of the major reasons the Strikers 1945 series irritates me is that it's riding off name recognition of a long running classic series despite having nothing to do with Capcom. I've never gotten that impression at all, and it always irritated me that there are so many silly Americans who refuse to tell shmups and Tetris-like games apart, but have no problem telling two games of every single other genre apart. I don't think anyone in Japan believes this nonsense, at least. 1942 is far more of a Xevious ripoff than Strikers is from Capcom's games. The article should probably not spend as much time comparing them though, other than distinctly saying "these are not in any way related". Agreed. As a 19-- fan, I think there should be a mention of how 19XX (the game) takes after Strikers a bit... or Raiden, but I'm sure Capcom was at least inspired by the rise of Psikyo.
|
|