|
Post by Discoalucard on Apr 19, 2016 8:47:43 GMT -5
|
|
|
Post by Feynman on Apr 20, 2016 14:22:09 GMT -5
I've always wondered if the fortress sections in Air Fortress were inspired by this game.
|
|
|
Post by drpepperfan on Apr 20, 2016 14:54:05 GMT -5
Why no picture of the unmasking? Mentioned it in the first paragraph, but then no pics.
|
|
|
Post by Discoalucard on Apr 20, 2016 18:52:47 GMT -5
From the Namco X Capcom article.
|
|
|
Post by 320x240 on Apr 21, 2016 2:56:09 GMT -5
I would have to say that the straightforwardness of the first game makes it the better of the two. In the second game there is too much emphasis on collecting those yellow creatures, and too much unnecessary fluff related to that, like the counting at the end of a level etc. It disrupts the flow. It is also a pity they dropped the progress update between levels. Some of the level designs are more interesting in the second game though, even though the visuals are not.
I'm a bit surprised the writer of the article considers these games hard. They are rather middle of the road. With the short length of the levels they could have afforded to make it much harder without ruining the fun.
|
|
|
Post by Woody Alien on Apr 21, 2016 4:54:50 GMT -5
Did you revert the article to a previous version? I'm sure I've seen some differences in the text, also the forum link is not implemented still. I always thought it was a policy of gaming sites not to put pictures of the ending of a game unless it was specifically dedicated to it (like VGMuseum)...
|
|
|
Post by Woody Alien on Apr 21, 2016 5:04:37 GMT -5
I would have to say that the straightforwardness of the first game makes it the better of the two. In the second game there is too much emphasis on collecting those yellow creatures, and too much unnecessary fluff related to that, like the counting at the end of a level etc. It disrupts the flow. It is also a pity they dropped the progress update between levels. Some of the level designs are more interesting in the second game though, even though the visuals are not. I'm a bit surprised the writer of the article considers these games hard. They are rather middle of the road. With the short length of the levels they could have afforded to make it much harder without ruining the fun. Maybe I'm not that good at arcade shooters, but I still think Baraduke is hard, for several reasons: it's one of the first games where the enemy bullets are as fast as your own, but the character itself is not fast enough and your weapon only can destroy enemies that are directly in front of you so it's almost useless where there are swarms of baddies, and that happens often when the Octy spawn those jellyfish things. Also putting randomly enemies in capsules is unnecessarily cruel, as is the idea of relying on chance to gain more power-ups. Maybe it's because I hate bullet hell games and never learned to master them... I agree with you on the sequel though, it sucks on almost every possible level. Even the visuals, I prefer the more austere style of the first one over the stupid "comical" design of the second. But I ask you to tell me an example of interesting level design: aren't they all long horizontal lines?
|
|
|
Post by acidonia on Apr 25, 2016 15:53:30 GMT -5
Baraduke was on the Namco Museum disc on the xbox 360 though this version the stage select was removed and Metrocross was Renamed Retro cross for no explained reason in Europe. Baraduke 2 was not the only Namco Arcade sequel to do the the first credit only gives you a single hit unless you continue either the sequel to dragon spirit dragon sabre did it as well funny both of these was never included in any Namco Museum title either.
|
|
|
Post by Woody Alien on May 23, 2017 5:30:53 GMT -5
There's a strange sentence near the end that needs to be corrected:
Indeed, Baraduke II was never ported until a Like the original title, the Wii Virtual Console release in 2009.
|
|
|
Post by 320x240 on May 28, 2017 14:28:51 GMT -5
|
|