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Oh, I never said much about the 2 player mode there did I? Well, here's a snap of it in action. You can only get TWO of the large superweapon Options each, it seems. The colour coding is your normal blue ship and red ship, which extends to the colour of your Options too. Notice the destroyed city in the background, which you will visit in level 2. The US version swaps these levels around. |
I'd forgotten about this. Here's a pic of the US version in action. Notice the LIL'BABY x 3 bomb info being very obtrusive at the bottom. Well anyway, there is an enemy in the US version which seems to pop up, and I've never seen it in the Japanese one. Its that round thing with 4 legs on it, and he has a HORRIBLE nasty homing shot which unnerringly homes in on your ship very quickly and blasts you dead. How fortunate for us westerners eh? Plus, one last thing I can't work out - in the US version - theres a "B" pickup, but it doesnt seem to do anything! I've picked up about 5 of them once and can't work out what it does. |
After a forgettable launch sequence, we're into level one proper now - and being attacked by some incoming rocks - a bit like a horizontal asteroids. |
Definitely some shades of Gradius inspiration here, with some Volcano-like holes which spurt out blue snotty stuff. This is about as Gradiusy as it gets really. Ooh nice an Option to pick up. It's mine, gimme it. 2 player mode is full of greediness as you might expect. |
Here we go, managed to powerup to the Super Flame weapon in level one - this shows you how easy it is to collect full weaponry again if you die - most unlike Gradius!! You even get the icon-giving red enemies AS you fight some bosses, which is extremely thoughtful. |
End of level one boss, and he's a pussy. Just stay to the far right whilst he dithers about, letting him pop up in front of you. Then after a bit he will take off and grow a sprouty arm ( a bit like Salamander's Brain boss, really!) and home in on your position. Unless you are totally useless, you will definitely have enough firepower by this time to finish him off before he hugs you. Notice my nice tight spread of Options here - keep them tight to yer arse if you are needing concentrated fire.. |
And here we are, level 2 and arrived at that city. After a few screens of the same old destroyed skyscrapers you reach these guys - kill them quick as their crossfire WILL result in death. See here how I have cunningly spaced out the options a bit to try and kill them both at once.
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Inside I tend to use Bouncy shot a lot, as it will hit the scenery and get into those hard to reach places. Sometimes there is an option blob like that shown - similar to the red streams of enemies except they just float there ready to be killed. Inside each is an icon to pick up as normal. These laser spitting capsule-like grey blokes can be easily avoided even if not tooled up, by staying quite close to the top of the corridor where I am placed here. Their lasers only shoot down the very middle. |
Lasered up is the best way to be when attacking these mid sized missile sprouters - missiles feature a lot in Thundercross, and are invariably of the homing but destroyable variety. |
Now is the time to scramble again - Konami's roots are showing as this little sequence mimics the gameplay in Scramble. I love rockets which take off when you get near them and theres plenty of them to ogle at here. |
Nope, its not the end boss, but a very easy little mid sized one. Bosses are incredibly weak throughout , but I don't mind at all, sometimes its good not to be scared shitless every time a boss trundles onscreen. They do have a nice line in opening up and exposing their pointy bits though. |
End of Level 2 boss - again a real doddle to kill. A large chunk of it falls off after a few hits leaving you with a lasered up core to dispatch with much violence. Oh yes, here's a wee shot of the landing flying aircraft carrier which picks you up after each mission. |
Into
Level 3, and a horrible purple background made up of only 2 colours. Bouncy
shot is the best weapon for this level, definitely.
It's not the strongest though, and you might find you get overwhelmed by baddies at points. |
Shoot the row of red enemies for an icon. These blue spiky things can block your path - take them out asap as they need a lot of shots to kill. Sometimes it's better to switch to another weapon to get rid of them, and pick up bouncy again afterwards |
Possibly the easiest boss in the whole game, he throws his arms out and fires a few shots off, then repeats until you've blown him up. There's a stupidly simple pattern even a monkey can to do with his eyes shut to kill this with impunity. Hint: try moving up, then down, then up... |
Ahah a favourite level of mine - level 4. Starts off with a GREAT rumbly growly approaching noise! Shades of R-type's mothership as a huge grey chunky thing moves in, opening and closing its "jaws" and launching loads of ships from its belly at you. This is one point where a Laser Super Weapon is good - so you can reach into the spaces and kill gun emplacements quickly. Failing that, a bounce will do. |
The fight isn't tiringly long, but the constant stream of little enemies in a tight space introduces the first sense of real panic in the game. Well it's only tight when the "jaws" close a bit. Sometimes the close completely, so make sure you are outside them then! Usually I'll go for a Bouncy shot here, a Twin Taser backshot isn't really necessary yet, although I am using it here anyway. Twin Taser is definitely not as powerful as the other weapons, so I only use it when I really need to. |
Finally, fighting the core. Even if you only have 1 Option, you can position it so its pointing at the core, while you stay away from those lasers. The hardest bit here happens if you have forgotten to take out the triple shot gun emplacement at the top, as it bothers you while you are trying to dodge lasers. |
Since this is the nicest explosion yet, I had to show you it. All bosses go red and shake about a bit before falling to earth in a shower of explosions. |
Probably the weakest graphically, this level could have been done nicely on a master system. The simplicity is welcomed though when you play through this fast moving level with some deadends and traps. Probably the most R-Typey level in the game so far, you'll need to use Twin Taser backshots for most of the mazy part of it. Lining up your Options intelligently helps you through a quite challenging level. I couldn't say in general though that Thundercross was an R-Type clone, but it has parts which are undoubtedly heavily influenced by it. My favourite level, one which is great for grabbing ? bonuses. |
There's a little Alien Thingy in that box there, can anyone tell me what happens when you shoot it? I've done it a few times now but I didn't notice any effect apart from a plinky plonky noise. **update** I think its how Thundercross gives you some bonus lives actually, having found a couple of other little strange things to shoot in other levels - not sure though! Sound effects remind me a lot of Xevious somehow, little tinkles rather than lots of booms. |
Horrid bit in which rows of baddies come from behind - as well as ground emplacements throwing aimed spam at you. Want to show off? Get a Twin Taser backshot, then pre-line your Options up in the exact pattern the enemies come from, and sit still in the middle and Cruise! |
Small mechs jumping off ledges? OK, this bit is a little too close to R-Type for comfort :) Make sure you take out them all, as passing one will leave your bum open to a pasting. |
Clearing corridors with the Large Super Laser weapon - very effective on the chunks of junk which float towards you - as they take a bunch of hits. |
Without any Options this part is quite tricky, as the streams of baddies try to block your path. Hate to mention R-Type again, but there's a level in that which is exactly the same as this bit! |
Level 5's boss (for it is level 5, indeed!) is a two part attacker - most bosses respond well to a bunch of Options filled with normal Vulcan attacks by the way. These missiles are easily taken care of, then two big bits burst off it, revealing this... |
Doesn't look too bad does it - well, yup, its not that hard at all funnily enough. Even though the orange cheestrings suddently APPEAR at you, they are slow moving and easily avoided. Another boss down.... Level 6 next! |
Thunderforce 2 has some levels which use these firey blobs - I noticed here that if you stay in the same place, the intensity of the blobs attacking gets fiercer. I once got here with fully tooled weapons too - and there was hundreds of firey blobs attacking - I wonder if theres some sort of proto-rank system in place depending on how many Options you have. There's another point in the game where a bunch of backward appearing yellow ships try to ram you from behind, and you get more of them too if you are powered up. As well as this I've found that certain static powerups are missing too when you have a tooled ship. |
Suddenly, huge platforms of goo arrive. As they do. You realise quite how small your hit area is when you get here, you can scrape between very tight spaces. Definitely a tense level until you understand where you can and can't go. Little snotpiles can be shot away to clear your path, but magically grow again, so be quick. Strangely your hit area is definitely bigger though when it comes to bullets, so don't get trapped. Nice little purple jumpy enemies here which bounce up the platforms like bugaboo the flea. |
Almost Cave-Shooter like with TONS of purple baddies swamping the screen. Easy to get cornered and killed. Good change of pace though, and it's quite unexpected to get this amount of enemies onscreen at once. And yes, the old cliche "slowdown rears its ugly head" applies, but nowhere near the extent of a Gradius game. |
Nastiest Boss I've shown you here, spurts blasts of fire as well as the firey balls too - hard pattern to master but once you have it sorted - he is history. Unless you are like me and just lost 3 lives in a row. |
Now I don't know if this is the last level or not, but every time I get here and die, I can't continue any more. Not that I am using continues outside of reviewing purposes of course! Again, cool little homage to the Gradius games with the patterned streams of small enemies - letting any of these ones past though will result in a swift bullet up the tailpipe. I really like the stylised speedy graphics in the background, several parallax style layers |
If there's one level where you MUST pickup the Twin Taser backfiring weapon, its HERE. Little men who remind me of Kokotoni Wilf (remember the theme tune for that? arghhh!!!) come at you from all angles, and are impossible without this weapon to avoid. Woe for people playing US version... with the sadly missing weapons. Am I being cynical when I think the weapons were removed because the game was too easy? Could they possibly decided to rip them all out because they wanted to you pump continues in? And that extra baddie with the fast homing shot added to the US version - the cause of many a lost life. It's like he was designed specifically to kill you stone dead without warning. Bah. |
Even though I have Super Weapon Flame here, I would have been better sticking with the Twin Taser backshot. That mid sized enemy there drops bombs and you can't go under them whatsoever without being killed. I suppose you can slip over the top of them though but the bouncy guys at the bottom need taken care of too. |
And this is as far as I got while I was taking pics. Restarting here with no weapons will really begin to test you hard - hey, it's probably the last level so that's only fair. I once got to a giant ___ _____ boss at the end of this when playing on the cabinet. I'm not telling you what he is though, I have to leave something secret!!! **UPDATE** I have killed the bast!! WAHEY!! Got here with 6 lives in tow - blasted it away - and after a little bit of credits you have to do it all over again, but harder! CONGRATURATIONS!!!
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