Turn on captions for some extra comments.
Entry for the Calice Cup Tournament.
Twinbee is one of the classic shmup series from Konami and was their hand at the cute' em up genre, which was new and popular at the time. Detana!! Twinbee came out in arcades in 1991 and is the fourth game in the series. It was the first game in the series to take full advantage of 16-bit graphics.
In this game you have a main shot, a charge shot and a ground shot. Similar to Xevious, ground enemies can only be hit with the ground shot. Twinbee's arms are used for bombing the ground, and you can lose the arms if they come in contact with a bullet. If you lose both arms, an ambulance will appear on the screen that restores them if you manage to get to it. If you miss the ambulance though, you'll be without arms for the rest of the stage. It also seems like your ground shots get a lot less accurate after you lose one arm.
When it comes to hitboxes in this game, I think this gif explains everything you need to know: i.imgur.com/e49jlb0.gif
The primary system used in the Twinbee games is the bell system.
Some clouds release a bell when you shoot them. These bells can then be juggled and they are the main source of powerups and score in the game.
Yellow bells give score and chaining them makes their value increase. The value of each collected bell goes from 500 to 1000 to 2500 to 5000 to 10,000.
If a bell drops down the screen, then the chain gets reset. So a bell drop makes you basically lose 31,000 points.
A bell changes color every time you shoot it five times and the order of the colors is always the same. These are in order:
- White - Twin shot. +1 rank.
- Blue - Speedup. First two speedups are free but every blue bell after that is +1 rank.
- Green - Options. Gives you three options. Makes it much easier to bomb ground enemies. +2 rank.
- Red - Barrier. Can take a few hits before losing it. Hitbox of the shield is absurdly huge and it's not really worth it imo. +4 rank.
- Purple - Tail Barrier. Makes your options cancel bullets and deal damage. Unlike red, this lasts until you die. +3 rank.
- Black - Speeddown.
If you get green or purple, then they get replaced with a yellow bell in the order. You can't have both red and purple at the same time. So if you get purple, then red gets replaced with yellow as well.
Easy way to get bells is to pointblank the cloud they come out of.
For bell chaining you want to really be aware of where the bells are in the bell order. You don't want to pointblank a cloud only to get screwed by a black bell spawning in your face.
You also need to memorize when it's safe to actually go grab the bells.
There are also some powerups that can only be found by bombing ground enemies. These powerups appear randomly unfortunately.
- Gwinbee - Gives you a partner basically. Stronger and bigger shot + your charge shot gets almost twice as strong. Hitbox gets a lot bigger, but you only lose Gwinbee if Gwinbee gets hit. +2 rank.
- Ground bell - 3-way shot. +2 rank.
- Star - Deals damage to all enemies on screen.
- Fruit - Points.
Rank in this game is basically based on how many powerups you have.
More info on the rank can be found here: shmups.system11.org/viewtopic...
There are no extends in this game. Dying also makes you lose all your powerups and it's really hard to recover.
This game is really hard, and the 2nd loop is completely absurd. It's easily one of the hardest things ever made.
This game gives off a TERRIBLE first impression when you first play it, because it's a major pain in the ass to even powerup at all. The game became a lot more fun once I got a feeling for the bell system. Stage 1 and 2 are still pretty boring though.
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