

but my god, the absolute catharsis of seeing five different enemy vehicles in various stages of detonation, the sky almost blotted-out with shrapnel, it's amazing. Mission 4's climactic tank massacre may not be as tricky as MSX's UFO skirmish. To be fair on MS2, it becomes better-populated from Mission 3 onward, though still not quite MSX-stacked.

Even MS1+MSX have a fair bit of those scenarios. I'm okay with trudge when the screen is absolutely exploding with burning metal and yowling Rebels, tbh it can feel kinda good. It's not the slowdown, alone, that bothers me - it's the sections where almost nothing's onscreen, and it's still heaving at what feels like 5fps. I've tried really hard to play MS2 straight, but it can be soul-crushing. Job done! And then you get to unload all that hoarded firepower on a monster crab. I started using that route simply because it's the quickest way to get the UR GR8 bonus, normally preferring the wrecked ship's absolute speed, but I was surprised at how enjoyable it was to learn. crucially, you're rewarded for your efforts with a massive ammo boost. MS3's own st1 boat autoscroller is nearly as harmless, yet there's so much more happening - speedkilling trucks to wipe out their bombardments, shredding scads of pesky paratroops, doing both without dropping POWs in the drink. we get a lonely heli that can't do much (MS1+4 have these, but they're bookended by foot+floor run/gun) - then waiting on equally helpless hovercrafts (MSX's are harder targets, punishing inaccuracy with nervy homing shots) - then waiting for a near-undefended wall to slowly scroll in.

Not even by all that much, but this is a Neo Slug. It's really the section between the opening melee and the interior that lets it down. With a few more projectiles/multitasks (more riverside mortars? maybe an appropriately nerfed heli or two.), it'd be quite superb. True, the mass knifer melee is decent stuff. The first one forms up like Voltron with the second stage's mild autoscroller to hamper early momentum - I wish poor ol' Hawkeye Hank Hatfield had a worthy stage for his blistering duel. They're fine in themselves, actually kinda fun, but they're not what I want in my hardcore action. I took a break due to the game's only real flaw, those bonus rounds.

Pretty much all of my first loop strategies copied over fine. If you're used to no-missing the first loop, the only things you'll notice in the second are enemies firing a tick faster, and surviving a tick longer. this is what JP Super Contra does.īut yeah, even with all settings maxed, JP Sunset is a relatively easy arcade game - I'd put it around Metal Slug, though it's much better-paced (no endgame hellspike, and it gets tricky much earlier). I would guess JP loop keeps the Rank cranked to max, as well. Sunset has a small degree of Rank too - reach Chief Scalpem without dying, and he'll have extra-nasty shuriken bursts. The JP loop follows JP Super Contra's example, and basically puts the Difficulty DIP on max. I 1CCd the US 2P rev's first loop, so I could keep my practice save in the JP rev, and didn't notice anything different. AFAIK, the US AC revisions simply loop endlessly - I don't know how the difficulty progresses, would be interesting if they're tougher than the JP loop.
