Just be glad it is not called Super Mega Ultra Robot Fighter. |
Getting hit by red bullets or making contact with baddies depletes the robot's shield. The shield indicator is the size of the sphere around the robot. There will be a big warning if it runs out as the next hit would cost one HP. If the robot loses a HP, the combo is reduced by half. The game is over if the robot loses all its HP.
An interesting game mechanic is that the shield recharges when the robot is not firing its main weapons. This rule allows the robot to take some hits without any serious penalties. At the same time, it is not wise to continuously spam bullets while the shield is below optimum.
Waves of baddies keep appearing and after a certain set period, a boss will appear. Each boss has a shield and an amount of HP that increases with each boss defeated. The boss' HP may only be depleted when its shield is down. The shield goes down after a set period of time and comes up again when the boss is hit.
After each boss, increasing numbers of baddies will appear on screen, making it easier to increase the combo. It also potentially puts more red bullets on the screen.
The game does have a certain time limit as it ends after five bosses are defeated. The main aim is to score as many points during the short game time.
Is a flying submarine still a submarine? |
Part of the fun is trying out different equipment and finding which ones work well with others.
Volcanis Weapon. |
Volcanis puts bullets everywhere! |
Baddies get random bonuses too. |
When a chip turns yellow, it means that it is about to disappear and should be collected soon.
Excalibur Weapon. |
That's a baddie exploding. |
Dual Rippers Weapon. |
"Booyah!" must be her favorite phrase. |
The dance music during the game is nice ("One Life Remaining", by Mattashi). I downloaded it for my listening pleasure. It is interesting to note that nerdook timed the game to make it likely that the second boss appears just after the part of the music that has the words "Round two, fight!".
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