RAMBO (Arcade) - No Continues - 918,430
1.7 هزار بار بازدید -
4 ماه پیش
-
NOTE: This game has sound
NOTE: This game has sound glitches. I've tried my best to edit the missing music and most of the critical voice lines into the footage. The results aren't perfect, so you’ll have to bear with me.
Here is a high-scoring, 1 credit clear (no death/continue run) of Sega's 2005 rail shooter Rambo, based on the film franchise of the same name. This was played on Teknoparrot with a GUN4IR gun. A score of 918,430 points and the highest "RAMBO" final rating are earned.
Rambo is distinguished by its machine gun gameplay, quick time events, its use of movie footage for cutscenes and some character dialogue, and its… strange choice of hip hop music in parts of the soundtrack. The game was also directed by Takashi Oda, who directs Sega’s House of the Dead series, and includes the likenesses and voices of Sylvester Stallone (Rambo) and Richard Crenna (Sam Trautman).
Released originally on the Sega Lindbergh arcade board, Rambo was never officially ported, and is in fact vanishing from arcades as we speak; the Lindberghs are nearly 20-year-old PCs which have failing parts that aren’t manufactured anymore. I remember playing this game at the Illinois GameWorks location.
If you liked this video, please check out some of my other light gun 1CC playthroughs:
VAMPIRE NIGHT (PS2) - No Continues - ...
The House of the Dead - No Continues ...
The House of the Dead III (PC) - No C...
Crisis Zone (PS2) - No Continues - 4...
CarnEvil (Arcade) - No Continues, Eas...
More commentary below.
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To kill enemies faster and score more points, you must shoot their weapons out of their hands. This is basically Virtua Cop's "Justice Shot" system. There are three possible awards for defeating an enemy: a QUICK shot, for defeating an enemy quickly without a justice shot; a CRACK shot, for justice shotting the enemy but slowly; and a HEROIC shot, by quickly justice shotting the enemy. (highest value).
Throughout the game, you'll collect medals either by finding them in destructible objects, completing quick time events, or having a high-enough accuracy when a level is beaten. Medals determine your end-of-stage grade. A PERFECT grade awards 2 bonus lives, an AMAZING rank awards 1 bonus life, and anything else awards none.
In addition to the machine gun, you have a Rage Gauge which increases as enemies are killed, special items are collected, and you take damage. Activating Rage via a button press begins draining the meter, and increases your gunfire damage as long as there is meter left. If you activate Rage when the Rage Gauge is full, you'll also be completely invincible to damage.
For typical 1CC play, you generally want to save Rage for the boss fights. Many of the boss attack phases feel nearly impossible to complete without damage, unless you have Rage. The ships in Stage 2 and the tank in Stage 4 are the worst offenders of this, in my opinion.
Your next goal should be collecting as many extra lives as possible via collecting first aid kit items and performing well in grades. Accuracy is the most challenging criteria, but you can boost your accuracy by shooting enemy vehicles repeatedly. Lives max at 10. With PERFECT grades and some first aid kits giving you 2 lives instead of 1, you can earn a ton of life if you play well. This gives you flexibility during boss fights...
...But it's worth mentioning that some enemies and bosses will dock 2 lives instead of 1. Not knowing this may surprise you the first time you're playing. This makes the idea of amassing all those lives all the more important.
On the other hand, while taking damage sucks, it does boost your Rage Gauge, which could come in handy later. Nothing happens if you take damage with a maxed out Rage Gauge, so it's actually a missed opportunity for more Rage meter.
Many quick time events cost a life upon failure, but others may just force you to fight more enemies instead. This is a risky situation but obviously can be worth more points (more justice shot potential); you'll see me deliberately fail some quick time events in this run.
Overall, I think Rambo's solid. It's short and linear, but generally I find the gunplay fun and satisfying, and I like the use of the movie assets. The game's inclusion of resource management (the "Rage" mechanic) feels like a precursor to House of the Dead: Scarlet Dawn's sub-weapons. Both games even indicate the difficulty level of the particular cabinet you're playing on in the leaderboards, which is weird and uncommon in the light gun genre.
#arcade #sega #rambo #firstblood
Here is a high-scoring, 1 credit clear (no death/continue run) of Sega's 2005 rail shooter Rambo, based on the film franchise of the same name. This was played on Teknoparrot with a GUN4IR gun. A score of 918,430 points and the highest "RAMBO" final rating are earned.
Rambo is distinguished by its machine gun gameplay, quick time events, its use of movie footage for cutscenes and some character dialogue, and its… strange choice of hip hop music in parts of the soundtrack. The game was also directed by Takashi Oda, who directs Sega’s House of the Dead series, and includes the likenesses and voices of Sylvester Stallone (Rambo) and Richard Crenna (Sam Trautman).
Released originally on the Sega Lindbergh arcade board, Rambo was never officially ported, and is in fact vanishing from arcades as we speak; the Lindberghs are nearly 20-year-old PCs which have failing parts that aren’t manufactured anymore. I remember playing this game at the Illinois GameWorks location.
If you liked this video, please check out some of my other light gun 1CC playthroughs:
VAMPIRE NIGHT (PS2) - No Continues - ...
The House of the Dead - No Continues ...
The House of the Dead III (PC) - No C...
Crisis Zone (PS2) - No Continues - 4...
CarnEvil (Arcade) - No Continues, Eas...
More commentary below.
----------------------------------------------------------
▶ Like - Comment - Subscribe
@multibrawlr
▶ Discord
Discord: discord
Twitter: Multibrawlr
▶Twitch
Twitch: multibrawlr
----------------------------------------------------------
To kill enemies faster and score more points, you must shoot their weapons out of their hands. This is basically Virtua Cop's "Justice Shot" system. There are three possible awards for defeating an enemy: a QUICK shot, for defeating an enemy quickly without a justice shot; a CRACK shot, for justice shotting the enemy but slowly; and a HEROIC shot, by quickly justice shotting the enemy. (highest value).
Throughout the game, you'll collect medals either by finding them in destructible objects, completing quick time events, or having a high-enough accuracy when a level is beaten. Medals determine your end-of-stage grade. A PERFECT grade awards 2 bonus lives, an AMAZING rank awards 1 bonus life, and anything else awards none.
In addition to the machine gun, you have a Rage Gauge which increases as enemies are killed, special items are collected, and you take damage. Activating Rage via a button press begins draining the meter, and increases your gunfire damage as long as there is meter left. If you activate Rage when the Rage Gauge is full, you'll also be completely invincible to damage.
For typical 1CC play, you generally want to save Rage for the boss fights. Many of the boss attack phases feel nearly impossible to complete without damage, unless you have Rage. The ships in Stage 2 and the tank in Stage 4 are the worst offenders of this, in my opinion.
Your next goal should be collecting as many extra lives as possible via collecting first aid kit items and performing well in grades. Accuracy is the most challenging criteria, but you can boost your accuracy by shooting enemy vehicles repeatedly. Lives max at 10. With PERFECT grades and some first aid kits giving you 2 lives instead of 1, you can earn a ton of life if you play well. This gives you flexibility during boss fights...
...But it's worth mentioning that some enemies and bosses will dock 2 lives instead of 1. Not knowing this may surprise you the first time you're playing. This makes the idea of amassing all those lives all the more important.
On the other hand, while taking damage sucks, it does boost your Rage Gauge, which could come in handy later. Nothing happens if you take damage with a maxed out Rage Gauge, so it's actually a missed opportunity for more Rage meter.
Many quick time events cost a life upon failure, but others may just force you to fight more enemies instead. This is a risky situation but obviously can be worth more points (more justice shot potential); you'll see me deliberately fail some quick time events in this run.
Overall, I think Rambo's solid. It's short and linear, but generally I find the gunplay fun and satisfying, and I like the use of the movie assets. The game's inclusion of resource management (the "Rage" mechanic) feels like a precursor to House of the Dead: Scarlet Dawn's sub-weapons. Both games even indicate the difficulty level of the particular cabinet you're playing on in the leaderboards, which is weird and uncommon in the light gun genre.
#arcade #sega #rambo #firstblood
4 ماه پیش
در تاریخ 1403/02/08 منتشر شده
است.
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