[AC] Same! Same! Same! (1P Version) - 1-ALL Clear (3,583,190 to 2-5)

Jaimers
Jaimers
14.9 هزار بار بازدید - 4 سال پیش - Turn on captions for extra
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Clear of the 1st loop of the game without using continues.

Same! Same! Same! (known in the west as Fire Shark) came out in arcades in 1989 and was made by Toaplan, one of the most prominent shmup developers. Same! Same! Same! is the sequel to Hishouzame (Flying Shark in the west).

Same! Same! Same! is an early Toaplan game, and early Toaplan had a very distinct feel and gameplay to them. The games have pretty low enemy bullet count, but every enemy has really fast aimed bullets that they use to try and snipe the player from every angle. The sniper boats that come from behind are pretty notorious.
You can see early Toaplan style as a prototype that Seibu further developed with Raiden.

Same! Same! Same! is quite infamous, it's one of the hardest arcade shmups ever made!
At least in terms of just clearing the main game, so just in terms of 1st loops and no separate difficulty modes. The game is incredibly brutal, unfair and punishing.
It came out during a time when arcade operators were putting pressure on developers to make games as bullshit hard as possible to make the most revenue, and this game is a prime example of that. The game's difficulty was not the original vision of the developers, but they were able to balance the game like they wanted with the later Megadrive port.
In order to make it harder, they basically got rid of the 1st loop and made people start in the 2nd.

2P version and Fire Shark, the western version of this game, are waaay easier to the point where they're basically different games.

The game is extremely hard for several reasons:
- Difficulty and bullet speed is nuts to the point where you need a very strict route to survive.
- RNG bouncing items that get in the way and mess up said routes.
- You have a shot limit which makes it inconsistent when you destroy enemies i.e. Bullshit
- The game is long. 10 stages per loop.
- Checkpoints and Gradius syndrome, recovery after a death is very, very hard.
- Bombs do not give any i-frames.
- Hitboxes are huge.
- Enemies can only fire in like 8 directions, which makes for some really weird bullet interactions.
- Enemies hiding in the scrolled-out sections of the screen and sniping you pointblank as soon as you scroll the screen.

Now let's talk about one of the things that makes the game so hard: the deadly powerups.
Powerups in this game bounce completely randomly around the screen, and even reach all the way to the bottom. These get in the way a lot and picking up the wrong ones is often equal to dying. The green items are the worst because the green shot is a total penalty weapon that sucks and will get you killed.
And they knew exactly what they were doing with the green items because they stay longer on screen than any other powerup in the game.
The red items stay on screen a bit shorter and all the other (good) powerups leave the screen pretty quickly.

Bombs in this game are quite powerful and you can make the bomb explode further up the screen by holding the bomb button.
However they do not give you any invulnerability frames at all. They also take like a second to even go off.
So bombs are pretty useless as a defensive resource, the best you can do is use them in advance as a shield to block bullets and damage enemies.

If you die you lose all your power and get send back a checkpoint.
Recovery is extremely hard because it takes like three full stages to fully power up, and survival at low power is really, really hard. You get a massive ton of extra lives in this game but they don't mean all that much. The first death is often a downwards spiral, you're basically limping from checkpoint to checkpoint until you eventually "bleed out" and run out of lives.

Scoring in this game basically comes down to no-miss, no-bombing for as long as possible. You want to score because it gives extends.
- The way stage bonuses work is that they take the score from score items you picked up and then use your current bomb stock as a direct multiplier. So the more bombs you didn't use, the more score you get. These bonuses get pretty huge, with ten bombs in stock they can go up to 500k for a stage.
- Besides that you also get a big bonus for clearing a loop. Loop 1 is worth a million and it increases by 1m per loop, maxing out at 10m.

The game loops infinitely and gets harder each loop.
To add further insult to injury, the game stops giving score extends after the 1st loop.
For multi-looping you almost have to no-miss, no-bomb the 1st loop to get enough score to get enough lives to survive the later loops. The big planes still drop the occasional 1-up and 2-up at least, but you can't really relay on them.

Here is an insanely detailed guide for the game: https://crossfish.sakura.ne.jp/same/T...

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4 سال پیش در تاریخ 1398/12/07 منتشر شده است.
14,926 بـار بازدید شده
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