Chapter Seven
The red hot spots move towards Mike one unit at a time. The player has to read the information across the three rows to identify openings. This challenge is similar to the types of challenges in the earlier dungeons (than the shift in focus in Chapter Seven and Eight).
I enjoyed this boss (which has already been defeated in the screenshot). You need to jump between the platforms, face towards the boss and shoot. Higher level play = finding new strategies within your limited ability set. His red projectiles are also easier to make out and make the battle much cleaner than the regular enemies.
Maxing out the player's hearts forgoes the opportunity for players to scale the difficulty by choosing not to upgrade their health (akin to how some people try to complete Zelda games with 3 hearts). You can understand why they do it, though.
This confrontation takes place on a unit-wide horizontal platform. The boss fires green projectiles either level or at jumping height to Mike. They also fire red projectiles diagonally downwards at Mike. I thought the hit boxes of the red projectiles were a little odd as they would often fly through Mike's head and he wouldn't take damage. I like how you need to flick the initial switch and then go back to the entrance to release the right-hand side of the platform--an action which leaves you exposed for a period of time as your back faces the boss. I guess the idea of this boss is that you're meant to dodge two sets of projectiles and move forwards and backwards, and so the player's movement was intentionally limited. Yet I found the battle pretty easy because the red projectiles would miss me most of the time.
Chapter 8
A brief shift to the side-scrolling perspective.
This room was harder than the final boss. You need to stand on the top most platform while it's closed and the energy rod barrier is down (it's up in the capture). Enemies spawn out of the other opening platforms. The lower two chutes pump out those starfish enemies which move towards you if you're in alignment (and you can't jump over them to avoid their attacks, which makes no sense). A robot enemy will pop out of the chute second away from the energy core. So long as you stand on the closest chute platform, you'll only have to deal with the robot enemy occasionally getting in your way. The main problem is that between fending off the spawn of robots and jumping off the chute platforms, the core will restore their health. I think that this challenge is quite cluttered (I'll talk more about it below).
You can mine for hearts from the conga line of infinitely spawning red alien bushes.
I wonder where this gag came from.
General Thoughts
-I think my interest in StarTropics peaked around Chapters 3-6. I lost interest in the last two chapters. I didn't think much of Chapter 7's first dungeon gimmick (finding your way through an interconnected space). It diverged from what I think makes StarTropics great, the tight challenges constructed around simple mechanics. The main robot enemies in Chapters 7-8 also fire projectiles which can be difficult to see because of their colour (green blends into the background, yellow is not well defined, light red with dark red outlines faired better) and the defined pipe-textured floor. The other problem is that these chapters equip the player with various projectile weapons which don't counter the enemy shots. As such, the projectiles can often crowd each other out, making it even more challenging to decipher the action on screen. This is especially the case when Mike is close to an enemy and the player has limited time to read and react to stimulus. I would either attack from a distance or try to catch them to the side. When there's several robot enemies, if I can't isolate one, I'll just try to plough on though and minimise the damage taken. Throw in those pink bike enemies that randomly spawn in and this portion of the game is quite cluttered.
-Chapter Seven, part two was much cleaner as the player isn't swamped with enemies and the game returns to its focused linear romp.
-Chapter Eight was surprisingly short and easy. The main challenge was dealing with the clutter in the side-scrolling and energy core sections.
-I was disappointed that the final boss was so easy. I beat it on my third attempt. You just need to keep your distance and fire off your supernova projectiles. If Zoda sends an enemy your way, it'll get wiped out in the cross-fire, so you only need to worry about the red projectiles, which he doesn't seem to send out much.
-Chapters 7-8 could have been an Aliens video game adaption.Statistics: Posted by DanielPrimed — Mon Aug 29, 2016 2:03 pm
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