StarTropics II Photo Diary [Complete]
Posted: Sun Sep 04, 2016 3:29 am
Chapter One
Nothing says "Welcome to the sequel" like a long unnecessary cutscene which builds a fresh premise out of incidental oddities featured in the first installment’s ending. In this case, the people of Planet Argonia you saved on your way to defeating Zoda.
General Comments
-The entirety of the first chapter is cutscene. Already a consistent chapter structure is broken.
Chapter Two
Optional diagonal jumping is introduced.
I like how if you attack this boss’s minion swine (covered by the tomahawk in the first screenshot), the boss will enter an aggressive state and will move faster and throw out more projectiles than normal.
General Comments
-Random mini-dungeons which the player enters when exploring certain segments of the overworld (think random battles) punctuate the opening moments of gameplay. It’s weird how you’re dropped in amongst enemies without a means of attack.
-Verticality and diagonal jumps and attacks are the new hotness in the level design. We see it slowly teased out throughout the initial chapters.
Chapter Three
Dead ends where you can’t tell whether or not the screen is scrolling seems to be another new thing. I’m not a fan.
This enemy is identical to the bears in Chapter Two.
Attacking diagonally to clear enemies which block access to platforms is another new trend in the gameplay challenges. It’s awkward getting Mike to face diagonally. Will need to investigate this further.
Once you move off this platform, the layout is replaced by a covered canopy. Half the time you can’t see far enough ahead to use this information decisively. Kind of ruins what would otherwise be a decent short-term memory test.
The enemies crowding a platform idea is expanded here with verticality. I also like how they use verticality and locks and keys (a switch exists to the left) to move the player around the room. The raised platform is two tiles high so that Mike can't reach them or attack the enemies from the lower levels. This creates a clear distinction of floors.
The detailed sprites could fool you into thinking this was a Genesis game.
You can collect up to three potions in this dungeon. This is helpful given the dungeon’s extended length and the boss’s powerful laser attack.
We see diagonal attacks explored here once again. (It truly is the tile-jump of StarTropics II). If Mike is in direct alignment with the boss, he’s potentially vulnerable to his front-on laser beam. So it’s best to hang to the sides and attack diagonally.
General Comments
-A consequence of the variable movement is that Mike's body can be aligned with an enemy, but his attacks won't. It is really fiddly having to align Mike up just right. The same applies to jumping.
-There are three dungeons in Chapter 3. The third (the pyramid) moves on from the simple enemies-in-a-single-screen-room challenges to include fade-in platforms, switches, puzzle elements (snake charming), conveyor belts, and invisible pits.
Chapter Four
Cool setting. The sprites are really lush and the NPC dialogue fits the era. This is pretty impressive for a NES game.
A neat subversion of the tendency for players to poke around strangers' homes. Why doesn't he just lock his door?
The blob enemies bounce around the room. They're able to jump over your projectiles--and so starts a new theme in the enemy variation.
Mike is just able to make this 2-tile jump from the raised platform.
The enemy variation trend continues. These owls are able to attack and hit the player even though they fly in the air and projectiles fired from the ground pass underneath them. You must therefore jump and attack them at the same time.
The grey platforms gradually fade out. Their positioning around the brain boss force the player to make diagonal jumps--something which at this point is now a staple of the dungeon design. Verticality and diagonal movement are two major trends in StarTropics II's dungeons. So far there are no new or functionally unique inventory items.
You can leave and re-enter this dungeon to mine the free supply of hearts in this first room.
Funny NPC Speech
And people praise Metal Gear Solid for breaking the fourth wall.
They're really playing up this American pop culture thing.
Nothing says "Welcome to the sequel" like a long unnecessary cutscene which builds a fresh premise out of incidental oddities featured in the first installment’s ending. In this case, the people of Planet Argonia you saved on your way to defeating Zoda.
General Comments
-The entirety of the first chapter is cutscene. Already a consistent chapter structure is broken.
Chapter Two
Optional diagonal jumping is introduced.
I like how if you attack this boss’s minion swine (covered by the tomahawk in the first screenshot), the boss will enter an aggressive state and will move faster and throw out more projectiles than normal.
General Comments
-Random mini-dungeons which the player enters when exploring certain segments of the overworld (think random battles) punctuate the opening moments of gameplay. It’s weird how you’re dropped in amongst enemies without a means of attack.
-Verticality and diagonal jumps and attacks are the new hotness in the level design. We see it slowly teased out throughout the initial chapters.
Chapter Three
Dead ends where you can’t tell whether or not the screen is scrolling seems to be another new thing. I’m not a fan.
This enemy is identical to the bears in Chapter Two.
Attacking diagonally to clear enemies which block access to platforms is another new trend in the gameplay challenges. It’s awkward getting Mike to face diagonally. Will need to investigate this further.
Once you move off this platform, the layout is replaced by a covered canopy. Half the time you can’t see far enough ahead to use this information decisively. Kind of ruins what would otherwise be a decent short-term memory test.
The enemies crowding a platform idea is expanded here with verticality. I also like how they use verticality and locks and keys (a switch exists to the left) to move the player around the room. The raised platform is two tiles high so that Mike can't reach them or attack the enemies from the lower levels. This creates a clear distinction of floors.
The detailed sprites could fool you into thinking this was a Genesis game.
You can collect up to three potions in this dungeon. This is helpful given the dungeon’s extended length and the boss’s powerful laser attack.
We see diagonal attacks explored here once again. (It truly is the tile-jump of StarTropics II). If Mike is in direct alignment with the boss, he’s potentially vulnerable to his front-on laser beam. So it’s best to hang to the sides and attack diagonally.
General Comments
-A consequence of the variable movement is that Mike's body can be aligned with an enemy, but his attacks won't. It is really fiddly having to align Mike up just right. The same applies to jumping.
-There are three dungeons in Chapter 3. The third (the pyramid) moves on from the simple enemies-in-a-single-screen-room challenges to include fade-in platforms, switches, puzzle elements (snake charming), conveyor belts, and invisible pits.
Chapter Four
Cool setting. The sprites are really lush and the NPC dialogue fits the era. This is pretty impressive for a NES game.
A neat subversion of the tendency for players to poke around strangers' homes. Why doesn't he just lock his door?
The blob enemies bounce around the room. They're able to jump over your projectiles--and so starts a new theme in the enemy variation.
Mike is just able to make this 2-tile jump from the raised platform.
The enemy variation trend continues. These owls are able to attack and hit the player even though they fly in the air and projectiles fired from the ground pass underneath them. You must therefore jump and attack them at the same time.
The grey platforms gradually fade out. Their positioning around the brain boss force the player to make diagonal jumps--something which at this point is now a staple of the dungeon design. Verticality and diagonal movement are two major trends in StarTropics II's dungeons. So far there are no new or functionally unique inventory items.
You can leave and re-enter this dungeon to mine the free supply of hearts in this first room.
Funny NPC Speech
And people praise Metal Gear Solid for breaking the fourth wall.
They're really playing up this American pop culture thing.