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QoL suggestions that I'm sure won't be implemented... but again yeah would be nice touches.
It was cool for a playthrough, just did my Bullet No Continue Easy. Might as well give Normal a go with Clint now...
If Underground is available on Hard, that's... actually easier than having two of the other ones... I found it to be an extremely tame level overall.
Almost did Normal No Continues my first go. Died to Kid when he was blinking red. Oh well. So my understanding now...
Easy = 4 lives at the start of each continue.
Normal = Underground stage as 1 of the 4 middle ones, and 2 lives at start of each continue.
Hard = Flying stage as 1 of the 4 middle ones, and 2 lives at the start of each continue.
So not continuing is more important on the higher difficulties than lower. I thought this was going to be way harder than this is... I can definitely do this.
And yep from the video looks like it's Underground, Flying, Gold Mine and Train... I don't know how Flying is, but Underground is definitely Easy, Train is Easy, Gold Mine is easy after the first segment. Was really expecting a marathon thing, this is disappointing.
They're not going to add new mechanics and change some restrictions this late when the game was entirely designed around the way it currently works like.
This is probably one of the few games this year where the "git gud" mentality applies. Pattern study and mastering of the mechanics (And restrictions on them) can take you far enough to never get hit once during an entire playthrough.
In the SNES version, when you shoot one of those random powerups that fly in, after you pop it open it shows you which powerup you're going to get. This makes it easy to avoid getting the peashooter if you're paying attention.
In this version, when you crack it open, it has a "?" on it, so you don't know what you're getting until you shoot it.
Why was this change made?