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>> No.8386392 [View]
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8386392

>>8386327
General changes to the bosses and mechanics heres a list of them from tcrf.
In the Japanese game, players start with 2 continues. The player starts with no continues in the localized versions.
After defeating a boss, collecting 10 continue icons gives the player a continue. In the international game, this takes 13 continue icons.
In the Scene 1-1 boss fight with Trouble Bruin/Maruama, Maruyama's light orbs are harmless, but Trouble Bruin's orbs are not! The number and pattern of the orbs released after he crashed into the wall was also changed. Maruyama creates 4 small orbs that fly off to the right, and 3 large orbs that bounce to the left. Trouble Bruin creates 6 (well 8, but two of them go off-screen quickly) large orbs that bounce up high, then spawns 2 more that bounce to the left.
In the 5-2 boss fight with Bruin, Maruyama has just 4 hit points in the Japanese game. Trouble Bruin has 8 HP. His attack pattern was changed as well, Maruyama has a predictable pattern. He will cut part of the tower 3 times, charge at Headdy, then repeat the cycle. Trouble Bruin, on the other hand, seems to be completely random as to when he'll cut the tower or charge at Headdy.
In the smhup level, The first wave of enemies in the Japanese version is one Back Speeder / Flying Shark. In the international build, there are five of them.
Izayoi / Nasty Gatekeeper's HP was nearly doubled from 9 to 17 HP.
>I also remember Funny Angry having twice as much health in the JP version
Localized versions made the hitbox in his ear smaller so to compensate his health was halved.
And finally, Dark Demon's HP was nearly doubled from 9 HP (Japanese) to 17 HP (International).

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