You're not supposed to dodge a lot of the stuff in the actual "new game", you just pray to receive yet another pair of blocks. Luckily I made a picture afterwards, game seems to endlessly halt after the credits. You can probably get whatever score you want since the two turrets to the sides of the core constantly respawn, I just went for a quick kill, though. If you die there and don't get a good set of upgrades upon recovering you're dead once more. Once you're done with that you get back to play the stand-alone game with much more useful power-ups, a few new enemies, bosses and whatnot, before you face that extremely aggravating boss again. This apparently unlocks those projectile-absorbing blocks for the main game. From there on out you have to play the rest of the first loop, with the exception that you get a lot of power-ups that were not present in the original game. Sends you to the seventh stage of the original Xevious. Upon losing a life, the game shows you a cutscene and. Afterwards you'll play a bit more until you face a truly impossible boss. You have to sit all the way at the bottom, wait until he fires one of those projectiles (which might take a while) and then move upwards for a quick hit before retreating again. The game starts off with a few new areas and a highly aggravating first boss that constantly shoots undodgeable parabolic projectiles. The PCE-exclusive Fardraut mode on the other hand is bizarre to say the least. ![]() This is also the first time I've uncovered a (random?) extend on the ground, not sure if those are exclusive to the port or just that uncommon. It's almost identical to the original, the only significant difference I could spot is the fact that the fortresses are immobile in this version, making it much easier to destroy them. The Famicom port is astounding from a porting perspective. Was in the rare mood for some more Xevious and seized the chance. Perikles - 496,750 - ALL - Yes - PC Engine Duo-R I don't know if this is correct "nomenclature", so to say, but it certainly works as a handy way to divide the game into stages and loops. Since enemy waves can (will?) change after losing a life you can also look out for specific patterns in the background or the huge fortress enemies that will always appear in the same stages if you don't want to constantly keep track of the forests you flew over. Loops still end on the sixteenth stage as usual. There are six of those ground enemies that move in a circle while those silver panels fly over the screen (the player destroyed two of the enemies in the above picture already). The easiest way to tell that you have reached another loop is this distinct enemy formation: Every subsequent loop starts at the seventh stage. Also keep in mind that you might start at a new stage if you lose a life near the end of an old stage, the checkpoint system is very generous that way. There are a handful of stages where you see another forest on top of the one that actually denotes a new stage, ignore those. ![]() A stage ends once you see a forest that spans the entire horizontal length of the screen, like this: ![]() The original arcade game as well as the Famicom/NES and the PCE ports (arcade version in the latter, obviously) work exactly the same: the first loop consists of 16 stages.
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