Akuu Senki Raijin (Oct 14, 1987 prototype): Difference between revisions
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* Shields cost far less in the proto. | * Shields cost far less in the proto. | ||
* Levels tend to have fewer background details. Some later areas just have large fields of a single color. | * Levels tend to have fewer background details. Some later areas just have large fields of a single color. | ||
==Screenshots== | |||
<gallery> | |||
Raijin_screen_1.png|Second title screen | |||
Raijin_screen_2.png|Stage 1 boss | |||
Raijin_screen_3.png|Stage 2 boss | |||
Raijin_screen_4.png|Stage 3 boss | |||
Raijin_screen_5.png|Stage 4 boss | |||
Raijin_screen_6.png|Total lack of background graphics | |||
</gallery> | |||
==Origin== | ==Origin== |
Latest revision as of 02:11, July 1, 2019
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Download Akuu Senki Raijin (Oct 14, 1987 prototype) (info) |
An early, unfinished prototype of Akuu Senki Raijin for the Nintendo Famicom Disk System.
Notes
- This build is unfinished and impossible to complete normally. When entering the final level, the game loads a glitched map that only allows the player to progress for a few screens.
- Bosses are encountered in a different order, and all but one use early designs. The stage 4 boss has one animation frame consisting entirely of placeholder tiles.
- Completely different title screens, referring to the game as "Rising".
- File load screen is very minimal.
- Stage number is not announced when entering a new stage.
- Only bosses drop health recovery items in the proto, where all enemies can drop them in the retail version.
- Shields cost far less in the proto.
- Levels tend to have fewer background details. Some later areas just have large fields of a single color.
Screenshots
Origin