Bio
Hi there ^.^.
I love playing, talking about and overanalyzing games. I grew up on Arcade and NES games, and that has come to dictate most of my taste. Challenging, simple, straight-to-the-point action games. Whether they're shallow or deep, I'm down. I prefer games that are unrealistic and over the top, and aesthetics that are styalized and colorful.

While I'm very hardcore about my love for games, am nitpicky with input lag/framerate and think about them a lot, I tend to play them in a very casual manner and rarely finish them. The big difference between me and most casual players however, is that I still prioritize challenge and playing with intentionality, though I dig game feel/presentation/atmosphere too. I just do it to have a fun time, not to win or be the best. I'm not all that competitive, I just like the overall feeling of tension and overcoming something while improving at my own pace.

All that said, I always try to look for something interesting in any art/media.

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7.5/10. Version played: C64 Emulation via Vicex64sc (3.7 0046085) version 's libretro port on Linux Retroarch 1.16.0 on Steam Deck OLED Steam OS(Arch Linux Variant).

Content played: Non-Save State run: Up to stage 8 several times. Save state run: All levels.

I've been wanting to get more into retro PC games
and I thought this would be a good first entry.
Sometimes you can't have the real deal on a particular system, so someone just says fuck it, I'll make my own mario port with blackjack and hookers...In a way that doesn't break copyright law. For MS-DOS that gave us Commander Keen, and for the C64, by a german developer. Appearantly a significant amount of old PC retro games come from Germany....I guess my neighbors are doing better than the Netherlands when it comes to games.
It doesn't exactly take a genius to figure out that this game is using Super Mario Bros as a template. The fact that its giana ''sisters'' instead of mario ''brothers'', the blocks you bash your head into, enemies to jump on, the bushes, the underground levels, the powerups, them ushrooms on the...cover of questionable quality. its all quite clear.

But this isn't an authentic clone. It's its own variant, its own take on the formula that I think justifies its own existence. It's not just an inferior version of Super Mario Bros that works on the Commedore 64. Its its own neat little game. It's a fairly simple movement/momentum based 2d Sidescrolling move to the end platformer. You only have a few verbs, running with 2 digital direction degrees and jumping with different analog height degrees, and then you just..Go through the obstacle course with those tools through a scrolling stage. It's similar in that you're mostly balancing speed and direction and how that effects jump distance/height, as well as balancing your jump height and how that effects the distance and arc to quickly jump accross gaps to the end goal by reading what kind of jump you need when correctly, as well as timing and positioning based reading required for the various dynamic enemies and obstacles in your way for which you need to use prediction/act pre-emptively as your character does not respond immediately. Plus, positioning and possible paths are obviously limited by being side scrolling and requiring gravity/friction.

You read the situation, and judge when you should jump, with what jump height, and when you should keep holding forward or let go or press backwards so that you will get over the obstacle on time, and often need to do so a bit earlier than expected. Each choice then effects the next, because you inherit momentum from your last jump as it takes time to get to full speed, and that momentum effects your possible jump distance/height/arc. It is within your agency to decide whether you keep going fast, the faster you let the screen scroll, the less reaction time you have. However, going fast feels more rewarding and is more beneficial/encouraged because it takes time to gain speed and switch direction. There then is a balcance between collecting/exploratio based playstyles which is safe and can lend you more lives, vs the speed based playstyles, or the ones in between. This is all basically the same as super mario bros, the difference is in the low level stuff.
But let me review it by listing things that are different, I think that'll actually give a better idea instead.

The style of music is entirely different and has that EU Commodore 64 charm. The theming isn't entirely a rip off but I wouldn't say its as cohesive and charming as marios? I never thought I'd say it but the enemies just seem so..Random..I mean I know the manual says that this is all taking place in a floaty dream world she's trying to get out of but still. What's with those dong looking enemies? Bouncing balls? Slinkys?

The scaling and screen size is a bit different but not in a way too significant. The camera in Mario bros actually takes some time to pan to mario once he gets around the middle, while in Giana sisters it just straight up starts moving. There's also the fact that it's a PAL game and boy if you set the emulator to that it runs at PAL speed...It gives the game a relaxing vibe that requires patience which despite me being European, I'm not used to. It also kind of overstayed its welcome this way. When I set it to NTSC it was a wildly different feel that felt more like what I'm used to, despite it being the same game. I'm not sure if it breaks the game considering it's likely an EU version. I did see some visual glitches and It seemed like the timer was moving similarly despite me being faster?

The most significant difference you'll first see is the timer! I tried absolutely taking my time to break bricks and gather lives and get a feel for it aaaaand It quickly resulted in my death. I couldn't make it in time! I never really had that happen in Mario Bros. While its not the most organic way to do it, keeping this timer relatively low actually makes the game a lot more interesting. If you want to get your lives, you better get those gems quickly. If you want to increase your points by killing enemies and breaking bricks, you better not take too long, just take what you can get and move on. I'm not sure what points do outside of getting you higher on the highscore screen (in many NES games they give continues but I don't know whether this game has them), but they're sure more interesting to get in this game. I actually find it more fun to try to get all the gems in this one. You don't get lives that quickly though.

Next up, the controls are wildly different. Giana does not have a run verb and is slower overall, even in NTSC. One thing I appreciate is that you can hold the jump button before hitting the ground and like a buffer giana will jump immediately when she hits the ground (though this does de-emphasize needing the technique to time jumps well). Input wise though, the jump button is set to up. This is especially annoying if you're playing with a gamepad where they aren't separate buttons that can all be pressed simultaneously. Luckily I could just remap the keys in this emulation. Anyway, I don't have any measurments or proof, but generally, Gianas controls feel more floaty (heh, the manual wasn't kidding). Her jump feels like it takes a bit longer. Mario takes longer to go up and hangs a bit longer in the air but then falls down in like half the amount of frames, making him feel weightier and snappier, with more commitment required as you can adjust less. The easing in speed in each stage is also different, it feels more even and less intense in Giana adding to that floatiness.

I can adjust my height in similar distinct ways, but it feels like in Giana it's more divided into 5 base heights and in Mario 4, again, don't quote me on this stuff I have no measurments its just first impressions. If you tap the jump button in Mario you'll jump quite a bit higher, so you have a bit more control, so that might show what I mean. Meanwhile, Mario forces more commitment to your momentum, in Giana if you let go of the forward button mid jump she'll actually respond and she'll respond more to the back button letting you correct your movement more. On the other hand, switching direction at higher speeds seems to take a bit longer in Giana, and doesn't have that little switch animation. Speaking of animation, the one for hitting a block is absent in Giana sisters. Either of these lacks of animation make for worse game feel overall, but it still functions. Getting to full speed seems like it takes a bit shorter in Giana. I'm not sure how fast giana and marios speeds are in relation to the enemies and various timings. So overall, Giana feels less momentum and commitment based, though with pal 50hz that works in its favor.

Despite this, the fact that the timer is low, as well as the fact that there are no pipes to crawl down into as far as I know, means that Giana orients itself less to the beginner friendly exploration based gameplay and more to the rush based gameplay a more advanced player would be into. Interestingly enough though, the mid level of stopping to pick up coins and items or for dangerous unknown moments actually feels.. harder in Giana because you have to balance more things. As the scoring is a bit more interesting, I don't think that's a bad thing.

Collision in Giana was a big wonky at times, though I can't tell whether this was my emulator. When I picked the ''fast'' emulation, several times I'd clearly jump on an enemy and I would just die. I couldn't replicate this once I was using the ''accurate'' one. What didn't change however was that if you wat to squeeze between two horizontal blatforms below one another in parallel when jumping towards it from the top, holding the right button often ends in me getting on its edge, and then being thrown off. I don't really remember how Mario Bros handles it. What does seem to be the case is that these kind of details differ. I believe that in Mario Bros you can run accross small gaps with speed but I wasn't able to do that here. Collision in general is rather different too, and so I also asssume how collision influences speed/physics is different as well.

Ofcourse, there's powerup differences too! You do not change in size/hitbox when getting the mushroom equivelent. Not sure whether you get to form 1 if you get hit when having both the mushroom and the flower, it differs per mario game too. The fireflower equivelent, which seems to be a lightning bolt, behaves completely differently. You can only have 1 bolt on screen at a time (unlike 2 in mario) but when close you can use it in very quick succession, also rewarding getting close to enemies. In movement Its closer to the mario land one. It doesn't bounce it just moves diagonally in a pretty sharp angle rather quickly and then once it hits something it will do the same in the opposite direction. However...If you get TWO lightning bolts, they get a homing attack!..The behavior of this can be quite strange and unpredictable and on 1 particular enemy it sometimes gets stuck. It can also get stuck if there's a platform above and an enemy below it. This sucks because you can't then shoot again until its off screen or actually hits its target, however I think it adds an odd charm to it of trying to not let it happen.

There's no stars as far as I know, but I've had a bomb and a clock come out. These are triggered by another button. The clock stops the enemies and the bomb can instantly kill most enemies on screen. There's also a water drop and a pineapple but I have..No clue what they do. Maybe they're just point items? Not sure if there's rng on items I think its just stage dependent.
That's the player character relavent mechanics but there's also quite a few different environmental mechanics. The most major one is that you don't bounce off of enemies when you jump on them at all! You just kinda squish through them. This does actually influence how you need to time certain parts. Same goes for enemies that are walking on a platform above you, breaking a brick does NOT kill them or do anything realy, which feels less satisfying and interesting, but also means the enemies stay a threat at points. What IS different is that at a few select spots, these weird ball shaped rocks drop from the bricks that stop your movement for a bit which you can then jump on. I'm not even sure what this adds haha.
Checkpoints seem to work similarly but I don't know of a continue system.

The flagpoles at the end aren't there, instead they are replaced by tricky, often punishing final jumps with lots of gems (the stock 100=life collectible..At least I think, I haven't checked how many gets you a life). It might not be as unique but it's still relatively satisfying to get them all. At the end of the stage you'll get a bonus of 10 diomands so every 10 stages is a guaranteed life I think. There's 32 total. Giana features most of the stage themes/types from Mario Bros. The outside flatland, the more ''athlethic'' stages, the castles, the underground stages..But no underwater stages. Maybe there were technical limitations or it was too ambitious. I also don't think I've seen any ''guess the correct path that's probably the most annoying path'' castle stages.

Platform gimmicks and obstacles are different too. The main pressure and punishing platform mechanic in the game is disintegrating platforms on a timer (1 tile at a time). It's pretty barebones. There are no moving platforms. There are no bonus rooms in the clouds. There are no springs. There are no spinning ''firebars'' instead we have..Balls bouncing slightly up and down?. Spikes? Oh yeah speaking of which, again, can'' tell if an emulator or old version bug, but I could stand on the side of the spikes without getting hit. Instead of piranha plants, there's these pipes with static fire on top of them and also floating platforms with weird white looking fire. There was nothing to make up for them either. It's a bit more generic. Speaking of which, there aren't actually that many direct enemy equivelents, and the roster here is pretty barebones. Yes we have the ''Basic dumb goons that run forward forcing you to do a basic jump over them'' goomba equivelent owls. The fireballs that come out of the ground in castles are the fish. The bullet bulls are now these bees that fly from the screen. There's no real cheep cheep, there's no lakitu, no hammer bros. There are a buncha goomba variants you can't jump on that are like spinies. But the biggest omission feels like a lack of koopas and piranha plants. They feel so much more dynamic and crucial to mario yet they're missing. The fact that koopas leave shells you can kick adds so much interaction, dynamics, expression, risk reward, etc. The fact that piranhas get in and out of pipes adds to the risk reward of deciding to do the tricky pipe side jumps or waiting for the right timing while rewarding having the fireflower and fireball timing.

What IS interesting though is that it has not 1 boss with a bunch of variants, but two. The weird cockroach thing (it kinda creeps me out) kinda bounces back and forth a bit a few times and then charges at you. You can't jump on it so basically it means you predict when it charges and then jump. Or you can use a fuckton of lightning bolts (again, the closer the more rewarding, but riskier, common in these games). The other is a dragon thing that kinda flies/circles around and then charges. Either is a fine enough twist on the ''Having a boss that's basically a harder to read, dynamic, risky final jump to get past'' idea that's not very common in games outside of the first mario bros.

The level design is similar to Super Mario Bros, less gimmicks, more using the different regularized systems and existing tools together. It also does not follow arcade design where it just moves on to thing to thing like a rollercoaster. Unlike the later Mario games that focused more on a particular formula of introduce gimmick and situation, expand, vary or twist, final challenge, It's more like a series of basic jumps and reads that kinda flow into one another, where things are placed in such a way that you still have to think about your speed and height, and sometimes stop for enemies that come on too quickly as you can not stop on a dime. As you get further in the game the difficulty curves with more pressure/urgency and punishing mechanics emphasized like the disintegrating platforms and pits. Like Mario Bros, it feels very minimalistic and straight to the point in that arcady manner. While it's not like a shmup where every single second counts with tons of decisions to make (it's more relaxed), it still leaves me less impatient than a lot of modern platformers. There's just the right amount of stuff to read and inputs with nuance to consider and just the right amount of challenge thrown at you to keep you there through the one sitting game.

The game-feel is a bit lacking compared to Mario Bros. It doesn't have those fine touches and polish. Nor does it feel nearly as thematically or atmospherically charming, cohesive or interesting. The music makes up for it though, it gives the game a fun vibe. And you got to remember that there weren't like, big companies behind these games, these were the equivelent of current indie devs, and there are different hardware limitations, so even of copying is easier, It's still a nice job.

All in all, I think that Giana Sisters is a worthy sidegrade for the Commedore 64. I grew up playing a bit of the Nintendo DS game, and I know there was a modern steam game as well, so I'm curious as to what direction they took these games in to give them more of their own identity and how they hold up. For now, this has been a nice introduction to the charming, DIY Friendly system that was the commodore 64. I think it's time to venture into something a bit more unique or daunting, given that fast paced action was not what old computers excelled at. For now, this was a neat little experience I could see myself coming back to every now and then in an attempt to 1CC it.


I can't find a separate page for the Famicom SMB2 so I'm rating the Famicom SMB2 not the all-stars one.

I feel like the difficulty and ''unfairnes'' is hugely overstated. Did we play the same game? It's great.

[Version Played: PC, English, EU Steam Market]
[Modes played: Arcade Normal + Stage select]
[Stage Content played: Stages 1-7]
[Player content played: Used all weapons]
[Disclaimer: As always, these are merely first impressions. The formatting is messed up because writing it on this site is a pain in the ass so I write it in word]


Andro Dunos II is a sequel to an old horizontal Arcade/Neo Geo pixel art space themed shmup with traditional linear stage progression as its structure and format.
The things that make this shmup stand out and fun are also the same things that kind of bother me about it. Some of these features you can kind of ignore, but if you do it's just not as much fun. I have never played Andro Dunos 1, so I can't really say how this compares other from the fact that this entry does not have co-op

First off, most enemy waves and some strong enemies will drop orbs. There are 30 orbs to collect in the stage. ,At the end of a stage, you'll get extra points per orb, and every 10 orb gives you an upgrade point for your weapons. This is a neat and organic way to tie micro character progression, macro character progression AND scoring together. This system is a great way to incentivize you to kill entire waves for reasons other than score or a direct powerup drop or getting score for an extend, and it presents it in a way that makes for some tense buildup where you can see all the orbs on the bottom of the screen and as it builds you slowly hope to collect them all giving a sort of ''collection'' and ''completion'' feel. It also makes it less boring to replay stages as you're more incentivized to try to kill all the necessary waves, while leaving some extra room for waves that don't drop orbs for extra points. The countdown at the end tallying up the score is quite satisfying. On a macro level, the game has a very nice rhythm/flow and loop because of this orb and upgrade system.

The problem is that as far as I know, you seem to need exactly 30 orbs, and every 10 orbs gives an upgrade point. This means that getting 20 is usually pretty easy, while getting that last point for 30 is really damn hard and sometimes you'll frustratingly end up with 29 or 30 just because you didn't pick up 1 orb on time or something.

Instead of using a gradius/r-type style weapon system, this horizontal shooter uses a loudout based left or right weapon switching system with exactly 4 weapons to switch between and that's it, so you're encouraged to switch between weapons when the situation suits it.
Presentation wise you will see what weapon you have equipped on the top of the screen and the weapon next or behind it and you can pick the order of the weapons in the options screen. I kind of find this questionable. Given that this is a modern game..Why not just map the different weapons to different parts of the controller? Because now unlike in lets say a PC first person shooter, switching takes concious time and effort to the point I often am kinda lazy and stick with switching back and forth between 2 weapons right next to eachother, or switching in 1 direction between all weapons. I do not find the effort it takes to master the switching itself rewarding enough to justify its existence, I'd like to focus on easily being able to switch but just needing to at the right time. Besides, I don't see why the fourth weapon can't be shown on screen, there's enough screen size.

The powerup system is quite nice though. Some special enemies drop either a powerup for your main weapons, a powerup for your back weapon which is fired with the same input (usually missiles) or a powerup for your more passive front weapon (usually shields in a particular formation that can make bullets disappear). Each main weapon has a different variation for these secondary/tertiary weapons. There is some what I call ''forced concurrency'' for these secondary weapons like in Gradius that as always can make for some interesting dynamics of decisions for timing and positioning. Each main weapon gets its own slot of power, you have to power them up individually, while you don't need to for the others. I think they made the right decision there, cause it's interesting to pick a build for your main weapons while also having to separately fill the secondary weapons would be overkill. Whenever you die, you lose 1 point for the main weapon that is currently being used. This means that if you are alert you can switch to a different weapon right before dying so you don't lose a point in the one you're using. It also means that the game does not have any significant ‘’gradius syndrome on death’’, and you respawn in place upon death plus your hyper shots stay strong. It’s easy to bounce back from a loss, but it also means that you’re slowing down how quickly you can fill up all your weapons and it also means you’ll likely miss an orb so everytime I die I feel a little disappointed on the inside so it’s punishing enough even though my chances of survival are still very reasonable. Also, you will not lose anything for your secondary/tertiary weapons, so again it’s not overkill on filling them up especially as they use a different pickup item, and you can use that for planning your build.

The weapons themselves feel unique and fun enough, with 2 of them being focused on the front, 1 of them having a weak shot on the front but a strong shot on the back, and another being more useful in multiple directions (except for its low level version). They have their own unique quirks and the secondary/tertiary weapons make it interesting. In terms of the general roles though, The blue one is kind of your generic focused strong shot, the purple one is your wide shot, the 2 directional Is your tail shot, and the other is your slow firing, smaller multi directional. As usual your missiles are important for hitting ground enemies, especially because this game uses the ‘’terrain kills you instantly’’ system, but given that your missiles are weaker, it rewards you for being risky and shooting these ground enemies normally whenever it’s worth giving up the positioning, and otherwise you will try to time your position to at least hit with your missiles.
The stage design is definitely accommodated for these weapons and it adds to the routing. Sometimes there’s parts where it’s ambiguous or preference what to use or dependent on your setup.
But they also make sure to sparsely use simon says style parts where they obviously convey to you that you for example should switch to your tailspin weapon, where enemies will suddenly move to the other side of the screen (make sure to immediately dodge that ‘’charge’’ attack when you see the telegraph prior, you should assume that when you see a telegraph to make a run for it). So while there is some ambiguity, I think it’s good there’s also some non ambiguity, without necessarily forcing you to switch either, it’s just more tedious if you don’t switch as it takes longer to kill the enemy, also potentially leaving more bullets on screen.
Anywho, this ensures that most people will at least switch weapons sometimes, while good people will switch between them often, though I suck too much to know if this is actually well balanced enough to cause that effect at a higher level.
This is all fine and dandy, but then we get to the hyper shot system. You have your regular way of shooting, and another input for a strong ‘’hyper’’ shot (each main weapon has its own hyper shot) which is tied to a cooldown, after the shot there’s a few recovery frames, and during the cooldown the main weapon you were using goes back to level 1, which is another way the game forces you to switch weapons. It’s actually pretty smart because instead of feeling like I’m punished, I feel like I’m maximizing my damage by thinking of switching to the right weapon after. Though it unambiguously discourages you from using that weapon for a bit, it’s not necessarily a downside to the hyper shot, it’s more just an inherent part of the style of the game. It also makes the weapon switching more interesting, because now you may also switch to a weapon simply for the hyper shot.

Outside of being the ‘’’periodic special attack hard hitter’’ as a primary role, On a secondary level, The hyper shot also serves the role of bombs as they aborb a lot of enemy bullets like your shield does, so it’s a unique twist in that regard, and the hyper shot is probably the main twist/gimmick mechanic of the game the game is built around in terms of gameplay themes. While the orb system is something I would like more with a little tweak, I genuinely like and both dislike this hyper shot system at the same time. On one hand, it can be quite satisfying to just wreck this bullet spongy enemy, and it can be nice to come up with a good way of routing/timing your hyper shots at the best spots In the game. On the other hand, I don’t think it’s as satisfying as it should feel game-feel wise, and I genuinely do NOT like the micro level rhythm this game has because of it, and it also kind of forces me to memorize the stage for routing if I want to make sure I’m using it right. Your cooldown recharges quite quickly. If you don’t want to waste the shot, you’ll have to keep using it as soon as it’s available, unless that Is too detrimental for what’s coming up. This means that rhythm wise you’ll constantly be going back and forth between regular and then hyper shot, intending to be a build up to reward release buildup to reward release kinda thing, though your main shot definitely isn’t weak. Once this happens, you can not switch weapons, even during the recovery frames after it ends, yet you have to switch because it powers down, so to me, it feels super sluggish and kind of annoying. On top of that, as the hyper shot absorbs so many bullets, half the time I’m not even really dodging anything and I end up getting quite careless only to get hit by something later.

To top it all off, while in early parts of the game it feels like you can get by without the hyper shot much and instead are simply rewarded more for using it, in later stages things start to feel bullet spongy to me to the point it just feels kind of monotonous and tedious. It especially doesn’t help that there aren’t any health bars, it’s only conveyed through some part damage sprites.
The normal difficulty curve was fine. The different stages all felt distinct and recognizable with nice pacing/flow and decent dynamics, though there wasn’t much cohesion. The enemy types are fairly standard. The level design style is fairly standard arcade shmup style stuff where there isn’t much building on past challenges in a progressive/cohesive manner like action platformers tend to, it mostly just moves on from moment to moment. The player and universal mechanics are pretty cool, but the stage/enemy/situational unique mechanics don’t stand out much, it’s pretty standard, but that also means it’s not all that gimmicky. There’s not a lot of environmental hazards despite all the touch damage, though there is a part where you have to weave between opening/closing pillars. The bosses do have different parts with different weapons to shoot, which at this point is pretty standard. The graphics, game feel and atmosphere are quite nice. On PC the controls are responsive, and while there is no speed powerup in this game, the standard speed and switching directions all works fine and snappy for what the game throws at you. Everything is presented in a pretty relaxing pace, though around the end it gets quite hectic with tons of enemies all over the screen.

Quality of life features and technical stuff wise, I didn't notice any input lag and the frame rate was fine. the option menu is a little barebones, but there’s nice functional gameplay settings for your weapon order and firing buttons. The issue is that any technical setting outside of a hotkey for fullscreen (enter), it’s done outside of the game itself. There’s only three difficulty modes (normal, easy, hard), so to me that lessens the replay value. Outside of the main mode and it’s three difficulty submodes there’s another functional game mode. When you’ve finished a stage, you can select them from a stage select menu to practice, and you can pick between a single stage run or continuing after said stage ends. I think it’s crucial to have this in a modern arcade style shmup release without emulator save states. The last functional feature is a ranking screen, but you can only see a local top 10. On top of that, it only shows you the stage you died at and the score, even though it does NOT stop counting your score when you lose extends. Not having online rankings is kind of fucked in this day and age. There’s quite a few build/routing options, but on a fundamental level, you’re not going to find all kinds of different playstyles, especially as mechanical content wise, it’s pretty barebones, with there only being 1 ship. Stage content wise, it has a good amount for the type of game it is, and for a 1 sitting style game the pacing is totally fine. There’s not a lot of other features or content in general. Again, It’s pretty barebones. It has what it needs. No extra gameplay modes. No 100% completionist kinda thing. I don’t even know if it has a story. To me, this isn’t a big deal, but for some, especially those not used to shmups, it might be disappointing and give it less value.

In terms of gameplay fundamentals rather than the standout systems, the bullet patterns aren’t super interesting. You don’t need to be super precise when hitting enemies. it’s often more about being able to hit the whole swarm in time, which is more about positioning and timing. They kind of use the gradius style bullet patterns where each individual enemy just shoots a thing or two and they all end up coming towards you in a line, and they’re usually about medium speed, but there’s some some slower shots and area denial lasers and the like to dodge as well, and you’ll occasionally dodge charging enemies their touch damage or swarms their touch damage and bullets.
There’s some quirky attacks in the game, but not too many. You don’t need to weave between slow bullets all that often, often it’s more about a quick macro dodge or eliminating the right enemy on time before it shoots. You don’t need to worry about matchups of different targeted/fixed patterns that much? The difficulty is more in the sheer amount of different enemy types that will be on screen at some point (all with added touch damage), rather than the bullets patterns themselves, and it’s quite dependant on positioning. You won’t find cave shmup nor touhou shmup dodging here, it’s closer to gradius and R type, but the fundamentals are still quite its own thing rather than a clone. It succeeds in that regard, but combined with the rather..Okay game feel and presentation, it feels a bit underwhelming. Good, yet a bit bland at the same time.

All in all I’d say that it’s a pretty nice game. I’m not a shmup expert at all, I just casually play a lot of them, so I can’t tell if the shmup fanatics will love it. At the very least, it’s a proper arcade style sequel that genuinely looks and feels like a 90’s arcade game rather than an imitation but with modern polish, so I think any fan of shmups would be quite happy with that. People who aren’t fans of the genre might have better luck with another game, but if you do end up getting this, you’ll probably have some fun with it. Andro Dunos II might not be the most creative or stand out piece, but it’s pretty interesting nonetheless.