I think that target thing on Zynaps comes a close second!
No. It's very powerful - you can easily destroy the large purple ships seen at the end of the first two levels with it. You must be close to your target however, so using it effectively takes some practice.
And the dynamite in 'Where Time Stood Still' took about 3 years to explode. (I used to arm it and trade it with one of the Pygmy guys - he would happily trot off and go BOOM! SPLAT! about 3 years later.)
There were a few useless weapons in Myth as I recall, can't remember which ones off hand (the tridents, possibly?), and in New Zealand Story, the fireball spitting flute is terrible, it fires a maximum of 2 fireballs on screen that bounce around, and they don't even fire in a straight line, so you can miss your target.
... in New Zealand Story, the fireball spitting flute is terrible, it fires a maximum of 2 fireballs on screen that bounce around, and they don't even fire in a straight line, so you can miss your target.
To be honest, I've never really been keen on the regular bombs in NZS either.
... in New Zealand Story, the fireball spitting flute is terrible, it fires a maximum of 2 fireballs on screen that bounce around, and they don't even fire in a straight line, so you can miss your target.
To be honest, I've never really been keen on the regular bombs in NZS either.
If you're playing the arcade version, the bombs have a decent blast radius that can go through walls, so they're a good close-quarters weapon if you constantly rapid-fire them, especially when a spawn door opens up right on you in the later levels.
Never liked the yellow weapon in R-Type. The ring laser thing was the best, the blue reflecto-beam thing was good but that yellow ****e was ****e!
I quite like the ground laser. It's not so brilliant during level 2 where you first get it, but it is effective against that coral thing at the end, though to do the most damage you have to move away from it a bit before firing. It's great on level 3 against the big ship as it runs along the surface seeking out weak spots. But weapon usefulness varies between levels. On level 4 the reflecting laser and ground laser won't clear away the green dots; you need the helix laser to get through. But then you want the reflecting laser back by the end to tackle that 3-part ship.
Transmuter is full of crap weapons. But then it's a crap game. Like how you can only have 3 slow-moving shots on screen at the same time, unless you get an upgrade, which lets you have six.
Interesting shout there for the Rebelstar laser rifle. I didn't mind it (but I always aim through the enemy which improves accuracy). The light sabers seemed to be rubbish as weapons. Good for clearing terrain though.
The laser rifles are definitely one of the more accurate weapons. The photons are terrible at range, as are the laser pistols.
The light sabres are not useless either, with a bit of luck and persistence they can destroy airlocks, saving valuable combat droid blasts.
Are you sure about the light sabres doing airlocks?!?!? I've been playing it for nearly THIRTY years and never once cut through the airlock - except in 2 player mode.......
Light Sabres are useful in Rebelstar 2 for cutting through tangled weed and, if you get the distances right so you don't get Luis Suarezed, for close range fighting the giant rats and swampers, plus any alien soldiers and babies you can get close to without being shot, bit or prodded!
As for Rebelstar and what the relevant rebel weapons are useful for:
Light Sabres - destroy the defence computers, patrol droids, androids and other droids where you can inflict enough damage without getting yourself killed. Can destroy some scenery which doesn't often prove useful.
Laser Pistol - mainly useful for androids and patrol droids, can do some decent damage but would only use on sentry droids and master droids if I was 'all guns blazing'
Laser Rifles - can be accurate, best used to zap patrol droids, 2-3 shots could take out an android or working the constitution off sentry droids and master droids
Photon - would avoid using on patrol droids, most weapons are as effective on those, couple of zaps ought to do for an android, 2-4 for a sentry droid and whilst you can wear down and destroy a master droid it is a slight waste of ammo as you have 18 shots per photon and with around 30 droids (level 8) you need to deal with much faster moving threats.
Blast Torch - necessary to the best of my knowledge and experience to destroy airlocks and security doors. Make sure you get in and have enough blasts left to get through at least one security door. Otherwise any spare ammo can be expended on master droids, sentry droids and, wherever necessary, androids - would only do so if say down a corridor and no one else is there able to reach and destroy the android before it does serious damage.
Accuracy of weapons is always a concern, I wouldn't waste very many photon shots over much more than 2-3 spaces unless you face being over-run if you don't destroy or slow them down.
I have tried it on the tailend of a game I was playing, Rebelstar 1 player, and it cut through airlock doors.
I am pretty sure I tried this sufficiently as a teenager to rule it out as an option so if anyone wants to try it with an actual Spectrum and state it can be done I'd be surprised - not sure emulators necessarily reflect original programming.
I have the game somewhere, but am pretty sure even if I could load it up that my keyboard membrane is shot to pieces so whether or not I could move in the necessary direction to test is another matter even then
Sorry, this forum is awful for quoting and editing, what happened to it?!?!? It won't let me edit, even inside the hour limit.
The quote suggested Scunny said what I'd said, I tried editing it and all it took out was that I'd just tried it in an emulator after wiping out the droids/"Operative" and it worked
Comments
It's not useless by any means but it's a bit pointless being able to buy it in the shop!
Just don't play it, it's a bag of ****.
And also..
CROLLROADTEHH!!
Probably a Herring...
Oh, and Sabrina's boobs...
And the dynamite in 'Where Time Stood Still' took about 3 years to explode.
(I used to arm it and trade it with one of the Pygmy guys - he would happily trot off and go BOOM! SPLAT! about 3 years later.)
and in New Zealand Story, the fireball spitting flute is terrible, it fires a maximum of 2 fireballs on screen that bounce around, and they don't even fire in a straight line, so you can miss your target.
the light sabres can also cut through the security doors, leaving those combat droids to rip apart those master droids when at close range.
Is that where George Lucas got the idea from in Star Wars Episode one when Qui-Gon starts to cut through the door with his light saber?
Transmuter is full of crap weapons. But then it's a crap game. Like how you can only have 3 slow-moving shots on screen at the same time, unless you get an upgrade, which lets you have six.
- IONIAN-GAMES.com -
The laser rifles are definitely one of the more accurate weapons. The photons are terrible at range, as are the laser pistols.
The light sabres are not useless either, with a bit of luck and persistence they can destroy airlocks, saving valuable combat droid blasts.
Are you sure about the light sabres doing airlocks?!?!? I've been playing it for nearly THIRTY years and never once cut through the airlock - except in 2 player mode.......
Light Sabres are useful in Rebelstar 2 for cutting through tangled weed and, if you get the distances right so you don't get Luis Suarezed, for close range fighting the giant rats and swampers, plus any alien soldiers and babies you can get close to without being shot, bit or prodded!
As for Rebelstar and what the relevant rebel weapons are useful for:
Light Sabres - destroy the defence computers, patrol droids, androids and other droids where you can inflict enough damage without getting yourself killed. Can destroy some scenery which doesn't often prove useful.
Laser Pistol - mainly useful for androids and patrol droids, can do some decent damage but would only use on sentry droids and master droids if I was 'all guns blazing'
Laser Rifles - can be accurate, best used to zap patrol droids, 2-3 shots could take out an android or working the constitution off sentry droids and master droids
Photon - would avoid using on patrol droids, most weapons are as effective on those, couple of zaps ought to do for an android, 2-4 for a sentry droid and whilst you can wear down and destroy a master droid it is a slight waste of ammo as you have 18 shots per photon and with around 30 droids (level 8) you need to deal with much faster moving threats.
Blast Torch - necessary to the best of my knowledge and experience to destroy airlocks and security doors. Make sure you get in and have enough blasts left to get through at least one security door. Otherwise any spare ammo can be expended on master droids, sentry droids and, wherever necessary, androids - would only do so if say down a corridor and no one else is there able to reach and destroy the android before it does serious damage.
Accuracy of weapons is always a concern, I wouldn't waste very many photon shots over much more than 2-3 spaces unless you face being over-run if you don't destroy or slow them down.
I am pretty sure I tried this sufficiently as a teenager to rule it out as an option so if anyone wants to try it with an actual Spectrum and state it can be done I'd be surprised - not sure emulators necessarily reflect original programming.
I have the game somewhere, but am pretty sure even if I could load it up that my keyboard membrane is shot to pieces so whether or not I could move in the necessary direction to test is another matter even then
Sorry, this forum is awful for quoting and editing, what happened to it?!?!? It won't let me edit, even inside the hour limit.
The quote suggested Scunny said what I'd said, I tried editing it and all it took out was that I'd just tried it in an emulator after wiping out the droids/"Operative" and it worked