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First time clearing loop 1 of Image Fight. Possibly my first arcade Irem clear? The game isn't exceptionally hard when using full auto (setting aside the infamous second loop). It is, however, exceptionally enjoyable and exceptionally well designed. In this run I was forced to recover two of my least favorite checkpoints, 3-B and 7-B. Thankfully, the worst checkpoints here are still more fun than the greatest checkpoints ever conceived by Toaplan. Irem's games can have a slow pace, but Image Fight exemplifies their cinematic style, with new elements or unique challenges on every screen. A great example is the use of hovertanks, which appear in increasingly evil formations throughout the game, while also never appearing in two consecutive waves, nor in half the stages. The layered power-up system creates the potential for dozens of custom loadouts, with each pod slot having a unique geometric impact. Stage design is used to restrict weapon attachments, but the player retains control of pod type and ship speed throughout the game. It's an impressive level of complexity borne through with only 2 buttons. Even without the equipment customization, speed selector and aimed shooting form a glorious marriage of mechanics. Slow movements reward precision with aim without demanding it for positioning, while fast movements permit sloppiness but reward precise placement. This is especially emphasized through the contact damage dealt by pods; an unusual behavior that is practically always useful. Although the stages and bosses are vulnerable to (often obvious) speedkill strats and spawning is totally static, the difficulty feels far more focused on technique than memorization. Thanks to the aforementioned customization and mechanical depth, the routing space is left wide open and improvisation is friendly to many approaches (adjusting speed to match a forced pod selection, adjusting pod selection to complement available weapon attachments, etc.). It's surprising to see such an open-ended game coming from Irem, as this plays as a diametric opposite to the majority of R-Type. Perhaps it's this tactical and technical range that sets the stage for the notoriously punishing second loop? I doubt I'll be finding out anytime soon. Highly recommended to any shooting game fan or arcade buff. The influence of Image Fight is legendary. Phenomenal quality soundtrack/cuing too. 00:00 Intro 00:43 Image Fight (Levels 1-5) 06:03 Death 1 (checkpoint 3-B) 06:21 Death 2 (checkpoint 3-B) 06:49 Death 3 (checkpoint 3-B) 13:03 Real Fight (Areas 1-3) 17:13 Death 4 (checkpoint 7-B) 20:32 Ending