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0:00 No-miss pace 20:09 Recovery time 1 loop clear of the original, meticulously designed Japanese version. It was also released as Twin Cobra in the West with instant respawns and faster movement speed for an easier/smoother experience, but something was lost along the way and the balance was broken. I highly recommend this version, the checkpoints are some of the best in the genre ^^ "The shooting game I envisioned is over when you don't return to a checkpoint after a miss (death) because you are no longer creating a pattern". "There's always a recovery pattern in the games I make. Even if your weapons go to zero, you can always recover". - Uemura. And here lies the greatness and weakness of this game IMO: every checkpoint is interesting if you try to recover after losing your ship (and that's likely the reason why the game gives us so many extra lives, to try), but designing the game around those limitations makes some parts a bit dull when you have a fully powered-up blue weapon that can get rid of mostly everything regardless of the level design (but only some parts, the game is great). ------------------- Some extra notes: Partial replay, starting halfway through stage 2. Didn't expect to clear it yet and started recording just to save footage of potential recoveries. The second half of the run was rough but that's just an opportunity to enjoy these fantastic checkpoints! (^.^) I'll try to get a 1.5-ALL once I get my hands on the M2 port. To me that feels like 3 shorter, different loops and you end the run at sunset! XD (1-6 to 1-10 would be the second "mini-loop", since it shares some background and designs with the first half of the game. And then 2-1 to 2-5 plays very differently due to the increased bullet speed, ending with a different "lighting" for the 5th boss for some reason).