increased fire extinguisher capacity, cutters reach. Not worth mentioning changed stuff like e.g. Many players was quit playing once reached this level. It was confusing level alone, not mentioning SWAT members shooting to kill you while you have to go through them. In game, if you shoot SWAT or hostages - death penalty (instant 1000 damage to player). Now death penalty disabled in worst level in a game (Sewer), you can return fire to SWAT if you need. No death penalty for shooting/killing SWAT members in Sewer level. Boss type enemies leaved unchanged (faster than general enemies).īoss type enemies HP changed to more to "human" levels (no more insanely bullet sponges).Įveryone should be human and challenge from Boss type enemies should be more to quickness, accuracy and caution.
Every terrorist should be threat and if you kill it - is killed.Įnemies "speed running" un-natural speed fixed to normal speed.Įnemies speed changed to normal. In vanilla game, killed enemies disappearing after seconds, now dead bodies stays (this change worked not for all enemies). shooting to longer distance bullets disappears without reaching target cause that short range, shooting at closer range, some bullets connects, some of them "empty" shots.Īfter "All bullets connects while shooting" fix (no empty and disappearing bullets) enemies reacts to hits how it should be.ĭead bodies not disappearing anymore (most of them). So basically some fired bullets like "empty" (only sound) and even "good" bullets has short range (no bullet drop, just disappears). In game was set how many bullets from magazine connects and how many is "empty" shots. (Bullets range fixed (x3), all bullets connects - be aware vanilla game have bullets spread) But bullets shooting spread same (vanilla).Īll bullets connects while shooting (how it should be). Recoil animation now almost non existing for auto-weapons and low as possible (no more crosshair "dancing" around, just slightly left-right). (Shooting spread same (vanilla) - but no more shaking crosshair all around.) !!! Enemies AI and behavior unchanged !!! >Many small needed changes and tweaks for game. >No death penalty for shooting/killing SWAT members in Sewer level (worst level in game). >Boss type enemies have more realistic to human HP. >No more infinite respawning enemies, dead bodies not disappear anymore (most of them). >Bullets distance fixed, not disappearing mid-air (bullets range changed x3 to original). >No more "empty" bullets in magazine (some bullets was only sound, wtf devs?). No more crosshair "dancing" around (but be aware vanilla game have bullets spread). >Recoil animation is very low and more satisfying to shoot. Lock game framerate for less bugs and mouse aiming problems. Play on HARD (most attention only for hard and more realistic/challenging difficulty). As is typical for the series, this port bears only vague similarities to the original version the story and dungeons are almost entirely new. It was initially released for the PC-98 home computer in a three-game bundle with sister games Madou Monogatari R and S, and later ported as a standalone title to the Sega Game Gear.
Madou Monogatari A: Doki Doki Vacation is a dungeon crawler by Compile, and a prequel to the original Madou Monogatari trilogy (which the better-known Puyo Puyo series was spun off from). Determined to save her fairy friends’ precious forest, Arle sets out to put a stop to this heinous evildoing. Since she’s such a big girl now, Arle is even allowed to go by herself! But on the way there, she comes across a strange man with wings and horns who wants to cut down the forest to build an amusement park. On the first day of her summer vacation from Magic Kindergarten, four-year-old magician-in-training Arle Nadja has decided to go visit her grandmother on the other side of the Fairy Forest.