Close. I won’t lie, I used a gameshark to get the secret red ship but I could get to like the 6th level iirc without dying. I’m trying to remember what I was having issues with though, death or getting the bonuses. Probably death.
Game doesn’t necessarily get easier from constant play but I liken it to Contra Shattered Soldier where once both your brain and body have memorized what happens you can mop the floor with your enemies and get great scores.
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The best weapon set-up with Einhander iirc is with the dual wielding ship. Start with the Cannon and Wasp and end with the Cannon and Wasp. Seriously. While the Flash is sickest gun in the game, closely followed by the Juno, you can’t actually resupply them on regular basis to make them useful beyond the first 1 1/2 - 2 stages. Like you’ll only see the Juno three times in the game. On the first boss if you took the bottom underground path past the shuttle to get to him, the mini-mini- sub on stage 4 if you get the command center head thingy to take flight and you destroy that, and on the very last stage when you are fighting all those clones. I think the flash only pops up twice.
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The Cannon rips through weaker smaller enemies like a hot knife through butter and also serves as the heavy hitter for bosses. Meanwhile, you’ll have the Wasp on top of your ship so it’s in homing mode and you can fire off tons of homing missiles for the little shits that get away or are even thinking about coming up to you from the background. You’ll be switching placement a lot.
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Plus the Cannon is long and works as a shield for your top and head and the Wasp is thick so it can take hits too. And since these weapons are plentiful for the rest of the game you can keep pumping ammo and HP into them until the very last battle.
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Also, switching their placement would turn the Wasp into a medium hitter with the fat straight firing missiles and the cannon could hit enemy craft at an angle when you put it on the bottom. This is also good for a couple of secret bonuses like the bad ass mini-mini-boss sub. You rip the main ship apart with the cannon until the command center head thingy takes flight and destroy it on it’s way up and away. Too bad it spews the pew pew pews like a mother. And in that same stage (because you always take the bottom route right?) you can destroy the reactor with the cannon by firing some rounds into the floor. That is if you some how managed to overkill the enemy right in front of you who normally drops into the floor and causes the chain reaction.
If you need any boss tips just ask. I may be able to help you. IIRC, shooting them in the head works 90% of the time, if not 99%. I’ve played so much of the game that I started just shredding bosses armor off before even killing them, sometimes being greeted by a time-up exit of said boss.
Yeah I played a lot of Einhander. It’s just so well done. Few shmups have actually hit that level of style and presentation. I mean that art gallery is ridiculous. So much effort was put into this game. To me that’s when Square was at their finest. The 32 bit generation. Made a lot of classic titles during that time. It seems like they wouldn’t dare to make another shmup or anything else that’s not an RPG or is related to their RPG franchises these days. It’s sad really. I hope that Einhander ends up on PSN one day. I’d buy it in less than a heart beat.
But I would like a remake more than anything else. I think the ending actually spells the end of the war really. My creative Einhander vision:
"I love this game so much.
Spoiler
- Instead of a computer screen where you select your ship and weapons it would be the hanger that we see in all the gallery art. A HUD would still be in place though so you can get all the data you need on crafts and weapons.
Stage 1 (new): After a brief space training stage you get to watch your ship descend through the debris in Earth’s orbit and you head to an arctic base where you disable their main security system that allows you to sneak into the giant city that begins the first stage. I have always wanted the obligatory ice level in Einhander and this makes sense. You could dip underwater and destroy caves to cut off flows of enemies. The boss could act like a penguin in a way. Something that goes in and out of the water and can slide and handle ice. After laying waste to the base you’d end up on fighting it on a broken ice floe. It hops back and forth as battle destroys the ice beneath it. Now you head to the big city.
Stage 2 (was 1) Since you are coming from the Arctic you would see all the destruction from the previous war. Then you’d climb up really high and descend like an eagle right into the city. It would have been nice if the first game used camera tricks a bit more with that stage (and later stages) also.
Stage 3 (was 2) to me could only really benefit from getting to see the mountain before you enter it at the end.
Stage 4 (was 3) is fine.
Stage 5( was 4) needs the section between the mini-mini sub boss and the real mini-boss extended. It was a nice quiet section that could have been drawn out a bit longer since it was so dark and moody there. Like drawing out a mystery. And beneath the waves you’d see the lights of the mini-boss. I also thought that this boss was a bit of a let down design wise. He’s not all that big and doesn’t really look that cool. It would have been better if it looked like some guardian designed to protect the reactor. Something with multiple arms and legs to get around the base with. And you are forcing it out of it’s slumber, all the way to the top. It doesn’t fly, but it climbs up and out at a ridiculous pace. Special battle armor can still be flown in as a nod to the original boss though. But before that though I thought that the escape sequence was over too soon. I would have decreased the length of time going through the factory/shipping and receiving area and given you a red hot and firey (gotta have a fire level) section to escape through (and that’s if you triggered the destruction of the reactor). And even as you fight the boss, the whole place is still burning and falling apart beneath you. Thing should be exploding. Give it a real sense of chaos like you really did blow up a reactor.
Stage 6 (was 5) is pretty much perfect. I’d only add an alternate path or two. Seems like an immense place it would be nice to go inside the facility instead of just outside it.
Stage 7 (was 6) with the time limit was really cool. That was is just fine. I’d just make the satellite boss even bigger. He’s supposed to act as the final boss so he needs to be more ominous.
Now right here is where we need to get an explanation of how your ship returns to get vengeance upon Selene. How it came from Earth with booster rockets and what not.
Stage 8 (was 7) is pretty much fine the way it is too. But it just won’t be the final stage.
Stage 9 (new) aka Final Stage. Now instead of seeing your ship go to Selene and fuck everything up YOU go to Selene and fuck everything up. No final boss, the credits should just start rolling as you destroy shit. Like the bonus area at the end of DMC4. If you die then the game just ends and it goes into the normal routine. If you live then you get to see a special treat…
And with all of this there would be nice patterns and waves of enemies, new enemies, etc. It wouldn’t be verbatim even when I said a stage was fine. Just that that stage doesn’t need anything major added to it to change the flow.
And if this remake came out it would need to be a PSN/XBLA release with trophies/achievements.
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A replay function that would record your entire run through stages. And a screenshot function for scoring awesome shots of you killing things.
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I’m sadly against co-op for this game. HOWEVER, the Die Schabe ship would still be secret and that I would turn into a co-op mode with rearranged enemies and boss patterns. That would be cool. But the main crafts, no.
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I’d also make the EOS fighters at the end secret ships to unlock. And also a mini-boss and boss rush mode.
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A virtual survival mode too where enemies just keep coming in constantly as you zip around an ever changing virtual world like Rez, minus the acid, add more realism. The trick though is keeping your combo meter above a certain level as well as not dying. There wouldn’t be any bosses in this mode. Just enemies redesigned to fit in a universe that never ends.
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An updated gallery, including art from the first and the new game, a music gallery, your own personal screenshots, your replay videos, and cg cut scenes.
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Leaderboards.