The continues are still unlimited, which is appreciated, but the password system has been removed. Contrary to the first game, touching walls and environmental hazards is lethal.
The Game Over-screens still feature an illustration of your defeat by the stage boss, but have been stripped of their Engrish comments, which arguably make this game a little less amusing.
There are more levels this time nine vs. In all, the sequel feels a bit more balanced when it comes to actual content versus artificial padding by high difficulty. Another big change is that there is no weapon select screen or secondary weapon this time. Instead, the I button cycles between four different main weapons that are always available vulcan cannon, laser beam, homing shot and a short range electric saber.
This does make for some strategic elements since choosing a suitable weapon for different situations and bosses on the fly can make a big difference.
The homing missile for instance comes in handy for bosses that walk to the left of the screen and cannot be hit by weapons that only fire to the right. Speaking of bosses, they are often just static sprites that lack animation, which makes encounters with them feel like fighting a wall. Even the literal wall boss of stage in the original game has more going on than some of the bosses here.
The power-ups have been redesigned as well and are much easier to understand this time thanks to their distinct looks and letters. S-orbs increase the speed and P-orbs boost the power of the weapon, a red block gives you an option a series first and a blue block, a shield that allows you to take extra hits.
The levels of the weapons have been decreased from five to three, possibly to account for the lack of a lifebar which made reaching the max level accomplishable in Download.
There are also some rare power-ups that only occur in certain stages F-, S-, G- and E-orbs. Stage 5 is extra memorable as you fight the projectiles thrown at you by a long fresco, similar to the Bayeux tapestry. However, it is a bit unclear how the stages in this game are supposed to fit together.
Going by the logic established in the original game, the way to keep track of when you are in the real world or inside Down Load is that the representation of Motoloader changes into a sleek-looking ship when you are inside the network. This does however imply that Stage 4, 6 and 8 take place in the real world, which makes little sense with their themes.
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