Power Rangers: Rita's Rewind - Full Game, No Deaths, All S-Ranks (Headache Mode / v1.08)

Mighty Morphin' Power Rangers: Rita's Rewind was released last week by Digital Eclipse, and I've been playing it a lot since it came out. This time, I started with a new save file and completed every task on every stage in one consecutive run. So that means no deaths, all collectibles, and finishing every stage under the time limit for an S-rank. That last one was made a lot easier in the new balance update that they just put out. The full patch notes are as follows: Brawler Gameplay: All Rangers now move faster (walk and dash speeds) Ranger grab and grab attack speed increased Rangers can perform the Dodge move without any cooldown, but are only invulnerable for the initial frames of the animation In Easy mode, the Dodge move is always invulnerable Ranger can chain Rising Strike from many more states Rangers can Dodge while holding an enemy to let go Ranger Special is boosted slightly by successful Dodge Vertical attack collision for Time Disruptors is wider, making them easier to hit Time Disrupters are easier to destroy in Easy mode Food pick-ups are more spread out when spawning from containers In Hard mode, enemies now have the same health as Normal but do twice the damage The Speed Run clock is no longer affected by Time Disruptors Players can swap to any other NPC Ranger in the Juice Bar Localized juice bar dialog for the arcade machines is now correct Zord & Megazord Gameplay: All machine gun fire (bunkers, turrets and flying ships) now does less damage Gravity is reduced when jumping to make pits easier to clear Falling in a pit won't take away a life Some pits now have additional ledges for landing When multiple players are fighting a boss and some players reach a Game Over state, the difficulty (health and Zord damage dealt) scales accordingly Harvester encounters have been balanced; laser speeds and laser damage are reduced at lower difficulties Megazord boss health has been reduced and damage dealt to bosses has been balanced Health power-ups now spawn during Zord boss battles Eye Guy's eye bombs do much less damage, and on lower difficulties, his bombs appear less frequently At higher difficulty levels, health coin benefits scale downward After playing with it for a while, I think it's an improvement. At first I was a little worried they were too reactive to complaints, since I particularly liked the cooldown on the dodge - it makes you use it a little bit smarter instead of spamming it. Taking the cooldown away but reducing the invulnerability is a decent tradeoff, I guess. The reduced invulnerability made me have to dodge some things differently or pay more attention to the timing (which takes a bit more skill), so maybe that'll make more people happy with how that works. There is still a bug (?) that makes dodging projectiles (eg. enemies throwing barrels) a lot more risky though. Sometimes they can damage you countless times while the projectile is in mid-air - I've taken 100% damage from that before. The reduced invulnerability on the dodge just makes me dodge away from the projectiles every time now, instead of going through them and risking the instakill. Enemies being less tanky on the higher difficulties, and instead doing 2x damage is definitely an improvement. It speeds up the pace of the game, and you have to be more careful about taking damage in certain areas. Stage 5 in particular is pretty tough to get through. I wonder if it would be "better" to have one of the switches on the elevator drop a healing item instead of a power up, or if they should just leave it as is and make you have to practice. It's just a little odd that, at least for me, this is the most dangerous part of the game. But with the reduced enemy health, the time limits for S-ranks have become as effortless as they are on Easy and Normal. You've got tons of time to play with on each stage, so it'd be nice if they turned up the difficulty on that and made you put some effort into learning the stage layouts and figuring out some strategies. That said, I'm glad that even with some really bad luck (which is what I had in this run), you can still get an S on stage 14. I think on the previous version, I would have gone past the cutoff in this run. I've only got two more rangers to do now, so I guess I'll just do two more runs like this with black and yellow. 0:00 Intro 2:59 Canyon Path 8:14 Downtown Rooftops 13:27 Goldar Battle 21:28 Industrial Waste Site 26:41 Abandoned Factory 31:34 Highway 93 35:19 Carnival 41:23 Cemetery 49:13 Eye Guy Battle 57:18 Downtown Angel Grove 1:06:22 Angel Grove Park 1:12:52 Main Street 1:15:53 Waterfront Rooftops 1:21:32 Dragonzord Battle 1:30:39 Rita's Palace ----- Beat 'em Ups (e.g. Final Fight):    • Beat 'em Ups   2D Action (e.g. Metal Slug):    • 2D Action   STG/Shmups (e.g. Dodonpachi):    • STG Replays  

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Mighty Morphin Power Rangers: Rita's Rewind - Full Game, All S-Ranks (Headache Mode)

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