Stevens wrote:
My bucket list is to see Maiden in South America or England. Fuckers are crazy! Look how they go ape shit when Doctor Doctor starts playing. It isn't like that here.
I think it's the soccer chant culture, something Harris clearly loves writing for;
Fear of the Dark and
No More Lies aren't things you'll forget. He maintains
The Clansman is amazing live but they weren't playing that when I saw them at the NEC
a lifetime ago in '04, so I still don't like it

(we got
Sign of the Cross instead, best breakup era track by miles, imo; getting goosebumps recalling the crowd during its splendidly on-the-nose chorus...
"A FIRE IN THE SKY / THE SIGN OF THE CROSS!" 
I grew up well outside even troopers like Maiden's live orbit; they're one of the few bands I made a point of seeing live when I moved to England, others being Motorhead and New Order. Lemmy's gone to the great big strip joint in the sky, and Barney/Hooky are IIRC still torching one another in court, but I'd totally see Maiden again. I can tell from their more recent live stuff they're yet to lose a step.
BryanM wrote:
It really is about creating the vibe of walking less so than an accurate simulation of it.
I notice that compromise in a lot of my favourite stuff. Metal Slug has a whole "Yikes!" routine for Marco and Tarma's crouch mechanic; lesser designers would've probably delayed the new hitbox, for "realism," where Nazca knew it'd look more kinetic
and play better to disable upper-body collision on the next frame.
Lose your skin / Lose your skull 
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Just amuses me that it's universal in illustration to try and stretch reality to show off all the cool things.
This 3d to 2d animation of a Ranma fight being rather literal in that.)
I think it's no surprise that the sidescrollers with really convincing animation tend to be Prince of Persia-esque "cinematic platformers." (EDIT: as AMB pointed out!) I don't play many of them, but I'm used to seeing way less enemies onscreen, and generally just less things occurring simultaneously. Stuff that'd demand a snappier, less luxuriantly-illustrated player/avatar response simply doesn't happen.
There's a very misguided school of thought that OG Castlevania is like POP - slow, ponderous, fatally punishing of haste - when it's absolutely not. Simon is 110% in thrall to the mechanics' demands of him, regularly required to, say, turn and execute a running flying attack with zero momentum at mere frames' notice. POP will not only never demand this, you literally wouldn't be able to if you tried.
The nearest I've seen to an arcade-snappy action title with Mechner-styled animation is Elevator Action Returns, which sports some pretty decent sprinting and gap-leaping frames (Edie is cute :3). It's likewise a slower-moving sort of game than Contra/Slug/GNG etc, though still well within arcade levels of onscreen mayhem.
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I need more time with Saigo, even the first dozen or so goes usually isn't enough to come to a solid conclusion. I do like how the weapons are conditionally good. A way to choose between playing expeditiously or difficultly. It's done better than in the Mega Man games where you'd just blow a boss up with its weakness in two hits.
Saigo really comes down to Shoot VS Slash, offense VS defense. Even though it's pretty much The Kusarigama & Grenades Show, I still consider it a well-balanced game; whether you choose speedkilling or bullet-cancelling, you'll tend to miss the other option, and have to make up the difference with learned technique. It's never a "Yeah just use this weapon and forget about it" affair, even ignoring the ever-simmering RNG spawns.
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(This long-term perspective is why I think I dislike OG Metroid so much more than most. They'd play it once and move on, while I'm still trapped in that blue shaft.
What burned my ass slightly with Metroid is all the CTRL+Vd rooms and shafts in Norfair... even then I don't mind too much; there's this fever-dream sense of being lost in the woods, going in circles, even when I know damn well I'm on target for the cheesecake ending.
Compile's beautiful port of Dragon Slayer IV / Legacy of the Wizard is the FC's best deathdungeoner by comfy distance, imo. No CTRL+V or similar cheap attempts to disorient, just a staggering massive deathlabyrinth to get stranded in miles from daylight. It does lose a bit of its mystique once you twig that it's a spoke-per-character setup, rather than true sprawling chaos, but even then, you can do some crazy shit messing about with the character order.
Like giving yourself a near-unwinnable final Crown fight! Not even mentioning the "piggyback enemies" mechanic letting you get into even more trouble.
Incidentally received a tres unexpected and very welcome PS4 port via M2's Namco Museum Archives. I hope at least a few more people gave it a go, now it's got savestates instead of passwords.
Lander wrote:
"In my restless dreams, I see that shaft." 

BareKnuckleRoo wrote:
BIL wrote:
Wolf Fang is one of those games I was in love with some fifteen years ago from ~2CC standpoint, but haven't revisited in more disciplined terms, since.
Apparently STGWeekly just did a video on it too:
https://www.youtube.com/watch?v=BMT2ZnBlGb4Damn, excellent timing

Now if only M2 would give that DECO project of theirs a look. Hell it wouldn't surprise me to see Hamster take a crack at it, given Trio Teh Punch appeared out of nowhere not all that long ago... seem like ACA is in a period of Taito/Namco/Other, not a bad situation tbh when the third bracket includes DECO, Tecmo and Banpresto.