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 Post subject: Re: Beat 'em Ups
PostPosted: Tue Nov 03, 2020 4:17 pm 


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http://www.hardcoregaming101.net/tough-turf/

Quote:
It does have a cool twist at the end though – when fighting what appears to be the final boss, a curtain goes up revealing a woman trapped in a prison cell. After defeating the enemy, she takes you out to the rooftop and attempts to kill you herself, revealing her to be the true mastermind.


Uh, in that case why doesn't she a) kill you directly, or b) try to stab you in the back after the "rescue", or c) escape and reform her gang setting up *gasp* a sequel? It's presented so weirdly that it's not so much a twist as it is awkward. She's got nothin' on the crazy Combatribes cyborg lady who just straight up rips the door off her limo before doing a respectable job of trying to murder your ass.
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 Post subject: Re: Beat 'em Ups
PostPosted: Tue Nov 03, 2020 4:50 pm 


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http://www.hardcoregaming101.net/bay-route/

I thought this was the most interesting thing on Tough Turf's page; )

Never heard of it before.
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 Post subject: Re: Beat 'em Ups
PostPosted: Tue Nov 03, 2020 5:34 pm 


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Best thing about Gang Wars is listening to that laugh every 5 seconds. :lol:
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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 04, 2020 11:30 am 


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PerishedFraud ឵឵ wrote:
BIL wrote:
Turned out to be ADK's similarly cod-noir Gang Wars... which seems like a relatively rare example of a Double Dragon riff (as opposed to an FF one). Love that vicious arm-drag finisher, oof. Doesn't seem to play too great from this ReplayBurners 1LC, but some good games look pretty jank at master level.


Nah bil, game's just flat out bad.


FML 3;<

Jeneki wrote:
Best thing about Gang Wars is listening to that laugh every 5 seconds. :lol:


Yeah the guffawing enemies made a big impression on 8y/o me, used to bug the hell outta me not knowing which game it was. :mrgreen:

Jeneki wrote:
64th Street (Jaleco 1991) is now available on PS4/Switch. I had never heard of this game but decided to give it a shot.

Seems a bit slow paced, but throwing enemies into terrain to smash up the background is really satisfying. Sort of like Ninja Gaiden (the beatemup) where I spend a lot time lining up ways to break stuff and get more items. I'm having a bit of trouble pulling off forward+attack special attacks consistently though, I wonder if the timing is just really strict? Only made it to stage 3 so far, but pleasantly surprised at the moment as my expectations were zero.


Going by a quick spin in MAME, it seems the input is [forward, forward+attack] (not forward then attack), with the latter inputs needing to be near-simultaneous. Bit over-strict imo. Coincidentally, been playing Bloodstained: ROTN, where this is the parry input. Quite familiar! :cool: (not unsurprisingly, a lot less strict there)

Take your stinking paws off me you damn dirty dickwolf!
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EDIT: nm, 64th's command is just [toward+attack] exactly as Jeneki (and the game's manual!) says :oops:

Decided to pick up 64th, seems alright. Liking this era of Jaleco (cf Plus Alpha, EDF) quite a bit. Solidly b-tier genre efforts. Glad to see the classic Final Fight special shortcut (hold [jump], then press [attack]) works in 64th Street, too. Pet peeve of mine when arcade games don't let you input two-button commands this way.
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Last edited by BIL on Wed Nov 04, 2020 6:21 pm, edited 5 times in total.

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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 04, 2020 12:27 pm 


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I've found very little use for the special attack with moustache man, it's so slow it usually gets you clobbered. The other dude's dash thing is pretty decent, though I'm finding it literally the only reason to consider using him unless I'm missing something?
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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 04, 2020 4:20 pm 


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BIL wrote:
Glad to see the classic Final Fight special shortcut (hold [jump], then press [attack]) works in 64th Street, too. Pet peeve of mine when arcade games don't let you input two-button commands this way.


Yeah, I prefer that kind of special input, specifically where holding attack then pressing jump will allow you to instantly desperation, instead of having to press both with strict timing. But having your special/desperation on a separate 3rd button is even better!
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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 04, 2020 4:44 pm 


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Blimey, talking out me arse :shock: As Jeneki and the ACA manual correctly state, it's just [toward+attack] simultaneously, for 64th Street's command attacks. As games always should, it'll register even if you're about-facing.

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Timing's pretty strict, as noted.

BareKnuckleRoo wrote:
But having your special/desperation on a separate 3rd button is even better!


Yeah absolutely, any time that's an option I'll use it. Speaking of :cool::

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I actually prefer playing Samurai Shodown II on PS4 over MVS at the moment, with its ACA version letting you set dedicated [P+P] and [K+K] buttons for hard slashes/kicks.
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 12, 2020 8:38 am 


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Played first three levels of SOR4 last night. I like the mechanics of it. Not sold on the art style, music seems a tad bland. It's already irritating the life out of me with over use of those tedious shield cops though.
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 19, 2020 5:00 am 


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Arcade Archives: Zero Team is out now. :cool: Long-lost 1993 Seibu Kaihatsu beater with massive pickup/play appeal. All we need now is for M2 to sort out Knuckle Bash and we're good for STG dev beater one-shots! Murder a samurai for his toilet paper 2-DAY

You know how you can beat fuckers to death with a toilet seat in Dynamite Deka? Similar vibe.
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What good is gold, if you've shat yourself?
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Includes "Older" and "Newer" versions. I wonder how comparable that is to the game's various USA/New/2000 revisions. According to the manual, Supers take more HP in the new rev. Mysteries abound! What's here plays great, regardless.

Fuck is a naggynatter? This here VG MURICA where we serve KNUCKLE SAMMICH you HUGGIES-SMUGGLING NIHONGO BITCH (■`ω´■)
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 19, 2020 6:18 am 



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Man, you had to get me started on beat em ups. Love em!! I grew up playing them at the arcades back in the day and recently been buying and playing quite a few. I didnt read all the posts, but I recommend the Capcom Belt Collection. Its got some really good ones if you love 90s arcade games. River City Girls was good too, just didnt like the leveling up rpg stuff too much. Of course SOR 4 was AMAZING!! Shoot em ups, beat em ups, run n guns are all the same goodness to me. Great thread!


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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 19, 2020 6:23 am 



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Marc wrote:
Played first three levels of SOR4 last night. I like the mechanics of it. Not sold on the art style, music seems a tad bland. It's already irritating the life out of me with over use of those tedious shield cops though.


I felt the same way about the art when the trailer was first shown, but when I actually started playing it, it grew on me. I think the art style allows the animation to be so smooth. But, if you cant shake off the art style, you can allows switch to a more pixel look. Give the game a chance. I've played the first 2 games in the series and I can honestly say, this one is my favorite .


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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 19, 2020 8:41 am 


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Looking forward to picking up Zero Team later. That's some sweet pixel art.
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Nov 19, 2020 2:25 pm 


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Streets of Rage Remake has a v5.2 release, which most notably adds a widescreen option. It's a toggle and you can either play it with true widescreen support, or in 4:3 aspect.

It also has a weird new Attack Damage option that defaults to "Balanced" (which fiddles with different character damage values to make them supposedly more balanced, I don't think it's a success and some slower characters are hit pretty hard such as SoR1/2 Blaze but you can set it to their original damage values).
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Nov 20, 2020 3:41 pm 


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Does it do anything about the wrestler boss?
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Nov 20, 2020 3:47 pm 


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Whoa. I would call that unexpected.

Wide screen though? Dope.
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Nov 20, 2020 4:00 pm 


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I just realized, what's stopping Hamster from putting out an Arcade Archives of Ninja Baseball Batman? They've done Irem games in the past, right? An official release of NBBM would be awesome!
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Nov 20, 2020 5:23 pm 


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That one I could actually see having some legal snafus - wasn't the lead artist an outside collaborator? Of course, nothing's saying he couldn't (mff) play ball (BWAAA ;3).

Crazier shit has happened WRT archival specialists and ancient licensed materials. See City Connection's beautiful Sunsoft anthology albums, loaded with Batman, Gremlins and god knows what else licensed game OSTs.

WRT ACA's schedule, it's clear they take their time. I was hoping we might see Undercover Cops, Gun-Hohki or especially mahfuckin GEOSTORM, with M92 maiden voyage Kaitei Daisensou (2019) running superbly. OTOH, this year saw Sunset Riders and Trigon, two absolute landmarks whose TMNT hardware is shared by Kaitei's close ACA contemporary, Detana Twinbee.

All a bit random, but when the results are this good, I just hope they keep doing what they're doing for many years to come. Image Still time left in 2020 for Raiden, Gradius III, Mizubaku Daibouken, Guevara and/or Rod Land.

(Hideki Kamiya acknowledging Gradius III deserves a spot, but praising the inclusion of hyperunknown Pettan Pyuu Image Image DAS MAH MAN)
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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 25, 2020 5:42 pm 


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I've been on a bit of a beat em up kick lately, MiSTer recently got an implementation of CPS1.5/dash hardware, so yesterday I went through Cadillacs and Dinosaurs for the first time, and honestly at first I thought it was a bit slow and easy, but the difficulty picked up after a few stages. Title screen still sucks though, just a plain green screen.

I also picked up alongside Smilebasic 4 a digital copy of Zero Team since it has been mentioned so much here and on Nintendolife. Again, a bit of a basic game, but it kinda grew on me after a little bit, and I can definitely see the potential for skilled technical play. I like how much detail is packed into the tiny sprites, like how the big dumb guys wear shirts with smiling tomato fellas on them, and the tomato fellas get pained or saddened expressions in the big guy's pain animations. Collecting a steady stream of treasure is also fun.

It seems like this Arcade Archives release of Zero Team is currently the only way to play the original Japanese release short of owning a PCB, since according to HG101 (I know I know), it's only the later overseas based revisions like The New Zero Team that are playable in MAME.
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 Post subject: Re: Beat 'em Ups
PostPosted: Wed Nov 25, 2020 5:51 pm 


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cave hermit wrote:
It seems like this Arcade Archives release of Zero Team is currently the only way to play the original Japanese release short of owning a PCB, since according to HG101 (I know I know), it's only the later overseas based revisions like The New Zero Team that are playable in MAME.


That's the impression I get, too. (HG101 is an excellent website for release dates and revisions etc, it's just the playing of said games that tends to elude them :wink:)

I'm wondering if USA/New/2000 might appear at some point. Wouldn't be the first time for ACA (see ACA Darius later patching in... was it New, or Extra? Fuck! HG101 PLS HALP). I'd happily double-dip on a separate release too. Seeing games like this finally receive console versions (high-quality ones, at that) has been a wonderful surprise this gen.
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 Post subject: Re: Beat 'em Ups
PostPosted: Sat Nov 28, 2020 9:49 pm 


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I didn't hear much about Zero Team before this thread either. I am glad I found out about it as it is pretty fun!

Another game that I have been playing off and on over for the last month is "Super Punch Patrol" which just came out on Switch.

Once you get used to the hand drawn minimalist color aesthetic it is pretty fun. The application of beat 'em up fundamentals is there (basic attacks, "get-off-me" attack, horizontal/vertical dodges, and directional throws for crowd control). Also they threw in a skateboarding stage like TMNT to change up the pace as well.

It's only $5, keeps things simple and doesn't swing for the fences from a gameplay standpoint, which I like.

Biggest gripe I have about it is that the controls are not "completely" customizable from in-game as you can only choose from 4 different presets, so if you want to change them exactly to your liking you have to do it in the console settings before playing.

https://www.nintendo.com/games/detail/s ... ol-switch/

Anyone else tried it yet?


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 Post subject: Re: Beat 'em Ups
PostPosted: Mon Dec 07, 2020 6:11 pm 


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Mischief Maker wrote:
Does it do anything about the wrestler boss?


Abadede's always been one of the hardest bosses in Streets of Rage Remake, but many characters have moves that will beat out the main thing you can bait, the dash attack. SoRR doesn't have many true boss exploits like SoR2, where a well-timed jump or something as they wake up allows you to bait them, boss enemies are a bit more unpredictable and dynamic. But everything is still manageable.

Here's a Mania 1CC of Streets of Rage Remake 5.2 with Elle, a frankly low tier character. She's been hit hard with some damage nerfs similar to her damage when she was introduced, they need to go back to her 5.1 damage values imo to make her lengthy delay, risky attacks worthwhile. The route is the SoR2 route, one of the hardest due to back-to-back elevator fights. SoR1 route is also very hard, the enemies on it are nasty. There's a couple unofficial alternate routes that exist that make things easier: take the upper path in the Alien-style section of the amusement part level, take the upper path in the jungle section before the factory level to go to the waterfall route, the waterfall section's tough, but the level afterwards is generally more manageable than the SoR2 factory elevator fight.

A major tech that works with all characters is grab chaining; after a throw or slam move, enemies will back away and not directly attack you for a short period. Immediately after a throw you can quickly run up to another enemy, throw them, repeat on the next enemy. Works on just about any enemy group, including dangerous ones like ninjas and kickboxers.
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 Post subject: Re: Beat 'em Ups
PostPosted: Mon Dec 07, 2020 11:51 pm 


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BIL wrote:
All we need now is for M2 to sort out Knuckle Bash and we're good for STG dev beater one-shots!




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 Post subject: Re: Beat 'em Ups
PostPosted: Tue Dec 08, 2020 12:20 am 


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Sublime catch :mrgreen:

Not outside the realm of possibility for ACA either! Let's go for the Shooting Beat One Off Triple Crown! Image

Thinking of Video System brawling compelled my brain to seek out this tangent. Horeh fuck that's some tunes Image

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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Dec 10, 2020 8:15 am 


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Anyone tried The Takeover yet ? Currently half price on Switch.
https://youtu.be/TNPHIxTH6lI
Graphics are almost Mortal Kombat esque, gameplay seems smooth, some tweaks with Uper and Rage bar, SoR and KoF inspiration.
Curious about opinion if you have one.
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Dec 10, 2020 2:47 pm 


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Lmao Birru, ''Punched in the Balls''. That's some nasty stuff! Ring the bell! Ring the fucken bell Ref! Whattaya waitin'?
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Dec 10, 2020 2:49 pm 


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Just noticed the "DAD," now there's a multifaceted edit :mrgreen:
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 Post subject: Re: Beat 'em Ups
PostPosted: Thu Dec 10, 2020 6:25 pm 


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BareKnuckleRoo wrote:
Mischief Maker wrote:
Does it do anything about the wrestler boss?


Abadede's always been one of the hardest bosses in Streets of Rage Remake, but many characters have moves that will beat out the main thing you can bait, the dash attack


Yeah he is pretty easy with this method. When I was playing a lot I also had Zamza/Souther on lockdown as well. I knew how to bait his SRK, but for the life of my I can't remember how to do it anymore.
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Dec 11, 2020 8:23 am 


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I'm digging SoR4. You can tell it's designed for home, rather than arcade play, even leaving aside the long stages.
It's almost puzzle-like at times, it's really quite good in how it introduces new enemies, lets you get their attacks down, then slowly mixes up differing groups throughout the stage. I know all belt-scrollers are designed along similar lines, but I'm actually able to understand what I'm doing in this one in terms of where I want individual enemies to end up when I've hit them, prioritising threats etc.
I'll probably attempt the 1CC at some point, though I think it's too long to engage me for the duration, but I can see myself coming back regularly to improve individual stages.
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Dec 11, 2020 2:21 pm 


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I'm currently running SoRR 5.2 Mania, and I'm actually at the point where a no miss run is a possibility. I've got a solid gameplan for the stage 7 elevator fight (turtling at the bottom right works for most of the waves), and the only thing that really threatens me in the main game is the Jet fights, and the risk of a bad Abadede fight who is manageable, but can take over half your health in one dashing clothesline if you screw up. All of the Jet fights I've done in stage practice without resorting to police specials but I don't think a no miss + no police special is doable for me as Roo. I'm just not reliable enough at them, and Mania has a whopping 3 different fights where 3 Jets can be active at a time on the SoR2 route! Combine that with Roo's atrocious anti-air capabilities and Jets are his nemesis, essentially.

Current best is getting to Mr. X with 1/4 health remaining (you don't get much of a life refill after the last Abadede reskin). Shiva is trivial to stunlock, but I need to figure out a way to reliably catch Mr. X and keep him stunlocked without his mooks interfering. Interestingly, Roo appears to be too short to hit with laser shots or machinegun bullets when in his walking animation or in his back attack animation, and you can chain those together. Mr. X's diagonal (and possibly vertical) shots hit low though, and the diagonal shots have a hitbox that can hit directly in front of Mr. X, so it's tricky finding an opening to start smacking him. He also appears to have i-frames at the start of the fight, preventing instant stunlocking.

Stevens wrote:
When I was playing a lot I also had Zamza/Souther on lockdown as well. I knew how to bait his SRK, but for the life of my I can't remember how to do it anymore.


Fortunately his spin and slide attacks are beatable easily by most characters' jump attacks aside from Elle (whose jump attacks hit very high and go over Zamza) and Zan (poor hitbox range on jump attacks).
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 Post subject: Re: Beat 'em Ups
PostPosted: Fri Dec 11, 2020 10:44 pm 



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So is there a consensus yet on SoR4 vs. Remake?


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