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 Post subject: Re: Your Dream Game Hackz
PostPosted: Mon Nov 18, 2019 1:40 pm 


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Vanguard wrote:
Has anyone mentioned a Saigo no Nindou hack that removes the ninjas from the ninja pit? That would be a good one.


After a few credits where samurai followed me down the pit, I came up with this: Have the mad monk return, in abominably necromantic state (face blown off, guts exposed, beard kinda singed), for a simple mid-air battle. Something apropos the heavy air handling - lunges to feint and projectiles to slash while jockeying for the kill. Have him go out in appropriately cathartic fashion, to bring his imperious st1 debut full circle. Later, old-timer!

Spoiler: show
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"B... BAKANAAA!" *BLUARGHHH* Image
"STAY DOWN JIJI-SAN" Image


Meanwhile, make the ninjas strictly background. The notion of "releasing endlessly" (there's one for the Evocative VGM Titles thread! EDIT: aw crumbs, it's actually a stage name innit!) is creepily cool and depressive. Are these the living dead you've been mowing down all along? Slay an evil ninja, and he'll just samsara his way back to the pit for disgorging upon the world once more? "The desperate fight of Tsukikage" indeed. You must destroy the scourge at its root!

It's rad action gaming cinema, on par with Strider's iconic ouroboros ride. Only with absolutely none of the game design sense. This is why I'll never dismiss Western-developed JP action sequels until I've had hands-on experience with them. Look you irem motherfuckers, you think I'd have let Holy Diver out the door in that state? How much bubble economy coke were you jokers hoovering up during playtesting anyway? You fucking what?! :shock:

Also (mentioned this in the scrolling action thread): give the st6-2 jumpslasher samurai a palette and/or headswap. They are easily as deserving of one as the st3 monks, being tactical near-inversions of the groundtypes. Had to laugh when I let a samurai follow me in from what I thought was 6-1... only to have him mirror my giant-dodging hop, realising with horror he was actually a freakishly early 6-2 spawn. Another time I had the brilliant idea of letting two grounders follow me in, to hog the jumpslashers' spots. The game promptly spawned a pair of jumpers anyway. :lol:

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A few stage/boss tweaks:

Stages 1 & 2: delete the floor in a few spots, namely the broken wall and the forest beyond the second bridge. Add a little platforming challenge to go with the zako-swatting and powerup nabbing. Not fussed about creating real peril here, or padding the game's taut runtime - just a little early tension, before st3's haunted wilderness cuts the brake lines.

I'd be sad to see st1's water go, though - I love the ripple detail as player and enemies pass through, and it's a naturally effective contrast against the ruined scenery. I'd reshuffle things so the second building with its monks and leaping katanas had a flooded floor. Not like its crawlspace is being used for anything, with the spear lurkers confined to the stage's first half.

Boss 6: a cool "inexorably advancing wall of death" concept - just make the giants spawn in random locations, to foil the camping exploit. Maybe allow kites to spawn in at very low frequency, for a little extra peril.

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Finally, minor quality of life tweak - make the weapon bar go Sword/Shuriken/Sickle/Grenade. The weapon balance is clearly slash/guard vs shoot/kill - quick toggle would facilitate aggressive, risky play. Shoot until you're halfway down death's gullet then slash your way outta there, repeat!

Quote:
E: Oh yeah and also it should keep playing the ninja pit's music for the final boss instead of switching to the standard boss music. Given how much longer that track is than the pit I suspect that may have been the original intent.


Man, I knew about the track, but didn't realise how darkly electrifying it is in-game. Of course you'll never hear it without deliberately waiting. (for reference - Vamos indeed amigo!)

Always a shame when this happens - see also the slap bass artillery barrage of MOON FIGHT (CHRONICLES VER), and the secret rock n' roll odyssey of MOONLIT ARMY.

===

Echoing trap from back when Ruldra posted his Art of Fighting 2 No-Miss - wtb Ryuuko no Ken Gaiden: W2RKMF

That's "Walk To The Right KOing Motherfuckers."
Spoiler: show
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Not even a beltscroller, I'm talking VIGILANTE babybee! Actually, I'm talking THE NINJA WARRIORS AGAIN because it better have the grapples, combos, guarding, crowd knockdowns and super attacks that seemingly only TNWA ever bothered to update the classic Spartan X with!

===

Metal Slug and Metal Slug X with Metal Slug 3's superior controls.

I love all three, but holy fuck, MS1's HMG sweep is broken (at least on a pad - not sure if it's better on MVS/AES sticks?). And MSX's cockblocking of your attack inputs while turning around isn't fatal, but still jarring in an otherwise buttery-smooth game.

Afterward, give MSX and MS3 the small jump exclusive to MS1.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Thu Nov 21, 2019 8:33 pm 


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Mega Man 2: The Power Fighters is a solid improvement over the first arcade game in most regards. Boss patterns are more robust. Less sprites are recycled from Mega Man 7. There's a fourth playable character and each of them has an extra attack. Allowing only one player to copy a given weapon makes co-op more interesting.

The power-ups, though. Picking them up makes time freeze while an animation plays, and one is straight-up invincibility, which trivializes a boss rush game. So I'd like a dream hack that tosses them on the junk heap.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Fri Nov 22, 2019 10:39 am 


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Location: Wigan, England.
Speaking of Ninja Spirit..... the addition of L&R weapon select buttons would be a godsend in this one.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sun Dec 29, 2019 7:11 pm 


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Double Dragon AC grapple QOL hacks. [1] no auto grapple when enemy is stunned in grab range. I want to outbox and subsequently kick Williams and Roper in the jaw with laser-focused brain-wronging force. Naw mean? Unwanted grapples are a momentum-sapping, backstab-inviting nuisance.

Oh this goes TRIPLE for Splatterhouse Part III, where autograpple is bloody dangerous and requires learned workarounds. I gave good money to control an avatar of merciless justice, you dipshits! When I overcome cruel odds to beat a villain senseless, I do NOT want their limp bodies slumping all over me usurping command. That is REALLY outta line! Image

I'LL GRAPPLE WHEN I WANT TO YOU SLACK-JAWED INSECURE NO-GAME CUNTS Image
Spoiler: show
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^ SCENE-APPROPRIATE BGM ♫

Scrambling for the metal bat while his homie got thrashed, kicked square in the temple and chucked down a hole with 'im. Image THIS BE MY KINDA SHIT Image
Spoiler: show
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(SUPER PROTIP: leave weapons on the ground, enemies get distracted by them!)

[2] enable grapple on Linda and Abobo. I'm not going to hurt you, scum. I'm just going to smash your face in and leave you a statue of trauma painted in your own blood. Naw mean? Image

Why yes - I do own DD Advance! But while its beatings are definitive, its sound effects are NOWHERE NEAR AS SATISFYING Image Believe me! I've cranked it to max via GB Player on BIGGU SYSTEMU. Not a patch on DDAC via PS4 - I can feel that one's hit SFX in my sternum while I'm in the next room. Sounds like they were pulverising raw meat with maple bats for that crushing sound. God damn! DD1AC hit SFX could pass for other games' explosions. DD1AC explosions could pass for other game's car crashes.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Tue Dec 31, 2019 4:55 pm 


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Disciples 2 is one of the most beautiful games ever created even with its aged gfx tech. Unfortunately the game is split into a main game + expansion and a second, standalone expansion (Rise of the Elves) that includes several crucial balance changes. You can import individual maps from the original game to the expansion, but not the expansion campaigns for high-level heroes.

I would like someone to do an HD remake that incorporates them all into a single exe with all the balance changes intact.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Wed Jan 01, 2020 4:47 am 


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While playing Mario Kart 7, I thought to myself I thought "16 new courses and 16 old courses... this is really barebones, ain't it?" [1] In a sense it's similar to the gacha model of generating revenue through denying people things - they could trivially have a massive number of old levels in these games but don't provide them because it would devalue their product. In the PC market they would have long consolidated it to one game engine with a massive amount of content, but in the magical controlled market world of consoles and planned obsolescence, they can get away with it.

Apparently I'm not the only one to think this - there's an entire scene where there's a massive number of levels are available for the Wii version of this game. The CTGP Revolution pack currently adds 216 new tracks to the game. Kind of the definition of a "dream hack", non?

It's too bad Nintendo will never do something like that.



[1] The "50% old, 50% new" thing for sequels is a pretty old design adage. To square the circle on the "why make a sequel" problem from both ends. It's always amused me that Mario Kart takes it so literally and rigidly.

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Disciples


I still can't decide if this Ogre Battle fan game is as good as the original or not. I always quit after clearing the first map..


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 Post subject: Re: Your Dream Game Hackz
PostPosted: Sat Feb 29, 2020 1:00 pm 


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Battlesmurf wrote:
Skykid wrote:
~ Edward Randy: The Cliffhanger / Collision detection & animation fix / Healthbar mod ~

Got a lot of love for Randy, but it's always been a damn shame that it's just that little bit too ropey for its own good. I would kill for a hack that:

- Makes the whipping animation faster. It's too slow, it needs to snap.
- Tightens up the controls to make them more responsive.
- Cleans up the collision detection so everything registers as it should, and perhaps add more obvious hit sparks.
- Give the game proper health bars instead of that HP crap! For both Randy and the bosses, so you can actually see what's going on at a glance.

Image



I have to co-sign this one. The controls, whipping, and collision detection keep the game from being something truly special o.o


Been 8 years and I just want to say neither my Edward Randy or Earnest Evans hacks exist. Meanwhile they've managed to supplant just about every character imaginable into Streets of Rage 2, including the Marvel men.

On the upside the heavens opened up the other day with Goemon 2 and 3 finally translated, so that's good.
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 Post subject: Re: Your Dream Game Hackz
PostPosted: Tue Mar 10, 2020 9:06 pm 


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Been playing around with my Saturn lately, and I noticed that Command & Conquer (a really good DOS port) doesn't support the use of the Saturn mouse. This might not even be possible but a hack to get the mouse supported for this fine RTS would be sweet. Doesn't feel right using a controller.
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