You can shoot by default in Kage - shuriken on Button 2, standard Iga-Ryu equipment.Licorice wrote:For whatever reason (actually it started due to a private conversation here), I've decided to become more knowledgeable of gaming firsts and genre development histories
To that end, I have a question. What was the first side scrolling action platformer (not shooter). What is the origin of the genre after which this thread is named?
So:
So far, I have Legend of Kage as the first. Seems a bit late though. Also, I'm not sure of the date of Kage, some places I read October 1985, others I read 1984 (unspecified month). If 1984, very likely to be the very first.
- 1. XZ (or "side") view
2. Scrolls at least horizontally, although it can scroll vertically or flip vertically too.
3. You can't shoot by default (but may with a power up of some kind).
4. But you can strike by default.
5. At some point, you must jump in order to progress.
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PLS Play This Ninja Action BGM While Reading Post ♫ (`ω´メ)
Ready to fight! Ready to kill! Ready to die!
Kage even awards more points for slashing enemies up close and personal, much like Metal Slug and (IIRC) Shinobi. Echoing Sumez, I've always seen it listed as 1985, with its excellent Famicom conversion arriving the following year.
It's an interesting question. I'm cheating a bit, but Spartan X (1985, aka Kung Fu Master) fulfills criteria 1-4, and while there's no platforming, you most definitely have to jump its low projectiles, with deadly precision. An ethos more Versus Fighting than sidescrolling action.
Akumajou Dracula is 1986 - that's the earliest game I can think of that unequivocally nails all five critera. However, 1985/86 has always felt perilously late to me, too. Absent friend Drum was always coming up with wild stuff from the late 70s/early 80s bracket. It wouldn't surprise me if something there fits. Planning to do some proper archaeology after I've retired with mad cash and mad 1LCs to my name.
And as is my wont, I'm just thinking of Japanese arcade/console stuff. As Welsh said, there's Pitfall and other occidentals to consider... I've been wondering if Pitfall was any influence on Rygar, with its two-tiered panoramas.
Though you can't go below in Rygar - strictly for advance warning purposes.
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Dracula is a neat starting point for what I consider The Famicom's Eternal Forte: the "Compact Action Man" school of sidescrolling action/platforming. CV doppelganger Ninja Gaiden being an obvious example, also including Sunsoft's Batman, Aicom's GUN-DEC, Human's Jigoku Gokurakumaru, Natsume's Dragon Fighter, Yami no Shigotonin Kage and Solbrain, plus more I'm forgetting offhand...
As my label implies, I consider sprite/screen ratio an aspect of the style. While Castlevania IV technically passes, I mentally dissociate it from Dracula X and Bloodlines' more compact sprites. But it's mostly about strike-primary, shot-secondary action/platforming, in discrete stages, with the player a slashing killer by default. Mario stomp is ok, as in Rygar's FC sequel Hachamecha Daishingeki, but that game's free-roaming ARPG format knocks it out. See also Zelda II. Shot-primary is a no-no, disqualifying Top Secret and its FC sequel Hitler no Fukkatsu, plus the Shinobis, Contras and Rockmen. Spartan X is out, too - no platforming to speak of. Spartan X2 would just about squeak in, though I think it's kinda lame. Rygar (1986) would be just as strong a starting point as Dracula.
Needless to say, this is all very idiosyncratic. Just a little sub-grouping for an aesthetic dear to my heart. Not cleared for academic purposes! Believe it or not, it was R2RKMFv1 (THE FALL OF DR. BIRUFORD)'s topicality guideline.
Aww jeeze, rad. Man I need to brush up. I wonder if he's the same chap who directed Guevara? He seems to have been a true auteur of the Tactical Rotary Action.GSK wrote:Ikari's director alleged Heavy Barrel was a literal Ikari hack and I'd certainly believe it.
And he could nail a killer Famicom port - unlike Heavy Barrel's! Zing-a-ling-ling! (I kinda like FC Heavy's big guns, but that player-leashing scroll speed? Pfft. GET THA FUUUCK OUTTA HEEAH. don' be interruptin' between a wolf and he lunch. Thafucksamattawitchoo?)
EDIT: Just when I thought blackoak's Akamatsu Special was the only gem I'd missed while on sabbatical...
KOJI OBADA IS SUPER COOL (■`ω´■)
THE MAN DO RAD ARMY ACTIONS
As per a few pages back, lately I've also gained a strong appreciation of Taito's Front Line. Seems to have inaugurated this rich seam of topdown rotary mayhem. Has its issues - screen edge riding, mainly - but it's hard not to be charmed by its Ikari '82 bravado.
Hmm. Can't recall writing much on the Ikaris myself - I've only gotten into them recently, via Arcade Archives. Offhand, I recall GaijinPunch and Macaw being the most lettered Ikariposters, here and on the Gamengai forums.Randorama wrote:Re: Guevara (*switches to Kommunist mode*). OK, may I ask you to remind me what the Ikari series amounts to? I recall that you (or someone else?) dissected the games in detail, and rather than asking you a rehearse, I am wondering if you could link me to the discussion again.
FC Guevara is harder than console norms, but it's not punishing unless you're going for superplay runs (no deaths, all prisoners). In that case it'll demand rehearsal, like any action game really. If you blast through with abandon, you'll have a rip-roaring time, but you'll also be haunted by truckloads of dead hostages and their -500PT graves. (kusoplay, aka THAT WASN'T REAL COMMUNISM-play )I did try Ernesto's game yesterday (after risking arrest, see the other already embarassing thread), and it clearly is irrationally hard, but perversely fun. Should I buy a few pints* of Valium before trying the FC version and (gasp!) the other Ikari's?
AC Ikari and Dogosoken (ignore Micronics' weak FC ports) are tough, but potentially tougher is adjusting to their deliberately glacial movement. Ever played Gain Ground? Same deal, to the point I wonder if GG's devs were influenced at all. Player and enemies alike are bound to harshly tactical speed limits. You simply cannot twitch-dodge, with shots liable to nail the unaware from far upscreen. Calculation is key - macro dodging, preemptive flanking, tactical strafing. Stultifying on paper, alchemic in practice - hard-fought death marches with gruelling pressure.
Ironically, Obada's earlier T.A.N.K. (aka TNK-III) has none of the Ikaris' strictures. Ralf's titular iron horse tears around the battlefield, much like the eponymous chibi-godtank of Toshio Toyota's later seek/destroy gem Granada.
Another possible adjustment issue are their rotary controls. If you're not on a real LS-30 or modern equivalent, it'll take some working around. I've been playing the ACA versions on PS4, and although a gamepad is never going to replicate the LS-30, I'm really happy with the control setup detailed at the foot of this post. Can handle anything the games throw out, to 1LC standard - use the right stick for snap shots, the "fast" buttons for ballparking, and the "slow" for precision adjusts.
From what I've seen of hardware 1CCs (like the superb Janet's), it's certainly no disadvantage - the right stick's ability to snap 180' might even be helpful. Either way, it's my current recommendation for LS-30 action on gamepad. The Dual Shock 4 works nicely on Windows 10 PCs, that much I can confirm, though I'm unsure how closely MAME matches ACA's control options.
Dogosoken's sword is, as its triumphal presence in the game's flyers and POPs suggest, integral. Once it arrives at the halfway mark you'd better get it, and keep it! The game's entire second half is designed around kamikaze banzai charges. What's that, soldier? An impenetrable phalanx of enemy armour is machinegunning your position, and you lack so much as a blasted shitting stump to cower behind?! SOLDIER, ARE YOU SOME KINDA PANTIES
HIROHITO DAISUKI BANZAIII DESU (`ω´メ)
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Special commendation to the storming OST. While Ikari's BGM is martially austere, if you dig fiery Toaplan/DECO Gamushara, Dogo will deliver!
> Cruel Killers (power chord barrage reminds me of Bloody Wolf's opening motorcycle rampage - also, one for the Evocative VGM Titles thread!)
> Run To The Field (fiery! IKARI, even! traversing the hellish battlefield, cutting down fiends left and right! )
> Count Down (the only stage BGM used twice, in succession at that, classy pick for the tough final stretch)
Big appreciator of Thunder Fox here (much like Ikari and Dogo, avoid the lame Mega Drive conversion! AC or bust!).Ah, tank tops and proper manhood fighting, etc. Do we have discussions about Thunder Fox in the index? It has been years but the 1-LC may be coming from yours truly. Where should I orderly and politely spam my 2 bitcoin cents?
*HONK HONK* GIT OUTTA MAH ROAD YA FUCKIN DAFT CUNTS, OFFIES CLOSIN SOON (■`W´■)
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I've been dining out on that GIF for years, but in my meager defense, it'd be hard to capture something more emblematic of the game's batshit Rolling Thunder X Ninja Warriors charm. Precision blasting, head-stomping moveset, groovy tunes and stacks of dead foes... it's a vintage joint. Even the pair of STG segments acquit themselves! I like going for those 100% shootdown bonuses.