PowerofElsydeon wrote:Gangbangin' beat 'em ups
You really need to play The Ninja Warriors Again
(SFC is best). Two sidescrolling brawler masterpieces on one cart, via Hard mode Ninja and Kunoichi. Kamaitachi is just as unique but unfortunately overpowered (though with the game's immense quality, even he's fun to mess around with occasionally). Enemy AI is infernally tricky to keep under control - no two runs are alike.
But I'm not sure very sure about memorisers with little to no random stuff
I mean the more you memorize a Game the better you get at it
That's lame and I can't accept that
That includes many static ligth gun shooters and a vast portion of this action platform genre
There obviously are bad examples of static design, or as I like to think of it "everything kills you, then nothing does." Contra Hard Corps and Shattered Soldier are two high-profile games noticeably affected by this.
However, I think it's myopic to write off static design elements
entirely. I've watched scrubs go nuclear with rage attempting to brute-force the mostly-static Ninja Gaiden. Why couldn't they win by attrition, after racking up the hours? I think it's because well-made stuff like NG will demand you not only memorise the course, but
hone your technique. And for all the hours they clocked up, these guys' technique
sucked. It's not always a chalk-dry matter of "Stand at spot A, robot dick will land on spot B."
There's also stuff like The Revenge of Shinobi and Alien Soldier; objectively quite static, but also highly responsive and malleable to a skilled, aggressive player. Both are designed for experts to rip through with a sustained audacity far beyond rote; base survival is only the start, much like merely reaching the finish line in a racer (or merely reaching the end credits in Devil May Cry). It's about mastering the game's finer mechanics, then using them to nail stunts novices couldn't contemplate, and intermediates wouldn't attempt for fear of a swift bitch-slap.
^ if I'm seeing either of these guys live more than a couple seconds apiece, your replay is shit, shit, shiiit! ;3
Obviously if you crave the more organic challenge of outwitting unpredictable AI, you should look elsewhere (and maybe consider multiplayer gaming... even the most volatile 1P games gravitate towards AI exploits). Again though, I'd suggest keeping an open mind, rather than writing off swathes of superbly technical games for a lack of RNG.
How much random elements does Virtua Cop 1 and 2,Castlevania I;Castlevania Bloodlines and Space Harrier posess?
Virtua Cop, Virtua Cop 2 and Space Harrier are way off topic here, sorry bub. ;3 However, I'll say this: you mention Bionic Commando GB giving you a hard time. It still gives me a pretty hard time - the last few stages are scary as hell! The swings are objectively identical from game to game - but that perfect technique is more than elusive enough to keep routine at bay.
From what I've played of VC1&2, their ultra-precise shooting is of much the same standard. Full-chaining those stages with perfect JUSTICE SHOTs isn't for the weak of will, or wrist. As for Space Harrier, although its shooter aspect is kind of lightweight, the hellacious sense of speed is anything but. That game's all about whizzing between trees and columns at body-obliterating velocities... I really wouldn't worry about it getting old any time soon. I always have a blast with it, anyway. (Talking about the original arcade version via M2's splendid
Space Harrier II Complete Collection for PS2, here - the vast majority of its earlier ports can't touch its speed, leaving you with a rather basic rail shooter)
CV1 has some famously unpredictable bosses, most of which can be shut down entirely with Holy Water cheese. They are there, though, and NG1's technical pressure most certainly is too. Bloodlines plays like ROS and Alien Soldier; largely static assault course rigged for demolition via big guns and perilously easy-to-lose POW mechanic.
Ninja Spirit for GB
No idea about the GB port, but I can assure you the AC original and its excellent PCE port have no end of harrowing random terror, in fact it's one of the game's signature elements. You should try out Daimakaimura (AC, MD or SuperGrafx) for a similarly volatile experience.