The Light-Gun Games Thread

Anything from run & guns to modern RPGs, what else do you play?
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Re: The Light-Gun Games Thread

Post by dan76 »

HOTD 5 looks great. I really like the mansion setting. There a a few vids out there now showing a lot of the game. This would be a VR seller for me. On rails light gun games generally get a lot if hate but they're a perfect fit for VR. Come in Sega, sort out the licensing in your back catalogue and start porting those titles.

Otherwise I'll have to go the Teknoparrot route...
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Re: The Light-Gun Games Thread

Post by drauch »

Man, gonna have to try out the DolphinBar. I've got CarnEvil in my garage, but I rarely get the chance to go out there and fire it up due to weather and a lack of room in the house, so this seems like a good way to scratch the itch. Is DolphinBar regarded as the best for sensor bars? Seeing a few others around as well for half the price, and there's some pretty scathing reviews on the 'zon for Dolphin.
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Re: The Light-Gun Games Thread

Post by dan76 »

The dolphin bar is only £12, and for that it's the closest thing to a light gun. Just plug and play. I'd say it's as accurate as a regular Wii so if you're used to that it will be fine.
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Re: The Light-Gun Games Thread

Post by xxx1993 »

https://www.youtube.com/watch?v=vGyuBY_V2H8

This is the only good video of Locked 'n Loaded I can find.
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Re: The Light-Gun Games Thread

Post by Durandal »

In my search for first-person shooters with good boss battles I came across Gun Buster, a 2.5D light gun shooter made by Taito in 1992, featuring an unique joystick & light gun set-up similar to what most modern first-person shooters would use, and an actual deathmatch multiplayer mode, which makes this game quite the innovator considering it was released right before Wolfenstein 3D and a year before Doom.

You play as a bounty hunter (called Blade R- I mean Gun Busters) whose mission it is to take out cyborgs gone mad with a prize on their head. Between every mission your handler lets you pick out of two missions which to accept, and progression is actually kind of branched, where more difficult opponents yield higher bounties. Moving around is done with the joystick, whereas aiming is done via the light gun (or mouse if you play it emulated) which controls a crosshair on screen, and turning is done by moving the gun to the left or right edge of the screen. You get to choose between four Gun Busters, each with their own health and speed attributes, and their own special firing ability. One fires a laser, the other a spread shot, and the other two I forgot about. Turning having to be done by moving your crosshair to the edge of the screen instead of mouseaim controlling both turning and aiming is rather annoying, though probably an inevitability given the 2.5D engine. Since your turning speed is limited and the drawing distance of sprites even more so, the game has a useful pop-up in the form of a rader telling you in which direction you need to turn or where to go next in order to get to the boss.

What's also interesting is that Gun Buster is essentially a boss rush game. Each stage has you and the boss enemies face off in a small arena, where sometimes there are more boss enemies, some times they'll constantly spawn cannon fodder, and so on. There's certainly no lack of variety here. Some bosses are fought through a motorcycle chase (it should be noted that all Gun Busters magically float in the air in a crouched Superman pose, as if they're equipped with an invisible jetpack), the other is fought over the sea as he constantly submerges to get you from beneath, the other disables your radar and has you aimlessly chase him through a big arena, and the other is a giant talking brain in a tube who'll eventually start chasing you around. What's cool is that the more you damage the bosses the more you tear off their fake skin and the more their true robotic nature is shown.

The arcade game structure also influences a lot of things about this game which you don't see in, any other first-person shooter really. To avoid having the player getting lost, the levels are small arenas. Instead of facing a plethora of enemies at once, it's just you versus one or two boss fights. Hitscan is non-existent, and some projectiles can actually be shot down. There's loads of variety in the way bosses can damage you, homing missiles, straight lasers, mines, spreadshots, enemy spawns, you name it. Ammo is unlimited, and the special attack instead needs to recharge over time. You don't need to find an exit, just killing the boss transports you to the next level select screen.

I'm not particularly experienced with light-gun games, but I don't think you can reasonably no-damage this game (a TAS might prove me wrong). The attack frequency of some of the later bosses is so ridiculous that it becomes hard to consistently avoid their attacks, especially depending on how restrictive the arena design might be. Your limited turning speed doesn't help during some of the bosses who spawn loads of enemies which shoot you from all directions or some of the motorcycle chases where the boss can make some sharp turns, which leaves you constantly turning the screen around until you can align your sight with the boss. As a result it feels like some attacks are just impossible to avoid. It doesn't help either that the amount of health you recover between levels (damage persists in this game) is incredibly low. With a modern control scheme and reasonable sprite drawing distance this might have been avoided, but as it stands some of the later bosses make it feel more like you have to tank your way through and hope you have enough health left to reach the final boss.

As a result I like the bosses here more conceptually than how they are actually executed, though even so the boss fights here stand above most boss fights in every other FPS out there. For starters the bosses here don't have (untelegraphed or inconsistently avoidable) hitscan attacks, they aren't a puzzle boss which need to be beat through solving an abstract challenge rather than actually challenging the skills you have learned throughout the game, they aren't a lazy summoner-type boss, they aren't helicopters, they aren't QTE sequences, they aren't giant bulletsponges, they actually move around and challenge your aiming skills (even if this is more of a result of the awkward control scheme), there exists some semblance of playing aggressively here unlike most bosses where you either need to take potshots or the way of dealing damage is so one-sided that there's no real way of optimizing your damage output and thus killing the boss faster, and since you only have weapon they don't suffer from the problem every other FPS has where despite your giant arsenal designed to take on multiple enemies at once, only the most powerful weapons are of any use against single powerful enemies.

This game is especially interesting to me because it's an arcade first-person shooter developed by a Japanese company which unlike most light-gun shooters (I assume) lets you actually move around, already a rarity on its own considering Japanese developers gave this genre a wide berth as a year later the Masters of Doom established the legacy of first-person shooters on the PC platform which would be embraced mostly by Western developers, and the unique control set-up of Gun Buster probably couldn't be as easily replicated or popularized in the arcade scene, the game wastes a lot of time with its first two bosses on tutorials anyways because of how unorthodox the controls are.

For action platformers I've always considered there to be two main design philosophy branches, the Japanese arcade action platformers focused primarily on limited toolsets, a minimalistic scope and high difficulty, whereas the Western Apogee-esque platformers were developed for the home gaming audience by home gamers first and foremost, which thus focused on breadth of content, more open level design focused on exploration and finding secrets, and being more maximalist in scope and terms of content. For first-person shooters, Doom would obviously fit the latter, as id did make Commander Keen before Doom.

Doom in turn influenced the FPS genre as a whole with this philosophy, to the point where 'good FPS level design' has mostly been conflated to the standards of Doom and Quake because they are good and because no alternative in FPS level design philosophy has really been acknowledged by diehard fans, primarily because it's rarely ever attempted and otherwise rarely done right. Some outliers in level design style such as Serious Sam and Devil Daggers get a lot of unjustified flak for mostly taking place on flat spaces and not having "good level design", even though "good level design" in this case implies "traditional 90's level design", and trying to cram that style into Serious Sam and Devil Daggers would result in many enemy designs and gameplay systems being broken and made redundant, and changing those to suit the "good level design" would instead net you an entirely different game, which couldn't be seriously called either an improvement or deterioration.

Yet here, in a game released a year before the Doometeor hit, lies the seed out of which an entire unexplored subgenre of first-person shooters could sprout. But almost nobody's ever heard of this game, and almost nobody is even trying to make something akin to an arcade-style first-person shooter. While I'm glad that most indie developers are realizing that beating the roguelite horse to death does not make your infinitely replayable game infinitely fun and that randomizing everything in an FPS results in a lot of skill being thrown out of the window, if the most anticipated FPS releases of 2018 are in a wave of Early Access 'retro throwback shooters' with little in the way of innovation, then that's just going to send the wrong message to aspiring developers until people finally tire of these too. And even the recent AAA releases were conceptually interesting too, the first person to actually refine Doom (2016)'s formula into something good could be crowned the person to kickstart the FPS-Robotron subgenre, and Titanfall 2 showed that first-person platforming can actually be done right, and that it doesn't need to involve instant death pits everywhere. Hell High and DESYNC do seem interesting, but both give me eyecancer.

Now suppose what would happen in this decrepit gay genre if someone were to make the first-person equivalent of Alien Soldier or Sin & Punishment.
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Re: The Light-Gun Games Thread

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Dave & Buster's has already bought HOTD Scarlet Dawn for all their locations. They plan on having it in time for the Halloween season, as Sega is trying to ship the game in late September/early October.
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Re: The Light-Gun Games Thread

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Mentioned it elsewhere, but picked up Time Crisis 2 and 3 and two guncon 2's for $50.

Everything is in really good shape.
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Re: The Light-Gun Games Thread

Post by dan76 »

Just finished up a playthrough of Resident Evil Dead Aim on PCSX2 using the Dolphin Bar and Wiimote. This is an instance where playing an emulated version of a game is way better than playing it on original hardware. Moving the character around using the Guncon2 d-pad was hell on the thumb, so the switch to a Wii Zapper set up with movement mapped to the nunchuck was a joy.

It's not a great RE, and it's not a great light gun game, but it has something going for it. I actually got spooked a couple of times. It's fairly slow and the environments are pretty bland. But you shoot proper zombies and a couple of the boss fights a good.

Going back to Vampire Night now and completing the missions. I really love this game. Even though some of it is a bit empty I like the focus on accuracy. Cool music and atmosphere as well - there's even a bit that looks like the film Phantasm. The training mode is pretty full on as well.
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Re: The Light-Gun Games Thread

Post by xxx1993 »

I just downloaded Operation G.H.O.S.T. with Teknoparrot. Unfortunately, I have no idea how to get it running. Can anyone help, please?
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Re: The Light-Gun Games Thread

Post by Stevens »

dan76 wrote:It's not a great RE and, and it's not a great light gun game, but it has something going for it. I actually got spooked a couple of times. It's fairly slow and the environments are pretty bland. But you shoot proper zombies and a couple of the boss fights a good.

Going back to Vampire Night now and completing the missions. I really love this game. Even though some of it is a bit empty I like the focus on accuracy. Cool music and atmosphere as well - there's even a bit that looks like the film Phantasm. The training mode is pretty full on as well.
Heard similar things about Dead Aim. Considering picking up Vampire Night at some point but I have a lot of Time Crisis to keep me busy in the meantime.

Any idea how Ninja Assault is?
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Re: The Light-Gun Games Thread

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Stevens wrote:
Heard similar things about Dead Aim. Considering picking up Vampire Night at some point but I have a lot of Time Crisis to keep me busy in the meantime.

Any idea how Ninja Assault is?
From what I recall it's ok but the weird theme put me off. I remember shooting lots of wooden doll type things. I got it along with a Vampire Night when it came out because there was a double pack at Game (or maybe Electromics Boutique, it was so long ago). Not so great. I have the ISO so I'll give it a spin soon.

No idea on Teknoparrot. I'll be diving into all that when I get a proper PC.
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Re: The Light-Gun Games Thread

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Played Time Crisis 3 for the first time in a few days (CRT is in another room where the AC usually isn't on and it gets really hot) and almost got through stage two.

I allow myself ONE continue for now. I've noticed (or I'm missing it) there doesn't seem to be any health ups in this game.
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Re: The Light-Gun Games Thread

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No Extra Lives in any of the Time Crisis arcade series, apart from the first game.
TC3 is easy enough to not need them though!
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Re: The Light-Gun Games Thread

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Smraedis wrote:No Extra Lives in any of the Time Crisis arcade series, apart from the first game.
TC3 is easy enough to not need them though!
Yeah that's the vibe I'm getting from the games, once you know the layout you can probably no miss the whole thing.

Also I forgot how cool Confidential Missions final boss is - the guncons have ruined me though. So much better than the DC guns.
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Re: The Light-Gun Games Thread

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Smraedis wrote:No Extra Lives in any of the Time Crisis arcade series, apart from the first game.
TC3 is easy enough to not need them though!
That & Razing Storm. Kinda counts, with Namco calling it TC: Razing Storm on PS3.
It's a shame how some cheaters have screwed up the PS3 RS leaderboard with 8-figure scores which clearly shouldn't be possible.

We really need a PS4 port of TC5, badly- even if it's just the arcade game with no extra content. I think it's been arcade exclusive long enough, especially with the PS Aim controller being around. They could even add PSVR support to it.
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Re: The Light-Gun Games Thread

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I recently made a video on Confidential Mission, it's a really underrated game and I enjoyed it lots! https://www.youtube.com/watch?v=0EKx-gS-7Rw

I think prefixing Razing Storm with Time Crisis is just another Raiden Fighters really, it doesn't exactly tie into the series story wise.
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Re: The Light-Gun Games Thread

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The family made a shopping trip to Gifu the other day, and to my surprise they had Jurassic Park Arcade up and running and still in absolute mint condition. Typical mounted-gun affair, but it was surprisingly easy, was able to clear it my first time on only 3 credits. Good solid fun for what it was though.
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Re: The Light-Gun Games Thread

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Durandal wrote:In my search for first-person shooters with good boss battles I came across Gun Buster, a 2.5D light gun shooter made by Taito in 1992, featuring an unique joystick & light gun set-up similar to what most modern first-person shooters would use, and an actual deathmatch multiplayer mode, which makes this game quite the innovator considering it was released right before Wolfenstein 3D and a year before Doom.

You play as a bounty hunter (called Blade R- I mean Gun Busters) whose mission it is to take out cyborgs gone mad with a prize on their head. Between every mission your handler lets you pick out of two missions which to accept, and progression is actually kind of branched, where more difficult opponents yield higher bounties. Moving around is done with the joystick, whereas aiming is done via the light gun (or mouse if you play it emulated) which controls a crosshair on screen, and turning is done by moving the gun to the left or right edge of the screen. You get to choose between four Gun Busters, each with their own health and speed attributes, and their own special firing ability. One fires a laser, the other a spread shot, and the other two I forgot about. Turning having to be done by moving your crosshair to the edge of the screen instead of mouseaim controlling both turning and aiming is rather annoying, though probably an inevitability given the 2.5D engine. Since your turning speed is limited and the drawing distance of sprites even more so, the game has a useful pop-up in the form of a rader telling you in which direction you need to turn or where to go next in order to get to the boss.

What's also interesting is that Gun Buster is essentially a boss rush game. Each stage has you and the boss enemies face off in a small arena, where sometimes there are more boss enemies, some times they'll constantly spawn cannon fodder, and so on. There's certainly no lack of variety here. Some bosses are fought through a motorcycle chase (it should be noted that all Gun Busters magically float in the air in a crouched Superman pose, as if they're equipped with an invisible jetpack), the other is fought over the sea as he constantly submerges to get you from beneath, the other disables your radar and has you aimlessly chase him through a big arena, and the other is a giant talking brain in a tube who'll eventually start chasing you around. What's cool is that the more you damage the bosses the more you tear off their fake skin and the more their true robotic nature is shown.

The arcade game structure also influences a lot of things about this game which you don't see in, any other first-person shooter really. To avoid having the player getting lost, the levels are small arenas. Instead of facing a plethora of enemies at once, it's just you versus one or two boss fights. Hitscan is non-existent, and some projectiles can actually be shot down. There's loads of variety in the way bosses can damage you, homing missiles, straight lasers, mines, spreadshots, enemy spawns, you name it. Ammo is unlimited, and the special attack instead needs to recharge over time. You don't need to find an exit, just killing the boss transports you to the next level select screen.

I'm not particularly experienced with light-gun games, but I don't think you can reasonably no-damage this game (a TAS might prove me wrong). The attack frequency of some of the later bosses is so ridiculous that it becomes hard to consistently avoid their attacks, especially depending on how restrictive the arena design might be. Your limited turning speed doesn't help during some of the bosses who spawn loads of enemies which shoot you from all directions or some of the motorcycle chases where the boss can make some sharp turns, which leaves you constantly turning the screen around until you can align your sight with the boss. As a result it feels like some attacks are just impossible to avoid. It doesn't help either that the amount of health you recover between levels (damage persists in this game) is incredibly low. With a modern control scheme and reasonable sprite drawing distance this might have been avoided, but as it stands some of the later bosses make it feel more like you have to tank your way through and hope you have enough health left to reach the final boss.

As a result I like the bosses here more conceptually than how they are actually executed, though even so the boss fights here stand above most boss fights in every other FPS out there. For starters the bosses here don't have (untelegraphed or inconsistently avoidable) hitscan attacks, they aren't a puzzle boss which need to be beat through solving an abstract challenge rather than actually challenging the skills you have learned throughout the game, they aren't a lazy summoner-type boss, they aren't helicopters, they aren't QTE sequences, they aren't giant bulletsponges, they actually move around and challenge your aiming skills (even if this is more of a result of the awkward control scheme), there exists some semblance of playing aggressively here unlike most bosses where you either need to take potshots or the way of dealing damage is so one-sided that there's no real way of optimizing your damage output and thus killing the boss faster, and since you only have weapon they don't suffer from the problem every other FPS has where despite your giant arsenal designed to take on multiple enemies at once, only the most powerful weapons are of any use against single powerful enemies.

This game is especially interesting to me because it's an arcade first-person shooter developed by a Japanese company which unlike most light-gun shooters (I assume) lets you actually move around, already a rarity on its own considering Japanese developers gave this genre a wide berth as a year later the Masters of Doom established the legacy of first-person shooters on the PC platform which would be embraced mostly by Western developers, and the unique control set-up of Gun Buster probably couldn't be as easily replicated or popularized in the arcade scene, the game wastes a lot of time with its first two bosses on tutorials anyways because of how unorthodox the controls are.

For action platformers I've always considered there to be two main design philosophy branches, the Japanese arcade action platformers focused primarily on limited toolsets, a minimalistic scope and high difficulty, whereas the Western Apogee-esque platformers were developed for the home gaming audience by home gamers first and foremost, which thus focused on breadth of content, more open level design focused on exploration and finding secrets, and being more maximalist in scope and terms of content. For first-person shooters, Doom would obviously fit the latter, as id did make Commander Keen before Doom.

Doom in turn influenced the FPS genre as a whole with this philosophy, to the point where 'good FPS level design' has mostly been conflated to the standards of Doom and Quake because they are good and because no alternative in FPS level design philosophy has really been acknowledged by diehard fans, primarily because it's rarely ever attempted and otherwise rarely done right. Some outliers in level design style such as Serious Sam and Devil Daggers get a lot of unjustified flak for mostly taking place on flat spaces and not having "good level design", even though "good level design" in this case implies "traditional 90's level design", and trying to cram that style into Serious Sam and Devil Daggers would result in many enemy designs and gameplay systems being broken and made redundant, and changing those to suit the "good level design" would instead net you an entirely different game, which couldn't be seriously called either an improvement or deterioration.

Yet here, in a game released a year before the Doometeor hit, lies the seed out of which an entire unexplored subgenre of first-person shooters could sprout. But almost nobody's ever heard of this game, and almost nobody is even trying to make something akin to an arcade-style first-person shooter. While I'm glad that most indie developers are realizing that beating the roguelite horse to death does not make your infinitely replayable game infinitely fun and that randomizing everything in an FPS results in a lot of skill being thrown out of the window, if the most anticipated FPS releases of 2018 are in a wave of Early Access 'retro throwback shooters' with little in the way of innovation, then that's just going to send the wrong message to aspiring developers until people finally tire of these too. And even the recent AAA releases were conceptually interesting too, the first person to actually refine Doom (2016)'s formula into something good could be crowned the person to kickstart the FPS-Robotron subgenre, and Titanfall 2 showed that first-person platforming can actually be done right, and that it doesn't need to involve instant death pits everywhere. Hell High and DESYNC do seem interesting, but both give me eyecancer.

Now suppose what would happen in this decrepit gay genre if someone were to make the first-person equivalent of Alien Soldier or Sin & Punishment.
I do recall a Taito produced Gunbuster upright cab at the local Regency Game Palace arcade hangout back in 1992-1994 that was light-years ahead for it's time. In fact, it was the American arcade subsidiary of parent arcade company Taito of Japan, Taito of America, whom distributed Gunbuster in the USA back in 1992. It was quite a blast to play (especially with another player). Up to two Gunbuster cabs could be linked up for a whopping four players duking it out "death match" style! How cool was that? My local arcade never got more than a single Gunbuster cab to play with, so playing a four man linked-up "death match" session wasn't feasible in those days -- still an awesome arcade light-gun based game experience not to be missed -- I'd have to assume that it got a low numbered distribution stateside and thus is considered an arcade game rarity these days.

The JPN arcade version of Gunbuster has a heavy Terminator feel/vibe with the opening intro. Am not sure if the USA version of Gunbuster has been rom-dumped or not but it plays a bit different with the opening intro though (plus it has the old-school FBI with FBI Director William S. Sessions screenshot section as well -- which was very typical of the early 1990s arcade games back in those days of lore).

I got to the very last boss and somehow wasn't able to exit the level to finally complete it (after destroying the final boss, a countdown timer appears and you must find the exit within the time limit given to finish the level indeed -- tried looking everywhere on the last level but to no avail and the game finally ended at the "00" second time limit) after credit-feeding it to the very end on the actual Gunbuster cab itself. I haven't seen a lone Gunbuster cab since the early 1990s since then (it has yet to make an special appearance at the California Extreme show -- has never been shown there whatsoever).

At first, when I heard that there was a Gunbuster arcade cab at the local arcade back in December of 1992, I thought it was related to the anime version of Gunbuster: Aim for the Top! OAV (Original Animation Video) but found out that wasn't the case here despite having the same name title -- it does have a very cool hard-core "cyber punk" theme going on though.

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Re: The Light-Gun Games Thread

Post by D »

Big light gun fan here. Favorite has to be Virtua Cop 1 & 2 on consoles.
VC2's music sucks though, only the attract tune is great. VC1's music is epic
Favorite arcade only light gun game is Jurassic Park; the amount of work that went into that game, amazing!

This should be your go to wiki https://en.wikipedia.org/wiki/List_of_gun_games

And everyone who's reading this (and thus obviously likes light gun games) owe it to themselves to view/subscribe to this dude's youtube channel. Light gun games only
https://www.youtube.com/user/Boojakascha/videos
He's a great guy with very detailed reviews of famous and also obscure light gun games. He does alot of modding himself as well. He has so few subs and very few views, super underrated. HE even has some reviews with interviews with the people who created the games.
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Re: The Light-Gun Games Thread

Post by Bratwurst »

D wrote:And everyone who's reading this (and thus obviously likes light gun games) owe it to themselves to view/subscribe to this dude's youtube channel. Light gun games only
https://www.youtube.com/user/Boojakascha/videos
He's a great guy with very detailed reviews of famous and also obscure light gun games. He does alot of modding himself as well. He has so few subs and very few views, super underrated. HE even has some reviews with interviews with the people who created the games.
I subscribed to Boojakascha's channel a couple months ago because of the video where he converts a Radica plug and play Menacer into a corded lightgun for the Genesis. I plan on doing the same once some parts come in, but it took me a while to track down a reasonably priced gun. Definitely agree that his videos are underrated, and I like that he covers hardware that typically goes under the radar for most video game nerds like Atari stuff.
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Re: The Light-Gun Games Thread

Post by dan76 »

Yes, I've watched quite a few of his videos and found out about a lot of games through him. Christ knows what his collection is like. He even goes into those plug and play light gun games that I have a bit of a soft spot for.
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Re: The Light-Gun Games Thread

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Smraedis wrote:I recently made a video on Confidential Mission, it's a really underrated game and I enjoyed it lots! https://www.youtube.com/watch?v=0EKx-gS-7Rw

I think prefixing Razing Storm with Time Crisis is just another Raiden Fighters really, it doesn't exactly tie into the series story wise.
Thanks for sharing! Nicely played, Smraedis. Sega has been good at making cheesy voice acting awesome in their gun games, since the first HOTD. It's a nice touch how you can do 2 follow-up shots after a Justice shot, a bit like Time Crisis' 2/3/4's 1H2B. I wish this game had garnered more respect- it really deserved to.
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Re: The Light-Gun Games Thread

Post by BrianC »

gameoverDude wrote:Sega has been good at making cheesy voice acting awesome in their gun games, since the first HOTD.
Even before that. Virtua Cop also has some awesomely bad voice acting. "Pretty bold aren't we! I'll take care of you myself!"
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gameoverDude
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Re: The Light-Gun Games Thread

Post by gameoverDude »

BrianC wrote:
gameoverDude wrote:Sega has been good at making cheesy voice acting awesome in their gun games, since the first HOTD.
Even before that. Virtua Cop also has some awesomely bad voice acting. "Pretty bold aren't we! I'll take care of you myself!"
Oh yeah... there's another one. And that laugh before he says it. Love that.

In TC5 the crisis sightings are faster than 2/3/4. It seems D&B sets theirs on Hard mode. I'm guessing so because the original 3-stage TC5 offered you a Hard mode run for free after you cleared it- which actually seemed no different.

For TC6, Namco should try using the Razing Storm system. I like how in RS you can Quick Shot an enemy that's getting ready to shoot, similar to a Sega game.
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Re: The Light-Gun Games Thread

Post by okerlo »

I'm currently looking for something worthwhile to play on the PS3 (and some reasons to keep that console) and looked up the Light-Gun Games. Most of them only seem to support the Playstation Move - Controllers, are the games any worthwhile in combination with them? They look kinda... I don't know, I would prefer the Guncon 3 to them, but that one only seems to support Time Crisis 4, TC: Razing Storm and Deadstorm Pirates.
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Re: The Light-Gun Games Thread

Post by dan76 »

House of the Dead 4 is great with the Move.
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Re: The Light-Gun Games Thread

Post by gameoverDude »

okerlo wrote:I'm currently looking for something worthwhile to play on the PS3 (and some reasons to keep that console) and looked up the Light-Gun Games. Most of them only seem to support the Playstation Move - Controllers, are the games any worthwhile in combination with them? They look kinda... I don't know, I would prefer the Guncon 3 to them, but that one only seems to support Time Crisis 4, TC: Razing Storm and Deadstorm Pirates.
Some others you might try are The Shoot, Dead Space Extraction HD, Resident Evil Chronicles HD Collection, & House of the Dead 3, HotD 4, & HotD Overkill Extended Cut (these last 3 can be bought separately or in a HotD bundle pack on PSN). Out of these I've played & enjoyed The Shoot & HotD 3/4. The other ones I may go buy off of PSN soon.
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Re: The Light-Gun Games Thread

Post by Bratwurst »

Bratwurst wrote:I subscribed to Boojakascha's channel a couple months ago because of the video where he converts a Radica plug and play Menacer into a corded lightgun for the Genesis. I plan on doing the same once some parts come in, but it took me a while to track down a reasonably priced gun. Definitely agree that his videos are underrated, and I like that he covers hardware that typically goes under the radar for most video game nerds like Atari stuff.
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As previously mentioned, you can find more information about this mod here: https://www.youtube.com/watch?v=a9mCa0__SPQ , all credit naturally goes to Boojakascha. Such a shame that there are so few Menacer compatible titles, but I look forward to giving Body Count a try. T2 plays great, I'm impressed that the target reticle on-screen tracks your aim. BTW, if you're looking to use one of those 9-foot extension cords, they're not actually 9 feet long. I measured mine at 8'5" end to end. :/
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Re: The Light-Gun Games Thread

Post by Dochartaigh »

Has anybody played the i.Link PS2 games like Time Crisis 2 and 3 (I believe both of those are compatible)? I finally got mine setup with a Sony PVM-3230 and a KV-27FV310 (each player gets his own individual monitor). Been having a blast with it. Just wish there was more compatible games.
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Re: The Light-Gun Games Thread

Post by Obiwanshinobi »

Shoryukev wrote:My biggest problem with devices like the aimtrack guns, wii-mote, PS motion controls, etc. is that they seem to have a ton of inherent lag in tracking your position. It isn't necessarily that it's terribly inaccurate, you just have to wait for them to catch up to you when you aim. I find them unplayable without having an on-screen reticle. There are tons of wii shooting titles that are fun....but if you want something responsive and accurate look elsewhere.
What point & click Wii games have you played? I found Wiimote itself sufficiently responsive on a CRT (with actual Wii hoked up); it's only certain games that lag bothersomely to me, and no Sega gun game I tried (30 fps Ghost Squad port included) is among them.
Of course, there are borderline cases like RE4 Wii port (where I don't believe the game's 3D model responds nearly as fast as cursor's responsiveness would have you believe), but this - again - seems to have nothing to do with the controller's tech.
Another question is, what remote holder you were using when playing without reticle. I'm rather fond of Nyko Perfect Shot, but I didn't even try using any different.
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