Whoa, it's been a while!

Thought I'd checked back in more recently. I've been playing more arcade games the last couple years - mostly chipping away at longtime targets, plus a few new-to-me surprises. Everything on full defaults unless noted otherwise, all done on PS4 via Hamster's invaluable Arcade Archives (with the exception of Super Contra, via M2's Contra Anniversary Collection).
Neo Slugs:Metal Slug (1996, Nazca) One life clear. A relatively easy, uncommonly generous arcade game, absolutely excellent for it. Does get a bit tight towards the end, but it's nothing a little rehearsal can't overcome.
[Writeup + Replay]Metal Slug X (1999, Nazca/SNK) One life clear. Longer and harder (bwaaa!) than the original, though it has roughly the same difficulty curve - just one notch tougher. Relatively forgiving until the last stage, which clamps down, and the last boss, a real killer who all but demands aggressive shutdown tactics.
[Writeup + Replay]Metal Slug 3 (2000, Nazca/SNK) One life clear. For the most part, MS3 isn't all that much harder than MSX. The infamous Final Mission is the big threat - a gauntlet longer than all its previous stages combined, bringing a punishing endurance challenge. A perennial love-or-hate, make-or-break feature among fans. Overall, I am not regret - when it comes to Nazca, especially their farewell gig, I'm willing to indulge a little.
[Writeup + Replay]Metal Slug 4 (2002, Noise Factory) One life clear. Casuals tend to scorn MS4 for its "licensed ROMhack" graphical pastiche. Aesthetically glum, for sure, but where stage design is concerned, this easily competes with Nazca's masterworks. The curve is arguably improved - ultimately about as tough as MSX+3, but much steeper.
[Writeup + Replay]Metal Slug 5 (2003, SNK Playmore) One life clear. My least favourite Neo Slug, though that's not saying much - it's still got Nazca's immortally satisfying engine, and after two lukewarm opening stages, it delivers a very good third and final, and an outright excellent fourth.
[Writeup + Replay]
Contra AC duo, inspired by pegboy's herculean Contra series 1LC:
Contra (1987, Konami / US ver) One life clear @ max difficulty (Very Difficult). The JP and US versions are near-identical, bar an odd nerf to the second and final discus-throwing miniboss - he has to be fought head-on in JP, while you can cheese him from below in US. Max difficulty is the way to go, imo - a compact and super-replayable run/gun rampage, well-suited to time trialling. It's actually not dramatically different, but certain bosses that are pushovers on defaults will give a much warmer time.
[Writeup + Replay]Super Contra (1988, Konami / Japan ver) One life 2ALL. While not always for the right reasons (aim lag takes a lot of adjusting to), this is as balls-hard (and balls-rewarding) as oldschool Contras get. Short and relentless. JP ver has two loops, the first more or less a gimme... the second an utter killer, which despite both adding up to only around ~15minutes, gives this a strong endurance aspect. Notably, you can stock up to a whopping four bombs for the final stretch, a definite silver lining.
[Writeup + Replay]Super Contra (1988, Konami / US ver) One life clear @ max difficulty (Very Difficult). The US version's max difficulty basically chucks you straight into Japan's second loop. While it sounds easier, there is a hidden cost - you won't have more than two bombs for the brutal final stage. I prefer the US's more compact experience, ultimately.
[Writeup + Replay]
Neo Non-Slugs:Cyber-Lip (1990, SNK) One life clear. Some schoolboy errors here and there - the controls need working around - but it's a fine simpler run/gun time, barring that. Great personality and setting, between the bumbling enemy bots and 'orrible aliens.
[Writeup + Replay]Magician Lord (1990, ADK) No damage clear. Chunky hitbox VS aggressively pursuing, shooting, respawning enemies - wasn't expecting to love this one as much as I did. Once you get the basic stage layouts down, and learn to go progressively longer without damage, it really breaks open. Slaughtering the boss rush a highlight. Protip passed down from legend: stick to Elta (base form) and keep him powered up - the other forms have some flash here and there, but they can't compete with his raw power and wide shot.
[Writeup + Replay]NAM-1975 (1990, SNK) One life clear. For my money, the most genuinely excellent of the Neo's early titles. Simple, intense, razor-sharp Cabalesque. Ironically for a launch title, all I was left wanting was slightly beefier graphics - though with its intensity, the supremely practical compact sprites are much appreciated.
[Writeup + Replay]
Special thanks to CHRIS HELPER, the Angel of Saigon 
SNK Pre-Neo:Ikari (1986, SNK) One life clear. For the most part, a game deserving of its iconic stature. Unfortunately, the last quarter is way over-reliant on memorise-or-die trap tiles, cramping its strong suit of freeform yet harshly punishing tactical rotary shooting. Even so, it's worth seeing through - the memo's pretty basic, and nowhere worth missing out on its better parts over.
[Writeup + Replay]Dogosoken (1986, SNK) One life clear. The de facto Ikari II is more of a companion piece than a direct sequel, with its (still unusual to this day) emphasis on topdown sword slashing. Once the sword appears at the second boss, get it and keep it - as the flyer boomingly instructs, the remaining game is expressly designed around its deflect mechanic. Hiding from MG nests will bring only misery; banzai-charge the fuckers down, batting their own flak back at them! Arguably superior to its more iconic predecessor, with none of the endgame memo traps. All three Ikaris (including the finale, Guevara) are harshly idiosyncratic affairs, with absolutely
none of Search And Rescue or Shock Troopers' user-friendly polish... but if you like either bookend, you should give Dogo a go-go.
[Writeup + Replay]
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Roundup: Tecmo, Technos, Namco & AicomArgus no Senshi (1986, Tecmo) One life clear @ Rank 2/4 (Normal, one above default). Legendary journey, legendary game. Despite the intense one-hit kills, its tenor is quite close to the "compact action man" sidescrollers that flourished on FC/NES; fans of those who don't mind a little added pressure should jump in. Arguably, this is the Ninja Gaiden to Green Beret's Castlevania - similar dimensions and feel, expertly leavened for more flexible yet just as hardcore action. Flawless controls and nonstop pace - it's actually relatively long at ~30minutes, but unfailingly graceful throughout.
[Writeup + Replay]Double Dragon II: The Revenge (1988, Technos Japan) One life clear, full defaults (Normal Difficulty, Normal Timer, Tatsumaki Assist OFF). The US operator's manual apparently suggests Hard Difficulty + Timer... which gives enemies trivially more HP, and you trivially less time... and Tatsumaki Assist ON, which is some weak shit.

Stick with the board defaults, imo - the Tatsu timing isn't too strict (a joke compared to the FC's infamous knee bazooka input), and it's more satisfying when it breaks motherfucker's necks in one shot. All this aside - a simple but violently satisfying early brawler, and a strong improvement on its lovably dog-eared predecessor. Same no-nonsense pace and runtime, better moveset, nastier bosses. Much of it revolves around a single BNB combo - sidekick into Tatsu - but landing it amidst nastier crowds / on deadlier foes is deceptively, rewardingly finessed. Great story - no, seriously!
[Writeup + Replay]Genpei Toumaden (1986, Namco) One credit clear (this game doesn't give extra lives). Technically done at defaults, though I learned post-clear that the early three-way junction is considered a difficulty select, of sorts. I'd cleared the lowest and easiest.

However, when I gave the upper paths a shot, I soon found myself back on my usual route, due to going for the harder optional exits. So it may be swings and roundabouts. The game itself is famously offbeat, and sometimes handles a bit sloppily - though the designers compensate well. Some annoying minor quirks aside, a trip worth taking for those wanting a memorably oddball coinop ARPG.
[Writeup + Replay]The Lord of King (1989, Aicom) One life clear. A notably easy arcade clear; really more like a moderately tough console outing. That said, a lot of the easiness comes from its very generous extend rate and resources - a one life clear is a bit trickier, though still relatively lightweight. Excellent axe-battling mechanics - the anti-air and Actraiser II-style touch of death combos are especially great. Unfortunately, it's got quite a bit of native input lag (5f in MAME, ACA feels similar) - nowhere enough to spoil, but it does demand a bit more concentration than it would otherwise.
[Writeup + Replay]