Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
Randorama
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Air Master Burst:

I think that D&D: Tower of Doom was a very old adventure from the RPG itself. Maybe the very first adventure introducing Mystara? Anyway, Capcom should have worked with TSR throughout the two projects on getting the feeling right. I think that TSR representatives were not happy with Shadow over Mystara, though (too action-oriented? I ultimately read only gossip on the matter).

Re: scavenging: yes, some posts should be easy to find but hard to separate. That is why I thought of procrastinating and outsourcing the task :wink:

Roo, Sima Tuna: I'd say yes, also because my opinion is not particularly relevant. Yesterday I thought that there was something like at least one arcade title that was an RPG with arcade-y mechanics, but after a few posts I realised that I was just remembering the history of the genre incorrectly. Anyway, I still believe that we would end up with a smallish set of games (30? 40?), but I don't think that it is an issue. Less is more, or something like that. Why Dark Seal (and, therefore, Dark Seal 2)? I am clearly missing some obvious aspect of both games. "AArpig" is hilarious though :wink:

...and by the way, the "Warring States" games from IGS (Knights of Valour series?) should also be shooed in, I guess. Blatantly derivative games lifting ideas from various Capcom AArpigs, and yet very well-crafted.
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Air Master Burst
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

Randorama wrote: Sat Aug 03, 2024 2:45 am Anyway, Capcom should have worked with TSR throughout the two projects on getting the feeling right. I think that TSR representatives were not happy with Shadow over Mystara, though (too action-oriented?
Well that never would have worked; mid-90s TSR was a mess of a company that frankly had no idea how to even get the feeling of D&D right on tabletop, much less in a video game. When Mystara was being made they were like 2-3 years from getting bought out by WotC for peanuts.

It was also entirely unneccesary, as I have never played a video game that feels more like tabletop D&D than Capcom's belt scrollers. At least the way I run D&D, where if a single combat lasts more than 10-15 minutes you're doing it very wrong. If combat at your table is as slow and boring as Baldur's Gate then count me right out.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

I think that the games' credits mention support from TSR staff members, but exactly what the support was about, I don't know. What I actually meant is that Capcom should have worked quite a bit about getting the Mystara setting right, as well as giving accurate renditions of monsters, enemies and so on (...from I recall). I would be surprised if Capcom designers did not at least go through the relevant manuals and took a lot of notes, and I guess that someone from TSR must have checked if they were getting those details right, TSR's shambolic state notwithstanding. Maybe the TSR people just approved everything anyway.

Not much *role playing* in the Capcom games, though, since they're belt scrollers. Personally I would not play a tabletop adventure that full of fights (and traps/exploration? I actually don't remember the games much), but then again I never played a lot of D&D/AD&D: I definitely preferred other types of RPGs (and certainly 5-minutes fights!).
Last edited by Randorama on Sat Aug 03, 2024 5:05 pm, edited 1 time in total.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

Randorama wrote: Sat Aug 03, 2024 4:31 pm Not much *role playing* in the Capcom games, though, since they're belt scrollers. Personally I would not play a tabletop adventure that full of fights (and traps/exploration?
Well sure, but it's impossible to replicate a full tabletop roleplaying experience in a video game anyway. I certainly don't run nearly as FREQUENT combats as a belt-scroller (though many boring GMs do!), but when it is time to throw down, I do things fast and flashy. Which is why I run basic D&D if I have to run D&D instead of a more interesting system, but that's getting into a whole other area.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Oh well, I remembered that we had an RPG/tabletop thread languishing somewhere. We could resurrect it and discuss general RPG matters, with BryanM adding vastly irrelevant tangents just to join the discussion :wink:

...Fast and Flashy is something I like in general and especially in boss fights, but surprisingly the style does not feature a lot in AARPGs. Gaiapolis has these long-ass boss fights, and the two Data East Gate of Doom titles should also count as heavy offenders. If I recall correctly, both games feature final bosses that have inordinate amounts of HPs. King of Dragons also has a golden/red dragon with a ton of HPs as the final boss, right? (...Gildiss?). I recall that on the hardest difficulty settings, it takes nearly 6 minutes to kill the dickhead. The Mecha Dragon in Wonder Boy in Monster Land also has loads of HPs, and I guess that we could find quite a few more final bosses with too many HPs, in the mini-genre (e.g. Garibaldi in Knights of the Round takes forever to die, even if it is not a dragon).

It's me, or there is a common RPG-ish trend connecting all these games, i.e. "being long games with pointlessly resilient final bosses"?
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Air Master Burst
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

Randorama wrote: Sat Aug 03, 2024 5:35 pm King of Dragons also has a golden/red dragon with a ton of HPs as the final boss, right? (...Gildiss?). I recall that on the hardest difficulty settings, it takes nearly 6 minutes to kill the dickhead.
This varies greatly depending on which character and tactic you choose; by that point the Wizard can melt him in about 2 minutes. The Elf can do it pretty quickly too, I think; it's mostly just the melee characters that have to slog it out. Just like real D&D!
Randorama wrote: Sat Aug 03, 2024 5:35 pm ...Fast and Flashy is something I like in general and especially in boss fights, but surprisingly the style does not feature a lot in AARPGs.
King of Dragons Wizard is probably your best bet, if you play him aggressive he can drop most bosses quickly. I've come to believe a lot of the enemy patterns on hardest were set with Wizard in mind. His biggest roadblock is usually the single Dark Knight, since Wizard's still pretty weak at that point.

There's also Crossed Swords, which is pretty cool for like 10 minutes before you just wanna play Punch Out. I think a full playthrough is over half an hour, though, which is an unforgivable slog.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by velo »

Air Master Burst wrote: Sat Aug 03, 2024 10:34 pm There's also Crossed Swords, which is pretty cool for like 10 minutes before you just wanna play Punch Out. I think a full playthrough is over half an hour, though, which is an unforgivable slog.
Over a full hour. Though even lasting 10 minutes on one credit is no joke. It's fun, but I have to treat is as an effectively endless game and not even think about finishing it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

AMB:

I had to play again KOD because I basically forgot most of the game. After a few warm-up and very frustrating credits, I managed a 1-CC with the warrior and 1-CC with the Wizard. I knew the title by heart but I did play it for an eternity, hence my vague and moderately inaccurate comments. I swear that I snapped on the final stage and said aloud something like "Gildiss, how about you suicide or retire with some of the loot? I need to cook!", when using the warrior and being down to the penultimate health bar :wink:

The wizard and the elf can however become slow killers and high scorers if you don't power-up. Less powerful long-range characters will require tons of hits to kill bosses, and each hit is worth X points. On Gildiss, a hit should be 2k points, which means that if you reach him with a puny weapon, it will take forever to kill him and the scores will increase considerably. This, provided that you can stand milking the game to ridiculous levels :wink:

Re: Crossed Swords: even more than 90 minutes? I remember seeing a replay that was around 2 hours, but maybe the player chose a particularly long route. This one and The Super Spy (another 2-hour slog) always made me wonder if SNK beta-tested their Neo Geo titles, or if they worked really hard to design horrible belt-scrollers (any of the Neo Geo ones, really).

...well, pre-Neo Geo SNK titles are clear proof that their idea of beta-testing was: "Oh, somebody tried to set the cable ablaze while foaming at the mouth. The game is difficult enough, then!" :wink:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BrianC »

Crossed Swords 2 was CD exclusive. Most playthroughs of that are 45-50 minutes, but the playthrough of the NeoGeo conversion of it is over an hour long.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sanguis »

I did not expect this (Alien Soldier cover) : https://www.youtube.com/watch?v=02QG8gRb9N8
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sengoku Strider »

Randorama wrote: Sun Aug 04, 2024 4:54 pm Re: Crossed Swords: even more than 90 minutes? I remember seeing a replay that was around 2 hours, but maybe the player chose a particularly long route. This one and The Super Spy (another 2-hour slog) always made me wonder if SNK beta-tested their Neo Geo titles, or if they worked really hard to design horrible belt-scrollers (any of the Neo Geo ones, really).
Maybe they were thinking they'd need longer games for the home market?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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Sengoku Strider wrote: Thu Aug 08, 2024 7:39 pm Maybe they were thinking they'd need longer games for the home market?
That's LordBBH's theory about Super Spy: https://lordbbh.rustedlogic.net/superspy/

If that was the idea, it would've be nice if they'd gone with a checkpoint system instead of making them feel so credit-feedy.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Sengoku Strider wrote: Thu Aug 08, 2024 7:39 pm

Maybe they were thinking they'd need longer games for the home market?
Yes, of course, I completely forgot about this possibility. I never read explicit statements from SNK programmers/people on this matter, but it certainly makes sense. Riding Hero also had some game mechanics that made sense for the home market, if I recall correctly (...and the few early sports titles?). I may try to scavenge the shmups scanlations again for related information.

Ah, early Neo Geo, what a bizarre era! I wonder what Ryuichi Sakamoto thought about the name, by the way.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BrianC »

Sengoku Strider wrote: Thu Aug 08, 2024 7:39 pm Maybe they were thinking they'd need longer games for the home market?
Crossed Swords 2 being CD only definitely gives that impression.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

I was looking at my Steam wishlist because a bunch of stuff on it is on sale again and I noticed that one of the games on sale is Operation Galuga, which I somehow haven't deleted from the list yet. It's been a while since this game released, so what's the general consensus on it now?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by guigui »

I just finished Huntdown Story Mode after letting it sit apart for a too much long while.
First try I was a bit disappointed by how short the stages are, and how hard the bosses are compared to first stages. Then it just clicked, gameplay is good and reactive, skill very needed, and pixel art and animations are gorgeous.

Not sure if I can clear a full stage in Arcade mode though, requires a lot of methods and memorization.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

guigui wrote: Fri Aug 09, 2024 12:34 pm I just finished Huntdown Story Mode after letting it sit apart for a too much long while.
First try I was a bit disappointed by how short the stages are, and how hard the bosses are compared to first stages. Then it just clicked, gameplay is good and reactive, skill very needed, and pixel art and animations are gorgeous.

Not sure if I can clear a full stage in Arcade mode though, requires a lot of methods and memorization.
It's easier than you think. If you enjoyed Story Mode to any extent, you owe it to yourself to play Arcade. Why? Because Arcade Mode is much more fun. There are better weapon placements, more powerful weapons available earlier, more dangerous/thought-provoking enemy packs, a kick-ass Unreal Tournament-style announcer, score-chasing, an extend system... Arcade feels like what Huntdown always should have been. Arcade should be considered the main mode. Story is there as a tutorial and it works well for that, since you can practice bosses more easily in Story. But Arcade is where they've packed all the FUN.

As far as 1ccs go, Hoodlum Dolls are a very easy 1cc. You can get it without much/any memo. Go through a couple times, get the feel for the route and then you'll have it without any trouble. Stage 1, Stage 2, and Stage 3 bosses are all about jump management. Get your jump timing down and stay on the defensive until you learn what the bosses do. Stage 1 boss has a minion phase that's probably the hardest part of the whole route, because the minions layer on top of each other in a way that's bound to catch out new players. Remember to switch lanes when fights get too hot (jump up onto a platform/drop down from a platform to force enemy packs to do the same.)

If you can clear the final world of Story then you can get the 1cc for Hoodlum Dolls and Misconducts. Heatseekers are where you have to knuckle down and take some raps.

FYI the reason bosses are so much harder than stages in Story is because stage difficulty was dramatically increased for Arcade Mode, while bosses were left largely untouched. In Arcade Mode, this makes bosses either about on pace for the level or a fair bit easier than the stage. So again, Arcade Mode is just better than Story. Better everything, including balance.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

Has anyone put much time into Shadow Gangs? It seems cool but my Dreamcast is packed away. I'm considering backing the Genesis prequel they're crowdfunding now. Worth it or no?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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Air Master Burst wrote: Fri Aug 09, 2024 5:00 pm Has anyone put much time into Shadow Gangs? It seems cool but my Dreamcast is packed away. I'm considering backing the Genesis prequel they're crowdfunding now. Worth it or no?
I played a bunch of Shadow Gangs. Got the Normal 1cc, got beaten down by Hard. :shock: Maybe someday! It has some rough edges that might bug other people, but speaking just for myself (a Shinobi fanboy), it's about as fun as it gets. It beats both Shadow Dancers in my book. The DC version is a bit of a novelty and I don't think there's any reason to go with it over the PC/modern console version. The sprites are HD and I doubt even purists will think it looks prettier on a CRT. I intend to back the kickstarter for SG Zero once I finish waffling over which edition I want. The little of it that's been shown so far feels like a remake, a tiny bit like the relationship between the two Shadow Dancers, but it's still very very early.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

velo wrote: Fri Aug 09, 2024 11:30 pm but speaking just for myself (a Shinobi fanboy), it's about as fun as it gets. It beats both Shadow Dancers in my book. The DC version is a bit of a novelty and I don't think there's any reason to go with it over the PC/modern console version. The sprites are HD and I doubt even purists will think it looks prettier on a CRT.
I already have the DC version, just haven't had a chance to play it yet.

Backed the Genesis cart for SGZ, it should look amazing on my setup.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by copy-paster »

Current goal since I'm away from shmups for now: Re-did MS1 clear with no slowdown + nomiss pace, bridge ambush gonna be the biggest wall and I think I need to copymonkey speedrun strats for this because I'm not fan of slowly scrolling approach not very R2RKMF style tbh unless if I hit the wall so hard then this will be the last resort.

Second goal is slowly approaching EAR, I got the 5CC last week and I'm trying trimming it down to 3CC, then 1CC, then nomiss, and maybe going for Very Hard dips. Karl is my current pick because of his fast movement but maybe Edie is the best char to 1CC, her incendiary bomb is OP but I have yet to get used with it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Air Master Burst »

copy-paster wrote: Sun Aug 11, 2024 2:50 pm

Second goal is slowly approaching EAR, I got the 5CC last week and I'm trying trimming it down to 3CC, then 1CC, then nomiss, and maybe going for Very Hard dips. Karl is my current pick because of his fast movement but maybe Edie is the best char to 1CC, her incendiary bomb is OP but I have yet to get used with it.
Edie is only the best for the 1CC if you're good at grenade box roulette and not taking damage. Her bombs are only truly broken against the first jetpack gang rush. If you have enough you can just stand there and watch them all jump into sweet flaming death. There are other places where they're useful, but the levels are tightly designed enough that efficient machine gun and rocket usage is usually at least as effective. I don't think Edie's the clear best choice unless you're playing for score.

ETA: fortunately if you're playing on stock settings the nomiss isn't too much harder than the 1CC since you can't earn extra lives anyway.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

I remember that we discussed Cabal-esque titles a few years ago. A silly question: Rambo III-like titles? I know G.I. Joe and Devastators from Konami, but the third title should be a bit different from the first two. I wonder what else is there, that might be described as "rail run'n gun"?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

I've been getting reacquainted with Steel Assault.

For a game I could almost 1CC (easy run to final boss, just could never close the deal) it has been handing me my ass as if saying "Stevens, you've been letting what little skill you have erode. Let me help you.."

Would like to see it through this time. It's pure R2RKMF.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

I couldn't grok Steel Assault at all. Got my ass handed to me on the easiest difficulty, easiest mode, first level. I haven't been that decisively shut down by a video game since DJMAX on ps4, which filtered me inside 4 seconds.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Act Fancer Cybernetic Hyper Weapon ( Data East, 1989) is a run’n gun game set in a Dying Earth world with Nausicäa. Players take control of a mysterious cyborg that starts as a puny small creature with a big tail but that can metamorphose (or, alternatively, evolve) into a towering man/weapon of mass destruction. The cyborg seems bent on a “total destruction” mission against hordes of non-human mutated creatures such as giant snakes, cockroaches, spiders and walls of quivering flesh. Interestingly, the final boss battle hints at some more complex enemy lurking in the shadows: unfortunately, the game provides next to no clarification about your cyborg’s fight. The full story is offered in the MD port and involves big corporations and roach/alien apocalypses: the arcade presentation is barebones, so players will enjoy a more minimalist & brutal mise en scène.

The game uses two buttons: A and B. A is for shooting, and B is for jumping. The more players hold B, the higher the character will jump. Once the character reaches peak jump height, players can hold B to glide in a downward direction; releasing B will let the character immediately fall down. A can be tapped to shoot various attack forms, or it can be hold to have a slow but automatic shot. The use of auto-fire beyond 10hz seems a bad choice, as the game seems to detect it and increase difficulty accordingly. The game features five levels, starting from the dilapidated remains of some big city (New York?), and going deeper and deeper into underground hives and organic-looking nests. The game has an ending only offering credits and background illustrations, and apparently loops endlessly: a loop can be as short as 10 minutes, however.

The power-up system involves blue and pink orbs. The blue orbs trigger the metamorphosis of the character into a bigger, more powerful creature. The character can metamorphose/evolve six times, acquiring increasingly powerful attacks and a bigger sprite. The character starts as a level two creature, so the peak is a level seven badass cyborg with wings, giant tail and homing attacks (i.e. the “Zacross” form). A single hit will revert the character to a level one midget (i.e. the”Nuts” form). A second hit will kill the character. The pink orb extends the duration of a form by ten seconds, without an upgrade; blue orbs trigger a new level and reset the time that a form is maintain (ten seconds). Players must thus be sure that they collect a stream of orbs during stages to keep a power level sufficient to handle enemies, or at least to avoid immediate death.

Death can be cheated as follows, however. When hit, the reverting phase lasts roughly 0.5 seconds per level, and during this “involution” players are invulnerable. Players can collect blue orbs and start evolving again after the involution phase. This entails that getting hit may provide an occasion to sweep a section free of enemies and collect orbs, since the character will evolve again after reaching level one. This technique is certainly tricky. There are no explicit i-frame markers (e.g. flickering), and well-timed hits from enemies are possible, the moment players start evolving again. Thus, players must be rather careful in handling evolving/involving phrases. In a few spots in the game, players can also fall into abysses or into acid pits: be sure to avoid such depressingly dumb deaths. There is only one extend at 2 million points, so three deaths mean “game over”.

The game offers a compact type of challenge. Stages are short but brutal, with one respawn point only present in the first stage: players must learn how to clear stages in one fell swoop. Bosses are also brutal: ideally, players should reach them in Zacross form, memorise the attack patterns, and beat them in as little time as possible. If enemies trigger involution phases, then it’s critical to kills the bosses as soon as possible. Otherwise, get ready to do the stage again. The final stage has a mildly annoying first half and a boss rush as a second half. There will be no blue orbs once the first boss fight starts, so players must be lighting fast. It is likely that in the final battle players will use a Nuts form against the big bad, due to time constrains. I suggest save state-based practice to avoid deeply frustrating situations.

By this point, I guess that you are wondering: is this game any fun? My answer is: Yes, all in all. The game acts as a spin-off to the two Data East Darwin 4078 games, and plays at a brisk and brutal pace. Players who like swift action when mowing down enemies while moving to the right may find the game frustrating, initially. The game initially seems punishing, if players approach it aggressively. Learning how to exploit the hovering function, how to dodge bullets when in Zacross form, and in general how to tightly control the character is the trick, obviously. The game is ultimately a memoriser with one-two traps per stages, a game mechanic designed to put pressure on players (i.e. time-based involution), and set-piece boss fights. Once players master all of these aspects, stages become easy to handle and stage progression relentless but calculated (and roaches die aplenty).

You may also probably wonder if the game is visually and aurally appealing. Well, the title is an early Data East/1980s title with the “typical” bio-mechanic design of the era (à la Baoh, for instance). The colour palette is drab, and includes metallic blue shades, copper hues and a few other colours suggesting late autumn atmospheres. Sprites look disgusting enough but not so detailed, and animation level is not exactly superb. The OST is simple and repeats two themes after stage one: the vaguely brooding tones of 1980s Gamadelic works features prominently. There were certainly much better-looking and sounding games for that year, but as a kid in October/November 1989, I enjoyed playing it for the atmosphere. I never reached stage 4, and I only 1-CC’ed it in February 2024, once I decided to actually learn the game. It’s A Data East title: entertaining, challenging and intriguing, shortcomings aside.

(1035 words: the usual disclaimers apply).
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Nice, indexed. :cool:
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So goddamn Guyver-riffic Image

Ah man. Cat Fancy, along with its DECO stablemate Psycho-Nics Oscar, and TJC's Xain'd Sleena (such rad names :shock:) is one of my most pined-after home translations, in the ongoing M2/Hamster era. Would normally think it a lost cause, but they've been delivering erstwhile no-hopers at reference quality for a solid decade, now, and G-MODE seem happy to play ball. Trio Teh Punch got a customarily sharp ACA release - special autofire for the roulettes Image - and GSK mentioned M2's president has beast wood for Ed Randy and The Great Ragtime Show, a great source of optimism!

I had no idea Fancer was a canonical Darwin spinoff! That's DECO's second cross-genre trilogy I'm aware of, along with the Kuugas. (Wolf Fang, bookended by Vapor Trail and Skull Fang) Still my headcanon that A-JAX is the air campaign of Super Contra. Image (to paraphrase HIYA!'s vision of GeoStorm as "the ground front of Air Duel," a compellingly artistic license for OST re-use Image)
Randorama
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

It should be a bit easier and less time-consuming to design games set in the same fictional world, for obvious reasons :wink:

Most of these game wikis are actually quite detailed and thorough, even if sometimes the use of references and/or quoting is imprecise. The DECO ones are interesting if only because I spent decades thinking that people liking DECO were just plain queer, like yours truly :wink:

From my teaching experience, some people learn the rules at once and some need practice. Besides, I doubt that there is double-blind reviewing process behind them: the intarwebs norm is petty editing wars (in the internet, nobody can hear shouting past each other…). Nobody gets paid, so it’s not a completely legitimate complaint.

Wolf Fang is a game I should write about. It is one of the reasons I ended up spending 5 years of doctoral studies in Australia. It suffices to say that when I arrived in Sydney and I was going to my host institution, jet-lagged to extreme levels, I played the OST on MP3 player and synchronised stage 1's song to play while I was crossing the Sydney bridge, the Opera House on far right side (I studied at MQ Uni, which was basically in the countryside in 2007; these days, it's an affluent exburb). I would need to revisit the title, but I was able to 1-CC the easiest routes fairly easily, and I did clear the harder ones a few times.

Anyway, all in due time. The list of 1-CC's on which I might rant at length is not exactly short.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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it290
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

I played an arcade game as a kid that aesthetically looked just like Act-Fancer — player character was a weird mutatey cyborg thing — but played more like a hori shmup with completely insane powerups and crazy, rainbow-colored, epilepsy-inducing screen effects. I've been looking for this game in emulation my entire adulthood and have never been able to find it but if anyone has any suggestions I'd certainly appreciate them.
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We here shall not rest until we have made a drawing-room of your shaft, and if you do not all finally go down to your doom in patent-leather shoes, then you shall not go at all.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

it290 wrote: Sat Aug 17, 2024 4:11 pm I played an arcade game as a kid that aesthetically looked just like Act-Fancer — player character was a weird mutatey cyborg thing — but played more like a hori shmup with completely insane powerups and crazy, rainbow-colored, epilepsy-inducing screen effects. I've been looking for this game in emulation my entire adulthood and have never been able to find it but if anyone has any suggestions I'd certainly appreciate them.
Atomic Robo Kid / Robokid? Description rings a few bells. Push-scrolling jetpack hori, with UPL's customary big guns and blasts of 10million volt EPILEPTIC MEGA SHOCK Image Kinda cute but still plenty weird, as was UPL's wont. Superdeformed doomsday biomecha, bursting with mordant joie de vivre.

Had a couple ports for MD and PCE, relatively well-known for UPL; thought I'd mention on the off-chance. :mrgreen: (its close sibling, the inimitable Mutant Night, would only make it home generations later via Arcade Archives for PS4/NSW, along with a raft of other goodies, like Ninja-kun II and the remarkably prescient Omega Fighter)
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