Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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

Post by Marc »

Congrats BiL!
Not that I envy you.... those first 6/12 months are a killer.
As of this year, there's only one of our five left in school, shit goes by fast.

I picked up MS 4&5 in the current sake, never out any real time into them as 3 out me off the series to be blunt.

And now I find myself reluctant to play Neo games at all in anticipation if the new machine, all better Ng good on the HW side. Hmm.
XBL & Switch: mjparker77 / PSN: BellyFullOfHell
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Obiwanshinobi »

Marc wrote: Tue Apr 28, 2026 12:40 pm Congrats BiL!
Ditto. I could tell something seriuos was going on, glad to read not a misfortune at all.
No sidescrolling action news from me these days, I'd have to practically reassemble my vintage PC to finish Captain Claw (a.k.a. Claw) on it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Possibly relevant to denizens of this thread, and maybe someone can help expand the list as well

With the help of some pals, I've compiled a list of the most "arcade-feeling" PlayStation 1 games I could find. The idea for my purpose was actually to justify the PlayStation emulator on my MiSTER Jamma board, so I was looking for games that get into the action quickly and map well to an arcade control panel with 3-4 buttons.

I made this Pastebin with comments attached to each game, commenting mostly on the feel of the game as well as its compatibility with a cabinet, or the arcade mindset: https://pastebin.com/eRRtku0N
Outside of the emulation aspect, the idea is also that this generation of games in general is a little weird. 3D games were still in their infancy, and devs were experimenting with all sorts of funky ideas.
Normally I'm not a big fan of that period, because most of them look like garbage and tend to embrace the more home-oriented design, usually wasting the player's time with lots of fluff, story, menus and load times, and generally aim towards long-form game experiences that require saving between sessions. So focusing entirely on games that actually feel arcade-like was an interesting approach to the platform, and I actually discovered some really interesting titles here that I'd never heard of before
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Obiwanshinobi »

Digression ahead.
To me (someone who RARELY played actual coin-op machines all that much when these were still around), arcade-style games are not really about number of utilised buttons. More about nearly every second of them serving one's performance improvement. What little retardation is here and there sometimes - is chiefly for the sake of giving one much needed rest. ESPECIALLY when playing real coin-op where you can't pause.
This game design DNA is much present in vehicular games where I race against my best previous run's "ghost" (TrackMania, Burnout, Moto Racer - to name a few). Those hardly ever go "game over" in those modes and as such are very un-coin-op experience, but to me - satiate largely the same needs as at least some games of coin-op origins.
That's the spirit Sega, sometimes, knew how to breathe in a home system game expertly (2002 Shinobi comes to mind first and foremost)...
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Obiwanshinobi wrote: Wed Apr 29, 2026 6:12 pm To me (someone who RARELY played actual coin-op machines all that much when these were still around), arcade-style games are not really about number of utilised buttons. More about nearly every second of them serving one's performance improvement. What little retardation is here and there sometimes - is chiefly for the sake of giving one much needed rest. ESPECIALLY when playing real coin-op where you can't pause.
Oh, this is less about game design, and more about the practical implications of JAMMA only supporting three buttons :P
A few games on the list require more, and I still think they feel super arcade-like.

I could hook up my kick harness and get 6 buttons on my control panel though, but I'm not sure where the hell it is... Either way, I do think there's something to be said for fewer buttons feeling like a tighter experience. But it really depends on the game. Like you said, each of them do have to serve a meaningful purpose. But I might add to that, that the more purposes that get layered onto the game, the less purely arcade they do tend to feel to me.
(...) Those hardly ever go "game over" in those modes and as such are very un-coin-op experience, but to me - satiate largely the same needs as at least some games of coin-op origins.
Oh yeah, that was actually one of the primary conditions I'd mentioned when I asked others for recommendations - the game should have a real game over state. The PS1 era is about when that stuff started to become rarer in home video games.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bassa-Bassa »

Sumez wrote: Wed Apr 29, 2026 6:13 am Possibly relevant to denizens of this thread, and maybe someone can help expand the list as well

With the help of some pals, I've compiled a list of the most "arcade-feeling" PlayStation 1 games I could find. The idea for my purpose was actually to justify the PlayStation emulator on my MiSTER Jamma board, so I was looking for games that get into the action quickly and map well to an arcade control panel with 3-4 buttons.

I made this Pastebin with comments attached to each game, commenting mostly on the feel of the game as well as its compatibility with a cabinet, or the arcade mindset: https://pastebin.com/eRRtku0N
Outside of the emulation aspect, the idea is also that this generation of games in general is a little weird. 3D games were still in their infancy, and devs were experimenting with all sorts of funky ideas.
Normally I'm not a big fan of that period, because most of them look like garbage and tend to embrace the more home-oriented design, usually wasting the player's time with lots of fluff, story, menus and load times, and generally aim towards long-form game experiences that require saving between sessions. So focusing entirely on games that actually feel arcade-like was an interesting approach to the platform, and I actually discovered some really interesting titles here that I'd never heard of before
I can understand the absence of the many Puyo Puyo clones the platform hosted, but no Finger Flashing, Clow Card Magic, Zoku Gussun Oyoyo, or Gussun Paradise listed in a compilation like that comes off a bit weird. And not sure if stuff like Nekketsu Oyako, Kyuiin, the Time Bokans, or the Gatchman game didn't get listed for quality reasons, but they for sure are compliant and better than some of the included there in my eyes. Did Gear Senshi Dendoh have skippable cutscenes? I want to recall it did. Not few Dodge Ball games, Bomber Man-likes (or look-a-likes - the PS1 likely was the system with more top-view single-screen action games ever), Qix clones, etc. etc., as well, but I guess their appeal is more debatable.

Anyway, if you're including 5 button games, the Gundams by Natsume are a must.

I don't see the Bishi Bashis working well on a regular arcade panel, though, but you always can memorize a button layout just for those, I guess.

And in case this was missed:
Strider 2 (also an arcade game, but even on PCB it's a PS1 game)
The ZN2 was a bit more than a PS1 (that would be the ZN1), and if I recall the port is not perfectly accurate? Think of it like you'd do of Namco's System 12 (against System 11).
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Sumez, have you played the somewhat unfortunately-named Finger Flashing? Apologies if it's in the pastebin, just a flying visit here. It's been forever since I last played it, but I recall it being super arcadey. Basically a vertically-descending rock/paper/scissors affair. Match your spells to bust up the blocks for... 1337 CHAINZ. :cool: Get it wrong and u be FUCC :shock: I've never tried Klax, but its premise made me think of that. Might be worth a look.

Good to see Little Ralph repped, that's possibly the most quintessential PS1 original for such a list. New Corp some good dudes. TRVE ge-sen SOULJAHS!

Also good call on Omega Boost. I too can't recall the exact button requirements, but every time I've returned to it over the years, I've been floored at the bridging of cutting-edge presentation and no-flab diehard. IIRC, it was worked on by members of Team Andromeda. (Panzer Dragoon guys) Oh man, I hope I've not done Klax and PD fans wrong with all this IIRC-ing. Got that same AfterBurner / Galaxy Force lockon goodness via Ichiro Itano, bro of Shoji Macross Kawamori. (also onboard :cool:)

But moreso than Panzer, or even Galaxy Force II, it really brings to mind early 80s arena STGs ala Nova 2001. (forerunner of Ark Area) Stuff invades your sphere in waves, and you've gotta wipe 'em out in style or get a crummy rank. Dishonour a more pressing threat than death! Between the lockon, rapid fire, BOMBAAA special, plus the cool radar and evasion mechanics, it's got a superbly lean suite of mechanics to go with its wave designs.

There is a small, situational learning curve associated with the rare Ground and Tunnel stages (two apiece), but it's a snap to get down. Basically, remember that in those, the [scan] button resets your mech's orientation. So if you find yourself upside-down after a particularly spirited waveshredding, or if you end up facing backward while a bunch of terrain is rushing in, just hit [scan] and you'll be ok. Hold [scan] during the Tunnels and you'll move Space Harrier-style, very handy for navigating Stage 5's pylon maze.

There's another slight wrinkle with the third-person and FPV modes, too. The latter can seem gimmicky at first, but I find some waves and sections a lot easier via it. Stage 4's opening comes to mind... when all those metal spiders come tumbling out of the howling night sky. Rad scene, brr. Tricky to get 'em all with the lockon laser, and easy to lose track of them in third-person. I switch to FPV, lock onto the first, then let rip with the rifle. Sweeps the creepy things every time, averting a dogpile. Looks and feels rad too, especially if you've got a nice subwoofer. :shock: Buddabuddabudda. Stage 5's pylons, again, FPV with [scan] held works great for me there.

Not unlike the finer technical points associated with arcade racers and the like, imo. Or AC games in general. Oh man I could talk about this game all day.

Bangin' OST too! Speaking of those creepy metal spiders: OH MAH LAWD
copy-paster wrote: Tue Apr 28, 2026 9:20 am Damn congrats for BIL junior coming in this world, new hardcore gamer in the works. 8)
Marc wrote: Tue Apr 28, 2026 12:40 pm Congrats BiL!
Not that I envy you.... those first 6/12 months are a killer.
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Obiwanshinobi wrote: Tue Apr 28, 2026 3:36 pmDitto. I could tell something seriuos was going on, glad to read not a misfortune at all.
Daww! Ta Obi, sorry to cause alarm. :mrgreen: Nah, all good here at ShumpsFarm The Dad Corps. tbh, as with 2019, it's really the job keeping me from R2RKMF & Dick Stock duties. It'll all be worth it in the end. :3
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Bassa-Bassa wrote: Thu Apr 30, 2026 11:30 pm I can understand the absence of the many Puyo Puyo clones the platform hosted, but no Finger Flashing, Clow Card Magic, Zoku Gussun Oyoyo, or Gussun Paradise listed in a compilation like that comes off a bit weird. And not sure if stuff like Nekketsu Oyako, Kyuiin, the Time Bokans, or the Gatchman game didn't get listed for quality reasons, but they for sure are compliant and better than some of the included there in my eyes.
Geeze, that's a really oddly antagonistic way to phrase a recommendation
If a game isn't on the list it's because no one recommended them yet, I didn't think of them, or I wasn't aware of them. I hadn't heard of most of those games before.

Gussun Oyoyo was suggested, but I'm looking for games originally released on PS1, not ported from arcade.
I'll check out the ones you mentioned
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bassa-Bassa »

Sumez wrote:Geeze, that's a really oddly antagonistic way to phrase a recommendation
Yeah, sorry, I guess it is. Found so many, many things absent but at the same time it was said it's a selection by several people (in 2026), I just thought most would be discarded for reasons evading me and not explained, and came off like that without much intention actually.

Gussun Oyoyo was suggested, but I'm looking for games originally released on PS1, not ported from arcade.
Zoku is not an arcade port, but a SAT/PS exclusive, following up Super Gussun Oyoyo 2. It's the better game in the series, but I always thought they all were too long for the arcade philosophy. Restart is really tedious with them.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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Bassa-Bassa wrote: Fri May 01, 2026 8:54 am Found so many, many things absent
Case to share them? I'm generally not very familiar with the PS1 library
Zoku is not an arcade port, but a SAT/PS exclusive
Ooh, I wasn't aware of that!
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bassa-Bassa »

OK, but don't blame me if they're turds. The PS1 in Japan, while home indeed of lots of experimental and transitional stuff, was also a place for a lot of low-budget traditional action pieces even well into the 2000's because basically anything sold there. The best ones were mostly already mentioned above. From memory (some may be a bit over 4 buttons or got unskippable cutscenes, but not the norm):

Gaia Seed, Philosoma, Two-Tenkaku, Stahlfeder, Air Grave, SD Gundam - Over Galaxian, Tsuntsungumi 3, Geppy-X, Macross - Ai: Oboete Imasu-ka, Chou Aniki: Kyuukyoku... for generally not really recommended STGs.

Gran Doll, The Great Battle VI, Kaettekita Cyborg Kuro-chan, The Croket Konami game, for different, far-from-brilliant, side-view action takes.

Cooly Skunk, Kitchen Panic, Plue no Daibouken, Kyoro-chan no Purikura Daisakusen, Gokuu Ninden, Hermie Hopperhead, Goemon - Shin Sedai Shuumei may work as arcade-structured platform action games as well - check needed.

Guilty Gear, Samurai Deeper Kyo, Asuka 120% Final for not bad FTGs. Many others if you don't ask for too much in the genre.

Ray Tracers, Mach Go! Go! Go!, Odo Odo Oddity for digital control driving/flying games.

Bomberman World, Bomberman, Noon, Gamba no Bouken, Chiki Chiki Chicken, Bomb Boat, Gritz, Marchen Land, Engacho, Buttsubushi, Tsuntsungumi 2 for top-view [puzzle] action - may work, check them. There're more I can't remember.

The Curling, The Tennis, The Dodgeball, Sakigake Otoko Juku in the Simple 1500 Series, Dodge de Ball, Nijiiro Dodgeball, pretty sure got arcade/free modes.

Tetris with Cardcaptor Sakura (by Arika!), Pastel Muses, Puzznic (remade), Cleopatra Fortune (also remade), Calcolo!, Building Crush, the Haunted Junction game, there's even a Hello Kitty-themed Gussun Oyoyo clone, for [action] puzzlers.

Many Puyo Puyo clones/semi clones (Puzzle Bobble and Magical Drop got exclusive entries on the PS1), you'll forgive me not listing here, a few more Tetris as well if you're into it, lots of Block Kuzushis compatible with digital controls. God knows what I'm missing, but I am.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Obiwanshinobi »

Oh yes, Sonic Wings Special (on Saturn as well) used to be the one and only home system-only game known to me supporting TATE. As such - feels very "coin-op" to me. Nowadays, with at least a couple of PC games, it's no longer exclusive in this regard, I suppose...
(For instance - if memory serves, Tetris with Cardcaptor Sakura isn't TATE.)
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

Played the EA version of Huntdown: Overtime. It's okay, honestly much better than I was afraid it was going to be, but in its current state it lacks the design polish and creativity of the original game, plus there's a sparsity of levels and weapons (only 2 levels—I'm assuming the final game will have at least 4). The roguelike element is present but is honestly not a huge deal once you get powered up a bit, although you'll have to do so to have a reasonable chance of defeating the first level boss, he's just too much of a damage sponge otherwise. Boss patterns are a little uninspired compared to the first game. The rogue element does provide for some interesting build variety, but not a ton with the current weapons in the game. Balance is kind of all over the place. I think with time this will be pretty fun, and hoping it does well enough to justify them creating an arcade mode like the first game.

Also, it just barely belongs in this thread, but I'm really enjoying Replaced. This one is mostly a narrative puzzle platformer with combat that's reminiscent of the Arkham games or the Mad Max game. Not super deep from a gameplay perspective, but the atmospherics are really great, with a beautiful mix of 2d pixel art sprites for the characters and 3d cinematic environments and dynamic camera movement. Definitely recommend this one for anyone who enjoys the likes of Flashback, Another World, etc.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

hi scrolling action thread, long time no see.

2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
https://www.youtube.com/watch?v=eBaREyw2jXk

and I also improved my score in Marble Madness on NES, 138,800 with a mere 4 deaths:
https://www.youtube.com/watch?v=wg_nhmfzg2s

currently I'm trying to clear R-Type, which is a shmup and so does not belong in this thread, but I'm also working on breaking 1,000,000 in arcade Shadow Dancer. I can do the special bonuses (no shuriken used) in 1-1, 1-2, 2-1, 2-3 and 3-2 for 100K each, which has thus far given me my pb of a 973,850 ALL; now I just need to find three bomb usages to remove and that should get me across the goal line.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

mycophobia wrote: Tue Jun 02, 2026 10:55 pm 2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
Whoa, that's something I've never noticed. I love subtle rules like that, and it's one of the reasons I'm a big fan of the CV1 medusa heads, which are similarly also completely consistent in their behavior
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

mycophobia wrote: Tue Jun 02, 2026 10:55 pm2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
https://www.youtube.com/watch?v=eBaREyw2jXk
Yuss, the dread 2-4 conquered! Nicely done. :cool: From my dank research while rafting teh briney deeps, I noticed there seems to be a proximity trigger on each candle. I like to think each FishBro is down there chllin', only to do a double-take and mutter "This hotpants muhfucka...!" as BERUMONDO nears their candle/stash!

However, at a glance, I neglected to explicitly state the candle rule in my hard memo notes. :oops: Ta for reminder!

The Loop 1 / Loop 2 catacomb distinction brings to mind Black Heart from Garegga's vulcan sweep. First is aimed to miss, second is 110% unfiltered KOROSHITEYARUU :shock:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by 1KMS »

I'm not sure about the proximity trigger. I probably would've died to the last fish-man in this run if that were the case. And the third fish-man was way off.
https://youtu.be/jgVjRrPOBAM?t=1391

My strategy was to move consistently based on a predetermined path, otherwise I would've been lost.
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Post by Daytime Waitress »

PSA: Gravity Circuit is getting a sequel, so the original is free on Steam until June 15th.

I'm only an hour in and it feels criminal picking it up at that price, because there seems to be a lot of ways to customise your abilities to make runs flow smoother.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

1KMS wrote: Wed Jun 03, 2026 5:53 pm I'm not sure about the proximity trigger. I probably would've died to the last fish-man in this run if that were the case. And the third fish-man was way off.
https://youtu.be/jgVjRrPOBAM?t=1391

My strategy was to move consistently based on a predetermined path, otherwise I would've been lost.
Yeah true, now I look at my run, this rightmost one blows up despite me being nowhere near its candle. :o Hm. I wonder if that can be exploited. Actually, I guess I kinda do, in my route. Seems there's a cooldown, I think. Ah fuck I'm gonna stop, this shit is too dangerous for IIRCing!

Also horeh shiet, that is one clean run! :shock: Beautifully done! VSC translating so perfectly into a ~2HKO affair really validates Akamatsu-sama and co, don't it? I guess st6's thornier memo still blows, but it blows on FC, too! It also PWNs poor beleaguered AC Dracula dudes XTRA hard! Those poor pricks, even HOT CHASE bros had to desert them. 3;

Ah jeez, wtb my Imgur smileys for better expression. Will have to haul 'em over to imgbb and hope they don't wiener out too.
mycophobia wrote: Wed Jun 03, 2026 2:57 am yay i did it
https://www.youtube.com/watch?v=5sFlje9xmx8
THIS TOO MYCO-SAN :cool: I am woefully unlettered on Shadow Dancer AC! tbh, the MD bonus rounds are giving me The Vietnam Memories! So I will enjoy watching that. :cool:

Both marked for index! Speaking of which, I have drafted an ingenious plan for the index. Will post on weekend, absent IRL BULLSHIET :o
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