Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Kino wrote:It's among the better HuCard sidescrollers, to be sure. Doesn't keep me coming back for seconds like its predecessor does, though. Once you get a hang of parrying and counterattacking, the game becomes utterly trivial. I cleared it on my second playthrough; to contrast, Genpei Toumaden took me weeks (and that was after I looked up a replay :oops: )

Apart from the noticeable drop in difficulty, it also lacks the creative spirit of the original Genpei. I know some people have trouble coming to terms with its cryptic nature and peculiar design choices, but for me, that's part of what makes Genpei so memorable. The non-linear structure, the crushing difficulty, the genre-hopping, the complete disregard for established conventions, the atmospheric soundtrack (quite possibly Namco's finest)... I'll take all that over SG's polished up swordplay any day of the week.
Thanks, will definitely give that a look. Always got NM Vol.4 to fall back on, anyway. :smile:

And holy crap, FC Super Contra peashooter is about as annoying as Metal Slug 3 handgun-only. :lol: Well, not that bad... way more button mashing than the first port, though. Pretty hard going in stage 7, which is already a bit tedious with its "Killer Snowfield Zambonis... TIMES TEN" layout. Sitting through the alarmingly dull st4 autoscroller doesn't endear either. Will put this off for a while. I capitulate, Umechan Team!

Also gave looping a go this afternoon to refresh my memory, recorded a no-miss up to loop2 stage3. The game definitely slows down/breaks up a little more during runner-heavy areas, but for reasons noted previously it amounts to little. The biggest difference seems to be screen-edge spawning. There are a few points in the first loop (speedkilling the st1 heli's turrets, outrunning the st3 earthquake, taking down the second st7 bullet barfer) where you can safely hug the screen edge. The loops seem to activate runner spawns, mandating slight adjustment; indeed that first miss in 2-3 was from smacking into a runner (fire constantly to mow them down).

Not a very compelling looping game, I always start drifting off around the fourth. Still intermittently a great time, either when it's keeping lots of dangerous enemies onscreen (most of st6 + st8) or taking after the original's rugged platforming (st5 first half). Best of all is when it's doing both, of course (st8 first half). It can't approach the legendary entertainment of the original's action/platformer RNG spaghetti maze, though, even ignoring the absence of concealed firearms liable to abruptly gun down the unwary.
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

Finally got around to installing FCE Ultra GX on SD card so I could play emulated NES games on my Wii. Not as loveable as GenPlus GX: to begin with, I can't seem to disable v-sync and with none of the palettes I tried 240p RGB looks quite as crisp as I hoped (Memorial Series by Hudson looked livelier on the same CRT, if the emulation left more to be desierd; Nestopia outputs prettier colours too if you ask me).

Fired up Almana no Kiseki first, having read the emulator's compatibility with FDS games is limited. It works! Died at the first boss twice, and I can tell I'm not done with it yet. Same year as the FDS Green Beret port, but Almana no Kiseki doesn't evoke such urgency (there is no time limit, safe spots are everywhere and NPCs tend to mind their own business).

Then I had some fun and games forcing NTSC colours and timing in Super Turrican (PAL NES only). Long story short - I'm pretty sure PAL speed is correct in this case. This one remains the only Turrican-like giving me that "one more go" rush (the other two I've played would be Hurrican and Gunlord). Possibly because it's most eager to kill the playable character off, but there's something pretty badass about its fidelity to one-button game design ethics coupled with jump button as well (on emulator it's possible to map the crazy-fast rapid fire onto a trigger, making it effectively a three buttons game... and all the better for it). This Turrican plays like a missing link between Chelnov and Apocalypse; that's how dream-like the run- & jumping physics feel.

Back on GenPlus GX, I checked out Psycho Fox (seemed like an OK game, but looked so much more vibrant than NES games on FCE Ultra GX I felt it wasn't fair).
Then I played Argus no Juujiken - seemingly just as solid a port as the SMS Captain Silver, only more forgiving from the start (generous check-pointing and unlimited continues made me never feel incompetent). The coastal sound of waves - very impressive for its time.
Last edited by Obiwanshinobi on Mon Aug 31, 2015 9:17 am, edited 2 times in total.
The rear gate is closed down
The way out is cut off

Image
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

I got my fabled minty MD JUUOUKI ^__^ It may be pretty tame as far as the sidescrolling brawling goes, but it's an essential part of my nostalgic buddyville Genesis trio, along with Super Shinobi and Golden Axe. I felt so incomplete without it. ;-; Naw for real, iconics aside it's a tad pedestrian but totally solid, good jostling fun in 2P (my dad likes it!), and I'll forever love the ghastly flesh-smashing hit SFX and thickly gloomy style.

Out of curiosity, watched a longplay of the Asmik-published FC Juuouki. I'd seen an intriguing snap of a foreboding night sky over grassy fields with a rather impressive solitary tree, and wondered what was up. It's one of a few original stages (the second), and is indeed cool. Also, noticed the sound was credited to a K. ENO. Looked it up and yep, that's the late Kenji Eno of Warp renown. It does sound really good - in particular, translating the AC's darkly plaintive stage 2 BGM beautifully. Has a similarly delicate FM string sound to that of Ninja Ryukendens II & III, no slouch.

Not a port I'll be bothering with otherwise though! Even though SHARKMAN stage has AMAZING SHUMP GAPELAY:

Image

I love how the octopus's eyes swivel around. :mrgreen: And also his gaping bumhole mouth :shock: Actually he looks kinda deflated overall. That's real biohorror on your FC! Take that, ABADOX!

Amusingly one of the later new stages is a fiery hell featuring the god damn devil himself, but the AC's much more interesting, warped vision is still the finale.
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

Among all playable characters of "grown up" proportions in action games, the Almana no Kiseki protagonist might have well been the first would-be-iconic looking one (I think Prince of Persia was the first real star in that respect). Some pretty cinematic animations there (neither Contra nor Castlevania did it for me), adding to the air of serious business.
Feels like a vertical rather than horizontal scroller (Kid Icarus or Roc'n Rope), since you mostly ascend or descend in the first area.

Played Super Turrican NES with the CCP's right bottom trigger for autofire (this being Turrican, single fire button is still needed for some other things) and I can confirm it's the way to go.
The rear gate is closed down
The way out is cut off

Image
User avatar
BrianC
Posts: 8903
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BrianC »

I just beat Top Secret: Hitler's Resurrection. Good stuff. Definitely better than the US version with it's subtle and not so subtle differences. It's funny how I was extremely close to beating Bionic Commando a long time ago, only to mess up on the timed part at the end by trying to get through it without killing the returning boss. I got my revenge!
User avatar
Squire Grooktook
Posts: 5969
Joined: Sat Jan 12, 2013 2:39 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

BIL wrote:I love how the octopus's eyes swivel around. :mrgreen: And also his gaping bumhole mouth :shock: Actually he looks kinda deflated overall. That's real biohorror on your FC! Take that, ABADOX!
Actually he reminds me of:
Spoiler
Image
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Oh god, how'd I miss that? :oops: Seems the real altered beast is me, so corrupted. Sesame Street is officially outranked by horrendous porn in my subconscious. :[

I did think his eyes looked kinda like sewed-on buttons though! ^__^
User avatar
BrianC
Posts: 8903
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BrianC »

At least your mind wasn't filled with bad tako jokes.
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

AWW SHEEEIT forum in-joke + classy pun + tentacle innuendo = ULTRA CHOMBOOO you come out with some good stuff Brian :shock:
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

So the first stage boss of Almana no Kiseki can be easily cheesed out with the gun. Not that stocking up on ammo is my biggest concern in stage 2; it's the pesky spears. So far the game's been rewarding patient, methodical approach (not very arcadey), so I believe those spears can be avoided too. You're granted a bit of movement control mid-air, it would seem, which is at odds with the game's otherwise "cinematic" nature, but makes it all the more enjoyable to control.

Keep rockin' the rad SMS Captain Silver and (arcade) Rygar ports. I could go on about nuances, but let's just say, even by that-gen console sidescrolling action standards, those two are top-notch.
The rear gate is closed down
The way out is cut off

Image
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Ed Oscuro »

BIL wrote:I'd seen an intriguing snap of a foreboding night sky over grassy fields with a rather impressive solitary tree, and wondered what was up.
Image
First thing that comes up in an image search for NES Altered Beast, that it?

Shark stage...now that's value-add! Original game definitely needed a shark. Thankfully, it's a real shark, not some kind of half-man shark head thing, the original game has enough of that, thanks much.
Image
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

That's the stage, though the shot was a bit more cinematic (the classic VELCOME TO YOU DOOM showdown, with just the one tree - come to think of it, that monstrous stat bar at least creates a nice filmic aspect ratio!).

Incidentally it was in a Famicom 30th Anniversary minimag thingy I got gratis with some stuff, a couple years back. Looked it up and this page wants thirty smackaroonies for it :o Now that's cash in the attic! Imma phone up the VGA.

---

Been revisiting The Super Shinobi this week, having never been happy with my grasp of the game's second half. Recorded a passable no-miss with a bit of shield slumming in Rounds 6 and 8, the last boss in particular going terribly. It's eminently possible to misdirect his Flying Barnet of Doom consistently, I just wasn't feeling the timing. All those pits in 7.1+8.1 musta gave me the shakes. In this replay, hair cut me. :[

But eh. Got all the boss POW kills so I'll take it. FOR NAO. Pls do check out the Round 3 brain bustin' speedkill - my dark research at last bears fruits! Just like the terrifying Dog Handcuffs, this glitchy goodness is in all of the game's myriad revisions.

It's been interesting replaying this immediately after Alien Soldier - I'd never appreciated how similar they are as highly static yet infernally replayable performance pieces. Both employ a crackling feedback loop of densely-packed assault course stages, killer finesse mechanics, and ruthless restriction of superior firepower to skilled play. Where lesser static games fade into routine, these gain with experience. There's always something you could do a little more efficiently or audaciously, in search of your upper performance limit. Aesthetics have to be acknowledged, too - both are pure seek/destroy power fantasies, with preposterously formidable avatars only confident play can begin to do justice to.

Admittedly, all of this could be spun as mitigation for games whose runs are largely known quantities. Ultimately I'm fine with a knowingly static game, provided it takes the design philosophy as seriously as these do. In brief: don't waste my motherfucking time. Gimme lots of shit to acrobatically tear up. Make me look good doing it. GTFO muh face, Hard Corps jungle boss!
User avatar
Jet Black
Posts: 75
Joined: Wed Jan 26, 2005 12:00 am
Location: Germany

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Jet Black »

I am following this thread for a long time and your impressions and recommandations really helped to find good games for my coming Famicom AV.

One question though, is there a big difference between the cartridge and FDS Version of Akumajou Dracula (other than the price)?
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Glad to be of assistance. :mrgreen:

FDS vs FC Dracula - they seem pretty much identical, as far as the game itself goes. For extra features, the FDS version lets you keep three separate files with game progress, while the FC adds an exclusive Easy difficulty. The FC cart also counts down your points quicker than FDS/NES at the end of each stage, haha.

The biggest difference between FDS and NES/FC is probably the disk version's loading times, which are nonexistent on cart. Note that the first NES revision (PRG0) has crash bugs associated with high onscreen sprite counts - this was fixed in the PRG1 rev, which was used as the basis for the FC cart.
User avatar
BrianC
Posts: 8903
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BrianC »

I just got Oniken off Steam yesterday and I'm liking it a lot so far. I think it was recommended in this topic a few posts back. Thanks for the recommendation. The same developer has a new game out now called Odellus that also looks interesting.

Played a bit of the FC and AC Rolling Thunder. I'm leaning towards liking the FC version better. Seems to be a bit more balanced with more places to recharge time while still being challenging and retaining the fluid controls of the arcade.
User avatar
Ghegs
Posts: 5066
Joined: Wed Jan 26, 2005 6:18 am
Location: Finland
Contact:

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Ghegs »

Odellus is pretty good stuff too, I finished it a while back. Oniken is a bit more straightforward when it comes to action-platformness, it's like the Ninja Gaiden to Odellus' Metroid-lite.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.

My videos
User avatar
Squire Grooktook
Posts: 5969
Joined: Sat Jan 12, 2013 2:39 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

I like both Odallus and Oniken but I feel they lack that special spark. Competant, well made, playable, but I don't sense any hook or any game design that truly shines on the level of the more legendary titles. They definitely succeeded at making competent 8/16 bit style titles though.

Speaking of legends, started playing J.J Squawkers recently from Trap's recommendation. Really great! Stages feel just the right size and the intensity is absolutely furious. Weapons feel a little weird at the moment with their arcing motion, but it's nothing that can't be gotten used to.

I especially love the flying squirrel zakos on the first stage, and the way they jump over your shots. Wrongly time your shot, and they'll have time to get in close! Simple but devious.

Also holy shit the art in this game is so good. Gorgeous backgrounds. Also love that the first boss explodes into a cloud of butterflies on death. Oddly poignant, heheh.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by trap15 »

Squire Grooktook wrote:the intensity is absolutely furious.
Wait until you see the loop! J.J.'s loop defines intensity.
Squire Grooktook wrote:Weapons feel a little weird at the moment with their arcing motion, but it's nothing that can't be gotten used to.
For a very long time, I thought Tomato/Pumpkin and Beans/Watermelon were vastly inferior to the others and there was no reason to use the others. But when you experiment and figure things out for a while, eventually it becomes apparent that all the weapons have their uses (and places where they're awful, but lol). Screw in particular gets really interesting if the stars align ;)
Squire Grooktook wrote:I especially love the flying squirrel zakos on the first stage, and the way they jump over your shots. Wrongly time your shot, and they'll have time to get in close! Simple but devious.
All the enemies are super brilliant. The enemies in Stage 2 that shoot out the chains are amazing in every way, especially when they decide to troll the shit out of you and push you off a ledge.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Voliko
Posts: 16
Joined: Thu Jun 14, 2012 9:36 pm

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Voliko »

Obiwanshinobi wrote: Fired up Almana no Kiseki first, having read the emulator's compatibility with FDS games is limited. It works! Died at the first boss twice, and I can tell I'm not done with it yet. Same year as the FDS Green Beret port, but Almana no Kiseki doesn't evoke such urgency (there is no time limit, safe spots are everywhere and NPCs tend to mind their own business).
I played this one over the weekend. I think it's merely OK. The grappling hook thing is interesting, and sets it apart, especially in 1987. The standard jump feels awkward. I generally prefer when the player can only jump a small distance, but it feels like you are being pushed down here. You have to jump super early to get on some moving platforms. I had to get used to it, but I can only remember a few instances where you can't just use the grappling hook instead.

Limited ammo makes you a bit more conscious of your attacking. However, being able to exploit enemy spawns that have guaranteed drops unfortunately negates this factor. There's just not enough interesting platforming or enemies here, there's not enough challenge. I think the highlight is a somewhat tricky grappling jump sequence in level 3. Worth checking out to kill a couple hours, not worthy of replaying.
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

It's not very arcade-like, but I think that's what they tried to do: something paced more like computer games one would play at home. Paleo-Tomb Raider, if not Metroid. I don't know how old "action-adventure" term is (younger than "arcade adventure"?), but it could be that with FDS, Metroid and Zelda, Nintendo tried to cross the ever-gaping chasm between computer and console entertainment at the time, and Almana no Kiseki could as well be the Konami's answer.
It surely doesn't urge one forward, unlike coin-op games would, if only for economical reasons.
The rear gate is closed down
The way out is cut off

Image
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Oh hey. Auralnauts have pretty good taste in oldschool sidescrolling, or at least oldschool sidescrolling BGMs. trigger warning: IDGAF about Star Wars so I don't know if this is offensive rofl :[

We went back in time and wrote it before Ninja Gaiden 2 was made, then they ripped it off from us.

:lol:

I kinda hate how NGII's final stage BGM is randomly picked (or maybe it's a set playlist advanced by deaths? don't think I've checked). I never seem to get the finely balanced drive and foreboding of "The Parasprinter," a soundtrack for wickedly treacherous chasm-leaping if there is one.
User avatar
Sir Ilpalazzo
Posts: 428
Joined: Tue Jul 30, 2013 11:32 pm

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sir Ilpalazzo »

Trying to get a sort-of decent no-death run of the original Castlevania, and I gotta ask - what is a good strategy for Dracula's second form? When I'm doing well I can take out Frankenstein and Death well enough, but I'm not very consistent against Dracula part 2, largely just because I'm not sure what the best way to avoid his jumps are (is it totally random whether he does a low or high jump?).
User avatar
Perikles
Posts: 1500
Joined: Mon Nov 24, 2014 11:46 pm
Location: Germany

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Perikles »

First of: that is an amazing run, BIL! :o I've yet to spend more time with the first Super Shinobi, I did, however, dabble enough with it that I can safely postulate that your run is not "passable", but great. Undaunted, swift ninja action at its finest, you barely ever stop. You truly know your profession. :)
Sir Ilpalazzo wrote:Trying to get a sort-of decent no-death run of the original Castlevania, and I gotta ask - what is a good strategy for Dracula's second form? When I'm doing well I can take out Frankenstein and Death well enough, but I'm not very consistent against Dracula part 2, largely just because I'm not sure what the best way to avoid his jumps are (is it totally random whether he does a low or high jump?).
One easy method is the usage of Holy Water. The nifty thing about it is that it disables the hitbox of a stunned enemy. If you throw it at the cookie monster you can just walk through it unscathed and position yourself on the other side of the screen. Makes this fight significantly simpler.
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Ta Perikles! I do try to press the momentum where I can. Round 3-1 is at least a quality ninja massacre, the BGM "Run or Die" must always be more apropos to the bad guys. ;3
Sir Ilpalazzo wrote:(is it totally random whether he does a low or high jump?)
From what I've seen, you can force him to high jump by getting in close. Kneel to Lord DORAKYURA and he'll get all mad at your BERUMONDO insolence. I think it's a failsafe from the designers, to prevent near-certain corner traps. You actually can make it under his low jump, but the timing's cruelly tight. Not something I ever bank on.

Just be careful when he takes off - you need to move quickly enough to get under, but not so early he tiger knees you. This works for me consistently enough that I don't really worry about getting stomped even if low on health.

Obviously you don't want him shooting you while you're setting up the high jump, either. Basic misdirection suffices - the spread is targeted, so either jump over whiffed ground shots, or sync your own attacks to destroy them in the air. I always use Cross, which is great for snuffing out his shots en masse, but the whip totally suffices.

gif:
Spoiler
Image
video: DORAKYURA killed with knife (two high jump setups)

And yeah, you can completely demolish him with Holy Water (like most of the bosses). That's interesting to hear re: passing through him, Perikles - I didn't realise the hurtbox-disabling effect was global.
wiNteR
Posts: 300
Joined: Thu Aug 10, 2006 8:49 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by wiNteR »

Speaking of legends, started playing J.J Squawkers recently from Trap's recommendation. Really great! Stages feel just the right size and the intensity is absolutely furious.
I would also recommend Rygar and TigerRoad.
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

Rygar SMS port (Argus no Juujiken) is pretty good if you can stand all the flicker. Respectable sound & music, too.
The rear gate is closed down
The way out is cut off

Image
User avatar
Imhotep
Posts: 351
Joined: Fri Jan 28, 2005 9:41 am
Location: Switzerland

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Imhotep »

The Astyanax (Arcade)

A legendary axe-wielding barbarian goes after the evil wizard in his middle-of-a-lake tower. Level one and two lead you through a forest and a cave to the borders of the lake, the third one has you cross the bridge and in level four you ascend the tower to kill the wizard, just to uncover in the last level the gigeresque real source of power behind a wall in the throne room.

The gameplay might seem a bit clunky first, but the game actually plays quite tightly because of your axe’s wide attack range (which goes half circle over your head starting from the back) and good priority, a fast moving speed during jump and enemies losing their hurt box and being knocked back when hit. This can lead to deep jump ins with a follow-up hit and another small jump & hit to chase after the enemy. It’s feels quite dynamic and lets you control larger crowds of enemies. The game’s also generous enough with life refills and score-based extends to not punish aggressive and offensive play too harshly. It can be a bit tamer when you slow down the pace and hold your axe until it gets the company of a flame to inflict thrice the damage and greatly expand its reach. Timing your attack stays critical, though.

Boss fights are rather dull gameplay-wise, but still cool events. Graphics and especially the soundtrack are of sometimes superb quality, making this one well-rounded primordial fantasy trip.

7.5/10
land for man to live, sea for machine to function.
User avatar
copy-paster
Posts: 1707
Joined: Thu Apr 30, 2015 7:33 pm
Location: Indonesia

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by copy-paster »

I think I'll focused on clearing US version of Ninja Gaiden III, that was both hard and cheap even all of the stages are memorized.
User avatar
Obiwanshinobi
Posts: 7463
Joined: Sun Jul 26, 2009 1:14 am

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Obiwanshinobi »

Which NES Batman game is any good? A buddy of mine won't shut up about one, but his recommendation sounds tech-demo-ish to me. Something about a bossfitght with Joker upon a tank(?), not sure how far into the game... nor do I know if it's the one of legendary soundtrack (at least I recall another pal raving about some percussional track back in the day).
The rear gate is closed down
The way out is cut off

Image
User avatar
BIL
Posts: 19286
Joined: Thu May 10, 2007 12:39 pm
Location: COLONY

Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

The first, "Batman" (1989). Superior walljumping action, classic soundtrack, winning aesthetic combo of neon outrage and murky shadow grime. Essential Famicom game in my book. Like Actraiser 2, its combat can feel a bit restrictive until you start exploiting your attacks' hurtbox-disabling+stun effects, at which point you can start pummeling and shredding stuff to death off that fatal first strike.

The second, "Dynamite Batman" aka Batman: Return of the Joker, is most definitely more of a tech demo than first-rate sidescroller. Random Rockman-alike with enormous, awkward sprites and brazenly cheap "gotcha!" design. Hit up better-designed games (Alien Soldier, X-Men Mutant Apocalypse) for the big sprites funnin'.

Speaking of hurtbox cancels - great Astyanax writeup, Imhotep. :smile: Have you tried the (barely related) FC game at all? I'm quite fond of its charge meter groove, aggressive bombing and workhorse action/platforming, even if it's not quite a top shelf favourite. Another big sprites game that knows better than to push the precision dodging angle too hard.
Post Reply