
Really good game. Should be brought up more.
And not like this: https://www.youtube.com/watch?v=xAh962sc90A
Indeed. I believe "morbid but vibrant" or "desolate but vibrant" was one of the phrases I used to describe it to a friend a while ago.BIL wrote: Thunder Force V's "It was dead, but alive at the same time" comes to mind with this game. Radiates paradoxic sepulchral vibrance.
I feel ya. Though not an action game, I actually had a turn based strategy rpg/wargame planned based on a kind of h.r giger world, where all your units (and the player character) were weird monsters with abilties as bizarre as their motives.BIL wrote: Tangentially I've long fancied a hardcore action game that goes ULTRA BEASTO - totally inhuman, amoral, balls-out monster warring! I suppose the esteemed CHIMERA BEAST is the closest I've seen, but it involves Earth and loses that sheer xeno-factor.
Aeon Zenith - My STG.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.
cicada88 wrote:I feel like 2 was harder for me, but it was pretty close.
Yeah, It's weird though I think 2 took me more time overall. I know a ton of people think the Yellow Devil from Rockman 1 is super hard, but for some reason I figured out how to beat him really quickly and it only took a handful of attempts.copy-paster wrote:cicada88 wrote:I feel like 2 was harder for me, but it was pretty close.![]()
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2 by far is the easiest of the 1-6 even in japanese version, 1 is hardest because the wily stages can make you give up quickly.
Aeon Zenith - My STG.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.
who is ur otp???BIL wrote:my FF fanfic. (^ ω ^)
mamboFoxtrot wrote:Granted, 98% of the NPCs in Gargoyle's Quest II didn't say anything interesting (and 3/4 of the houses are empty for some reason), but... I guess it's the thought that counts here.
Poison + Edi EmamboFoxtrot wrote:who is ur otp???
GSK wrote:I may have already mentioned this but the makers of Oniken recently released a new game called Odallus that's clearly inspired by the Arremer games (there's even an Arremer-inspired alt costume for the main character).
Got distracted with other games, I finally found a good tactic for the third boss, thank you for the information! Made it to Stage 5-1 finally. Still a lot of work to do, if I ever want to beat this game.BIL wrote:Small but critical tip for Basaquer/Berserker/"Boss Queer" (as I am forever condemned to call him since this dreadfully amusing 1337 TIPZ videoJet Black wrote:Played Ninja Gaiden for a short time today, made it to the 3rd boss, have to find a good strategy for him. The last jump in 3-2 seems to be the first really hard jump in the game.).
He's visibly a lot more threatening than the famously useless Barbarian and Bomberhead, but nearly as harmless with this bit of info.Spoiler
Whenever he shoots at you, just counter his barrage with a standing swipe. You'll take out the middle projectile, and can then safely hop through the gap. Otherwise stay in the center to avoid getting squashed, and just land hits where you can.
Windmill star makes even shorter work of him, but the fastest method is to nail him with the updraft firewheel as he lands. One of the few bosses that can't be instakilled via Jumpslash (it's nowhere to be found in Act III).
For the preceding jump, use the screen position to your advantage. Take out the ambushing cat, let the edge guarder retreat a bit, then make the jump - you'll be able to swat the spawning eagle en route. Controlling the screen like this is a key NG1 skill, allowing you to counteract the rabidly aggressive enemy respawning. Several chokepoints can become agony if you're not actively managing your position. Beware of retreating unnecessarily and respawning stuff you've already killed, and never halt at a spawning point - replacements will just keep pouring in. Sometimes it's best to let something live until you're able to advance past its spawn point, then go for the kill (or outrun it).
A classic newbie-infuriating mistake is to panickingly run back and forth, unleashing respawn wrath from the very bowels of damnation. ;3 This is a love/hate idiosyncrasy that gradually receded over the subsequent games; NGII's not quite as strict, and you have to really try for NGIII respawns. But hey, at least you can control when stuff appears unlike a certain Ninja Spirit and its withering zako hellstorms. ^_~
There is the air section in MM1 that is a bastard. I found that a lot harder than MM2 as I remember.cicada88 wrote:Playing through Rockman 1-6 then going back and beating them a 2nd time to really compare them all. So far I've taken down 1 and 2 and enjoyed both. I feel like 2 was harder for me, but it was pretty close.
Wish I could help with this... my PC is truly ancient (~2006), and never ran Taro in SSF at fullspeed without disabling at least one BG layer. SSF_011_alpha_R5 is the version I was recommended for Taro and Leynos 2 back then (2011 or so).Sir Ilpalazzo wrote:Maybe not the most pertinent question to the thread, but it relates directly to my being able to play Taromaru and I figure someone here might be able to help. I got SSF running on my PC after a little bit of effort, but Taromaru seems to run at half speed. I'm completely clueless when it comes to Saturn emulation - so does anyone know if this is some kind of issue with the game or emulator or my machine? Game feels really awesome and I'd love to dig into it.
The jumping sword cancel glitch is done by hitting and [down] in a specific rhythm - basically, it lets you connect way more slashes than ordinarily possible. It's kind of a poor man's Jumpslash, and is necessary for speedkills on the few bosses where Jumpslash isn't available.Jet Black wrote:How does this swordslash glitch work, that speedrunner seem to use to kill bosses quickly?
This could be part of why I didn't find it as easy as people say. In general I don't really use any of the special weapons at all during the regular stages. I only really use the special weapons starting from the castle boss parts.Jet Black wrote:I found MM2 easier as MM1 and MM3, the Metal Blade is really broken and makes quick work of most enemies and even some bosses. Only thing that gave me really trouble was the turret boss.
Nope!BIL wrote:Also, with Jumpslash equipped you can't use the normal sword while leaping forward (since you have to be holding [down])
Aeon Zenith - My STG.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.
Fun fact: before I realized I could reconfigure the controls to the SNES games in the X Collection, I used double-tapping exclusively for dashing as I simply could not figure out how to press it while jumping and charging at the same time. Would not recommend. Double-tapping into a wall before jumping off of it for a dash jump is really damn awkward.Squire Grooktook wrote:The only other control issue that bugs me in a similar manner is the (later acquired) Mega Man X dash that requires double tapping instead of having its own button. You'll understand very shortly why every X and Zero game had a dedicated button for dashing :\
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
I can't quite tell, but I think you're referring to the part after the long ladder-climb. I learned to beat that reliably without jump-slash. It's a very sequential process, just handle one enemy after the other, and the only one that takes nerves of steel is the second eagle, but that's a matter of learned timing. It looks like there is a demo video made specifically about beating this segment sans JS.BIL wrote: These days I like trying to nail all the boss speedkills... I actually find it a lot easier to just wing it like in the OP replay, though. ;3 The only part of the game I absolutely ensure I've got JS for is 6-2's infamous third floor chokepoint - it's simply not worth doing without it.
Yes, that part exactly.dojo_b wrote:I can't quite tell, but I think you're referring to the part after the long ladder-climb. I learned to beat that reliably without jump-slash. It's a very sequential process, just handle one enemy after the other, and the only one that takes nerves of steel is the second eagle, but that's a matter of learned timing. It looks like there is a demo video made specifically about beating this segment sans JS.
Yes - the deceptively strict air handling is one of my favourite tweaks to the Castlevania base. Note also that while Ryu can adjust his position in mid-air, he's totally unable to turn around; once you leave the ground, your back is wide open. What feels like unlimited flexibility over Dracula is, in reality, just as immovably regulated. So you panic-jumped? And now you really need to swat that eagle before it crashes into your back for the kill? Uh oh, can't do champ! You'd better haul ass forward and pray you hit the ground in time! Wonderfully, subtly punishing.-While working on this, I studied Ryu's jump a bit more thoroughly. It seems that in any jump, Ryu has a primary direction (that in which he launched) and can move quickly in that direction by the D-pad. He can also move the opposite direction, but much more slowly, which is why the 5-2 thing above is tricky.
Haha, it does do that! Usually happens to me between 5-1 and 5-2. Blow away the heavy guarding 5-1's exit, oh hey the windmill star followed me out! No idea how it could be harnessed, outside of crazy-ass TASing.-Another tidbit: I noticed that the windmill shuriken can persist on-screen, even when passing between stages (reliably? and between ranges? TBD). Probably not important, but could lead to some good style-kills.