Squire Grooktook wrote:I wonder, are there any platformers or 2d action games that could also be said to be the "Garegga of X"? Obviously some of them count from a speed running perspective, since concepts like damage boosting are somewhat Yagawa-esque, but I wonder if there are any games that count from a "normal" or survival play based perspective. Esoteric and counter-intuitive tactics and long term planning based on manipulating the game? Closest I can think of is Ghosts and Goblins esoteric enemy manipulation tactics.
I was thinking it over too, but couldn't come up with anything really definite. Magic Sword, perhaps? Another medieval fantasy-themed Capcom sidescroller, effectively a coinop ARPG. I'm not knowledgeable enough to say for sure, but it certainly seems to emphasise the long game with its route selections and AI helper levelling, along with a myriad of support items gleaned from Makaimura-esque hidden chests (maybe that's more Dimahoo than YGW, haha).
Specineff has 1CCd it, IIRC. I always loved what I saw but, as with most arcade titles, haven't put the time in yet. It's pretty brutal and definitely benefits from a bit of research beforehand. I imagine the Gauntlet-style depleting HP will be a make or break point for many.
On that note, I actually really love some of the musical arranges in this. Some of the more "subtle" tracks suffer a bit though (graveyard theme in particular imo).
I've been particularly impressed by the SFX quality this time around, especially on weapon impacts and the motion of the whip - destroying Death's sickles with it produces a chillingly sharp ring of metal on metal. I'd go as far as to say audio is XX's best feature, not as a slight on the rest of the game; it just sounds damn good! I guess Konami must've really known their way around the SFC hardware by 1995.
-Giant Bat taken down like a chump.
I only recently discovered how to tie him up like that, after switching from cross to axe - turned a tedious and awkward boss into something a lot more satisfying (it's a little nervy, hitting him before he can divebomb you after regrouping). Started finding Cerberus a lot more enjoyable too after switching, it's fun clocking him out of his high leaps.
Death's my favourite hands-down, one of my all-series favourites in fact - I love the tension of his second phase, and how it plays off the limited footing. If you're too passive he'll barge you to your doom, but the harder you push him the more viciously he'll respond. He also has a random (AFAIK) surprise backstep that can really complicate things.
I flubbed my usual start, after landing the first whip. If you crouch closer you can score several more, but it's tricky getting in there without either a) eating his brutal counter slash, or b) having him land the following overhead on your skull. Then again after all that abuse he'll usually bust out the buzzsaw, which you need space to escape, so maybe it worked out better. It's such an intense fight, I didn't realise until rewatching I'd had my best result yet (just one hit, from a sickle snipe). He seems really open to the axe's item crash - I was playing it by ear in this run, will see how exploitable it is. Speaking of bombs...
-Oh man, 99 hearts by stage 3 lol
Haha, yeah. I realise now I could be a lot more liberal with bombing, another point for the YGW connection. ;3 I only recently started nuking the st6 staircase ravens, who can get into some very aggravating positions otherwise. I'm quite proud I managed to resist the miserly urge and bomb a particularly nasty Death sickle setup, the sort I'd usually take my chances on escaping.
-Annette's room looks kind of bullshit. I can see draining the water, but inside a wall? Is there really nowhere else you can get her?
No other way, sadly (this game
really should've incorporated the hostages into both routes). I was pleasantly surprised when I found that breakable scenery - closest XX ever got to Rondo's joy of discovery. I was eyeing those submerged platforms and thinking "hmm..."
-Sea Serpent flailing around from the moment you enter the room just doesn't have the same impact as his wriggling in the background in Rondo. Takes a second longer, but it's not nearly as irritating there as Contra Hardcorps stage 1 miniboss.
Oh man, neither Serpent nor Wyvern's st1 intro cinemas even approach the tedium of HC's cyclops debut. I can't think of another (quality) sidescroller's that do.
I also like how you get a distant view of Wyvern's castle gate from Serpent's bridge, which you continue along during st2'. Good sense of distance, and of a vast monster-guarded perimeter.
Each of its first four stages having regular and hidden bosses+exits makes Rondo so fun on replays. I wish the series would get another game like that, it's a perfect hybrid of disciplined stage design and free roaming.
-Oh sweet, Death actually bleeds instead of sweats in the JP version lol.
That is a
criminal bit of censorship on SNES, on par with "Milk Label" Metal Slug. It's so satisfying beating his ass raw in JP, particularly with the excellent
*crack* SFX.
Also, don't forget to take a photo op with his decapitated body!
magical haunted castle vacation
There's a good sport! Quite apropos duelling with Death in front of a giant clock.
Just managed a 1 life clear of Ninja Gaiden. Not only that, but I managed to no damage Jaquio.
Nicely done, will enjoy that replay.
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edit: one-lifed BAD END this evening. I take back what I said about XX Werewolf! He's screwed up too, just like Minotaur. :[ Reach him with an axe and when he goes for the ceiling, he won't know
WTF TO DO and will stubbornly keep clinging there after every hit until he's dead. So with Necromancer being nothing special and damaged goods making up the other three BAD END bosses, I'm not as bothered missing out anymore. I'm still a bit miffed that BAD END gets the rather nice st5 though, I really like that one. No way in hell is it worth missing out on Death for though.
edit 2: oh rofl, Rondo Werewolf can't handle axes either.
Sorry XX!
I love the worst ending's illustration, sombre stuff. I'd make a "son I am disappoint" joke but it's truly bleak and works wonderfully with the staff roll BGM. Richter looks kinda like Ryu in these pics but then he did in Rondo as well. It always jars me how his sprite has RARUFU'S unmistakable hockey hair, but in both games' cutscenes he's relatively cleaned up. I wonder what the communication was like between the sprite and intermission artists (can't imagine they were the same people?).