Hey wait a sec

"White label"/"Vanilla Version" will never be the same.BIL wrote:"XX Cum Label"
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.
Everyone always says this, but it doesn't mesh with my experience. Back in the day, everyone I knew liked it more than either of the other 16 bit Castlevanias they had access to. I didn't see the "Dracula X sucks" meme until the days where videogame fansites became common.BIL wrote: Hey wait a seceveryone hated "XX Cum Label" back in the day too! Was it because Rondo didn't get localised for Americashire? >__>
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.
1) I would say that the arcade original Gradius is definitely harder. One point of comparison is that if you lose a ship around stage 4 in arcade Gradius it's very difficult to recover, while NES Contra lets you recover pretty much anywhere after a death (even that stupid mashing exercise at the trucks in stage 4). You can also play Contra at your own leisure and milk infinitely spawning enemies for extra lives if you're really desperate and have the patience. Plus, if you care about looping, arcade Gradius gets considerably more difficult on later loops while NES Contra barely changes at all. Once you get skilled enough to beat NES Contra without continuing you're pretty much set to repeat it on later loops; the same can't be said of arcade Gradius.PowerofElsydeon wrote:1)Wich is the harder game Arc Gradius or NES Contra
2)Compare your favourite Shooter to your favourite Run n Gun
3)Why are Shooters harder(most likely)
4)Why are Shooters relatively alive and Run n Guns dead meat(fanbase alive only trough retrogaming)
5)What are blast em ups
I frankly think it's an extremely overrated game with some serious design flaws and downright grating audio. Certain sections that will kill you if you come with the wrong weapons (requiring foreknowledge), a health gauge in place of tight design that would otherwise guarantee things are always avoidable, the hit stun system itself where bullets can "juggles" you and makes you keep taking more damage after the first hit--these issues actually have a lot in common with typical "Euroshmup" complaints. It also has some messy visual design that sometimes makes it unnecessarily difficult to determine what's happening on-screen during hectic moments. Oh and that gimmicky board game stage is still one of most tedious and boring stages ever featured in a run 'n' gun. The game has a lot of reasonable criticism that never seems to get brought up just because it's Treasure.PooshhMao wrote:Question: why is nobody taking Gunstar Super Heroes serious?
I agree. I used to love the crap out of Metal Slug (well 1, 2, X and 3 anyway, maaaybe 4). But nowadays I feel like the series is tired. I wish they had just made MS1 and MS2 (without the slowdown issues) and stopped. But of course money compelled them.uzernaem wrote: MS1 is my absolute favorite. Dieselpunk art style and jazz fusion music really make it stand out. The sequels may play well too but they look too silly and inconsistent imo. In terms of style, MS1 is like Garegga while the rest MS games are Batrider.
No, it isn't at all. X is vastly better than 2 and I can't think of a single change that's not an improvement.city41 wrote:2 is the better game, it really is.
It's a matter of personal preference. Maybe some prefer the MS2 color palette choices and limited arsenal. Your userpic reminds me of my own similar case: I vastly prefer CPS1 Street Fighter II games over CPS2 Super Street Fighter II ones even though the latter are superior from the gameplay perspective.Hagane wrote:It boggles my mind how anyone can argue that 2 is better.
copy-paster wrote:uzernaem wrote:Geoforce/Gun Storm II
I do.PooshhMao wrote:Question: why is nobody taking Gunstar Super Heroes serious?
Another little thing that only really affects mission 2 of X is the way in which they altered knifing by allowing crouching or standing from a crouch to cancel the animation and let you knife again immediately after. It allows you to knife all those mummified enemies that take multiple hits much faster in X than 2 and makes the stage more fun when playing for score. In 2 you're stuck with the turn-left-and-right-while-crouching method which is more cumbersome.Hagane wrote:It boggles my mind how anyone can argue that 2 is better.
WatMathU wrote:[...] more difficult on later loops while NES Contra barely changes at all.
XX has as much (if not more) flat ground, and far fewer stages (and branches, enemies, bosses, player characters...) than Rondo. Alzheimer's motherfucker do you have it ¦3Obscura wrote:(And Rondo is almost all hallways, aside from the clocktower level, which is weaker than XX's clocktower, anyways. XX's level design is infinitely better. The only thing that Rondo has on XX is Shaft's Ghost.)
What? It's true. Last time I played through NES Contra I got to the fourth loop before getting too bored to go on, and I still can't remember what changed! I think it might throw very slightly more grunt enemies at you in certain areas but that's about it. You just hold onto that Spread shot and R power-up and a playthrough from one loop to the next is practically identical.Obscura wrote:WatMathU wrote:[...] more difficult on later loops while NES Contra barely changes at all.
When someone goes looking for screenshots to show that the game "isn't all hallways!", and the very first one is a hallway, I think it pretty much proves my point.BIL wrote:XX has as much (if not more) flat ground, and far fewer stages (and branches, enemies, bosses, player characters...) than Rondo. Alzheimer's motherfucker do you have it ¦3Obscura wrote:(And Rondo is almost all hallways, aside from the clocktower level, which is weaker than XX's clocktower, anyways. XX's level design is infinitely better. The only thing that Rondo has on XX is Shaft's Ghost.)
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.
No no no, that's a very specific setpiece involving a pincer hazard playing off of frequent pits with the constant risk of either instant goring/zako/falling death or landing in fishman hell. This featureless drudge is what anyone of taste would regard as a hallway, and XX has many more where it came from. Here's another, which incidentally you can't fight Death without sitting through! Good job you've got that interesting no-subweapon clause to - wait, never mind, they didn't bother playtesting the key.Obscura wrote:When someone goes looking for screenshots to show that the game "isn't all hallways!", and the very first one is a hallway, I think it pretty much proves my point.
Nothing wrong with any of those. Camilla's got a fun mortar/familiar/curse triple threat to avoid. Mummy and Medusa are obviously minibosses meant for squashing, and deployed in a five-fold rush where even a small error can prove fatal by attrition. Funny how XX nicked the equally silly Giant Bat for a proper boss, and forgot all about the only really first-rate one of the lot, Creature. Then again, with how utterly XX fucked up Dullahan via his brand-new huge, empty room, would it have worked out anyway?Also, LOL @ listing Rondo's extra bosses as a "benefit". Yeah, Camilla, Mummy, Dogether, Medusa, and Wyvern are sooooo good, amirite? Having those extra bosses of such high quality is totally better than having a better Death and a better Dracula (not to mention a better stage 1 boss that's XX exclusive...)!
The pirate ship level alone of Rondo has more pure hallways with nothing to do but kill enemies placed right in front of you than every clip linked in your post. And in that level, you don't have enemies above and below that are capable of attacking.BIL wrote:No no no, that's a very specific setpiece involving a pincer hazard playing off of frequent pits with the constant risk of either instant goring/zako/falling death or landing in fishman hell. This featureless drudge is what anyone of taste would regard as a hallway, and XX has many more where it came from. Here's another, which incidentally you can't fight Death without sitting through! Good job you've got that interesting no-subweapon clause to - wait, never mind, they didn't bother playtesting the key.Obscura wrote:When someone goes looking for screenshots to show that the game "isn't all hallways!", and the very first one is a hallway, I think it pretty much proves my point.
The imps can attack you from above, and the first phase of the stage is substantial platforming.Obscura wrote: The pirate ship level alone of Rondo has more pure hallways with nothing to do but kill enemies placed right in front of you than every clip linked in your post. And in that level, you don't have enemies above and below that are capable of attacking.
It must also be stressed again that you do not know how to play Alien Soldier. The stated complaint that the Zero Teleport removes the need to manually space is objectively wrong: zero teleporting robs you of the ability to punish, and eventually damage bosses at all (and again, later ones will punish it too!). Alien Soldier is a very intense game of spacing because you need to manually dodge many attacks in order to optimally punish enemies.Obscura wrote: (Oh, and Alien Soldier is also retarded and terrible. That should have been obvious, though, given who the developer was.)
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.