Squire Grooktook wrote:The rest of the stuff mentioned in the first paragraph I can't really remember despite playing the games several times
...when is the last time you played these games? they are absolutely lousy with those things i listed and there are secrets in each which can require backtracking, farming, or significant detours during a stage that ranks and rewards you based on a time limit (zero 2 does all of these!).
Only titles I consider on par in the series canon would be X2 (a masterpiece of dashing, wall jumping, speed-run friendly action).
a masterpiece of *climb up the opposite wall, wait for the enemy to come and attack that direction, drop down and punish, repeat*
x2 has absolutely abysmal boss design. in addition to the above series staple that forms the basic routine for a staggeringly large number of its fights, many of them spend INSANE amounts of time offscreen or invincible on top of their obscene health bars. overdrive ostrich runs off into the background any time he goes offscreen and wheel gator not only spends more than half of his fight underwater, but has invincibility that lasts past his i-frames and allows him to resubmerge. other bosses can be hilariously trivialized by getting them stuck in loops, as they will always perform the same attack after being pelted by their weakness. morph moth hardly gets a chance to do anything and crystal snail spends large portions of time invincible, slows the game down to unbearable speeds, AND has a repetitive loop when nailed by his weakness.
like the zero games, but to a lesser degree, x2 also horribly suffers from horribly spotty balancing issues that barely account for the idea you've been collecting power-ups until the last boss (who is the easiest, but slowest and most repetitive, of all 3 snes final bosses). the number of variables that can be applied to your character are incredibly numerous and the game is generally balanced around you having the base minimum with some minor suggestion that you should probably get a thing or two before fighting certain bosses. i have done runs of x1-4 without enhancements, sub-tanks, or heart tanks (as well as with them but without dying once or using sub-tanks), and let me tell you, they are all jarringly goddamn tedious and unforgivably dull at multiple points.
the x series has bad pacing because of all of its collectible power-up nonsense and frequently tedious-as-hell bosses, but the zero series is MUCH worse about having more collectibles, collectibles as random drops, dialogue, dialogue, more dialogue, unskippable cutscenes, backtracking, grinding and farming, min/maxing cyber elves (4 has a bunch of convoluted rpg shit that you sometimes even want to adjust in-mission), etc. in a vacuum, there are portions of the zero games that are okay (SOME boss fights and minor portions of particular stages), but as a whole they're a freakishly discordant and sloppy messes that have gone forgotten in the scope of mega man history for damn good reason.
Sumez wrote:I doubt I am ever going to 1LC Gimmick. Way too much random shit that just kills me. Biggest offender so far is when your momentum is so high that you lose footing on slopes and miss an important jump, spiraling into your death like a noob. Not a fan of that. I absolutely love the game though.
i don't feel like there's anything random - all that stuff is quite learnable, it just has a very (very) high skill ceiling. you get a serious intuition for how these things work with repeated plays, though. watch a speedrun and observe how the player will get the treasure in the first few seconds of the game, and then practice doing that yourself. intensely difficult, but can be reliably done and is revealing of how non-random the movement is. most runners have specific spots and timing with which they will do star rides, all of which are reliably imitable with practice. i still don't have that beginning superplay jump down for the first treasure, but i practice it until i get it with every time i boot up the game. sometimes, it's the first try. sometimes, it's the tenth.

i consider it a very good warm-up for when i've not played for a couple of months to practice in a safe environments some of the finer nuances of the game's movement.
kitten wrote:I don't think I ever played past the first stage, but my experiences echo yours. It's so disappointing, because the game looks great, and it seems like it should control and play like the standard SFC platformer at worst, but no, it's almost unplayable garbage. Big disappointment. Reminds me of the similarly awkward Famicom game "Wagan Land", also released by Namco.
I have the boxed Jap version just because it was so cheap it was basically for free.
ah, yes, sweet validation. my favorite button in the game is the A button, because it is a piece of shit, godforsaken bastard of a button. tap it and you do a rapid, forward jump. hold it down, and you begin charging a jump. charge the jump too long, and you become stunned for a period of time that will absolutely result in death if you did it near a hazard or enemy. but wait, there's more! the charging
does nothing at all. the height of the jump is purely affected by your run speed before you started charging. certain hazards in the game will have you run a distance, and then charge the jump for the minimum amount of time to make a high jump. charge it TOO briefly and the game registers it as a tap, sending you flying forward (to death). charge it TOO long and the hazard will kill you. and, of course, you have to choose to charge it at just the right time, because the horizontal distance it covers is nil. there are also certain platforms in the game that are super small, but you must do the full jump height to get off of, safely. that means running in place to build up speed (which does not decrease on turn-around, as you would think from playing any other momentum-based platformer). also, if you jump real high and land far down, you get stunned for a huge period of time! yay! this stun has variable lengths from how far you fell, and even the shortest one can get you killed and activates all the fucking time.
and my ABSOLUTE favorite thing about the A button? it's only one of three jump buttons!
BIL wrote:Absolutely. Not quite on my ultimate tier of stuff like Alien Soldier and TNWA, but definitely the next one down. I got a GBA Player pretty much exclusively for it (at the time I'd not found my other killer GBA app, Ninja Cop). Plays seamlessly and ultra-violently, upgrading the original arcade game to a more technical aesthetic without ever losing its essential crudeness. No 100,000hit Guardian Heroes combos, every blow is calculated to destroy the enemy's face and/or body. Forget those wimpy Final Fight lifebars too. Wanna know if the enemy's dying? Don't worry, you can tell when they're no longer able to defend themselves.

given your appreciation for DDII and high rating of TNWA, i'm very much assured you're not pulling my leg, here, but it might still be a while before i get around to it. the recommendation and details are still appreciated, however.
How much of the first two AC Double Dragons have you played/seen? Aesthetically it's pretty much them with marginally more headswaps. Now, that won't mean much if you think they're ugly as sin too, but it's not the GBA or even Million's fault.

The grungy, cauliflower-eared arcade games were a far cry from the Famicom DDs' colourful chibi-brutal look. I'm a fan of the latter too.
enough to know they don't have horribly ugly, digitized anime art of the two main characters in the opening or as character portraits

i do agree with you that the original DD games weren't that pretty and conceded that technos weren't exactly masters of visual work, but the sound is also really getting to me.
He's a good dude, honestly - posts in the main shmups chat forum sometimes.
i will take your word for it, but i stand by that article being some seriously goofball egotism
That's MICRONICS QUALITY.

(don't you feel dirty when you realise you've been playing one of their games without knowing it? I sure do. D: )
son of a bitch! how many times is this going to happen to me???? i lost track of how often i'd played one of the fc games i bought off my friend in that giant bundle and then after 15 minutes went "holy shit wait a second this is goddamn micronics, isn't it?" my sfc radar for this hasn't been tuned, obviously. blech. eugh.
btw, BIL, do you have any idea of ASO Armored Scrum Object for fc was micronics? i couldn't find any information it was but it just feels like one so much
OT posts are okay in the context of yours (majority sidescrolling), but yeah, let's keep things mostly on-topic. Don't want the thread sprawling out of control, 25 pages a year average is how I like it. ;3
with my arrival, i think we're working toward 25 pages in a month

i am mostly on topic, though! just very talkative
Sir Ilpalazzo wrote:To poke at your post, kitten - what do you think dragged Zero Mission down, relative to Super Metroid? I've always considered it one of my favorite Metroid games, but after replaying it a few weeks ago I came away with a higher opinion of it than before - really appreciate the hard mode, as well as the various shortcuts that allow you to skip certain items (as well as the unlockable art gallery that actually incentivizes low-item challenge runs). It definitely feels a bit iterative and I don't feel it compares favorably to Super Metroid, but I do like that it is the only 2D Metroid that caters to advanced players. So I'm interested in hearing what you'd have to say about it. (Also, thanks for linking your backloggery - insightful stuff there, and it's cool to see where you're coming from. It got me interested in Chikyuu Kaiho Gun ZAS too.)
zas is a pure delight. did you happen to catch my review linked earlier in the thread? i usually forget to attach those to my backloggery posts and have been trying to remember to do that more often.
zero mission feels like super metroid lite. each of the original trilogy of metroid games added tons of new things and ideas and took the series in new directions, zero mission's mechanics and progression are borrowed almost entirely from super metroid, wholesale, even many of its bosses. aside from the useless, stupid ledge grab, of course (thanks for your big innovation, fusion!).
imo the metroid games are honestly kind of poor when taken as action games and are meant to be more contemplative, intimate games not played to death (i find the time limit reward a misleading, ancillary attachment there to extend play life or help the playtesters not go insane). zero mission adds absolutely nothing, whatsoever, to the series, unless you consider extremely poor stealth to be a series addition. there's also a veritable ton of really stupid shinespark puzzles.
part of what makes super metroid so great is how much of an amazing awakening it is the first time you learn the off-the-wall jump and how much that can open the game up both on your current play and on replays. it is rich with environmental storytelling and unique situations, too. super metroid is a big GOAT for me, but it has been poorly or rotely imitated so many times that i would consider it one of the most toxic influences to ever happen to gaming. its worst elements are superficially copied almost endlessly.
super metroid stood for incredible attention to detail, refinement, and innovation. its imitators (like the dreadful axiom verge, which i also wrote a review on) and sequels stand for using its same old base formula until the world ends and completely forsake the finer things. can we please finally agree that lock-and-key design was the worst and easiest part of super metroid and get rid of it in future games "inspired" by it, please? a "successor" to super metroid would follow the original trilogy's tradition and not play all that much like it.
Mega Man 9
also a decent game, at best. kind of bad.

i was no. 1 on the global speedrun leaderboard on 360 when it came out, too, and had the wii and ps3 times beat for a while. then i quit and someone else took over (when things like that concrete man exploit were discovered) and many people who took up the mantle slowly surpassed my time due to a meta and discovered exploits.
inti creates fuckin suuuuucks