Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
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Blinge
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

:oops:

Well, feel like i have to respond now and try it (emulator), despite not planning to in near future :mrgreen:
I don't know what it is, I find generally find shmups a lot easier than action platformers.
Skills are more transferable between shmups maybe.

Also you can blame being scared of NG1 on everyone's favourite youtube nerd...
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

James Rolfe is entertaining, but there's no denying that he's a scrub. So his games analysis should be taken with a grain of salt.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by __SKYe »

Blinge wrote:Well, feel like i have to respond now and try it (emulator), despite not planning to in near future :mrgreen:
I don't know what it is, I find generally find shmups a lot easier than action platformers.
Skills are more transferable between shmups maybe.

Also you can blame being scared of NG1 on everyone's favourite youtube nerd...
If even I, managed to get the clear (not a 1CC, though), then I'm quite sure you'll get it too, no problem. :lol:
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WelshMegalodon
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by WelshMegalodon »

FinalBaton wrote:James Rolfe is entertaining, but there's no denying that he's a scrub. So his games analysis should be taken with a grain of salt.
Did you see that Power Rangers video kitten mentioned?

NERD: [rushes headfirst into enemies and punches uselessly at nothing] "But the big problem with this [Power Rangers The Movie SNES]: it's way too hard. I had no problem finishing the other game, so why here can't I get through the first stage?"

It's been said here before, but it's clear that the scrubbiness is at least in part an act. The people failing to get the joke and taking him seriously are probably doing more harm (and would presumably not have bothered with an honest effort to play the relevant games in the first place).

On a side note, it bothers me that the Nerd's introduction makes Super Sentai sound like it's one long-running show instead of multiple ~50-episode series cranked out every year. But people probably know what he meant.

Probably.
Last edited by WelshMegalodon on Tue Apr 04, 2017 11:30 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

WelshMegalodon wrote:
FinalBaton wrote:James Rolfe is entertaining, but there's no denying that he's a scrub. So his games analysis should be taken with a grain of salt.
Did you see that Power Rangers video kitten mentioned?

NERD (rushes headfirst into enemies and punches uselessly at nothing): "But the big problem with this [Power Rangers The Movie SNES]: it's way too hard. I had no problem finishing the other game, so why here can't I get through the first stage?"

It's been said here before, but it's clear that the scrubbiness is at least in part an act. The people failing to get the joke and taking him seriously are probably doing more harm (and would presumably not have bothered with an honest effort to play the relevant games in the first place).

On a side note, it bothers me that the Nerd's introduction makes Super Sentai sound like it's one long-running show instead of multiple ~50-episode series cranked out every year. But people probably know what he meant.

Probably.
he lowers his play level for entertainment purposes in the AVGN episodes, yes. But he's still a scrub. I checked some of his "James and Mike mondays" vids. Have you seen his comix zone one? This is just sad... Mike and Bootsy are pretty good though
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by WelshMegalodon »

In one of those videos (I think it was the Melee video), James Rolfe talks up Mother 2's first-person perspective battle screen like it was something unusual rather than a feature common to a variety of Dragon Quest derivatives. And I think we're all familiar with the Life Force video where James and Mike completely disregard the powerup system in favor of talking about the inefficacy of the standard shot and infinite continues, man.

Oh, is it time to get back on topic? How do you all feel about the throw game in Crime Fighters 2? It could just be that I'm too used to Final Fight, but throwing enemies in the interest of crowd control generally seems like a less viable option. Not a complaint, merely an observation.
Last edited by WelshMegalodon on Tue Apr 04, 2017 11:24 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

I genuinely like Rolfe and co, but anything that comes out of AVGN/James & Mike regarding "hard gaming" will be full of shit. Bad players clinging to bad opinions. That's part of the the fun, obviously. My only complaint is, as Megalodon said a few posts up, it's regularly taken as gospel by your average internet schmuck, who's looking not for comical fuming but some sort of nostalgic victim support group. That's inevitable though.

Whiny "IT WASNT MY FAULT" bad commentary and its superficially more advanced offspring, wall o' text theoryposts for rationalising bad play, have been around forever. They'll always enjoy credibility in uncurious mainstream eyes - it's just how things are and ever will be for entertainment media. Most people want games to tell them "you are great." Lunatic fringes like this forum want games with the temerity to ask "are you great." Shit happens!
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Vanguard »

Blinge wrote:I am scared to try NG1

There I said it.
It seems way harder than it is. I thought it was gonna be on par with your typical arcade stg where the 1cc could take weeks of practice, but it took me most of a day's practice to go from terrible to a 1cc and then about another day to get the 1lc.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

BIL wrote:I genuinely like Rolfe and co, but anything that comes out of AVGN/James & Mike regarding "hard gaming" will be full of shit. Bad players clinging to bad opinions. That's part of the the fun, obviously. My only complaint is, as Megalodon said a few posts up, it's regularly taken as gospel by your average internet schmuck, who's looking not for comical fuming but some sort of nostalgic victim support group. That's inevitable though.

Whiny "IT WASNT MY FAULT" bad commentary and its superficially more advanced offspring, wall o' text theoryposts for rationalising bad play, have been around forever. They'll always enjoy credibility in uncurious mainstream eyes - it's just how things are and ever will be for entertainment media. Most people want games to tell them "you are great." Lunatic fringes like this forum want games with the temerity to ask "are you great." Shit happens!
very well said

and so was megalodon's post
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Vanguard »

Just recorded a Daimakaimura 2-ALL. Nice game, another one I might not have given a real chance if not for this thread.

A lot has been said around here about how much RNG it uses and how great that is, but what I'm impressed by is how simultaneously restrained and effective its use of RNG is. It's very much a case of using a little bit to go a long way. Small adjustments to when and where certain hazards spawn and you've got a game that feels eternally perilous as early as stage two.

My introduction to hardcore gaming was roguelikes, and I've seen tons of games try to produce infinite variety by throwing out as much RNG as possible, and more often than not the end result is an infinite number of levels that all play exactly the same. I think that Daimakaimura is a better game because of its use of RNG, but that it would still be good without it, because its best trait, as with all good platformers, is its excellent level and enemy design. You almost much can't go more than a few seconds without encountering a new idea, and I can't think of one section I'd remove from the game.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

Absolutely. the genius in Daimakai doesn't lie in the fact that it makes heavy use of RNG, but how it uses it. Basically every enemy spawn and pattern is subtly affected by RNG to the point where you as the player is constantly aware of everything that can happen but need to look out for what actually does happen.
It is funny, in that regard, that the final stage is nearly free of RNG, but I think it works great in the context of the game - I probably already commented on that elsewhere.

I will check out your run when I get the time, probably not until tomorrow, but I always enjoy seeing how other people tackle each of the challenges presented by this game.
Btw, how long did it take for you to work on that 2-ALL? I feel like your general skill level is a lot higher than mine, so I suspect it wasn't as much of a "hassle" for you.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

Next on my SunSoft binge, I got started with Gremlins 2 the other day. I'm very positively surprised about this, especially considering I remember it being a horrible game from my childhood, but it's very appealing to me right now. I really appreciate the light challenge - the game feels very manageable, but remains challenging for short casual sessions of which I've only had two at this point. Small hitboxes usually work in the favor of the player, but can make it a little frustrating to hit enemies some times, especially the bats early on. I wouldn't mind if it were easier to shoot diagonally.

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The shop system in the game is surprisingly interesting. It works simple enough, traditional even, but effectively manages to both reward and support survival in an almost Gradius like way. Make it far with enough hearts and you get to keep your weapon powerup and invest in extra lives (the game bravely starts you with 0!), but take a few hits and you will have to invest in healing instead, leaving you crippled for the rest of the game. Basically, the game doesn't cut you any slack, and a mistake early on can damage the entire run.
I'm sure that after a few sessions more, the game will be so easy for me that the above will be a non-issue, but at the moment I'm enjoying it.

Btw, the graphics and music are both outstanding. I'm playing with sped up music thanks to my 50hz master race copy of the game, but it fits it well.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

Spoiler
BIL wrote:That final ledge-guarding machinegunner? Just wait until he's approached the ledge and jump over his head. Same thing happens at the end of Act 3 with the machete guy guarding the exit.
is this not in direct contradiction to always pushing forward? in 5-1, there is a bat that spawns -only- as you get to the very tip of a ledge. if you kill him and then jump, you've respawned him and jump straight into him. if you jump straight across, you fly straight him into him. a speedrunner has to briefly pause in mid-air, slash him, and then continue moving forward, which requires even more severe rote memorization. my complaints are not that these segments are unsolvable or impossible, but that they are deeply unintuitive and sometimes even contradictory in what you're meant to do. as you say just after this -
And yeah, I'd definitely assume jumping under that runner, killing the ledge-guarder in the same sweep, is the way to go. His height beats mine by an unassailable degree - why wouldn't I use that to slip under him?
cool, now i approach a dangerous ledge by recklessly pushing forward because i should instantaneously intuit that as i keep moving forward, the guy who spawns near the end of the ledge will jump over me. in the previous example, i must know to pause and then jump over the bat (or do a brief, weird, mid-air pause to hit the bat), in this example, i just blindly push forward. should i "look before i leap" near the edge of the ledge here, i am met with infinitely spawning guys jumping right onto my stupid noggin'. if i back up to reset the gunner's trigger to make the relentless jump (followed by another, so much for looking before leaping), i'm stuck eating eagle pie. and then, immediately after taking two very quick, relatively blind jumps at the end of ledges where you advise to not pause, i am met with a jump where you advise pausing to wait for the guy to move. these are two completely opposite reactions to "what the fuck is going to be at the end of this ledge and will it kill me?" that both require preemptive knowledge of the situation. far from the only contradictory pair of reactions to similar situations in the game.
Aggression and proaction are generally the best solutions in NG1.
proaction that requires knowing what is ahead, aka memorization.

near the end of 5-3, where there's a gap you have to cross to kill a machine gunner, you seriously freeze up with what to do here. why? because you know (from experience and likely quite a few deaths) that if you kill that guy across the ledge with your subweapon, he's just going to respawn, and that if you jump at the wrong time, you get stuck on that horribly obnoxiously placed pillar - you even get shot back into it, once. after him, you know to pause before a ledge to jump over a bat, and then also to jump over a cheetah that spawns. the speed at which you react to jump over the cheetah combined with your slow fumbling just before tends to heavily imply you knew it would spawn and had that jump ready, because that portion of the game is shitty and a bit memorization intensive. you probably also knew that slashing at the cheetah is something you're not really given enough time to do and that the jump is much safer. it is piss easy to get through that segment when you know what to do, there's really not a hell of a lot to the execution here when survival is priority, but you gotta know what to do, and it's hardly what one would have the intuition to expect. that is my primary complaint with the game - not that it's too hard, but that its teaching is horrible. a lot of these jumps also require seriously conscious awareness that if you do it at the wrong time you cling to a pillar that you for no conceivable reason would ever want to fucking cling onto.

also during the playthrough, you have a pretty decent idea of what's in each candle and which are too dangerous to bother with the mild retracing your steps you'd need to do to get one (because it reactivates a bunch of spawn triggers). you also have the ideal subweapon for dealing with the (imo real shittily designed) jetpack ninja star guys, and know to move just a bit forward (so they don't respawn), pause, attack (jump and attack if you lack the subweapon), repeat for each new one. watching you play that segment looks like anything but exciting, relentless action - it looks like someone who has memorized a shitty part of a game and burned in what to do in reaction to it.

if that is not memorization, then it is at bare minimum having to be extremely proactive about dealing with the game's very strict respawning quirk (which can spawn guys in walls and falling into pits in a few rare areas, or even despawn enemies, and i still very strongly maintain is something that was not what they had wanted be a part of the game). it is a really weird and unintuitive behavior to move a bit forward before taking a calculated attack, and yet it is what you do very frequently. your forward motion is repeatedly, briefly halted, and your play is filled with a lot of calculated, slight retreats or pauses, but almost entirely during segments where it's safer to do so and after you've advanced the screen juuust enough to have that enemy you killed not respawn. something i want to get out, real quick: i seriously don't understand why this game doesn't let you move and attack (without jumping, which in many areas will cause you to fly into a pillar you don't want to grab), as it would demonstrably aid in making the game faster and accentuate relentlessness. dealing with the attack pause -and- that you need to be constantly pressing at least teensy bits forward with each new enemy on the screen is pretty mean and seems to go against the game's whole point. i also don't understand why there is a very short delay before your sword even comes out all the way (which is really shitty on some of the dashing enemies) or why its hitbox is so far away from your character (which lets many enemies repeatedly hit you unless you've ingrained that slashing in response to being hit is not a good reaction).

you also do some serious conserving of the whirlwind slash during the last level, which gets you out of quite a few situations. you even abuse the down+slash bug to make sure you can safely refill your power without ever using it. watch how extremely safe you play around spawn triggers at this time stamp because you are preemptively aware of the massive clusterfuck ambush involving multiple of the worst enemies in the game that area becomes if you misstep. you have a strategy well before entering, as you do at many, many points, and it's one that requires having become accustomed to the game's unique and punishing quirks as well as just memorizing "okay, this is a serious danger zone, don't fuck around." another good example would be right here. you take a couple of steps back to take care of that green guy, and then hop on a platform. you've stopped to take care of problem eagles at multiple points in the game, but instead of doing so, here, you absolutely do not take so much a single smidgen of an inch of a step back on that platform and charge forward, because you've likely had it burned in that that means it will spawn -from the fucking ceiling- a hopping guy from behind who will kill you (when i say this game's enemy placement is "litter," this is a good example of what i am referring to). you take a backstep to kill the green guy because you know it's safe, and then suddenly refuse any backward movement at a spot that will kill you if you take the same safety with the eagle - the change in behavior likely because of rote memorization of what i would feel very comfortable to describe as an unfair punishment. just a step back to adjust to that eagle, and you are fucked.

during the second part of the final boss, you accidentally get the homing shots coming back at you, but fortunately only at the very end as you only need to smack him one more time to kill him. during that, you take nearly half your life's worth of damage to his really poorly programmed attack despite playing conservatively into his pattern, which you have memorized a good portion of the quirk to. isn't this, i don't know, kind of bad design? the boss's pattern, single attack, and single frame all reek of cheap & shitty, both in visual and mechanical design. heck, st5 boss is intended to be killed through attrition, that is just out & out bad design.
My natural intuition is to look before leaping, just like looking both ways before crossing the street. :wink:
and yet there are ledges where you blindly rush off of them, using foreknowledge of previous plays that you're going to be safe. is that 5-1 bat not a near-unforgivable piece of shit? you have to seriously step really, really goddamn close to the tip of that ledge to spawn him (in your play, you are literally positioned with a foot in mid-air). who on earth behaves in such a way that every time they approach a ledge a game, they crawl out, halfway off of it, and then stop to wait to see if something flies out of mid-air? you definitely don't in your play. heck, on the immediately previous ledge which is nearly identically tall and far from the next platform (it's easy to confuse them), do you make such a stop to see if it would spawn something there? no, because you already know (via the power of memorization) that it is safe.

so, how am i meant to play? precisely fast or stop-and-go every time a ledge pops up? you do a lot of stop-and-go with enemies, too. i understand a game is meant to have little bumps in its pacing to add variety, but ng's tendency to only spawn enemies on the edges of the screen and extreme punishment for hesitation in some instances but equally strong punishment for not taking a second to wait in others just feels discordant, confusing, and poor.
It sounds like you should stop judging NG1 by other games, and adopt a more aggressive approach. Again, it's overwhelmingly the surest option. Bar one exceedingly rare type, enemies die to a single hit, and can't respawn once you've moved past their spawn point. You're also fast and agile. Use that instead of playing it like Castlevania.
if your play is meant to be instructive, i feel like i should actually take a less aggressive approach in many cases. you seriously do pause briefly to take care of enemies very, very frequently in the later levels. this is not at all some stupid cheap shot at your play, i respect you a lot as a player and your advice clearly comes from experience and love for the games, but there are a lot of bits where i typically rush in where going slower or taking pauses is more reliable.
I'd rather you l2p SF2010 first, tbh. >;3
maybe!!! >:O

seriously, we'll see. i'm gonna expect a little payback, here, tho! i've given TNWA a real fair shake and you've still not played batman: tas!! :cry: and here i am playing ninja gaiden, a game i already knew i didn't like, all over again just to butt heads with ya.

btw, in writing this post, i did play through the game again. twice. i'm going to keep playing for a little and see if i can get a no miss clear (though i sadly still lack tools to record) out of the way. my last play only had like two continues and i feel pretty close.
BIL wrote:Slowing down or going too far off-script will get me killed quickly, and I like that. If you don't like that, then no matter how competently you might learn to play, it's probably not the sidescrolling action/platformer for you.
slowing down being a thing that kills me is something i am usually fine with, going off-script and getting killed because of the game's absurd spawning mechanic i am absolutely not fine with. enemies don't even naturally scroll onto the screen, they just appear when you've moved the camera over their scripted point, whether you're moving left or right. one of the reasons i prefer ryukenden 3 and gun-dec is because of their slight dead zones for the camera scrolling which allow you to move a couple steps back without scrolling the camera off of points for the hyper-aggressive enemies to pop out of. in ninja gaiden, there are points (at least one of which i mentioned) where the slightest correction of your step results in instant death.
^^ a bunch of words to bil about ninja gaiden :p i'm gonna spoiler tag it cuz i typed too dang much and don't wanna clog the thread.
Sumez wrote:We're on the same wavelength here - I never considered the first Ninja Gaiden a good looking game. It's serviceable, and that's enough for me. (I feel the same way about Castlevania though)
The NG graphics ROM is big enough to fit 16 full pages of graphics data, which could have been used for sprawling variation in the in-game graphics, but instead they opted to use it for cut-scenes. I have no love for Ninja Gaiden's cinematics, but I have to admit that they turned out to be pretty influential on how storytelling in 8bit games would be remembered, even if I would hesitate to call it revolutionary in any way.
The second game was more thoughtful about its art direction, and looks better simply because the stages have more character and use the colors well. Ninja Gaiden 3 is a god damn beautiful game though! It's one of my favourite NES games purely in terms of visual style.
i could make a big post arguing for castlevania's graphical quality and tile usage, color contrasts, etc. i really do think it's a pretty game and it's real clever about how it uses things like pillar tiles and its really clever foreshadowing of dracula's balcony in stage 3's background (that's lavish given the space limit). it's good about getting color contrasts down, too, and definitely highly remarkable for its time.

i agree the 2nd ng game looks better and that the third looks pretty dang good, at times (but at 91, i don't find it tooooo impressive).
Sumez wrote:Next on my SunSoft binge, I got started with Gremlins 2 the other day.
gremlins 2 rules! i love that game. extremely fast-paced top-down platforming with a really keen emphasis on 1cc or no miss clearing it. it's a little bit too easy when you get it down and hurts a tad for variety, but it's well-paced enough to make up for most of its faults.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

Having spent time programming a bit for NES (I made a short proof of concept running on a NES, with backgrounds ripped from Batman, but original sprites, music and sfx: playing it one handed while recording with the other hand), I do appreciate clever ways to work around the limitations of the system or the hardware of individual cartridges. Even the games that get the most help from oversized ROM space, onboard work RAM, scanline counters, advanced mirroring and data mapping, are always working at the limit of what the system can handle. There are few good games on the NES that shouldn't be appreciated for this.

That said, I would never rate graphics solely in the context of their hardware or the time in which they were released. I don't care if NG3 is from 1985, 1991 or 2001. If a game looks like shit because of the hardware, it looks like shit, and that's all there's to it. With that in mind, I'm still sensible enough to appreciate art for what it is. You could easily say Horizon Zero Dawn looks better than Super Mario Bros. 3, but there's a limit to how much SMB3 would actually benefit from "looking better".
Games like Ninja Gaiden 3, Gimmick and Mega Man 6 all look great, partly thanks to advanced mapper chips available late in the console's life, but also due to solid art direction and clever use of colors, etc. I think those are games that look great on the NES, not despite the NES.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

I didn't get a chance to play it yet (got home late from band practice), but I friggin finally found myself a Ninja Spirit hucard! :mrgreen: Really looking forward to playing it after hearing so much about it in this thread.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

Sumez wrote:Having spent time programming a bit for NES (I made a short proof of concept running on a NES, with backgrounds ripped from Batman, but original sprites, music and sfx: playing it one handed while recording with the other hand), I do appreciate clever ways to work around the limitations of the system or the hardware of individual cartridges. Even the games that get the most help from oversized ROM space, onboard work RAM, scanline counters, advanced mirroring and data mapping, are always working at the limit of what the system can handle. There are few good games on the NES that shouldn't be appreciated for this.
i don't know all the technical nitty gritty of how it's done, but i try to learn. i'd love to take a stab at programming for the thing, some day, it's pretty cool that you've gotten a start.
That said, I would never rate graphics solely in the context of their hardware or the time in which they were released.
i never SOLELY do so, but i think it's important to consider. the restriction of ones' canvas can make the art more meaningful - otherwise why not take a hi-res photograph over a landscape painting, any day? things like castlevania's usage of tiles is something that i think actively makes the game prettier and requires clever work-around to do so. i feel like a lot of the essence of appreciating old games - both mechanically and aesthetically - is rooted around a love of beauty in restriction.
Shoryukev wrote:I didn't get a chance to play it yet (got home late from band practice), but I friggin finally found myself a Ninja Spirit hucard! :mrgreen: Really looking forward to playing it after hearing so much about it in this thread.
it's seriously great! maybe my 2nd fav ninja action game, right after kage/shadow of the ninja.

- - - - - -

down to a run with just one continue on ninja gaiden, btw. today has been stressful, so far, and i'm a little too on nerve to feel myself improving much.

i'm going to keep it at it for a little longer but with how frayed i am it will be a bit of luck for me to get it right now. might want to hold off until later today or tomorrow.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

kitten wrote:^^ a bunch of words to bil about ninja gaiden :p i'm gonna spoiler tag it cuz i typed too dang much and don't wanna clog the thread.
You're starting to remind me of Edmond circa 2013, kitten. Reams of theory peppered with objective misinformation and built on a questionable understanding of the game itself. All the same, I'd much rather you leave these reponses unspoilered, rather than inflicting long-winded and circular posts on me via stealth. :[
kitten wrote:
BIL wrote:That final ledge-guarding machinegunner? Just wait until he's approached the ledge and jump over his head. Same thing happens at the end of Act 3 with the machete guy guarding the exit.
is this not in direct contradiction to always pushing forward? in 5-1, there is a bat that spawns -only- as you get to the very tip of a ledge. if you kill him and then jump, you've respawned him and jump straight into him. if you jump straight across, you fly straight him into him. a speedrunner has to briefly pause in mid-air, slash him, and then continue moving forward, which requires even more severe rote memorization. my complaints are not that these segments are unsolvable or impossible, but that they are deeply unintuitive and sometimes even contradictory in what you're meant to do. as you say just after this -
That bat? Wait for him to get close, kill him, then proceed. Just like the 5-2 exit eagle, he won't respawn. If you're on some breakneck 1337 speedrun, yeah, you'll need to do some voodoo. See every speedrun ever?

Like any good action game, there is a dynamic at work here. No, not every single ledge should be barreled over - if something spawns as you near its end, that's a good indication to be careful (or use Jumpslash). Yes, sometimes (see below) it's a good idea. In the latter situations, you'll have time to land and deal with whatever's on the other side. Again, I've gone over this game looking for its fabled catch-22 instakill spawns. They don't exist.

That's two spawn points I've had to correct you on, now - you even had me believing your incorrect data on 5-2, until I checked back for myself!
kitten wrote:
BIL wrote:And yeah, I'd definitely assume jumping under that runner, killing the ledge-guarder in the same sweep, is the way to go. His height beats mine by an unassailable degree - why wouldn't I use that to slip under him?
cool, now i approach a dangerous ledge by recklessly pushing forward because i should instantaneously intuit that as i keep moving forward, the guy who spawns near the end of the ledge will jump over me. in the previous example, i must know to pause and then jump over the bat (or do a brief, weird, mid-air pause to hit the bat), in this example, i just blindly push forward. should i "look before i leap" near the edge of the ledge here, i am met with infinitely spawning guys jumping right onto my stupid noggin'.
The runners are way up at the top of the screen, too high to connect without pausing and making a deliberate effort. They're misdirection. My intuition would be to ignore them and focus on the ledge guarder who'll stop me from safely landing my jumps, but even if you decide to stop and deal with them, you won't be punished. They're not "jumping onto your noggin."
if i back up to reset the gunner's trigger to make the relentless jump (followed by another, so much for looking before leaping), i'm stuck eating eagle pie. and then, immediately after taking two very quick, relatively blind jumps at the end of ledges where you advise to not pause, i am met with a jump where you advise pausing to wait for the guy to move. these are two completely opposite reactions to "what the fuck is going to be at the end of this ledge and will it kill me?" that both require preemptive knowledge of the situation. far from the only contradictory pair of reactions to similar situations in the game.
You've managed to turn a simple sequence of three jumps into an absolute theorypost nightmare.

Jump 1: kill the ledge guarder, deal with the enemies on landing.
Jump 2: kill the ledge guarder, deal with the enemies on landing.
Jump 3: ledge guarder is in the way, let him move before jumping.

All three give you all the information you need prior to making a jump. Quit whining about your faulty intuition and deal with reality.
kitten wrote:
BIL wrote:Aggression and proaction are generally the best solutions in NG1.
proaction that requires knowing what is ahead, aka memorization.
Yes? I just finished saying a few posts up that superior NG1 play requires you to identify its various chokepoints, then break them outright with targeted aggression. That's the game in a nutshell. Again, you've misidentified it as some Gun-Dec free for all, when it is in fact as methodical as Castlevania despite the much higher game speed and more flexible character. Work on that. You complain endlessly about your "intution" being foiled - chances are your inutition for this particular game is woefully misguided.
near the end of 5-3, where there's a gap you have to cross to kill a machine gunner, you seriously freeze up with what to do here. why? because you know (from experience and likely quite a few deaths) that if you kill that guy across the ledge with your subweapon, he's just going to respawn, and that if you jump at the wrong time, you get stuck on that horribly obnoxiously placed pillar - you even get shot back into it, once. after him, you know to pause before a ledge to jump over a bat, and then also to jump over a cheetah that spawns. the speed at which you react to jump over the cheetah combined with your slow fumbling just before tends to heavily imply you knew it would spawn and had that jump ready, because that portion of the game is shitty and a bit memorization intensive.
Beating up on my rusty old kusoplay to score points? We really are into Edmond territory now. -_- That snag was all on my bad playing, bud. I arrived with the situationally useless updraft, wasted time pondering and ultimately rejecting the shuriken on offer while the gunner fortified his ledge, and was left with a godawful predicament of my own design. So rather than, I don't know, bumbling ahead like it's Gun-Dec, I admitted defeat, backed up (take note: this is a situation where you might want to back up and reset a spawn), then came back and killed him with my sword. Lesson Learned: if you're not packing a strong horizontal reach for that section, don't waste time before hacking the gunner down.
you probably also knew that slashing at the cheetah is something you're not really given enough time to do and that the jump is much safer. it is piss easy to get through that segment when you know what to do, there's really not a hell of a lot to the execution here when survival is priority, but you gotta know what to do, and it's hardly what one would have the intuition to expect. that is my primary complaint with the game - not that it's too hard, but that its teaching is horrible. a lot of these jumps also require seriously conscious awareness that if you do it at the wrong time you cling to a pillar that you for no conceivable reason would ever want to fucking cling onto.
More theorypost mountains out of molehills. Those bats spawn well in advance of the jumps - obviously I'm going to let them get into prime position, do you think I'm an idiot? Since nothing can enter the screen without my input, and there are no nearby threats, why wouldn't I sit pretty for a few frames? The cat - relatively cruel placement by this game's standards, but as usual, calibrated so you'll have landed before he gets close. Killing him is the much cooler, more dangerous option, but this is a sloppy no-miss banged out in 20 minutes on demand.

How anyone who rates Dynamite Batman as a respectable sidescroller can single out this game's design as particularly onerous baffles me. I think I have an inkling of why you would, though - as you said, DB's stages are short and death doesn't set you back much. NG1's stages are long, and death can set you back some ways. It sounds like you've got a way higher tolerance than most of us for sloppy design that can be eventually barreled through, and a much lower tolerance for calculatedly cruel design that demands practiced technique.
also during the playthrough, you have a pretty decent idea of what's in each candle and which are too dangerous to bother with the mild retracing your steps you'd need to do to get one (because it reactivates a bunch of spawn triggers). you also have the ideal subweapon for dealing with the (imo real shittily designed) jetpack ninja star guys, and know to move just a bit forward (so they don't respawn), pause, attack (jump and attack if you lack the subweapon), repeat for each new one. watching you play that segment looks like anything but exciting, relentless action - it looks like someone who has memorized a shitty part of a game and burned in what to do in reaction to it.
Are we talking about 6-2, the game's infamously cruel difficulty peak? I can understand the flying ninjas bit looking stilted to a spectating theoryposter, but no, I find that bit one of the game's most enduringly scariest with its combination of drifting projectiles and precarious footing. Ideal weapon? Yeah, Jumpslash is the ideal weapon for the whole game, at the cost of crippling your leaping forward slash. It's also provided to you before the aforementioned section. Again, what kind of idiot do you think I am to turn it down?
if that is not memorization, then it is at bare minimum having to be extremely proactive about dealing with the game's very strict respawning quirk (which can spawn guys in walls and falling into pits in a few rare areas, or even despawn enemies, and i still very strongly maintain is something that was not what they had wanted be a part of the game). it is a really weird and unintuitive behavior to move a bit forward before taking a calculated attack, and yet it is what you do very frequently. your forward motion is repeatedly, briefly halted, and your play is filled with a lot of calculated, slight retreats or pauses, but almost entirely during segments where it's safer to do so and after you've advanced the screen juuust enough to have that enemy you killed not respawn.
Reams and reams and reams of theory. I'll point out, yet again, you've misconstrued how this game works. You don't barrel along sponging up damage and bullshitting your way out of trouble ala Gun-Dec. It's a methodical action game with uncharacteristically fast pace and an unusually flexible character. As said above, I'm sure it looks halting to an uninvolved spectator, but like I said - I don't care about uninvolved spectators.
something i want to get out, real quick: i seriously don't understand why this game doesn't let you move and attack (without jumping, which in many areas will cause you to fly into a pillar you don't want to grab), as it would demonstrably aid in making the game faster and accentuate relentlessness. dealing with the attack pause -and- that you need to be constantly pressing at least teensy bits forward with each new enemy on the screen is pretty mean and seems to go against the game's whole point. i also don't understand why there is a very short delay before your sword even comes out all the way (which is really shitty on some of the dashing enemies) or why its hitbox is so far away from your character (which lets many enemies repeatedly hit you unless you've ingrained that slashing in response to being hit is not a good reaction).
You might as well be complaining that Castlevania doesn't let you move and attack, or that it has startup frames on the whip.
you also do some serious conserving of the whirlwind slash during the last level, which gets you out of quite a few situations. you even abuse the down+slash bug to make sure you can safely refill your power without ever using it.
In other words, I conserve the ammo for my subweapon wherever possible - gotcha. Citation needed on the down+slash empty hand being a bug, btw.
watch how extremely safe you play around spawn triggers at this time stamp because you are preemptively aware of the massive clusterfuck ambush involving multiple of the worst enemies in the game that area becomes if you misstep. you have a strategy well before entering, as you do at many, many points, and it's one that requires having become accustomed to the game's unique and punishing quirks as well as just memorizing "okay, this is a serious danger zone, don't fuck around."
It's definitely a pretty mean spawn, but also extremely out of the ordinary, and heavily compensated for. Ignoring that those hunchbacks will miss an advancing player, a time freeze is right there, you've just gotten a life restore, they can only do 1HP per hit, and the boss rush will restore your life to max.

In other words, it's mean and clearly the designers getting their jollies with a ridiculous ambush right before the game's end - but given its singularity and the associated compensation, it's nothing I'd knock the game down for. You're making a tiny bit of questionable design sound like a microcosm of the game at large, yet again.
another good example would be right here. you take a couple of steps back to take care of that green guy, and then hop on a platform. you've stopped to take care of problem eagles at multiple points in the game, but instead of doing so, here, you absolutely do not take so much a single smidgen of an inch of a step back on that platform and charge forward, because you've likely had it burned in that that means it will spawn -from the fucking ceiling- a hopping guy from behind who will kill you (when i say this game's enemy placement is "litter," this is a good example of what i am referring to). you take a backstep to kill the green guy because you know it's safe, and then suddenly refuse any backward movement at a spot that will kill you if you take the same safety with the eagle - the change in behavior likely because of rote memorization of what i would feel very comfortable to describe as an unfair punishment. just a step back to adjust to that eagle, and you are fucked.
In other words, the game punishes retreat. And yet no, if you do retreat, the ninja won't instakill you - he's much too far away. Yet again you've conjured up a fanfiction murderspawn.

The eagle itself? Like I said in a previous post, they're relatively harmless without momentum. I let that one struggle over to me, then move to safer ground unopposed and deal with him there.

I know the situation, as I know the situations of every game I can play decently, but it's hardly what I'd call "rote" - drawing the eagle in, making the jump and killing the ledge guard, then finally taking out the now-accelerating bird are all fraught with technique. You mentioned totally being able to 2-ALL Metal Storm, but just never bothering because you felt it beneath you - if we're going to play internet shrink again (groan), I'd suspect you tend to hastily write practiced techniques off as "rote" without mastering them yourself.
during the second part of the final boss, you accidentally get the homing shots coming back at you, but fortunately only at the very end as you only need to smack him one more time to kill him. during that, you take nearly half your life's worth of damage to his really poorly programmed attack despite playing conservatively into his pattern, which you have memorized a good portion of the quirk to. isn't this, i don't know, kind of bad design? the boss's pattern, single attack, and single frame all reek of cheap & shitty, both in visual and mechanical design.
Oh wow, you've really misconstrued this. I lose half my life due to my own recklessness and lack of control. "Poorly programmed?" That boss is a masterpiece of economical design. Every attack you make needs a clear entry and exit point. Rashness is punished hard. It's superb.
heck, st5 boss is intended to be killed through attrition, that is just out & out bad design.
Nobody in this thread likes NG1's boss roster - Jaquio aside, it's regularly acknowledged as the game's weakest link. And everyone agrees Malth is especially weak as fuck. Please don't dress these things up as pearls of wisdom for our benefit, it's embarrassing.
and yet there are ledges where you blindly rush off of them, using foreknowledge of previous plays that you're going to be safe. is that 5-1 bat not a near-unforgivable piece of shit? you have to seriously step really, really goddamn close to the tip of that ledge to spawn him (in your play, you are literally positioned with a foot in mid-air).
We've been over the 5-1 bat, who you've theory fanfictioned into some sort of Kaizo Mario gag. It spawns well before you're in any danger of falling off the ledge. No misinformation, please.
who on earth behaves in such a way that every time they approach a ledge a game, they crawl out, halfway off of it, and then stop to wait to see if something flies out of mid-air? you definitely don't in your play. heck, on the immediately previous ledge which is nearly identically tall and far from the next platform (it's easy to confuse them), do you make such a stop to see if it would spawn something there? no, because you already know (via the power of memorization) that it is safe.
If that same bat had appeared on that safe ledge, I'd see it, stop, and deal with it likewise. What you are saying is "BECAUSE YOU DIDNT SEE A BAT, YOU JUMPED. BECAUSE YOU SAW A BAT, YOU STOPPED!" Yes, and?
so, how am i meant to play? precisely fast or stop-and-go every time a ledge pops up? you do a lot of stop-and-go with enemies, too. i understand a game is meant to have little bumps in its pacing to add variety, but ng's tendency to only spawn enemies on the edges of the screen and extreme punishment for hesitation in some instances but equally strong punishment for not taking a second to wait in others just feels discordant, confusing, and poor.
As with every action game ever, you're meant to play the hand you're dealt.
if your play is meant to be instructive, i feel like i should actually take a less aggressive approach in many cases. you seriously do pause briefly to take care of enemies very, very frequently in the later levels. this is not at all some stupid cheap shot at your play, i respect you a lot as a player and your advice clearly comes from experience and love for the games, but there are a lot of bits where i typically rush in where going slower or taking pauses is more reliable.
As with the 6-2 flying ninjas - I'm sure it looks stop/start. In reality, at the controls, I never stop plotting my advances. I'm not even going to bring up the replay's stated rustiness, here - if you think a seasoned NG1 player not literally scrolling the screen forward at all times is playing at all defensively, rather than positioning themselves to launch their attack, you've completely misconstrued what I mean by "aggression." I'm sure you are having a hard time of things, if you took this to mean you're to charge ahead at all times. What you should be doing is apprehending each situation, from a pause if need be, and breaking it.
maybe!!! >:O

seriously, we'll see. i'm gonna expect a little payback, here, tho! i've given TNWA a real fair shake and you've still not played batman: tas!! :cry: and here i am playing ninja gaiden, a game i already knew i didn't like, all over again just to butt heads with ya.
I think you've misunderstood this thread slightly, tbh. I've always described (and run) it as a relaxed discussion thread - I'll get around to recommended games, eventually, and I'll evaluate stuff where I think I've got something to say, but for the most part I'm not interested in intense theory and criticism, and definitely not in butting heads with anyone. It's more of a "what are you playing lately" deal.
btw, in writing this post, i did play through the game again. twice. i'm going to keep playing for a little and see if i can get a no miss clear (though i sadly still lack tools to record) out of the way. my last play only had like two continues and i feel pretty close.
Two credits is shameful. >:3
slowing down being a thing that kills me is something i am usually fine with, going off-script and getting killed because of the game's absurd spawning mechanic i am absolutely not fine with. enemies don't even naturally scroll onto the screen, they just appear when you've moved the camera over their scripted point, whether you're moving left or right. one of the reasons i prefer ryukenden 3 and gun-dec is because of their slight dead zones for the camera scrolling which allow you to move a couple steps back without scrolling the camera off of points for the hyper-aggressive enemies to pop out of. in ninja gaiden, there are points (at least one of which i mentioned) where the slightest correction of your step results in instant death.
If you're talking about that 6-3 ninja again, then no, again - he's not an instant death. He's a punishment for running away, definitely.
Last edited by BIL on Wed Apr 05, 2017 3:32 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

kitten wrote:
Sumez wrote:That said, I would never rate graphics solely in the context of their hardware or the time in which they were released.
i never SOLELY do so, but i think it's important to consider. the restriction of ones' canvas can make the art more meaningful - otherwise why not take a hi-res photograph over a landscape painting, any day? things like castlevania's usage of tiles is something that i think actively makes the game prettier and requires clever work-around to do so. i feel like a lot of the essence of appreciating old games - both mechanically and aesthetically - is rooted around a love of beauty in restriction.
Very well said kitten. Restrictions are what makes art interexting. Beautiful works under restricted canvas should be celebrated.
-FM Synth & Black Metal-
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BIL
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Here's the series of three jumps discussed in my last post.

Image

Lots of misdirection surrounding a trio of ledge guarders. Moving forward nullifies everything that isn't a ledge guarder. Only ledge guarders can stop you moving forward. What is the solution? Answers on a postcard please to the post office at Tinkletowne Crescent on the corner of WeeWillehWinkeh Blvd and OoGuvna Lane, Britfordshire.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

BIL wrote:Here's the series of three jumps discussed in my last post.
I've always grabbed the flame wheel on the previous screen and just ran like hell, slashing midair when I had to. I don't take a hit from the last guy though, if you pause for a second or two he will move to a spot where you can safely land on his platform and take him out.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

lol I bungled the end, shoulda stopped indeed. :oops: Or packed jumpslash, for death from above action - but it's tricky with it crippling the advancing jump sword, and there being so many leaps in 5-3! (I was playing with the sound off while watching TV Image I may even have been in my drawers :shock:)

Just putting paid to the fanfiction about that machinegunner respawning if killed with a subweapon, via Squire's 1LC:
kitten wrote:near the end of 5-3, where there's a gap you have to cross to kill a machine gunner, you seriously freeze up with what to do here. why? because you know (from experience and likely quite a few deaths) that if you kill that guy across the ledge with your subweapon, he's just going to respawn
^ LOL no. You'd need to retreat way, wayyy the fuck back from the jump for that to happen, nowhere I'd ever be. Also Squire doesn't sit about dawdling like me, he grabs the shuriken and promptly sticks it in MG man's fuckin eye.

Image
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

No worries, I thought it might have been footage from a speedrun or something...since stopping is slower than taking a hit. You get a health refill at the boss coming up anyways. I forget you make your own GIFs (which is awesome by the way)
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

In the words of 4chan memery...
FinalBaton wrote:#3- DON'T BE AN EMULATOR FAGGOT
D-delete this...


But seriously nah the game isn't so demanding execution wise that you can't play it well on an emulator. Depends on how flawless you mean by mastery, but my 1lc video (which no damages Jaquiou, among other things) was recorded on a laptop + emulator which I'm not even sure is that great. Obviously skills with the genre vary from person to person and lesser input lag benefits everyone, but the game is not in a special class of ultra execution demanding titles.

I do own the game physically though. But my CRT is unhooked due to space/room considerations and other hassles.

The only emulator circumstance I'd ever recommend against is playing Touhou Phantasmagoria of Dimensional Dreams on ANEX. Shits impossible, and looks and sounds like shit. NEXT on the other hand is sex.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Immryr »

so i've been playing NG, trying to git gud, and i'm getting better at dealing with ledge guarders etc....... what is the best strat for beating the stage four bosses assuming minimal / no sub weapon? it keeps pooping on me.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

Immryr wrote:what is the best strat for beating the stage four bosses assuming minimal / no sub weapon? it keeps pooping on me.
Camp under the pillar and mash the button

Since their fireballs are destructible, and the doges can't really land down there, you are pretty much 100% (IIRC) safe whenever you're under the pillars. I only leave to end it quicker.
Last edited by Squire Grooktook on Wed Apr 05, 2017 5:54 pm, edited 4 times in total.
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.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by __SKYe »

BIL wrote:Image

^ LOL no. You'd need to retreat way, wayyy the fuck back from the jump for that to happen, nowhere I'd ever be. Also Squire doesn't sit about dawdling like me, he grabs the shuriken and promptly sticks it in MG man's fuckin eye.
In this specific situation, I jump awhile before the actual hole, to land *just* barely on the platform, in order to be able to kill the MG guy without taking a hit.
This is, perhaps, the place I consider most dangerous in the entire game, if you're playing without sub-weapons.

If you play without subweapons, though, there are many, many places throughout the game, where you have to run without stopping to take enemies on tiny platforms. Stopping usually makes it worse.
Exceptions, of course, to places where an enemy spawns over a hole (like a bird/eagle), where you have to stop and wait for it to spawn, and kill it/jump over it.

Damn it, now I want to attempt a 1CC (or even 1LC) too. 8)
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

Missed this
Sumez wrote:Basically every enemy spawn and pattern is subtly affected by RNG.
Yeah for my money this is the best way to script rng: Take static elements and modify them with small amounts of randomness.

For example, don't make it so a bullet can fly in any direction: aim it at the player, but make it so it can potentially be "off" by a degree or so due to randomness. It'll force a slightly different movement from the player, which will cause the next bullet to be modified by the same randomness and even more by the players less strictly routed position, and so on in a chain reaction. You'll have something that looks the same and is at roughly the same level of difficulty each time, but will still cover the improvisational element.

Making good use of randomness is an artform in itself IMO. Can't just slap that shit on, and it's ridiculously hard to playtest. Need to be smart.
Last edited by Squire Grooktook on Wed Apr 05, 2017 5:57 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Immryr »

Squire Grooktook wrote:
Immryr wrote:what is the best strat for beating the stage four bosses assuming minimal / no sub weapon? it keeps pooping on me.
Camp under the pillar and mash the button

Since their fireballs are destructible, and the doges can't really land down there, you are pretty much 100% (IIRC) safe whenever you're under the pillars. I only leave to end it quicker.

aha! thanks
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

Image

You're welcome!
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.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

__SKYe wrote:In this specific situation, I jump awhile before the actual hole, to land *just* barely on the platform, in order to be able to kill the MG guy without taking a hit.
This is, perhaps, the place I consider most dangerous in the entire game, if you're playing without sub-weapons.
Jebus, that sounds scary. :shock: If I'm forced to use the sword, I'll get in close then whack him from across the pit. Slower but easy. :wink:

Image

It's become a small hobby of mine, letting those guys fire and chopping down all their bullets. :cool: It's very possible - I seem to recall you can do it one slash - but the timing is tight. Not to be attempted with a pit at your back!

Also, the game seems to rule in the player's favour if you slash them during the start of their firing phase - often I'll blow away the gunner and his projectiles in the same swoop. I so love this game's swordbox and its Castlevania-style "infinite hits per attack." Doesn't matter how many enemies or projectiles stack on top of a sword slash, they're all getting whacked!
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