Incorrect. I'm talking about the GB version of Gargoyle's Quest II, not the first one. It was definitely not released in the US, even though it was reviewed in US magazines. The JP name of the sequel is Makaimura Gaiden: The Demon Darkness. "The Demon Darkness" is the subtitle I was referring to. As you can see from this video the JP GB version of Gargoyle's Quest II has "The Demon Darkness" on the title screen, unlike the JP FC version. I'm also aware the JP FC version is Red Arremer II and that the first GB game is called Red Arremer: Makaimura Gaiden in Japan, BTW.CStarFlare wrote:The GB game was definitely released in the US. Its subtitle is just "Makaimura Gaiden" which was dropped from the sequel, presumably because once Red Arremer got a sequel it was its own series and no longer considered just a side story entry.
NES Recommendations (very specific)
Re: NES Recommendations (very specific)
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CStarFlare
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Re: NES Recommendations (very specific)
Well shit. I didn't even realize there was a GB version of the second game.
Time to go playing. Thanks for that.
Time to go playing. Thanks for that.

Re: NES Recommendations (very specific)
Block 7 in Akumajou Densetsu 3 is a mental test. I didn't go for any of the sub characters--I just have Trevor.
Played this shit for hours and have yet to see the boss.
How much harder are parts of Holy Diver than this level?
Played this shit for hours and have yet to see the boss.
How much harder are parts of Holy Diver than this level?
Re: NES Recommendations (very specific)
Holy Diver's first three stages are about in line with Densetsu/CVIII and other harder FC sidescrollers. The last three are among the hardest on the system, easily comparable to arcade stuff like Daimakaimura - I really don't suggest trying to finish HD on any sort of time limit, it's a punishing trial. That's probably its best feature, but if you go at it like you're trying to tear down a brick wall barehanded, instead of allowing the time to develop your methods, you could very well end up hating it.
About Densetsu, a first playthrough's difficulty will vary widely depending on the route (upper/lower) and partner choice. The good news is you're on the upper route, which is generally easier and lacks a few frustrating bits like the infamous falling block pit (it's also more aesthetically pleasant, where lower gets a bit monotonous with its Cavern/Catacomb/Crypt/Swamp/Dungeon theme). Bad news is you didn't get Grant or Sypha, who make things a lot easier with their respective maneuverability and firepower. Trevor solo is basically designed like a master course for Dracula vets who want a bigger challenge.
Blocks 8, 9 and 10 are the same regardless of route and they're a lot harder than 7, so maybe you should restart and pick up one of the aforementioned (Alucard is lower route only and frankly he kinda sucks). I'd suggest Grant, his Rockman jumping and ability to skip chunks of stages by climbing up and over walls makes him a good first run choice. Sypha's no more agile than Trevor but her Ice spell can trivialise hard enemies and Fire can kill bosses near-instantly.
About Densetsu, a first playthrough's difficulty will vary widely depending on the route (upper/lower) and partner choice. The good news is you're on the upper route, which is generally easier and lacks a few frustrating bits like the infamous falling block pit (it's also more aesthetically pleasant, where lower gets a bit monotonous with its Cavern/Catacomb/Crypt/Swamp/Dungeon theme). Bad news is you didn't get Grant or Sypha, who make things a lot easier with their respective maneuverability and firepower. Trevor solo is basically designed like a master course for Dracula vets who want a bigger challenge.
Blocks 8, 9 and 10 are the same regardless of route and they're a lot harder than 7, so maybe you should restart and pick up one of the aforementioned (Alucard is lower route only and frankly he kinda sucks). I'd suggest Grant, his Rockman jumping and ability to skip chunks of stages by climbing up and over walls makes him a good first run choice. Sypha's no more agile than Trevor but her Ice spell can trivialise hard enemies and Fire can kill bosses near-instantly.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: NES Recommendations (very specific)
Actually, when I said I don't have Alucard or Grant its not because I didn't have the opportunity. I just declined taking either them on. I'm relatively sure I chose to go downwards at every option. Block 7 including the 2 falling block segments are exactly the part I have been trying for hours.BIL wrote:Holy Diver's first three stages are about in line with Densetsu/CVIII and other harder FC sidescrollers. The last three are among the hardest on the system, easily comparable to arcade stuff like Daimakaimura - I really don't suggest trying to finish HD on any sort of time limit, it's a punishing trial. That's probably its best feature, but if you go at it like you're trying to tear down a brick wall barehanded, instead of allowing the time to develop your methods, you could very well end up hating it.
About Densetsu, a first playthrough's difficulty will vary widely depending on the route (upper/lower) and partner choice. The good news is you're on the upper route, which is generally easier and lacks a few frustrating bits like the infamous falling block pit (it's also more aesthetically pleasant, where lower gets a bit monotonous with its Cavern/Catacomb/Crypt/Swamp/Dungeon theme). Bad news is you didn't get Grant or Sypha, who make things a lot easier with their respective maneuverability and firepower. Trevor solo is basically designed like a master course for Dracula vets who want a bigger challenge.
Blocks 8, 9 and 10 are the same regardless of route and they're a lot harder than 7, so maybe you should restart and pick up one of the aforementioned (Alucard is lower route only and frankly he kinda sucks). I'd suggest Grant, his Rockman jumping and ability to skip chunks of stages by climbing up and over walls makes him a good first run choice. Sypha's no more agile than Trevor but her Ice spell can trivialise hard enemies and Fire can kill bosses near-instantly.
So you are saying the levels after this are even harder?
Wow, I can't believe anyone would say that this game is easier than Akumajou Dracula (which is what I had heard going in). There were only 2 or 3 tricky parts and none were as hard as this imo.
Luckily, last night I memorized how to get through the 2 falling block parts, but I still fail on some areas from time to time. It's just a mental battle to stay focused enough to go through part after part 10 times in a row. I feel like its BS that they don't put the respawn after the falling block tower once you pass it. Way too tedious.
In other news, I beat Gargoyle's Quest. It was a great game. Fun bosses and varied levels.

Re: NES Recommendations (very specific)
Doh. Totally forgot it's the upper routes that are labeled "alternate" in Densetsu/III (I was thinking of Block 7A, the castle gate). Misremembered it as being like Rondo and Dracula XX, where the lower routes are marked with an apostrophe.
Block 7 is definitely one of the game's longest and toughest stages. I think only Block 9 compares for duration, and even then it lacks the infamously annoying falling blocks (which are even worse if you don't have Grant's jumping or Alucard's flight). Block 8's boss might give you some trouble, Block 9's the game's longest IIRC and has some very tough passages, Block 10 is intense but pretty short. Lack of falling blocks goes a long way to reducing annoyance, though.
I did the lower route the first time I played (NES version) and came away disliking the experience, mainly for the patience-testing dissolving/falling blocks, but also the rather monotone art direction compared to the original game. Did the upper route a few weeks later and was way happier with its more straightforward level designs and aesthetic variety - immediately replayed the lower route afterward and liked it a lot more too, knowing it was clearly meant to be a tougher, less accessible and much gloomier path.
Block 7 is definitely one of the game's longest and toughest stages. I think only Block 9 compares for duration, and even then it lacks the infamously annoying falling blocks (which are even worse if you don't have Grant's jumping or Alucard's flight). Block 8's boss might give you some trouble, Block 9's the game's longest IIRC and has some very tough passages, Block 10 is intense but pretty short. Lack of falling blocks goes a long way to reducing annoyance, though.
I did the lower route the first time I played (NES version) and came away disliking the experience, mainly for the patience-testing dissolving/falling blocks, but also the rather monotone art direction compared to the original game. Did the upper route a few weeks later and was way happier with its more straightforward level designs and aesthetic variety - immediately replayed the lower route afterward and liked it a lot more too, knowing it was clearly meant to be a tougher, less accessible and much gloomier path.

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
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Re: NES Recommendations (very specific)
river city ransom is a classic. lots of fun with 2 people too! beatemup action rpg
Re: NES Recommendations (very specific)
You know, in retrospect, Jaws is nothing more than a Steve Erwin simulator.
Re: NES Recommendations (very specific)
fixedBryanM wrote:You know, in retrospect, Jaws is nothing more than a Steve Urkel simulator.

Re: NES Recommendations (very specific)
So, what are the differences between the Arcade and FC/NES versions of the Double Dragon trilogy? Besides graphics and music.
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
Re: NES Recommendations (very specific)
They're pretty much entirely different games.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
Re: NES Recommendations (very specific)
OK. Are the FC/NES versions better in terms of gameplay, then?trap15 wrote:They're pretty much entirely different games.
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
Re: NES Recommendations (very specific)
Echoing trap, they're loose adaptations at best. Could easily write a short essay on each's various alterations to game layout and fighting systems... though unfortunately it's been too long for me to say how the AC games compare in quality terms. DD3 is probably the closest to a straight port, but that's not saying much at all. Double Dragon Dojo is still a pretty nice site for a quick overview of each game's various incarnations.
Famicom DDII is a must-have imo. Two enemies onscreen max may sound laughable, but on its exclusive Hard mode (blows away the NES equivalent), it's satisfyingly technical and totally cutthroat. The stubby, colourful yet vicious art style kinda cracks me up too, haha... the cutest bone-crushing beatdowns outside of River City Ransom. Technos had the best pain sounds! *BWAP* *BWOW* *WAPWAPWAP* *indescribable knee bazooka sound*
Also, I'll shamelessly admit to loving FC DD3 and SFC Return in spite of their flaws, but Double Dragon Advance on GBA is a genuine must-play for Technos fans, or just fans of beltscrolling violence in general. Basically a love letter to arcade DD1 with an enormous raft of improvements and refinements from across the entire Technos arcade/console canon. Scroll down, and look at that gat-damn moveset. ¦3

Famicom DDII is a must-have imo. Two enemies onscreen max may sound laughable, but on its exclusive Hard mode (blows away the NES equivalent), it's satisfyingly technical and totally cutthroat. The stubby, colourful yet vicious art style kinda cracks me up too, haha... the cutest bone-crushing beatdowns outside of River City Ransom. Technos had the best pain sounds! *BWAP* *BWOW* *WAPWAPWAP* *indescribable knee bazooka sound*
Also, I'll shamelessly admit to loving FC DD3 and SFC Return in spite of their flaws, but Double Dragon Advance on GBA is a genuine must-play for Technos fans, or just fans of beltscrolling violence in general. Basically a love letter to arcade DD1 with an enormous raft of improvements and refinements from across the entire Technos arcade/console canon. Scroll down, and look at that gat-damn moveset. ¦3


光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
Re: NES Recommendations (very specific)
Thanks for the info, BIL. Seems like FC versions might be best for me to try out.
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
Re: NES Recommendations (very specific)
ROOM SERVICE MOTHERFUCKERS
But wait! Instead of spraying you with gunfire ala King of New York's opening double-cross, I'm bumping this useful thread. 凸(`ω´メ)
Senjou no Okami (1986) Oh heck no - someone enjoyed arcade Contra, Super Contra and Jackal's laggy aim cycling a little too much. D: They actually managed to code it into this port a year before the earliest of them even came out! A crying shame - this would be a great little topdown run/gun if not for that god-awfully lurching aim. Body count is furious from the outset - far beyond say FC Super Contra's second stage, easily rivaling NES Jackal, even approaching that of the ravenously bloody Guevara. Without these superior works' razor-sharp aim response, though, the pace is largely squandered. Adopting a more deliberate "cardinal directions only" style is certainly possible, but also a drag. Never mind.
In despair I tried hitting Select and wow! Suddenly I'm able to run in one direction while facing the other!
Maybe this is worth sticking wit... oh hang on, I'm still shooting in the direction I'm moving. Bullets are flying out of my character's asshole. Rushing the front line with one's blazing assault rifle clenched firmly between the ass cheeks is a definite style but mechanically of little use. Never mind x2

Senjou no Okami (1986) Oh heck no - someone enjoyed arcade Contra, Super Contra and Jackal's laggy aim cycling a little too much. D: They actually managed to code it into this port a year before the earliest of them even came out! A crying shame - this would be a great little topdown run/gun if not for that god-awfully lurching aim. Body count is furious from the outset - far beyond say FC Super Contra's second stage, easily rivaling NES Jackal, even approaching that of the ravenously bloody Guevara. Without these superior works' razor-sharp aim response, though, the pace is largely squandered. Adopting a more deliberate "cardinal directions only" style is certainly possible, but also a drag. Never mind.
In despair I tried hitting Select and wow! Suddenly I'm able to run in one direction while facing the other!


光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]