Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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

Post by FinalBaton »

__SKYe wrote:Also, I should note that, the last 2 hits were I fall to the wall and let the shurikens hit me, are calculated, and not mistakes.
I always like seeing you take that course in the context of your run, and I maintain that this is a very smart move. Sure you'll take a hit or two, but you're avoiding the VERY REAL risk of being thrown into the pit and seeing all your efforts go to waste. So your technique is actually way safer





And kitten; yasssssss! RKA is a GREAT action platformer indeed. Very enjoyable and superb level designs and gameplay mechanics. And the cherry on top : beautiful graphics and killer score (no surprise here) from Yamane-sensei! I plan on uploading that OST capture on my channel very soon in fact
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by __SKYe »

kitten wrote:your play is still pretty exciting for minimal risk-taking. i feel like watching most people do no miss clears of action games can get dull, because it's obvious how rehearsed and routine it's become (you see people take lots of pauses before hard parts, abuse boring ways of killing things, take zero risks, etc.), but this was a pretty fun to watch. there weren't points where i was screaming in my head "oh my god this is so boring" or "hurry up" like i often tend to, watching these.
Thanks, it is good that you enjoyed watching it. :mrgreen:
But yes, both as a player and as a spectator, I dislike slow/too defensive runs, unless the game, or context, requires the player to do so.
The crouch-wiggle thing, is a good example of this. As a player, anytime I have to stop for some reason (wait for enemy, etc), I always have the urge to do *something* to pass the time, so slow, drawn-out strategies are something I'm not naturally attracted to (unless, again, the game requires it).
kitten wrote:your play was fun to watch, and i assume fun for you to perform - which is how it should be! i think it's a genuine accomplishment to keep a game from getting sterile on a run this restrictive.

if it WAS getting boring/sterile for you after so many attempts, you at least didn't make it obvious in how you were playing ;)
Nah, it was, and always is, fun to play.
Although the initial stages are not exactly thrilling, after dozens of runs through them, but as soon as level 4~5 turns up, then the real fun starts. On Acts 5 and 6 especially, every *challenging* spot makes my heart skip a beat, and making it to the end like this, makes all the effort worth it.
kitten wrote:when i get my capture gear, i think i'll try recording a no miss so i can stop being just a lousy spectator ;P
Yeah, recording is fun, although it gets really nervewrecking, when you're close to clear whatever goal you set for yourself.
kitten wrote:on some of my runs where i actually achieve i a challenge i set out for (1cc/nomiss/etc), i often do hilariously badly or play very recklessly at some early part.
I think this is quite normal, as after several attempts, my concentration goes away a bit, and only really comes back when I'm on the last portion of it. :lol:
So, as the initial portion of the game is so ingraved in my mind, I just go through it, and these little mistakes happen. It's nothing run killing, though.
kitten wrote:sounds a lot breezier than i assumed, then. i was always slashing a little prematurely before landing - the sword's hitbox always seem to miss whenever i try to do that.
Yeah, it is. Perhaps it doesn't give that impression, because I always seem to run through everything without stopping.
kitten wrote:anyway, i appreciate your responses to my commentary :mrgreen:
No problem. 8) In fact, I'm happy to do it.
That's what the thread is for, after all, and it's always fun to give back something, after all the advice/tactics I received from others. :lol:
FinalBaton wrote:I always like seeing you take that course in the context of your run, and I maintain that this is a very smart move. Sure you'll take a hit or two, but you're avoiding the VERY REAL risk of being thrown into the pit and seeing all your efforts go to waste. So your technique is actually way safer
Oh yeah, this is a must. Reducing the probability of dying that late in the game, is paramount for maintain my sanity. :mrgreen:
I do this in several places throughout the game, and just think of this calculated damage, as necessary to finish the run.
After all, the goal of this run was a no-miss, and not a no-hit. :lol:
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Blinge
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

6-3
Gangbang pit of doom. (okay now)

Bird +sickle jump

getting accidentally knocked onto a pillar by a bird and staying there to receive more pecking
Yup, my piss is boiled.

edit: made it to final boss rush. rekt very quickly and sent back.
Ah well, I got a state down for 'training mode'.
Sorry all, I'm not putting myself through that grinder for a few seconds to learn the boss, just can't. :o
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

Don't worry about it Burinju. The run is what counts. Image Boss rush knockback is decidedly sadomaso stuff, besides.
__SKYe wrote:Nah, it was, and always is, fun to play.
Although the initial stages are not exactly thrilling, after dozens of runs through them, but as soon as level 4~5 turns up, then the real fun starts. On Acts 5 and 6 especially, every *challenging* spot makes my heart skip a beat, and making it to the end like this, makes all the effort worth it.
Definitely one of my most replayable action games. There's a triad of factors at work here, I believe. First is the aforementioned method/improv balance, which allows for plenty of experimentation, and will occasionally demand originality - say, if you get particularly nasty lobbers that run, or if you simply make a mistake and must fight your way back on-course. That last point leads to Execution - even knowing exactly what you want to do, and how to do it, it's an innately close-fought game. Nailing the tightest kills and jumps is too dangerous to feel routine; anyone interested in mastery will focus on sharpening their technique, which boosts the last element: Pace. It's a fast-moving game with no dead air and absolutely no enforced waiting, the sort that can make stuff like Contra Hard Corps tiring in expert hands.

So even the most hardcore NG1 player contends with a flexible, dangerous course with no speed limit. It's a similar arrangement to The Ninja Warriors Again, and although Alien Soldier isn't as intense a survival game, its Super Shinobi-esque POW system makes it just as riveting from a performance approach. These three are the only games I feel quite confident putting on a desert island list of ten, at this relatively early stage of my hobby.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

Finally got to run through Cocoron today. Not exactly what I had hoped for, at least I can tell why it's not more popular than it is, despite playing quite well, with its Mega Man'esque jump-n-shoot gameplay.
It's very obvious that it's the sequel to Lickle Samson, but it feels much less ambitious, and despite the humorous wacky-japanese-visuals, the graphics are ultimately pretty bland, with a horrible bleak use of the NES palette. The biggest offender, though, is the horribly uninspired level design. I like the idea behind the stages being generated based on what stage you're travelling from and which you're travelling to, but its utility is severely limited, since you're only going to travel to each boss once, provided you know where to find the princess (which requires a guide either way, since I can't read Japanese).

Same goes for the build-your-own-character system. You get to build a team of 6 spiffy mates, but there's never any real need to build different characters for different stages, since the same advantages always get the upper hand. You're better off just building a fast semi-flying guy with a few hitpoints and a weapon you like, upgrade the weapon to max, and stick to him for the rest of the game.

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The game is extremely short, and although I did use a bunch of continues on this first playthrough, it's a pretty easy game, and I feel that now that I know it, I could easily go for a 1CC, but it's not interesting enough for me to bother. The final boss took me a long time to figure out, but once I got it, he went from annoyingly tough and unpredictable to pure walkover.

Interesting mostly for its japanese wackiness, bring it along as a "party trick", to flaunt in front other people who never heard of it before.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

sumez, cocoron a full year before lickle, not after :p

http://ettugamer.com/2016/12/01/famicom ... wave-pt-1/

http://ettugamer.com/2017/02/02/famicom ... wave-pt-2/

i wrote about both games if yer interested

cocoron is really, like, indefensibly decent-at-best, but i'm very, very fond of how weird it is. lickle, on the other hand, i actually believe is a really good game. kinda decidedly short of excellent, though. i feel like these two show clear improvement and i really, really wish takeru had gotten to do a 3rd famicom action game in this vein, i bet it would have been truly unforgettable. instead it kinda feels like they just built their design chops up and then got cut down in their prime :cry:
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

I don't know how I ended up thinking of Cocoron as the sequel... it even says 1991 right on the title screen. Well, that explains why Lickle is such a vastly more developed game.
Wasn't Kitamura involved in Little Nemo, too? The games definitely feel similar.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

kitamura's last credit at capcom was on willow, which i've somehow never gotten around to playing.

both pajama hero nemo and rockman 3 came out in september of '90 (nemo came out over in the US first, bafflingly, and it predated the movie it was based on). kitamura did do some work on rockman 3, so it's possible he was briefly involved with and then also stripped from the credits of nemo. it's likely his involvement was little, if at all, though. not sure if there's any resource that confirms his involvement with that project.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

BURINJU, there's nothing wrong in using a savestate to practice certain parts of the game! That's a great tool and a wise course of action if anything

Remember the second Rule of Ninja Gaiden :

KNOW YOUR ENEMY
:wink:
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

I was just venting :wink:

Gotta give some respect to anyone that toughed it out without states or videos to learn from though.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

I like learning from the videos of others when playing a tough game, and don't consider it cheating. The game also gives you infinite continues (without even asking), so there's little use for save state practicing.

For some reason though, I never really found the need to refer to the videos of others on how to tackle the stages in Ninja Gaiden when I vas learning it. I just had so much fun figuring out the stages on my own. As I mentioned further up, I consider every challenge in the game a sort of "puzzle", and I've often found that the solution that works the best for me is not necessarily the one that works the best for someone else, so eventually I just tried a bunch of things until I found a consistent solution that I was comfortable with.
I've looked at videos and tried to take inspirations to improve my performance in the game, but I really couldn't tell you how much of it I've actually applied.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

I'm talking about back in the NES days with no internet.

Little use? Well my use is that I actually get to fight the boss a few times without doing all of stage six just for a couple of seconds against the boss ¬_¬

Just been practicing actually, Squire's got better things to be doing than listening to yet another rant from me though :o

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also Triggeredddddd
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

I get safestate use for the final boss (being the only boss in the game that actually puts up a fight), due to the severe checkpoint punishment. For the rest of the game though, the infinite continues have you covered well enough.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

TFW you go afk for an hour and come back to like 30 messages lol

Congrats to both Blinge and Skye. Imma watch Skye's replay later when I have some time.

Now play Daimakaimura and Ninja Spirit pls Blinge

They're muh favorites (*edit* and Contra 3/Spirits).

(*edit* And Gigantic Army)
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 kitten »

^^^ grook, which version of daimakaimura do you recommend? you don't seem to be a collector, so i'm guessing you mostly play the arcade ROM on MAME? do you know if the capcom classics version is a popular version of the ROM? i assume there are different versions, like with the original makaimura, but maybe there's not. i haven't played this since a few years ago (i cleared both loops, with continues) on the PSP capcom collection, i remember thinking it was the most fun of the bunch and MUCH easier than its counterparts. is the genesis version good?

are you gonna surprise me and be like "supergrafx only, mother fucker" and bust out pictures of your sweet-as-fuck piece of hardware i will be really jealous of?

(re-reading what i wrote above, i'm aware of how funny it sounds out of context, but whatever, i'm leaving it like that :lol:)
Sumez wrote:I get safestate use for the final boss (being the only boss in the game that actually puts up a fight), due to the severe checkpoint punishment. For the rest of the game though, the infinite continues have you covered well enough.
ninja gaiden's checkpoints are honestly pretty goddamn forgiving aside from the final boss, yes
Sumez wrote:I like learning from the videos of others when playing a tough game, and don't consider it cheating.
i agree with this. i look up LP's or competent runs of games i'm playing relatively frequently. i would say to be careful of being too eager to do this, though - sometimes a lot of the fun in a game is beating your head against the wall until you discover that obvious solution. being forced to replay old stages and improve competency at them sometimes feels like an intended part of the learning curve with certain games, ninja gaiden's final stage included - like you're supposed to be failing on these tough bosses repeatedly until you've gotten their level completely down.

imo ninja gaiden is somewhat of a poor teacher, though, and i didn't enjoy a single run i had with it until watching BIL's play and flipping through a few others going through it, as well. popular LP's and speedruns of this game also teach you nothing, but it's relatively easy to follow the thought processes of the players in this thread and figure out how they've come to the conclusion to play the way that they do. i feel like the game is both more and less memorization heavy than i had initially gauged it. certain, tougher points need to be identified before approaching and handled with strategy, but large portions can be completed satisfyingly with forgetful and improvisational play. it's not an ideal balance, for me, and the game is still quite rough, but it definitely strikes closer to my sensibilities than i had been estimating it and i've managed to squeeze some genuine fun out of it.

i mean, this is all stuff up to personal discretion, of course. only you can ultimately decide how you'll enjoy a game, but you'll never know if you take the easy opportunity too quickly. when i'm still learning a game, i find it best, in most instances, to lightly pepper in watching another's play. "what does a competent player do on this boss?" or "what does a competent player do at this checkpoint?" are questions that frequently pop into my head.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

kitten wrote:^^^ grook, which version of daimakaimura do you recommend? you don't seem to be a collector, so i'm guessing you mostly play the arcade ROM on MAME? do you know if the capcom classics version is a popular version of the ROM? i assume there are different versions, like with the original makaimura, but maybe there's not. i haven't played this since a few years ago (i cleared both loops, with continues) on the PSP capcom collection, i remember thinking it was the most fun of the bunch and MUCH easier than its counterparts. is the genesis version good?
Sorry for grabbing this one, I know I'm not Squire. But I'd say definitely go for the Japanese ROM, and I'm sure Squire would agree. There's not a huge difference between Jap and World, I think basically the internal difficulty is just slightly higher in the Japanese one, but not high enough to completely disregard World. The US version however has been severely dumbed down, with both a lower difficulty, more checkpoints, and more lenient chest contents.
PS1/Saturn Capcom Generations version is based on the Japanese ROM, at least on the Jap disc (avoid the EU one, it runs at 50hz), and to my knowledge all the "Generations" releases are based on the PS1 release, but have blurry graphics. The best home version that doesn't cost a fortune is definitely the PS1 one! It's very close to arcade perfect.

The Genesis version is VERY good. The graphics are not up to par, but it plays extremely similarly to the arcade version provided you are playing on "professional" difficulty. I still find it a bit easier though, but it's difficulty to pinpoint exactly why. Especially the first stage feels less random.

are you gonna surprise me and be like "supergrafx only, mother fucker" and bust out pictures of your sweet-as-fuck piece of hardware i will be really jealous of?
Squire is an emulator scrub (;)) to my knowledge, but I can probably tingle your jealousy a bit :P
Just read both articles, and I agree with pretty much every single thing you mention on both games.
Of course I don't agree with your Mega Man 3 comment, but you already know that. :P
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

Squire Grooktook wrote:Congrats to both Blinge and Skye.

Now play Daimakaimura and Ninja Spirit pls Blinge
nono, i sent you that when i beat jaquiao once using states/ began to understand the fight :3

The game itself is unbeaten as of yet
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

Sumez wrote:Squire is an emulator scrub (;)) to my knowledge, but I can probably tingle your jealousy a bit :P
holy shit, i forgot how awesome the jp daimakaimura box is :O that might be one i actually get complete if i grab it. there are a few loose genesis/md carts i have where getting it loose was like, the difference between $60 and $120+ and i had to just bite a bullet. see: musha aleste, which i just took a snapshot of my cart of and added to my signature... my loose cart has character and i do really love it, though ;)

the other half of my signature is from a photo i took of myself playing king's field where it loaded the wrong texture information for a bunch of areas. i approached a character from behind, she turned her head the other way, and then said that. that whole glitched up 10 minutes i spent with the game was incredibly enchanting, i have some other pics somewhere, too. the quote is from big o.

i appreciate the port information. i might go with megadrive on this, just because i love my cartridge-based gaming
Just read both articles, and I agree with pretty much every single thing you mention on both games.
:) glad you enjoyed. i try very hard to not sound like an idiot when talking about the hardware limitations, even though that shit is crazy hard for my poor feline brain to grasp. i feel like understanding palette limitations has been a key part of my falling deeper in love with famicom aesthetic. you don't realize how good a good-looking game on the console really looks until you've started to get some kind of idea of the tomfoolery they had to put up with it to make it so nice.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

Blinge wrote:nono, i sent you that when i beat jaquiao once using states/ began to understand the fight :3

The game itself is unbeaten as of yet
I would highly suggest not learning the Jaquio battle using save states, the game throws you back to 6-1 for a reason IMO. It makes you knuckle down and really master act 6 so you can get back to Jaquio with more health to get the most out of each encounter. When I was beating the game for the first time I felt like using save states would cheapen it, since under normal play the stakes are high in the boss room. By the time you figure out the patterns and understand the fight getting knocked back to 6-1 won't be that big of a deal, you'll breeze through most of it. I ended up shutting it off a few times and coming back the next day and slowly the entire game got easier on each attempt. Remember Ninja Gaiden is the type of game that's not over when you see the game over screen.....it's over when you admit defeat and shut it off.

It honestly took me longer than most to reach the end credits, but I enjoyed the journey. The battle isn't really hard to understand once you get the hang of it, but reaching that point is tough. Those fireballs (and jumping into Jaquio himself) will destroy you very quickly at first, but just try to soak it all in and get the most out of that 30-45 seconds. Watching playthroughs didn't help me much, because the majority of the battle is manipulating the momentum of the fireballs. it's one of those things where you have to play it for yourself to understand....I just couldn't grasp it watching experts play.

Not trying to be an elitist or say "git gud scrub" since I don't consider myself to be that great at these games either, but I feel like failure and not understanding the forms of the final boss is part of the natural progression of the game. Stick with it and you'll beat it guaranteed.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

Too late, the natural progression is already tainted by my filthy sexy states.

Also I must respectfully disagree. I wouldn't want to play through that hell ad nauseam with a pervading sense of futility.
it's one of those things where you have to play it for yourself to understand....I just couldn't grasp it watching experts play.
See I agree, so let me play it. I need the repetition. *shrug*

It is nice not to worry about carrying resources into the boss though seeing as you're healed after every cutscene..
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

The big problem for me with trying to watch someone else do it is if they know what they're doing they make it look way too easy and it's hard to understand why you're dying. They move about and get their hits in and the fireballs leave them alone.....then you try it and you wonder if they're even playing the same game. :lol:

The knockback thing at the end is probably a subject that divides players, I can see both sides of the fence. I personally enjoyed that it made the final boss-rush very tense and stressful, but at the same time getting thrown back really pissed me off when I had a couple of really good runs that fell short.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by __SKYe »

Blinge wrote:Little use? Well my use is that I actually get to fight the boss a few times without doing all of stage six just for a couple of seconds against the boss ¬_¬
Oh yeah, that part's though.
I remember the first time I've reached them. I had been playing for hours, by that point, and finally managed to reach the final boss(es), only to lose against the very first one, because I still didn't know you could jump to the wall to avoid him (and his fireballs).
Got immediately thrown back to 6-1, and I just turned off the game there. Didn't touch it again for several days, before mustering my courage and go for another try.
Still lost several times against Jaquio too, and even twice against jashin, before I finally got the clear (not 1CC).
It was an hell of an uphill fight. :lol:
Shoryukev wrote:The knockback thing at the end is probably a subject that divides players, I can see both sides of the fence. I personally enjoyed that it made the final boss-rush very tense and stressful, but at the same time getting thrown back really pissed me off when I had a couple of really good runs that fell short.
The upside to it, is that, if you're going for the 1CC/1LC, then you get to practise this section a lot, on your way to the clear. :lol:
Though I think the vast majority of players who experienced this (myself included), didn't think it was fun the first time around. :mrgreen:
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sumez »

Jamiroquai is a super tough battle until you start to "get it", and even then, pushing on hard enough to get him down before you run out of time, takes some fine tuning.
I can't blame anyone for savestating it to practice, the rest of the stage will be programmed into your spine before you even get to take him down the first time, when playing the game on hardware.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

Sumez wrote:Jamiroquai
I laughed way harder at this than I should have.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

Lookie here, another letter from scrubtown!

Seeing you nutters in this thread inspired me to 1LC Gunstar Heroes last week
Here it is:
https://youtu.be/qTewl251pUw

Aye it's normal mode but I limited myself slightly by using no homing weps.
Really lost my shit in the 7Force fight for no reason!

Oh and at 50:55 I found a cool exploit vs Gunstar Green! I'm probably not the first but I haven't seen it in other videos yet.

As for NG and Jamiroquai :mrgreen: , I feel like I've got the hang of that fight.
Guess i'll start the game from beginning tonight and try to beat this virtual insanity.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

Blinge wrote:beat this virtual insanity.
lol, nice
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Sir Ilpalazzo
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Sir Ilpalazzo »

The PS2 version of the Capcom Classics Collection isn't a great way to play Ghouls 'n Ghosts, for what it's worth. The game runs fine (and IIRC includes a cheat that lets you cycle through weapons using the right stick once you've beaten the game once) but the visuals are very dark and the music / sound effect balance is completely borked no matter what you do. I'd recommend the arcade ROM over it easily.
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BIL
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

kitten wrote:imo ninja gaiden is somewhat of a poor teacher, though, and i didn't enjoy a single run i had with it until watching BIL's play and flipping through a few others going through it, as well. popular LP's and speedruns of this game also teach you nothing, but it's relatively easy to follow the thought processes of the players in this thread and figure out how they've come to the conclusion to play the way that they do.
I feel validated. Image Exactly my rationale for never turning in a more polished replay - that, and sheer laziness. :wink: As the OP notes, it's a throwaway 1LC banged out in twenty minutes, by a competent but rusty veteran... I primarily wanted to demonstrate to Mad King Edmans that NG1 was not the rickety, inconsistent mess he'd rationalised it as being. I fuck up a lot in that run, but i) it's always on me, and ii) any time a maneuver is life/death, I manage it just fine. Hmm! (spoiler: its becos I stop lookin at the movie and pay ATTN 2 game, bcos I dont want 2 restart and waste any more of my muddafuckin time 3; )

But yes, I also like that it demonstrates unrefined, partially improvised play - relying more on the game's mechanics than strict memorisation of its layouts. Not only how to avoid messy situations, but also get out of them.
i feel like the game is both more and less memorization heavy than i had initially gauged it. certain, tougher points need to be identified before approaching and handled with strategy, but large portions can be completed satisfyingly with forgetful and improvisational play. it's not an ideal balance, for me, and the game is still quite rough, but it definitely strikes closer to my sensibilities than i had been estimating it and i've managed to squeeze some genuine fun out of it.
This is the heart of NG1, yes. It's a very rare balance of freeform to strict method - lightning in a bottle for many here. It's definitely not flawless, and I'm the first to dock games for Holy Diver-esque critical screwups - but I think it helps that its glitchier/weirder elements are generally pretty harmless, arguably even conducive. I think a comprehensive M2-calibre compilation with the option to mix/match the 8bit trilogy's various physics, hitbox and spawn behaviours would be a lot of fun, but given the choice I'd never play NG1 with anything but its evil respawning. Gives it a uniquely oppressive air from start to finish, one that boosts its already-high pace; stages are already super-tight, even moreso with the simple act of gaining ground such an imperative.

Tangentially - we've occasionally discussed the notion of a "Garegga-esque" sidescroller in this thread:
Squire, a couple years ago wrote:I wonder, are there any platformers or 2d action games that could also be said to be the "Garegga of X"? Obviously some of them count from a speed running perspective, since concepts like damage boosting are somewhat Yagawa-esque, but I wonder if there are any games that count from a "normal" or survival play based perspective. Esoteric and counter-intuitive tactics and long term planning based on manipulating the game? Closest I can think of is Ghosts and Goblins esoteric enemy manipulation tactics.
Last time I pondered the question, I suspected Holy Diver might be it. For often dubious reasons, unfortunately, once its bugs are factored in... but even divested of them, I think it'd make a strong case. Your relative (and always valuable) outsider's perspective on NG1, though, makes me wonder if it wasn't a good answer all along. :smile:
Sumez wrote:PS1/Saturn Capcom Generations version is based on the Japanese ROM, at least on the Jap disc (avoid the EU one, it runs at 50hz), and to my knowledge all the "Generations" releases are based on the PS1 release, but have blurry graphics.
Tiny correction - Capcom Generation are the PS1/Saturn compilations. I too recommend the Japanese PS1 Capcom Generation 2 disc - the budget reprint is relatively cheap, common and excellent. Probably my fourth desert island pick, by virtue of near-perfect Daimakaimura.

It's the later Capcom Classics Collection (PS2/Xbox) that re-used these ports, while adding nasty interlacing. I am building secret gulag in back yard for the masses of PS2 port devs who apparently didn't know WTF a 240p is. :[
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FinalBaton
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

I don't know... for me NG1 is memorization through and through. Only moments I go in freeform mode is if something goes wrong, or a pumpkin head or ghoul or hammer guy throws a projectile surprisingly far. And against Jacquio and Jushin.
That said, even when you have it all memorized, you still need a very sharp hand-eye coordination! Especially since the sword swing's hitbox doesn't stay on for long, just a couple frames. It's very easy to swing too early when jump+normal-slashing an enemy, or when a green ninja runs towards you.

But then again I'm a "student of the game" type player and know of a very safe course-of-action for every single part. And it's not everyone who plays like I do
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Blinge
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Blinge »

well fook me I cleared the game legit. 8)

Everything up to stage 5 was that whirlwind of killin' the game's chalked up to be as muh newfound skills and general layout memory kicked in.
6-2 was a LOT of face mashing and cursing.
I tried monsieur baton's strat of jumping and running straight under a bird spawn (after the gunner) but it just slapped me to my doom..

The rage grew and I almost choked at the end - one hit away from dying on jacko. :shock:
I understand why Squire loves the fight though.
I AIN'T GOIN BACK, MAAAN.

Ahhhhh.
fuc this game. Emulator faggots represent!!
Time to enjoy the ending.

How are you getting on, Immy?
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