I'm so glad that Hamster's Arcade Archives are a thing.

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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Skyknight wrote:Keep in mind that in Dangerous Seed, there are hidden versions of the sixth and seventh stages, accessed by letting particular bosses escape:

St. 6 Saturn Orbit: Allow Multi-Squid to escape

St. 7 Neptune Orbit: Allow Shark-Mouth to escape

St. 7 Pluto Orbit: Allow Multi-Squid to escape, then allow Monster-Mouth to escape
Holy fuck, I'd no idea :shock: Very cool! I've not seen that mechanic before.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by CRP »

GunNail's been given an update today so if you have the 0 shields left warning siren turned off in the preference settings, it now applies to High Score & Caravan Modes too, not just the offline mode
https://twitter.com/ohfivepro/status/14 ... 5665845252
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Jeneki
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Jeneki »

I think I reached the point where my mind was blocking out that sound in Hi-Score mode.
Typos caused by cat on keyboard.
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m.sniffles.esq
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by m.sniffles.esq »

Skyknight wrote:Keep in mind that in Dangerous Seed, there are hidden versions of the sixth and seventh stages, accessed by letting particular bosses escape:

St. 6 Saturn Orbit: Allow Multi-Squid to escape

St. 7 Neptune Orbit: Allow Shark-Mouth to escape

St. 7 Pluto Orbit: Allow Multi-Squid to escape, then allow Monster-Mouth to escape
Whoa! Thank you for that.

PS I like this game. I mean, I'm partial to bug blasters anyway. But it's like a bug blaster for people who are partial to bug blasters...
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Rastan78
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Rastan78 »

Top TD2 caravan mode score from T3-CYR-WIZ:

https://youtu.be/4mejWICwB7o
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Skyknight »

Note that I made a slight mix-up about the above. It's Monster-Head who escapes to let you access Pluto Orbit. Monster-Mouth is the Neptune Orbit boss...
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Rastan78 wrote:Top TD2 caravan mode score from T3-CYR-WIZ:

https://youtu.be/4mejWICwB7o
Furious yet controlled pace, wringing out all those bonus waves!

ACA Dragon Spirit out now. :cool: Image Includes both OLD and NEW versions, just like good ol' Namco Museum Volume 5. Also mentions an interesting collision bugfix for the st4 boss, ON by default.

Speaking of furious pace, I'd forgotten how aggressive DS is right out of the gate (playing New Ver, always preferred its higher move speed). Getting 100% air+ground kills on stage 1 to Hosoe's gorgeous The Palezoic Era was so refreshing, I temporarily forgot my DS4 dpad is kaput. Image
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Super Joe »

I forgot how great the music is.
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Hosoe on formidable form. That lazy ambling solo that effortlessly drops in midway through st1 is a cultural treasure. :mrgreen: (as is the soaring, spiralling, face-melting one that dominates st2/Volcano) Lately I've become particularly fond of st4/Graveyard's punky efficiency. Not much more than a simple call/response riff and a jammy lead, but the cumulative effect alongside the simmering backbeat is electrifying.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by OldSkoolShmuper »

Glad to see Dragon Spirit ACA release. Pardon the images once again. I first heard about Dragon Spirit in the pages of GamePro where they showed the PC-Engine version in their September/October 1989 issue.
Dedicating 4 pages to it that month for the Overseas Prospects segment.

https://i.imgur.com/RSaedYZ.jpg
https://i.imgur.com/vefIFep.jpg

Edit: Dragon Spirit arcade flyer - https://i.imgur.com/fB5vBje.jpg
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Skyknight »

BIL wrote:Hosoe on formidable form. That lazy ambling solo that effortlessly drops in midway through st1 is a cultural treasure. :mrgreen: (as is the soaring, spiralling, face-melting one that dominates st2/Volcano) Lately I've become particularly fond of st4/Graveyard's punky efficiency. Not much more than a simple call/response riff and a jammy lead, but the cumulative effect alongside the simmering backbeat is electrifying.
Don't pass judgement until st. 6. Trust me.
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

You mean "Glacier Land?" Happily enough, the otherwise middling Lead Into Genesis doujin AST included a banger straight cover of that one. :cool: (its "Graveyard" was lame, unfortunately - totally missed the point of the original's garage-band immediacy)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by DenimDemon »

Just got the Bitmap book about side scrolling beat em ups “Go Straight”. It’s getting me in the mood for some. Think I’m going to scroll ACA library and pick one or two of the ones I still don’t have downloaded.


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Melt the Guns
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Melt the Guns »

Rolling Thunder for the 17th !
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by seiatsu »

Rastan78 wrote:Top TD2 caravan mode score from T3-CYR-WIZ:

https://youtu.be/4mejWICwB7o

Funny, I was just thinking how it'd be nice if ACA allowed us to view replays specifically while specifically wanting to see the top TD2 caravan run and here we are
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Melt the Guns wrote:Rolling Thunder for the 17th !
Hell yeah. :cool: The brand-new stuff is great, of course, but I also like that a bunch of "close, not quite" PS1 titles are getting definitive home versions. Keeps things simple. :mrgreen: Musem Encore's Rolling Thunder is IIRC neither OLD nor NEW version, but a hybrid of the two, so this is particularly welcome.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by CecilMcW00t »

BIL wrote:Hell yeah. :cool: The brand-new stuff is great, of course, but I also like that a bunch of "close, not quite" PS1 titles are getting definitive home versions.
I'm with you 100%. I loved those old PS1 collections, but getting ports that are closer to Arcade is awesome. Another one I'm hoping we see is Toy Pop!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Super Joe »

BIL wrote:
Melt the Guns wrote:Rolling Thunder for the 17th !
Hell yeah. :cool: The brand-new stuff is great, of course, but I also like that a bunch of "close, not quite" PS1 titles are getting definitive home versions. Keeps things simple. :mrgreen: Musem Encore's Rolling Thunder is IIRC neither OLD nor NEW version, but a hybrid of the two, so this is particularly welcome.
Love to see Something unexpected from Namco…Ridge Racer !
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Marc »

Melt the Guns wrote:Rolling Thunder for the 17th !
I think I only paid a tenner for the Namco Museum Arcade Pac.
Seems odd to release stuff from that, it's frequently on sale,and they're great ports.
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Mykaizer
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Mykaizer »

Would be awesome to get some Sega arcade games up in here. Sega games such as Thunder Blade and Golden Axe: Death Adder. Perhaps M2 could do it if not Hamster (I'm not aware if Hamster has ported any Sega games before)

Thinking maybe Sega never considered Hamster to do the conversion of any of their games.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Bassa-Bassa »

I don't think that's too unlikely now that Hamster have licensed some (one?) titles to them for the next Astro City. Though that could put an end to the Sega Ages series and I don't picture them too happy with the idea.

CecilMcW00t wrote:
BIL wrote:Hell yeah. :cool: The brand-new stuff is great, of course, but I also like that a bunch of "close, not quite" PS1 titles are getting definitive home versions.
I'm with you 100%. I loved those old PS1 collections, but getting ports that are closer to Arcade is awesome. Another one I'm hoping we see is Toy Pop!
Even Toy Pop wasn't arcade accurate!? What was different in the Namco Museum release?
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Sima Tuna
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sima Tuna »

I don't understand why Bubble Bobble isn't on Arcade Archives. I am not going to fucking pay $40 (or even $24 on sale) for Bubble Bobble 4, when all I want is to play original Bubble Bobble. All the bubble bobble games should be on ACA. Liquid Kids is up there, so hopefully the rest will make it too.

Taito really needs to give us Elevator Action Returns as well. Huntdown is a worthy successor to its gameplay style, but EAR is still one of the best arcade tactical run and gun games of all time.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BrianC »

Bubble Bobble is on PS4 ACA. No need to purchase a disappointing sequel to play it.
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

It really sucks how it's locked behind some other game, but if it's any consolation, NSW Bubble Bobble should be the same excellent quality as the standalone PS4 ACA release (Gotch handled both).

Rainboner Islands is my most-wanted ACA release overall, holy god damn I hope they don't sleep on that one. Don't be fooled by the lovely aesthetic, that game is the apex of controlled carnage and game-length 1HKO pressure. PCE one's nice to have around, but its enemy aggression is nerfed, and it can't handle the heaping levels of onscreen action (rainbows shattering, stars erupting, KO'd enemies flying) without some distracting sprite breakup. Still a nice arrange mode, with the AC's gorgeous mechanics being bang-on, and it giving the decidedly homey comforts of letting you retry islands for missed gems, and save midway through a game, aaand.... I think letting you optionally collect gems in any order, rather than strict ROYGBIV, for the BIG BOUNS.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by CRP »

Regarding DS ,im curious how are ppl setting up the buttons config ?
Rapid F. what rate if used ? seams that RF makes the game lag alot.
Also bomb and shots on same button or keep them seperate ? both in regaring RF and non-RF setup.

Any feedback apperciated.
Thanks
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Anything higher than 15hz felt like total overkill to me, so I just went with [rapid bomb] [rapid shot] on Square/Triangle, and non-autos below. Haven't tried the simultaneous shot, tbh it's easy enough to hit/hold both buttons simultaneously. :smile:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by GFoyle »

It just fees something is wrong with the auto-fire or in general with this Dragon Spirit port. For example, that super laggy wines - section in stage 3, sometimes the game doesn't want to trigger shot at all during the section (not that you would want to shoot much in that section). I tried that X360 version with arcade stick that had rapid fire option, and didn't have same problem.

If you have rapid fire on aerial shot, and trying to use ground shot as well, it's a bit inconsistent, especially if you want to use rapid fire on both. Currently I have rapid fire set only for the aerial shot (20Hz, which felt somehow more consistent that 15Hz, with 30Hz, the game stopped shooting altogether occasionally) and left ground shot on manual, as you don't need rapid fire for it that often. It really feels the game doesn't work that well with rapid fire in general (it definitely add's slowdown for sure and it's really hard to shoot as fast manually, even temporarily, so it can feel a bit op too)

It feels a bit laggy in general too, but unfortunately I'm not able to compared it to PCB, as the last time I was able to play the PCB was 1987.... when I was 7 year old. I bought the game for both Switch and PS4, but been playing mostly on PS4.

Would be interested to know from player familiar with both the pcb and now this port, that is it as it should be? There is even that preference setting where you can make the game run on the original speed, but I didnt' really notice clear change (and nothing that would improve the situation).
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

I suspect Dragon Spirit, like Dangerous Seed, Pistol Daimyou and Galaga '88, has significant native lag. I was wondering about this a few weeks back, with ACA Dangerous Seed. Copying over from that post...

---copy starts

Did a little light reading/refreshing on Namco's SystemXX hardware foibles. Turns out it was Haze's post I was recalling, re Galaga '88's PCB. I'm guessing the ACA releases replicate the hardware performance, as is Hamster's wont. TBH I wish they'd look into tightening up inputs a bit.

That said... I switched from PCB Speed back to 60hz (in Preference Options), and while placebo effect can never be ruled out, I could swear it feels marginally tightened-up. Macro sweeps and cutbacks felt more immediate, and micro-taps less sluggish, on stages and bosses alike. It felt like I was really fighting aginst the controls previously, while I was sweeping Roller Snail and going for 100% destruction sans bombs. (an aside, 30hz + Fast Autofire tears bosses to shreds, as expected - very Darius Gaidenesque, think I'll stick with just the PCB Fast Auto for now)

I'm also reminded of Pistol Daimyou, which (going by MAME) has quite a bit of native lag too. I only ever played that one's ACA release at 60hz, was surprised at how responsive it felt, considering. Granted, part of that is the game design, with its big, forgiving shot hitboxes and relatively agile player character. As ever, I'm a fuckin caveman on this stuff, but perhaps the higher framerate = less perceptible input processing time? At any rate, I think I'll be leaving the later 80s/early 90s Namco STGs at 60hz for now.

Much comfier input response. Slipping and sliding? NAW! That ass I be riding (■`w´■)
Spoiler
Image


---copy ends

Unlike Dangerous Seed, I don't notice any lag in ACA Dragon Spirit (PS4), when set to PCB Speed. But just for peace of mind, after my experience with DS, I've left it at 60hz Speed.

The autofire stuff you mention sounds about right - real PCBs will do that too, ie Gradius III's extreme slowdown causing 30hz autofire to fail, and ImageFight slowing down abnormally with the same frequency (ACA ImageFight has a note in the button config advising of this). It's just the usual issue of game logic conflicting with external autofire, whether it's hardware circuit or emulator-based.

Here's WIZ's #1 caravan score, for reference.
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Herr Schatten
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Herr Schatten »

Well, autofire seems thoroughly broken. Even when applying it to seperate buttons and using the 15 option, the slowdown it causes makes the game miss inputs. That appears to be a limitation of the original game rather than the emulation, though.

I much prefer the tamer PCE port, even though I never really got into that one either, because apparently games with Xevious-style ground bombing mechanics confuse the hell out of me.
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Sima Tuna
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sima Tuna »

Can't you set autofire in ACA games all the way down to 10hz? Would it still be fucked up at that level?
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