I had another word in mind tho
ha you guys are so close

but my choice of words is a bit odd.
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
Magic can randomly give 0 score, It's not even that uncommon sadlyRandorama wrote: Still: could you please mention some of the bugs? I don't remember any, right now.
Thank for the info. I've been wanting to delve into the Capcom Belt Collection and I'll be doing that soon, so all this info will be super helpful.Randorama wrote:Well, we might re-name the thread "bmups advice?", really![]()
On Warriors of Fate, you can check my posts on page 5, but in this post I would add a short: "It's OK; far wider move-set than FF, longer game, more complex set pieces and bosses, slow pace".
A conceptual sequel, though it may not be your cup of tea.
On Captain Commando, we should also have Ruldra's comments in this or some thread (linked here but on a previous page, anyway).
My two cents is that Capcom were trying a faster-paced, more dynamic game but succeeded only to some extent, since all running/charging attacks need to be handled with care and the FF-like crowd control methods tend to be safer. I find the bosses particularly exasperating, and the final boss is really hard without the exploit.
I don't think it's bad, and the really zany pulpy Science Fiction atmosphere is something I still find endearing, but aiming for the 1-CC may be really tricky (well, it's a Capcom bmup, after all).
On other games...I don't want to steal posting space to people who probably can give more useful answers than this one
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
Congrats on the clear.Sir Ilpalazzo wrote:Metamorphic Force - I've never really clicked with this game in the past, but finally was able to get into it and got a clear.
Max is unusual in that his low air jump kick actually hits grounded enemies as well as standing enemies. You can use it repeatedly instead of stomping and along with his Up + Attack bite grab he's top tier by far.Enemies do fairly severe damage to you, and you have only two lives, but your standard attack string has such high range (for three of the four characters, anyway, the bear is a bit stubby) that crowd control is pretty simple. So even though the game never becomes quite as tactical as some particularly-demanding brawlers do, it's never trivial or dull.
Yeah, the cyclops and the demon lady are best dealt with by baiting their jumps, using a desperation to dodge as necessary, and then stomping. Directly punching isn't ideal. The cyclops can also be dealt with by baiting it into grabbing you; if you're quick and mash out of the grab you can score free hits, but if you don't mash out you'll lose like 3/4 of your health. Ouch. Demon lady also has a unique grab if you're facing away from her where he grabs and throws you with her ass cheeks (?!) which hits like a freight train. Getting the 1CC really feels like it comes down to getting to each boss with as much health as possible so you can hopefully kill them before they kill you.(in the case of the stage 4 cyclops, who seems best fought slowly by baiting out his body splash attacks so you can get some stomps in - a bit of a drag). I think there's some mild weirdness with the detection for grabs, which is less forgiving than you might expect given the size of player and enemy sprites. This really just serves to devalue grabs as an option, to a degree, pushing the player to use jabs to control space instead of the usually-more satisfying throws
Thanks! It's tough to decide whether I like Metamorphic Force or Crime Fighters 2 more. CF2 has bits of awkwardness and can be a bit too strict and puzzle-like in some spots which detracts from the raw action, but Metamorphic Force's more easygoing combat is really pleasant to get into without quite being as lax as console brawlers. It's definitely unfortunately true that the average Konami arcade brawler is not great, but there are some likable ones - Simpsons (JP version of course) is solid, if unexceptional, and Violent Storm seems promising from what little I've played.BareKnuckleRoo wrote: Congrats on the clear.
It's my fave of Konami's brawler's I've had the chance to get into. That's not exactly high praise though, as Konami has made several brawlers (namely licensed stuff like TMNT and X-Men) where sudden combo escapes are a thing during bosses, and Metamorphic Force happens to be the least silly and the most manageable of the bunch.
It's a shame that the different regions are messed up. The JP version's the best by far since its lifebar is sensible, even if it's the only one missing the game's best music that plays during the EU and US exclusive boss rush.
I swung back and forth between the four characters all the way up to the end, and only half-settled on Ban because he seems to hit slightly harder than the others while also still having decent range. I leaned towards Ivan initially just for the excellent violence of his throws, but his limited range really makes him a tough option; it does sadly feel like he's the weaker character.Max is unusual in that his low air jump kick actually hits grounded enemies as well as standing enemies. You can use it repeatedly instead of stomping and along with his Up + Attack bite grab he's top tier by far.
Ban's jump attacks leave a bit to be desired but his range on the ground is solid and he can throw enemies in either direction on a grab just like Ivan (hold Forward and press Jump + Attack to do a forward "throw").
Claude's range is pretty decent, nothing really wrong with him. His attack string is one hit more than the others but the damage is the same. He's fairly fast so it's not a huge disadvantage.
Ivan's got a very strong diagonal jump attack where he lands his butt on enemies (will one-shot most types) but he's generally the worst in the game since his high jump attack is awkward and has recovery, his stomp (where he sits on enemies) is slow, and his grabs aren't terribly powerful despite looking like they ought to be.
The demon woman felt like the most overall volatile boss (aside from maybe the final boss's dragon form perhaps), but I didn't find her as annoying as the cyclops. It seems like you can generally let her walk into your attack string from off-axis to hit her safely, plus you can at least nail her during her taunts or after her evasive flip (and maybe after her stomp). The bosses are definitely the weaker point of the game, but only a little of Konami's poor arcade brawler boss design made it into this, and most of them seem reasonably fightable.Yeah, the cyclops and the demon lady are best dealt with by baiting their jumps, using a desperation to dodge as necessary, and then stomping. Directly punching isn't ideal. The cyclops can also be dealt with by baiting it into grabbing you; if you're quick and mash out of the grab you can score free hits, but if you don't mash out you'll lose like 3/4 of your health. Ouch. Demon lady also has a unique grab if you're facing away from her where he grabs and throws you with her ass cheeks (?!) which hits like a freight train. Getting the 1CC really feels like it comes down to getting to each boss with as much health as possible so you can hopefully kill them before they kill you.
Grabbing normal enemies is pretty reliable depending on the enemy type fortunately, but there's one enemy in particular that can straight up ignore grabs or even trade hits with you. For some reason the barehanded orcs are actually scarier than the ones with weapons because they can straight up counter your jabs or ignore you as you walk into grab them. Very odd. The spider guys in the last level are also scary and not safe to grab as they're just as likely to grab you instead.
The UAA version played in this video from Janet, at least, has the boss rush. This post of BareKnuckleRoo's also suggests that that version is the only one to have that change (or remnant, maybe). That version of the game still does indeed seem to be clearable ultimately, but only marginally.Randorama wrote:Maybe I am misunderstanding your comments, guys, but which version of the game has a boss rush for st. 5? All the versions I played only have the devil lady.
Yeah, as far as I know when I was testing the versions the EAA did not have the boss rush... but if I'm mistaken I apologize. The UAA version is technically clearable, but it's quite bullshit in my opinion and relies on lucky meat drops (the rarest of the health items). The most impressive playthrough I've seen is Zuq's 2-ALL run of it, as seen here: https://www.youtube.com/watch?v=BL5_lvB9oTYSir Ilpalazzo wrote:The UAA version played in this video from Janet, at least, has the boss rush. This post of BareKnuckleRoo's also suggests that that version is the only one to have that change (or remnant, maybe). That version of the game still does indeed seem to be clearable ultimately, but only marginally.Randorama wrote:Maybe I am misunderstanding your comments, guys, but which version of the game has a boss rush for st. 5? All the versions I played only have the devil lady.
I too kinda would have liked to see the boss rush in the JAA version; their health apparently is severely reduced so it's not quite as silly as it initially looks, and it's probably the best music in the game.zuq wrote:All in all, it's not as hard as people assume it is but it's a bit unfair and you do need to be lucky to make 1CCs consistent but as long as you pick Max it's manageable. TL;DR UAA revision's reputation for being impossible/difficult is exaggerated; boss gauntlet plus count-down health is what puts most people off.
Even if Max didn't have the "hits grounded enemies" low jump kick, he'd still be top tier cuz of the bite attack. Holding Up + Attack to do a Grab -> Bite -> Bite -> Bite -> Throw deals enough damage to kill mobs that would normally survive Grab -> Knee -> Knee -> Knee -> Throw. I think the bite's extra damage also applies to bosses too.Max definitely seems like he's pretty clearly the best character just on the basis of his absurd jumping attack, which is incredible for crowd control and probably gives him higher damage overall than either of the dedicated power characters.
That's one I haven't really played after experiencing the American version. I've heard the JP version has much more generous health mechanics, are there any other changes to be aware of? I'll have to give it another look.It's definitely unfortunately true that the average Konami arcade brawler is not great, but there are some likable ones - Simpsons (JP version of course) is solid, if unexceptional
As far as I know it's system settings/dip settings that determines it for most Konami releases. I can't remember what the settings are in JAA/EAA/UAA but I know for Moo Mesa, the AAB version is 2 loop with level select enabled by default and the UAB is infinite looping by default with level select disabled.Randorama wrote:Said this, I am wondering how the loops work in each revision: JAA->1 loop, EAA->endless loops, UAA->2 loops? Or does it have to do with dip switches?
Interesting, I didn't notice that before! I wonder if it's religious sensibility censorship or for some other reason?Small note: during the ascending platform part on st. 6, the EAA version has a mosaic of the final boss
Mustapha dash attack is only vital in the Slice and Slisaurs fight. Against most enemies, his best string is default combo holding up or down to throw, and cancel the throw into that down+up attack. Amazing range on his jab and ability to corner trap a lof of annoying enemies (and stg 6 boss) off screen. Hardly a one trick pony character, there's no need to abuse drop kick 24/7, but yeah it's godly.Sir Ilpalazzo wrote:Mustapha seems like the overall strongest character - or at least the easiest to use - but his gameplan seems so centered around his dash attack that I can't really bring myself to switch over to him. Not a pride thing, I just don't particularly want to play a difficult hour-long game that ends up largely being about a single attack. But depending on how things go with the Slisaurs fight, I might end up being pushed to swap lol.
Does Rollergames AC count? Based on a roller derby competition TV show, but still has beat 'em up elements. If you include console releases, there's also Batman Returns SNES, Batman Returns NES, TMNT II/3 NES, Hyperstone Heist Genesis, and Rollergames NES (different from AC version). The console TMNT ports also differ a bit from the AC versions.Randorama wrote:Does anyone have a full list of bmups from Konami?
I know of:
1. Crime Fighters (1989)
2. TMNT (1989)
3. The Simpsons (1991)
4. Crime Fighters II/Vendetta (1991)
5. TMNT II: Turtles in Time (1991)
6. Asterix (1992)
7. X-Men (1992)
8. Metamorphic Force (1993)
9. Violent Storm (1993)