Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
Steven
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

I'm not sure if it's one version of Haunted Castle or all of them, but at least one version of it does limit the amount of credits you can put into it, so you can only credit feed it to a limited extent. Japanese version (versions?) lets you put as many coins in as you want, I think.

I have the Arcade Classics thing or whatever it's called, so I don't have all of the nice options from the separate ACA release, so I can't check the separate ACA release to see what it has. Not really sure I like the game enough to want to buy it separately, but I have thought about it a few times.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bloodreign »

I believe all versions of Haunted Castle have a continue limit, much like the Contra games around that era of Konami. I have the Oretachi Geasen version on PS2, and nope, it has a continue limit.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Some official screenshots of the Kage remake dropped.
https://www.gematsu.com/2023/07/kage-sh ... tch-and-pc

Very different tone and visual style from the original, but of course it was the game that was bound to have the biggest visual update.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Yeah, the key art is definitely a bit cutesier than I'd have assumed. The original recalled HNK and other 80s shonen; plenty goofy, but with a decided hard edge. This Hayate looks like Ninja Ned from Kinnikuman. :lol:
Spoiler
Image
That said, Kinnikuman is badass too, in its own way. If they commit to the bit, I'm fine with this direction.

What I do like is the character sprite-to-screen dimensions, looking very compact and Famicomesque. That alone won't make a game, but given the standard they've maintained, I'm pretty confident it'll be more Dragon Fighter/Kage/ShatterBrain FC power trio than Jetman also-ran.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Udderdude »

Xeno Crisis on SNES?! :O It's true! https://twitter.com/BitmapBureau/status ... 8306535424
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Sima Tuna
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

Sumez wrote: Sat Jul 29, 2023 6:06 am Some official screenshots of the Kage remake dropped.
https://www.gematsu.com/2023/07/kage-sh ... tch-and-pc

Very different tone and visual style from the original, but of course it was the game that was bound to have the biggest visual update.
Kaede looking thicc as fuck.

I like the chunky pixel style they're going with. Replicating the NES visuals and palette faithfully wouldn't do much for me personally. This upgraded look retains the same clarity (you can easily tell what you are looking at and what objects are supposed to represent) while feeling less primitive.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by o.pwuaioc »

Udderdude wrote: Sat Jul 29, 2023 4:22 pm Xeno Crisis on SNES?! :O It's true! https://twitter.com/BitmapBureau/status ... 8306535424
Wonder how it stacks up against the Genesis version?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Steven wrote: Sat Jul 29, 2023 12:04 am I'm not sure if it's one version of Haunted Castle or all of them, but at least one version of it does limit the amount of credits you can put into it, so you can only credit feed it to a limited extent. Japanese version (versions?) lets you put as many coins in as you want, I think.

I have the Arcade Classics thing or whatever it's called, so I don't have all of the nice options from the separate ACA release, so I can't check the separate ACA release to see what it has. Not really sure I like the game enough to want to buy it separately, but I have thought about it a few times.
Gave ACA Akumajou Dracula (feat. Haunted Castles) a revisit last night. As always, Gotch pull out all the stops, even for crummy games. Image In all seriousness, I'm glad this game has an excellent home translation. While I rank it the weakest traditional Dracula by some distance, it's a significant episode in the series' history.

Image
Options abound
Image

Image
Game Settings are consistent across all three regions; you can tweak Difficulty, Enemy Damage, and Continue Y/N in all three. However, even cranked to the max, JP's first stage can't approach the true inanity of the US board, where anything bigger than a zako (3hp) will take a good 75% of your lifebar. US also seems to add a few more enemies/hazards when cranked (two "Venus astride her washing machine" statues in the brazier setpiece, rather than one).
AWW YEAAA, THATS THE REAL ARCADE FEEL BOYEEEEE O__O
Image
What was already a shallowly mean-spirited shadow of classic Dracula in JP becomes a bone-dry rote husk in US. Hardly the only Konami title butchered for overseas, ofc. Didn't care to try EU, will give it a look tonight in case miracles await. Image I was about done after two stages, which is not coincidentally where the art budget nosedives from charming AMUSEMENT MACHINE largesse to random launch-era HuCard (it does mount a spirited lategame rally, inaugurating the crumbling bridge setpiece).

Every time I revisit this game, I'm reminded of its tale of woe, told more than once on here. To recap, it was a random horror-themed sidescroller falling behind schedule, and Akumajou Dracula was Konami's HAWT new IP. So, staff from Hot Chase were re-assigned to redraw all its graphics in a *coof* Dracula style. Ahaha. But unfortunately! Time was so tight, the new staff returned to their original project, and nobody could playtest/polish. And this is what we got. Konami got dunked on hard in the Great 1988 AC horror sidescroller stakes! Not only by Capcom's Daimakaimura, but also Namco's Splatterhouse, and IREM's necro-feudal masterpiece Saigo no Nindou! Remorseless anal destruction, more alarming than any Video Nasteh! :o Let's not even bring in slightly older icons like Taito's Rastan, and Tecmo's Rygar - the slaughter will never end! A grim foreshadowing of Konami's profit-over-principle antics in the latter 00s, perhaps - precious IPs rebadged and outsourced, until even the staunchest goodwill burnt away. 3;

But equally as always, I'm reminded that I don't really hate it. Just barely mediocre, at best, but not without some primitive charm; and with lots of lore for Dorakyuraologists. In its one truly unalloyed triumph, the OST is a foot-to-floorboards banger, customary of Konami's late 80s arcade division. But play Green Beret (1985) after, and you'll be astounded at the quality gap - that one being every bit Dracula's AC-calibre forerunner, despite its ostensible lack of treachery platforming (landmines and roof-to-roof parkour fill in more than sufficiently).

Image

VS. CASTLEVANIA - now here is a worthy arcade entry for the series. It's amazing how well the '86 original translates to coinop format, complete with a damage scale even more brutal than Haunted Castle US (Hard mode = 2hits from anything including zako = dead). That is what quality directorship can do for you! Akamatsu-san may or may not have contemplated such hellacious punishment in his original vision, but it works out fine - because like so many classic JP action games, while OG Dracula is generous, it's also built for storming no-hit play. Infernally compulsive, with the super-comfy sprite:screen ratio and laser-precise handling leaving AC Dracula standing. Hard 2ALL NoMiss aka DORAKYURA MUST DIE is back on my bucket list; I'd thought it a bit overkill, having done the same on FC - but then I got my ass handed to me last night, and remembered it's a totally worthy prestige run. :cool:

Bumbled along to Dracula over a few credits, couldn't quite kill him, my second form technique being shite m8, and respawns suffering from the lack of st6 ammo. Yeah I know, just go up and down the stairs to stock up, pffft I don't do that! :shock: And yeah I know, use the Holy Water to EZ-cheese him, tbh I never liked doing that either! I MUST BREAK HIM Image

What a superb reference machine the PS4 has become, all of the above available in otaku-perfect quality. Well except Daimakaimura, but even Capcom Arcade Stadium's facepalming MAME +3f lag has little effect on a game that was already lightning-quick. Plays fine tbh.

TLDR: Haunted Castle isn't very good, and is BTFO by a list of other AC action/platformers as long as your fookin arm m8! But as far as raw 1ALL difficulty, independent of all other considerations, the US version is indeed a ballbreaker.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Udderdude wrote: Sat Jul 29, 2023 4:22 pm Xeno Crisis on SNES?! :O It's true! https://twitter.com/BitmapBureau/status ... 8306535424
As someone who's done quite a lot of SNES programming myself, I really hate how this tweet only serves to feed the fire in terms of people's misconceptions about the SNES's capabilities.
There is nothing this game does that comes even close to pushing its hardware limits - if it runs on MegaDrive, it should run effortlessly on a SNES. Those comments on "technical wizardry" and "we doubted it could be done" is completely unwarranted.

Apparently they added a custom chip on the cartridge too, which according to their own description "boosts the SNES's DMA" or some such thing, which makes no sense, since the DMA happens entirely CPU side, and no matter what you do on the cartridge, you'd still need to DMA that data into video ram on the SNES itself.

Until I hear otherwise, my naive assumption is going to be that they use a co-processor to execute their existing C code used for MegaDrive, Neo Geo and other ports, and just use the cartridge to stream game data (sprites, graphics, sound) to the console. Which, if true, is kinda really dishonest. I mean, if it works, it works, but if you're not gonna program a game for the SNES, why release it on the SNES.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bassa-Bassa »

Heavy adjustments will still be needed. The game originally uses MD's high resolution mode, so they'd really need wizardry to make it fit in SNES' standard video mode without prescaling the graphics (which would ruin the pixel art). They of course can go with the auto scrolling thing a la PCE R-Type, but for a game like this, it'd be quite a lose.

As I've said before, I'd rather see them working on anything new. Too many versions of the same freaking thing already.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Well, that's a question of graphical wizardry, not programming wizardry, and an obstacle they are facing no matter what hardware they put into the cartridge. You can't make the SNES run at 320x240 no matter what you do to it. It can do 512x240, but that's not gonna help them :D
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Bassa-Bassa »

Wait, didn't realize they are already showing the SNES version. It seems they indeed made heavy graphical adjustments - action area is smaller as they've preserved the original pixel art, so that implies non-negligible coding tweaks as well:

Image

I don't know, if they do it well, this version could make for an interesting hardcore edition only fans will appreciate. Otherwise, not even those will save it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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Bassa-Bassa wrote: Mon Jul 31, 2023 11:56 am Wait, didn't realize they are already showing the SNES version. It seems they indeed made heavy graphical adjustments - action area is smaller as they've preserved the original pixel art, so that implies non-negligible coding tweaks as well
True, this means they can't reuse C code as-is even if they want to. I'd imagine though that instead of making every room slightly smaller, a more logical approach would be making enemies just slightly wider (to account for unchanged pixel art on wider pixels), but slowing down their movement on the X-axis to account for the different aspect ratio.
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mikehaggar wrote: Thu Jul 27, 2023 8:27 pm Since a few of you were recently playing and enjoying Ghosts 'n Goblins Resurrection, Just letting you all know that I'm going to be on Awesome Game Replays this Saturday at 10am PT to do live commentary on my recent world record sub-90 minute speedrun of True Enging (Legend Mode)! Hope some of you can join in the fun!

https://twitter.com/STGWeekly/status/16 ... 90400?s=20
Mike, really sorry I missed the live - the godawful 1970s copper line at my new place doesn't like twitch, apparently. Getting the bastard excavated this week, was never a stickler for superfast internet but this is disgraceful. :evil:

Caught the replay instead on Sunday night; even before watching, filed it with your earlier Awesome Game Replays commentary, in my Very Important Replays archive. This is some hard scrolling science. :shock:

The distance from just reaching the True End to nailing the whole thing in >90minutes sounds unthinkable; hearing and seeing it methodically laid out, it's both inspiring and even more impressive watching you corral this absolute beast. Appreciated the shoutout to we mere first-time True Enders, and the trials of faith some of those checkpoints represent. :lol:

I was surprised to see Fire and Boulder figure so heavily, but I knew going in, there must be a ton of things I'd missed about the arsenal. The former was deployed especially surgically; in my time with the game, I'd inevitably run both flares off a ledge. Figures I stuck more to the nukes. I knew bird/bat-stepping via Medusa must've figured at some point, even I managed to take advantage of that. :mrgreen:

Superlative work on a definitively hard game. Image
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

Yeah, I always watch the Replays on demand. I've seen all the previous GnG Awesome Game Replays and I'm looking forward to this one. My old-ass computer hates Twitch. :lol:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

tbh my rig should've been in its grave years ago, so mayhap I'll be just as screwed on the new line. :mrgreen:

Having regained a tatty VS Castlevania 1CC, I must revise my stance on the Holy Water vs HITO NO NOROI matchup. Revisiting, it feels absolutely deliberate that they put Cross and Holy Water in the keep. The former is good for damaging Dracula, shortening a nervily RNG-happy fight; but can also just as likely blow away the Holy Water's candle, forcing you to either snatch up a situationally-useless subweapon, or let it vanish, and be rather up shit creek versus the monster's wickedly hard-to-evade stomps. (there's a reliable way around them, but it feels even more obscure than the Holy Water's unique property of disabling enemy hurtboxes)

Second, I had a pretty ballin' showdown, using HW as an escape method. I know you can cheese him up pretty badly with it, but I try not to do that except with Loop 2's Creature & Igor because, although they're a superb fight, after those bullshit Loop 2 Catacombs, I'm on the warpath. Image So I think I'll hang up the Cross, at least in the game's VS HARD incarnation. You've got a relatively buxom Bump Budget on FC/NES, a hearty five bumps, as opposed to a mortifying two.

I'm sure there's ninjas out there who demolish the final enemy with x3 Cross and all that, even in VS, but competence is what I aim for. :cool:

What a superb game, god damn - its transposing perfectly to bone-jarringly brutal 2HKO format, even moreso. This and Ninja Gaiden and Contra always have the same curative effect on me, when it's been a while; I remember why they're this thread's spiritual anchors. Image

Akamatsu-san was one cool mad cat! Warrior poet of twitch/method scrolling action.
THE CURSE OF MAN cheers blackoak @ shmuplations wrote:Like most people, I thought that was just a powered-up monster form of Dracula, and I joked as much in front of Akamatsu one day. He completely refuted that idea though. (laughs) “That is a monster borne from the curse of man.” He added, “In a truly peaceful age, Dracula would not exist.”
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Volteccer_Jack »

Played Curse of the Moon 2. I've got very mixed feelings about this one. For some reason it still desperately wants to be a Castlevania clone, but the good parts are mostly the parts where it veers wildly away from Castlevania.

The game is divided into "Episodes". Episode 1 starts with only Zangetsu, the bare-bones NES-era-Belmont stand-in, and the first stage is dangerously close to plagiarizing the first stage of a certain Castlevania game. It's nothing terribly exciting and gives the game a pretty boring first impression. Then we beat the first stage and recruit our first teammate, Dominique. Dominique is a stand-in for Eric Alcarde from Bloodlines. You can tag freely between the two, but there's not much point in using Zangetsu since Dominique is better in pretty much every way. Next recruit is Robert, a guy with a gun, which is a big problem IMO. The appeal of Castlevania, for me, is in traversing the environment while simultaneously weaving around and between enemies. But we have a gun now, so instead we kill everything from 50 paces and then leisurely stroll across a barren empty stage.

Then we get Hachi, and he's the first spark of hope for this game. Hachi is not a Castlevania character. In a game where jump arcs are locked, Hachi can hover left and right, trivializing all platforming. He can become invulnerable at will and his attacks deal high damage and penetrate armor. For some reason we've been given a MMX Ride Armor in an NES Castlevania game, and it's a blast. After beating the fourth stage, Zangetsu gets an upgrade that changes his whole moveset, giving him insanely powerful subweapons and a giant sword hitbox that reaches above and below him, and it finally starts to feel like he has a reason to exist. On top of that, now that we've finally got the whole band together, the level design finally takes off the kid gloves and the second half of Episode 1 is great fun.

Episode 2 is a second playthrough. This time you get your characters from the start, so the first 3 stages play out very differently, and you get the real bosses of these stages instead of the baby tutorial versions from Episode 1. There are also 3 new colorful items to collect that unlock a special secret in the fourth stage. Oh boy, exciting! Open up the secret and....it downgrades Zangetsu back to his useless trash form, then autosaves so you can't even change your mind. The second half of Episode 2 is exactly the same as it was in Episode 1, except the final stage is significantly easier for some reason.

The third and Final Episode still gives you the useless trash version of Zangetsu, but now also gives you the other 3 characters from the original Curse of the Moon, totalling 7 characters for you to switch between on the fly. This does 2 things. First, it gives you 7 health bars and makes the big bad super duper final boss laughably easy. Second, it makes it painfully obvious that Hachi is way better than every other character in the game and it isn't close. For beating the Final Episode, you unlock...the ability to play as the fun version of Zangetsu. Why wasn't he just the default?

Curse of the Moon 2 is at its most fun and exciting when you are combining the abilities of multiple characters. You can slide down a wall as Robert, jump off, switch to Hachi, hover over to the opposite side, slide down further, jump off and fire Robert's cannon to extend his airtime, and finally switch to Dominique to finish crossing the gap by bouncing off an enemy. Except there's not a single place in the entire game where combining abilities like that is worth bothering with. Robert's walljumping abilities are nearly useless, which says a lot about how much the level design wastes these characters. The devs insist on designing everything to be navigated by NES Simon Belmont, and so we're left with what feels like a bizarre romhack, stomping through Castlevania 1 in a MMX Ride Armor.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Squire Grooktook »

Zangetsu is still the most fun character in both games for me, though I find him most interesting once he starts acquiring abilities which expand his repertoire beyond the classicvania canon: dashing, double jumping, and the under-rated but incredibly useful jump-in air slash let the games breathe and feel genuinely fresh while staying in the high commitment mileau of Classicvania.

The level design I think is solid but not super memorable IMO - not enough RNG for my tastes and especially when compared to masterpieces of nervy action like x68 Dracula - and both games are very much not designed for single sitting arcade-style playthroughs with their extreme length (both the length of individual stages which feel more like small episodes in their own right, and the games as a whole), but I find both games to be extremely enjoyable editions to the pantheon (granted they grew on me, I was kind of tepid on both till I revisted them quite a bit after release though).
Last edited by Squire Grooktook on Fri Aug 04, 2023 4:02 am, edited 1 time in total.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

X68000 Dracula really is in a class of its own. There is very little preventing me from outright calling it the best game in its series aside from the fact that I haven't played it that much yet.
BIL wrote: Sun Jul 30, 2023 10:54 amI was about done after two stages, which is not coincidentally where the art budget nosedives from charming AMUSEMENT MACHINE largesse to random launch-era HuCard (it does mount a spirited lategame rally, inaugurating the crumbling bridge setpiece)
This made me lol maybe more than it should have, but it's definitely true!

I do need to try VS. Castlevania eventually. I was very close to being able to no miss either FDS Dracula or NES Castlevania at one point, but that was years ago and I haven't really played it that much recently. The best I've ever done is a 1-ALL 1 miss, unfortunately, and the miss was in the room immediately before the stairs to Dracula, which was highly disappointing.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Volteccer_Jack wrote: Fri Aug 04, 2023 12:18 am Played Curse of the Moon 2. I've got very mixed feelings about this one. For some reason it still desperately wants to be a Castlevania clone, but the good parts are mostly the parts where it veers wildly away from Castlevania.
Of course, COTM has the face of a Castlevania tribute, but I really think neither the first nor second game really "feel" that much like a CV, aside from the basic veil of being an old school'ish action platformer anyway. Zangetsu feels way more like a Ruy Hayabusa than a Belmont stand-in, due to his fast short-range attack requiring a bit more timing and precision than your long range whip that Miriam brings to the table.
But it's cool, there are few games really similar to COTM, and they are some of the only Inti Creates game that I really truly enjoy.
You can tag freely between the two, but there's not much point in using Zangetsu since Dominique is better in pretty much every way.
Well, this is the whole crux of Curse of the Moon, both of the games. The additional characters are fun to play around with, and all trivialise certain obstacles in the game, but the true face of the game is playing through those challenges as Zangetsu. The fact that everything is designed so that Zangetsu can make it through on his own, even though they are also clearly designed around the strengths of specific other characters, isn't a weakness of the game. It's exactly what makes it fun.

Let me just say that if you fought the "super duper final boss" with seven characters and seven health bars, then you haven't fought the super duper final boss. There's stuff in there you're still missing, and it's the best part of the game.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Volteccer_Jack »

though I find him most interesting once he starts acquiring abilities which expand his repertoire beyond the classicvania canon: dashing, double jumping, and the under-rated but incredibly useful jump-in air slash let the games breathe and feel genuinely fresh
Yup. But Curse 2 wants nothing more than to take that stuff away from Zangetsu. It's like the devs aren't even aware of why their game is fun.
but the true face of the game is playing through those challenges as Zangetsu
Why would I ever do that in Curse 2, when he's the worst, most useless, and least fun character?? This is like saying the true face of a shmup is to avoid all powerups and stay at base level. What's really funny is that Curse 2 expects you to do exactly that in its shmup stage, LMAO

Even if we're talking about the powered-up fun version of Zangetsu, I'll just refer to what I said before. The team interactions of combining several characters' abilities in rapid succession are by far and away the best part of the game, so I wouldn't want to stick to just one character anyway. If the weak base Zangetsu was the only playable character, I would probably not have even finished the game because that game would be boring and soulless, with mediocre and overly-long level design. If that's, as you say, the true face of the game, then it's a bad game. The arrival of Hachi, completely breaking everything and warping the game into something totally different and new, is Curse 2's saving grace.
even though they are also clearly designed around the strengths of specific other characters
They aren't though. They aren't designed around Robert's wall jump, or Dominique's bouncing. They aren't designed around Robert's cannon, or Dominique's superjump subweapon. They sure as hell aren't designed around Hachi the overpowered god character, if they were then playing the game as solo Zangetsu would be literally impossible. AFAIK there's only one (1) place in the entire game where Miriam's specific strengths matter; in every other situation she is redundant and pointless. That's how the levels are designed in this game. They'll put exactly 1 obstacle somewhere that requires a single wall-jump to get across, and then as soon as you are past that single obstacle, the level design will immediately forget that wall-jumping exists. The fact that nothing is designed around the strengths of specific characters is exactly the problem.

There is one place that stuck in my mind, where the developers seemed to be aware of what Hachi can do. A low ceiling prevents Hachi from being able to hover across a gap. However, a resourceful player will figure out that rather than jumping from the top of the platform, they can use Robert to fall and wall-jump off the side of the platform, then switch to Hachi in mid-air and safely hover across the gap without hitting the low ceiling. This is awesome...Except this is a baby game that never stops holding Zangetsu's hand for even a moment, so that whole wall-jump trick is a gigantic pointless waste of time. There's a nearby enemy that you can stand on and you're just supposed to ride it across the gap, zero skill or ingenuity required. It's probably a complete accident that the ceiling prevents Hachi from cheating this section, Hachi can cheat almost every section of this game.
Let me just say that if you fought the "super duper final boss" with seven characters and seven health bars, then you haven't fought the super duper final boss. There's stuff in there you're still missing, and it's the best part of the game.
Are you kidding? At least the normal TLB is a boss, a laughably easy boss but a boss nonetheless. The "Solo TLB" isn't even a boss! I cannot even express how massively disappointing it was when I had to fight 5 identical easy minibosses in a row, and then, instead of a TLB, I got a short and even easier trampoline minigame. Blaze Heatnix's stage in MMX6 is 50x better than this, because it actually changes up the repeated miniboss a little bit, and because it has a real boss at the end.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Squire Grooktook »

I personally don't find the character switching all that fun, but I don't find naked Zangetsu all that fun either.

For me, powered up Zangetsu is the best. Those new abilities are just too much fun to play with in a classicvania context.

It is pretty cool that the game can be played in several ways and that everyone can tailor the experience to what they prefer.
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.
Aeon Zenith - My STG.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Udderdude wrote: Sat Aug 05, 2023 9:02 pm City Connection Megadrive port?!
Ha, I won't lie, that game's legend continues to elude me (gave the ACA ver a punt), but as a diehard MD aficionado, I'd be dishonest not to give them my blessing. Maybe it'll click with me someday. :cool:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Udderdude »

BIL wrote: Sun Aug 06, 2023 8:47 pm
Udderdude wrote: Sat Aug 05, 2023 9:02 pm City Connection Megadrive port?!
Ha, I won't lie, that game's legend continues to elude me (gave the ACA ver a punt), but as a diehard MD aficionado, I'd be dishonest not to give them my blessing. Maybe it'll click with me someday. :cool:
You just have to get used to not running into that fucking cat .. lol.
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XoPachi
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by XoPachi »

Some Gravity Circuit runs.

https://youtu.be/TnY50mTbaF8
https://www.youtube.com/watch?v=NB79wfHSlq4
https://www.youtube.com/watch?v=zCcUIVAiks8
https://www.youtube.com/watch?v=Us1b5Sxd3-E

This game has also made me realize that I hate ledge grabbing mechanics in 2D games. The exception being those realistic platformers like Prince of Persia, but I also have little interest in that sub genre. I have never played a 2D game where I felt a benefit to ledges and it just always slows things down at best or is outright obtuse. A game like this especially I hate having to work around it while wall jumping quickly and I've never once, even casually on my first playthrough, found a use for it. I even hate them in Smash Bros, but that's it's own separate issue with it's own things to talk about.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Assault Suit Leynos remake is stupidly cheap on Steam and the US PSN store right now. Not sure about other PSN regions' stores.

I don't know how good this remake is, and a high percentage of Steam people seem to hate it, but if anyone wants to get it for a super cheap price, now is the time. I think this is one of the more rare and expensive physical PS4 games, too.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

It's excellent - in some way it's my favourite of the quartet (including MD Leynos, SFC Valken, and SAT Leynos 2... not including Toyota-san's EX-RANZA, which is my Heavy Mecha Sidescrolling kamige :cool:). Effectively combines Valken's infinitely smoother handling with Leynos's immensely deadlier pace. The Assault Suits trilogy was always ill-starred, with each sporting a distinct strength found nowhere in the other two (ASL's vicious RNG-driven battlefield, ASV's incredible cinematic gravity, ASL2's wild quasi-sim handling and performance tweaks); this is a fine unification attempt.

As in Valken, momentum paired with judicious aggression is king. THIS IS NO ZAKU, BOY (`w´メ)
Spoiler
Image


It doesn't really go for Valken's world-class playable mecha anime aesthetic, but tbh I don't miss it any more than I do playing the MD original. kitten (hope you're doing ok out there clanclan 3;) posted a gold mine of excellent data and replays a while back, will illustrate well.

Basically yeah, if you dig this series at all, get this one!
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Tengo Kage remake video is out, and even having played Reshrined Rocky, I'm super impressed by how vibrant it looks in motion:
https://www.youtube.com/watch?v=aJ3BNHj5juk
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Sima Tuna
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

Tengo have yet to make a bad game.
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