It's also likely to send you on a philosophical pilgrimage to the Taito Ending Appreciation Thread more than once

Lander wrote: ↑Wed Oct 11, 2023 3:45 pm Being a grubby PC user, I can only speak for G-Darius, but it's good. A bit rougher-edged than Dariusburst, but also more flavourful and ambitious. The beam counter takes extra forethought to pull off since it's tied to capturing enemies, but is even more satisfying when you do.
It's also likely to send you on a philosophical pilgrimage to the Taito Ending Appreciation Thread more than once![]()
Last Resort is made by SNK but some of the graphics staff had worked at Irem before. The same graphics team also worked on KOF '94, and you can even see flame effects that were recycled from LR.
I wrote Mahou Daisakusen (JP Store) and the result was Deathsmile o_0cfx wrote: ↑Wed Oct 11, 2023 7:27 pmNo, it's Raizing's first game: https://m2stg.com/mahou-daisakusen/ and https://store.playstation.com/ja-jp/pro ... AISAKUSPS4
Also, M2 hasn't made any version of Deathsmiles.
THANKS! This explains why i like all those gamesRastan78 wrote: ↑Wed Oct 11, 2023 5:30 pmLast Resort is made by SNK but some of the graphics staff had worked at Irem before. The same graphics team also worked on KOF '94, and you can even see flame effects that were recycled from LR.
https://www.tumblr.com/vgdensetsu/17886 ... he-king-of
Last Resort's producer was also ex-Irem: she's confirmed to have worked on Gallop, and I believe she was the planner on arcade Spelunker (another former Irem staffer implied she was the higher-up who kicked Akio off the Spelunker team [for making grotesque character redesigns, what else?
Is a confusionary way to sell a Collection
But that's how non-widescreen games are properly rendered on a widescreen display... M2 has both you and the empty parts of your screen covered, though. I find that the gadgets usually get me killed instead of helping me, so I don't look at them, but I do leave them activated just because they are cool.
I memo'd the first four stages of the BL version to the point that my first death was on the cannon at stage four and then I bomb spammed through stage 5 like it was DDP.DGR114 wrote: ↑Fri Oct 13, 2023 11:38 pm Can anyone point me to some stage routing guides for DDP DOJ Stage 5? I've been practicing a 1ALL of DOJ Tamashii Easy (yes, easy mode for unskilled idiots like me -_-) since March and stage 5 has been absolutely destroying me every time I attempt a run. I can reach a little past halfway and then I'm out of lives. I'm using Type B Shotia if ship selection matters.
Actually the Event Mode is not available on DBCS. The first DariusBurst:CS released is probably the best, it have both the CS and AC mode (and AC EX mode too), and that "nearly infinite" mode which i don't remember the name...+ Darius Odyssey included, not like the steam version that sells it separetelycfx wrote: ↑Fri Oct 13, 2023 6:43 pmI just was going by what that chart shows, which claims CS doesn't have event mode, and shows the PS4 case. If it's actually in the game, then I don't know what the point of the chart even is.
As far as splitting the Switch version, that's just SOP for ININ/SLG. DLC missing from CS Core is pretty funny coming from SLG though, since one the things the go on about is how their versions of games include all patches and DLC on the disc/cartridge.
They should at least put all of the stuff that they own the licenses for together in one SKU. That they haven't is quite strange.cfx wrote: ↑Thu Oct 12, 2023 10:08 pmWhile it's certainly valid to gripe about this, I think it's also important to consider timing of when the different versions happened. When Dariusburst CS was released, wasn't the Event stuff not yet finished in the arcade game, or still ongoing at the time so it was either unavailable to be included, or kept arcade-only due to how new it was? Perhaps I am wrong.
Then AC EX+ included everything from the arcade, but eliminated CS, which really is a completely different game, so personally I do not see this as a problem at all. Perhaps I am biased because I think CS is a vastly inferior version that I didn't want though.
Then CS Core was meant to be a companion with AC EX+ to give the rest back to you.
It's also relevant to consider what platforms everything is on. CS Core is only available on Switch if I am not mistaken.
What companies own licenses may be an issue here as well? There's the ININ/SLG thing of ININ making separate releases anyway as with Raystorm/Raycrisis with no Rayforce, but also the thing with CS having Chara-Ani involved, who as far as I can tell are out of the videogame business now.
I'd suspect Inin/SLG meddling having more to do with this happening than anything from Taito. Taito can be blamed if they accept any kind of requirements for their own releases because of ININ/SLG of course.
My own opinion that I'm sure isn't shared in general--I bought CS for the PSVita to play on PSTV when it was new-ish. This was before I had decided to buy a PS4 which is why I got that version. I absolutely hated CS mode, but really liked the arcade game. I gripe here all the time about Darius games that have less width than their original versions feeling cramped and compromised in how they play, and I feel exactly the same way about CS. Besides that, I think the new stages aren't well designed. And there's Freedom. So I am aware my own particular biases play into my view on this subject.
Senjin Aleste, Tokyo School Life, Gradius ReBirth, Castlevania The Adventure ReBirth, Contra ReBirth, and several Mega Drive conversions of various games, if you want to count those, are the ones I know of.
Steven wrote: ↑Sat Oct 21, 2023 2:14 pm In Japan, the term 東亜節 (Toa-bushi) is used to refer to both Toaplan's game design philosophy and Toaplan's music style (Uemura considers Toaplan composer Tomizawa Toshiaki to have his own style, which he calls Tomizawa-bushi, a type of disco sound. If you've played Vimana, that's 100% pure Tomizawa-bushi).
I could talk about both types of Toa-bushi forever and I am sure nobody wants to read some massive thing about either Toaplan's music and game design philosophy AGAIN, but I can say this: CAVE is completely different from Toaplan, and no, Batsugun is not really "a Toaplan game" at all. Its design is totally different. Even Yuge himself said this in the book that comes with City Connection's Batsugun.
You can't really say (company)'s style is (whatever) in a lot of instances; for Raizing, the Yagawa games are very different from the games that were done by the guys that came from Compile or wherever, and Toaplan games have like 4 to 6 separate styles if you really think about it (Yuge and Uemura are very similar to each other, but you also have Nozawa, IKD, Iwakura, Ohta Lee/Osamu and Ohta Toshiaki, etc. Don't know too much about the Ohtas, though). Yagawa's CAVE games are also apparently closer to Garegga/Batrider/Bakraid than they are to DDP or whatever, but I haven't played any of his CAVE games yet.
He did make the sound driver for Bakraid. He is interviewed in this magazine as well and he actually mentions that in his interview. In the game's credits he's listed as Z80 programmer or something like that.
I may be wrong, but 1944 being part of that STG genre revival Capcom wanted those years, which ideally would have echoed in the home market specially with classic, well-known franchises like the 1942 series, I find it quite clear they had this factor in mind (despite the game not getting in the end a home port due to how the previous games from the campaign -and the game itself in the arcades- performed). And vertical monitor games always were an issue for home systems, even after tate option had become commonplace - how many potential consumers could use it or how many liked their games displayed in a window. So more than likely, it was a Capcom dictation which could also be seen before on Giga Wing and Mars Matrix (I'd mention even Progear) and only Great Mahou Daisakusen evaded for being Raizing's own franchise.Rastan78 wrote: ↑Sun Oct 22, 2023 2:48 am I wonder why they went with 4:3 for 1944 in the first place? Also it's weird how there are no credits and they left it a mystery who did the development. Wouldn't you want to flaunt the fact that you had developers like them involved? And you would never guess that bc they didn't work with Capcom or Raizing (except Uemura doing sound programming on Bakraid I think) Would be cool to hear more about the history of the game eventually if that all comes out.
I think I saw something about this as well, and I think Progear might have also been a part of the project. I don't remember where I saw this, though. Too bad Loop Master never got released on the Dreamcast or whatever, but it's on the MiSTer now, and that's good enough for me.Bassa-Bassa wrote: ↑Sun Oct 22, 2023 9:11 amI may be wrong, but 1944 being part of that STG genre revival Capcom wanted those yearsRastan78 wrote: ↑Sun Oct 22, 2023 2:48 am I wonder why they went with 4:3 for 1944 in the first place? Also it's weird how there are no credits and they left it a mystery who did the development. Wouldn't you want to flaunt the fact that you had developers like them involved? And you would never guess that bc they didn't work with Capcom or Raizing (except Uemura doing sound programming on Bakraid I think) Would be cool to hear more about the history of the game eventually if that all comes out.