Sumez wrote: ↑Sun Dec 17, 2023 11:38 am
I finally set some time aside to play the PC Engine version of Jackie Chan's Action Kung Fu.
Great post, marked for index.

I've never tried out the PCE one, good to hear it's a worthy companion.
Lander wrote: ↑Sun Dec 17, 2023 6:19 pmOh, nifty - I'd clocked the explosion animation as different, but not joined the dots with varying behaviour. That's way less scary than having to fit a last minute delayed air swing in between the swoop startup and your reaction time!
The enemy pressure reminds me a bit of Shadow of the Beast; intimidating and relentless, but ultimately a set of relatively fair think-fast checks that can be queued up and executed on, or noped with precise movement. A lesser game would flood the screen endlessly as soon as the sprites were available, but here there's a tangible rhythm to the killin'.
Precisely! Despite the bubbling visual intensity, it's a distinctly methodical game. Enemies are deterministic, balanced for ranged dispatch or, failing that, deft sidestep. Of course, types overlap, creating novel challenge and juggling pressure. Even then, learned tactical principle will serve you better than unalloyed twitch.
At its most basic, you have to keep your vicinity clear; well-served by the rapid attack and 1HP rushers. Round 4 is an early trial by fire; a flatland stampede, leavened by sparse air support. Whack varmints before they can amass into a chitinous torrent! Exploit their lengthy, harmless eruption sequence!
It's Dracula on JAMMA, pretty much. Incidentally, when that goober review and its Ninja Gaiden followup describing it as "mindless" were posted here, all I could think of was AVGN's Castlevania bit, re: the supposed wild melee of Death's obliging door staff.
Same design principles ignored in both cases! As expected, with both the games and reviewers being of similar respective stocks.
Plonkers aint use they feckin loafs m8!

quoth Iuchi:
Feel Invisible Matter
Enough to raise question whether the JP original was a more self-serious affair that got a (lovingly-done, in retrospect) 4Kids treatment, but the further in I get, the more it looks like one of those fun Meijin-era gaming manga in playable form.
Yeah the FC boxart definitely has that vibe; not unlike Hachamecha Daishingeki's cute n' cuddly take, incidentally!
Although the latter is ofc more stonefacedly
\M/ANFUL than its AC progenitor - no gamely Beastman Jenga sessions here, boyo! Mind the dread
BEARTURTLE 
Tecmo's AC staff seemed like fun dudes; see also the irrepressible mirth of AC Ninja Gaiden, vs the FC's textbook Fiery Shonen™. (I headcanon FC as a movie, and AC a whimsical vacation the stuntmen - actual ninjas

- enjoyed on days off

)
And something about it gives me Master System vibes - a half-remembered melange of Alex Kidd tilesets and Fantasy Zone shops. Likely coloured by warm and fuzzy nostalgia, I'd have been bloody chuffed to have this if I'd been a NES kid!
Now you mention it, I wonder if Dengeki shared any personnel with Psycho Fox, or its Famicom cousins. Such adorable sprites! Vic Tokai seem a hard company to nail down, with their supposedly being more of a publishing house. At any rate,
this interview with Battle Mania's director, Takayan, is marvelous fun.

Chiefly about those STGs, but he notes a whole grab bag of goodies, including Dengeki.
"So when I told them I wanted to make a sequel they said “No”, I asked why and they replied “Just no”. 