I really meant nullify:

Yes. That is different!
Kage no Densetsu's Wuxia combat and bullet-cancelling katana plus long-range sidearm, with post-Contra extreme firepower, plus an unmistakable steal/borrow of Gradius's Options, imo.
I disagree - the ceiling run adds a lot of tactical richness to stage 4-1. You can use it to outplay the vicious enemy presence with a remarkable smoothness, where you'd otherwise be stuck playing Spartan X With Guns.Ceiling walk was totally dispensable, though, I'll always say.
That place is an utter nightmare at first - I always recall the feeling of bleak russian roulette, embarking on that perilous long crossing. As you say though, with the enemies reckoned, it's downright homey in there. Very tasteful bamboo furnishings.
Tuna-kun based on two stages it's a yes from me, recommend immediate advance to target
Sure, lol, hard to disagree there. Irem's game does it all so well in one only package that I allowed myself the hyperbole with no remorse. A friend of mine always brings up Tora e no Michi/Tiger Road as well when discussing its likely references and I can certainly agree too. Not just because it's the Wuxia-est game you can probably think of, but the way you're constantly besieged from everywhere and the mix of outdoor/indoor/vertical stages and the different approaches it implies are suspiciously similar.
But you can get that with just two normal tiers instead of such a counternatural mechanics, at least for stage 4-1. The game's already demanding enough (unlike say, Strider Hiryu).I disagree - the ceiling run adds a lot of tactical richness to stage 4-1. You can use it to outplay the vicious enemy presence with a remarkable smoothness, where you'd otherwise be stuck playing Spartan X With Guns.
Never worked with me and I don't really think the game wants you to do that. Really hard to learn exactly when you need to stop pressing jump, so I just abided. But still, never liked the concept. Not a huge drawback anyway.Hell, now I write this down... you literally can just not use it. Dunno why, but just don't jump too high, and you'll never see it.
Indeed, ala Shinobi to Rolling Thunder, it epitomises the distinction between fiery inspiration and mere iteration. I love both games, but if by some bizarre twist Saigo had been marketed as Kage II, it'd be regarded as one of the most transcendent sequels ever made. (I'm very fond of Kage's actual sequel, the FC's Fudoh Myouou Den, too; but it's very much "Kage The Console ARPG," as opposed to proper evolution. Rad player character + main weapon designBassa-Bassa wrote: ↑Fri Mar 22, 2024 1:11 pmSure, lol, hard to disagree there. Irem's game does it all so well in one only package that I allowed myself the hyperbole with no remorse.
Interesting... perhaps this would've been the gun-craziest Batman next to Sunsoft's FC Dynamite? (their GB original loves its blasting too ofc, to the point of having STG alt stages just like Dynamite's) Curious how they didn't go with a Shinobi-styled melee attack, given all the cues from that game elsewhere, and Bats' affinity for bopping the crims. I wonder if that was on the cards at some point.Skyknight wrote: ↑Fri Mar 22, 2024 10:04 pm Interesting detail I found at Time Extension: Surprise Attack’s engine was originally going to be for a Batman game, except Konami couldn’t get the license from Detective Comics in time. So, original IP, although you can still see how the quiz woman resembles Kim Basinger.
I’m not sure how ceiling walking ties into the Batman mythos, though.
Cheers for the offer bud! Unfortunately the internet at here at Crackpipe Avenue on the corner of Tinkletowne Crescent and RumpyPumpy BLVD (an IRL Final Fight stage) can just barely download me soaps.ExitPlanetDust wrote: ↑Sat Mar 23, 2024 8:58 pm Damn I miss the PS4’s dashboard. BIL, you wanna play som Beat em’ Up Bundle before my sub runs out in a few weeks?
Oh right! Will look into that if Hamster and/or M2 get onboard.
BIL wrote: ↑Sat Mar 23, 2024 9:12 pmUnfortunately the internet at here at Crackpipe Avenue on the corner of Tinkletowne Crescent and RumpyPumpy BLVD (an IRL Final Fight stage) can just barely download me soaps.ExitPlanetDust wrote: ↑Sat Mar 23, 2024 8:58 pm Damn I miss the PS4’s dashboard. BIL, you wanna play som Beat em’ Up Bundle before my sub runs out in a few weeks?
You might recall that it was Atari Games whom snagged the exclusive rights to the Batman arcade game back in 1992. I remember playing it at the "Regency Game Palace" arcade joint back in 1992-1993 -- even the joystick was endowed with the usual Atari fonts + the ever so present "Fuji" logo placed above the Atari branded namesake.BIL wrote: ↑Fri Mar 22, 2024 10:45 pmInteresting... perhaps this would've been the gun-craziest Batman next to Sunsoft's FC Dynamite? (their GB original loves its blasting too ofc, to the point of having STG alt stages just like Dynamite's) Curious how they didn't go with a Shinobi-styled melee attack, given all the cues from that game elsewhere, and Bats' affinity for bopping the crims. I wonder if that was on the cards at some point.Skyknight wrote: ↑Fri Mar 22, 2024 10:04 pm Interesting detail I found at Time Extension: Surprise Attack’s engine was originally going to be for a Batman game, except Konami couldn’t get the license from Detective Comics in time. So, original IP, although you can still see how the quiz woman resembles Kim Basinger.
I’m not sure how ceiling walking ties into the Batman mythos, though.
With how devastating the Jetpack/POW is - scorching everything in front, above, and below - I could almost see it being a friggin Batwing cameo.
Obviously way, wayyy more recent, but the ceiling walk brings to mind the gravity inversion boots from Year Zero. Pretty memorable panel of him testing them out by holding a stack of Olympic plates Alfred's gradually adding to. Always thought it'd be terribly unfortunate if the boots gave out and he went face-first into them.
The bonus rounds are such a bizarre feature. Putting Kim Basinger on cabs during the height of 89's Batmania definitely explains things; even Sunsoft's wildly divergent FC classic made sure to give her pride of place in the Attract. I'm playing the JP ver and don't read the language, so I've just been failing through 'em. Somehow less interruptive than Sunset Riders', where you can't even fail out ala Shinobi; the targets will just keep popping up while you sit there. 3; Moral of the story: Bonus Round Y/N DIP toggle pls
I noticed an unfortunate control ding: firing from crouch, then standing and walking forward will disable your jump inputs for a splt-second. Lead to a "WTF? Dammit!" death in the rather intense inverted spacewalk. If you need a jump immediately after a crouching shot, hold [down/forward], then jump out of the crouch-walk. You won't have the momentum of a running jump, but it beats getting kneecapped.
It's hardly a gamekiller, but it's the kind of thing that makes Shinobi the unrivalled king of this sector, imo. No glitches or weirdness I can recall, and an ultra-smooth OTG shot.
I can't believe I missed the obvious hostages/bombs and shot upgrade parallels with Shinobi, and it even has the No Ninjutsu bonus! The stages feel properly designed around it, too; seems infernally tempting-yet-plausible to go without. I like it way too much to even try right now, though! The Jetpack is a great riff on bombing; it's not an enemy eraser, rather an incredibly strong aerial POW mode that demands creatively aggressive use to reach its full body-stacking potential. I love the risky cooldown period; the shield lasts quite a bit longer than the Jetpack itself, encouraging you to imperiously body-tackle chumps right to the last frame, at risk of ending up somewhere you don't want to be.
The aesthetic continuity of the zero-G setting is so charming, between the environments - often quite stunning, like the whirring gravity chamber sending the moon and stars tumbling, and the fire-lit, ominously juddering engineering sector - and all the little details on player and enemy equipment, like your back-mounted booster firing during jumps, and the stabilising blades and motors on projectiles. Killer OST, too, smoothly funky befitting Rolling Thunder itself. I see Hidenori Maezawa and Miki Higashino both featured, and the lord of Dracula himself Akamatsu-san, as well! They definitely had their A-list on this project.
ala Sunsoft's Raf World, famously a Terminator game that never was, I'd never have guessed this was anything but an original production. Maybe it was gonna be Batman In Space~.
Indeed PCEFX, that's exactly the game I was thinking of! I don't think I ever encountered it back in the day, we were all about Sunsoft's NES/FC one, which is well-regarded as a landmark of sidescroller walljumps nowadays. There was some interesting behind the scenes material posted about its development here.PC Engine Fan X! wrote: ↑Sat Mar 23, 2024 10:43 pmYou might recall that it was Atari Games whom snagged the exclusive rights to the Batman arcade game back in 1992. I remember playing it at the "Regency Game Palace" arcade joint back in 1992-1993 -- even the joystick was endowed with the usual Atari fonts + the ever so present "Fuji" logo placed above the Atari branded namesake.
PC Engine Fan X! ^_~
I forgot that Surprise Attack existed, or it would've been my #1 most-anticipated Konami game. Now having credit-fed through it (plus a couple of save states...) it's solid throughout and not too crazy on the difficulty until near the end. The final boss is going to take me some work though.
International version does have such a dip, if you didn't notice. Hi Score Mode uses the International version, so probably no extremely funky Konami regional differences...? I haven't checked all that closely.
Shinobi seems to have one specific tricky spot per level that's meant to be THE place to use magic. By implementing it as a pickup item, Surprise Attack streamlines that a little, maybe at a little cost to freedom, but how often do players successfully bomb on reaction in Shinobi anyway? Excepting boss fights. Also true to Shinobi, continues are forbidden in the final level, and continuing does not reset score. No lives counter on the score board as in Shinobi though, or a ones-digit of shame, so the player is on the honor system.BIL wrote: ↑Fri Mar 22, 2024 10:45 pm I can't believe I missed the obvious hostages/bombs and shot upgrade parallels with Shinobi, and it even has the No Ninjutsu bonus! The stages feel properly designed around it, too; seems infernally tempting-yet-plausible to go without. I like it way too much to even try right now, though! The Jetpack is a great riff on bombing; it's not an enemy eraser, rather an incredibly strong aerial POW mode that demands creatively aggressive use to reach its full body-stacking potential. I love the risky cooldown period; the shield lasts quite a bit longer than the Jetpack itself, encouraging you to imperiously body-tackle chumps right to the last frame, at risk of ending up somewhere you don't want to be.
Hehe, yeah, Arcade Archives is the main reason I started using Switch's mediocre folder implementation. It maxes out at I think 200 per folder, meaning I have three different folders now: Arcade Archives A-M, Arcade Archives N-Z, and ACA Neo Geo.AGermanArtist wrote: ↑Sat Mar 23, 2024 10:02 pmMaxes out at 100 per folder. I'm onto a second ACA folder.
Yeah, the folders on switch pretty much exist for me to categorize all my arcade games. Including, but not limited to Arcade Archives. I need my separate folders for run and gun, shmups and beat em ups dammit!hamfighterx wrote: ↑Mon Mar 25, 2024 9:32 pmHehe, yeah, Arcade Archives is the main reason I started using Switch's mediocre folder implementation. It maxes out at I think 200 per folder, meaning I have three different folders now: Arcade Archives A-M, Arcade Archives N-Z, and ACA Neo Geo.AGermanArtist wrote: ↑Sat Mar 23, 2024 10:02 pmMaxes out at 100 per folder. I'm onto a second ACA folder.
Damn shame that systems keep getting worse and worse with folder management. PS5 is a marked step down from PS4, and I even liked Vita's ease of use of the 10-game "bubbles", and the PS3/PSP XMB was pretty good. For Nintendo, 3DS and WiiU were perfect, and Switch is ehhhhhhhhh.
Oh damn, nice!
Yeah, I was a little disappointed by the lack of close combat - keeps the game nearer Rolling Thunder's snipey feel, in that regard. Combined with the contact damage, I could see it being a deliberate move away from Shinobi/Shadow Dancer's bump-fu.Dying on enemy contact instead of getting bumped takes some getting used to. I don't see why the player astronaut doesn't get a melee attack either. Some of the bad guys have space knives so it's clearly a thing in this universe.