
Emeraldia looks ok. I like it when puzzle games have goals / stages like this, instead of just survive as long as possible.
Totally forgot that one! I'd nab it just for the OST.
The NeoGeo spirital sequel to Time Soldiers, Ninja Commando, is on ACA NeoGeo.BIL wrote: ↑Wed Apr 17, 2024 6:08 pm Would love to see the handful of gems left on Digital Eclipse's shitshow SNK 40th given proper home release. Search And Rescue, of course, but also Prehistoric Isle, Bermuda Triangle, and Time Soldiers. The last being ADK's, but if it's on an SNK comp, I'm guessing there's no legal issue.
Haha, I'd never thought about them that way... you're right, the time-hopping gimmick makes so much sense now!BrianC wrote: ↑Wed Apr 17, 2024 6:44 pmThe NeoGeo spirital sequel to Time Soldiers, Ninja Commando, is on ACA NeoGeo.BIL wrote: ↑Wed Apr 17, 2024 6:08 pm Would love to see the handful of gems left on Digital Eclipse's shitshow SNK 40th given proper home release. Search And Rescue, of course, but also Prehistoric Isle, Bermuda Triangle, and Time Soldiers. The last being ADK's, but if it's on an SNK comp, I'm guessing there's no legal issue.
This is the correct default setting. Your expectation of the number of lives is just incorrect here.
And now Wayforward have been contracted to make some extra-shitty-looking Yar's Revenge metroidvania that has nothing to do with Yar's Revenge or Atari arcade games in general.Steven wrote: ↑Thu Apr 18, 2024 9:33 am One more thing to add to the fortunately very small pile of ACA disappointments: WHERE THE FUCK IS MEMODAMA?!?!
Oh yeah, Konmai being Konmai. That might have something, or everything, to do with it. They're too busy contracting WayBackward to make Contra: Operation Garbage and making Metal Gear pachislot machines to rerelease their good games. Memodama is Teki-Paki-tier, which is not an accolade that I give out often, so a rerelease would be great.
Anyway, yeah, Hamster does some odd stuff on occasion, like not having good scaling or occasional weird autofire options. It's mostly excellent, though. Please, Hamster, talk to Konmai and rescue Memodama from obscurity. Get R-Type/2/Leo from Irem while you're at it.
Maybe "2" in this table refers to remaining lives (so three all in all) because on Mame you also get three.DejahThoris wrote: ↑Thu Apr 18, 2024 8:56 amThis is the correct default setting. Your expectation of the number of lives is just incorrect here.
https://imgur.com/8SC0af2
I wouldn't necessarily expect Mame to get default dipswitch settings right. Honestly the only reliable reference is the operator manual, and even those can be misleading, and inconsistent between regions. But in this case, when all the defaults correspond to leaving every dipswitch OFF, I think it's safe to assume it was definitely the developer's intention.
I'm guessing that's accurate to the boards themselves. The Lord Of King (also Jaleco Mega System) has something ridiculous like 7f attack startup; even the coin input is lagged. I instantly smelled a rat, roadtesting it in MAME. Later confirmed on a friend's board, that's just how it is.
Final Fight gives you one reserve life by default. So does Baraduke 2. I'd guess that's just the board defaults, which ACA tends to be pretty good about.64th Street even has the wrong default settings. Instead of three lives, LIKE IN EVERY SINGLE GAME EVER MADE (one in use, two remaining), you only have two (one in use, one remaining).
I would be genuinely surprised if PS4 HMF has significantly more input lag than the board itself. Not some loyalist take, I'd just find it a bizarre lapse.Hacha Mecha Fighter has also very noticeable input lag (all played on PS4 Pro, not on Switch where you get the extra IL on top of everything).
How'd I forget? :O Born to lead, the boy Kunio *coof* I mean MR K
Yeah, brings to mind Double Dragon II. The fuckface overseas operators want HARD enemies, HARD timer, but EZ tatsumaki. Presumably so the 80s kids can yell WOO-HOOO and SHA-WEEET as they spam the flashy super attack on spongey enemies who run the timer down, when they're not viciously punishing said flash for a lack of proper setup.Sumez wrote: ↑Thu Apr 18, 2024 1:30 pmI wouldn't necessarily expect Mame to get default dipswitch settings right. Honestly the only reliable reference is the operator manual, and even those can be misleading, and inconsistent between regions. But in this case, when all the defaults correspond to leaving every dipswitch OFF, I think it's safe to assume it was definitely the developer's intention.
I should have mentioned that unfortunately it is just these three games (64th Street, Plus Alpha, HMF) that I have never played the boards of so I was just comparing the IL to Mame. All three games are significantly more responsive on Mame/have less IL.BIL wrote: ↑Thu Apr 18, 2024 1:55 pm NUMANS get!I'm sure F/A will be along later in the year. Theme months aren't worth getting worked up about with an advent calendar release schedule, imo.
I'm guessing that's accurate to the boards themselves. The Lord Of King (also Jaleco Mega System) has something ridiculous like 7f attack startup; even the coin input is lagged. I instantly smelled a rat, roadtesting it in MAME. Later confirmed on a friend's board, that's just how it is.
Phelios is similar; MAME puts it at like 7f between pressing [shot] and your projectile appearing. One-lifed the ACA version, tried a board, same handling. Haze has confirmed Galaga '88 is as laggy in person as MAME (and ACA) would have you assume.
A little depressingly, these games confirmed for me that ~8f is survivable. It feels noticeably bad, but it's not insurmountable. I still hate it. Metal Black pin-sharpness or GTFO! Well don't, but I'll bitch about it.
EDIT: No, City Connection didn't develop those releases, as far as I know. You'd be bringing some very useful information, if you could confirm that!
Final Fight gives you one reserve life by default. So does Baraduke 2. I'd guess that's just the board defaults, which ACA tends to be pretty good about.64th Street even has the wrong default settings. Instead of three lives, LIKE IN EVERY SINGLE GAME EVER MADE (one in use, two remaining), you only have two (one in use, one remaining).
EDIT2: some goober was whining on HG101 about Baraduke 2 giving you no reserve lives at all in MAME, and whoever wrote its Wikipedia page parroted him.You get one reserve life, you're good for one hit on top of that, and the extend rate is generously low. Get on your Fuck Bike and rescue some Friendos, you'll have another reserve life in no time. Just like in Final Fight! (extend should pop during first boss)
I would be genuinely surprised if PS4 HMF has significantly more input lag than the board itself. Not some loyalist take, I'd just find it a bizarre lapse.Hacha Mecha Fighter has also very noticeable input lag (all played on PS4 Pro, not on Switch where you get the extra IL on top of everything).
Get some hardcore killer like Plasmo or trap on the case, I'm sure the results would be illuminating.![]()
MAME's not a great universal benchmark, unfortunately. Often accurate - those laggy late 80s Namco boards like Phelios, Dragon Spirit, and Galaga '88 are unfortunately true to life - but by its nature as a large-scale project, standards vary. Another NMK title, Task Force Harrier, has a lightning-quick ship in MAME because it's not emulating the slowdown routine.
I think Splatterhouse felt laggy, too. Is it?BIL wrote: ↑Thu Apr 18, 2024 2:57 pmMAME's not a great universal benchmark, unfortunately. Often accurate - those laggy late 80s Namco boards like Phelios, Dragon Spirit, and Galaga '88 are unfortunately true to life - but by its nature as a large-scale project, standards vary. Another NMK title, Task Force Harrier, has a lightning-quick ship in MAME because it's not emulating the slowdown routine.
I have the PCB, but I really didn't notice anything being really off with the Switch version. And I have both the Konami collection and the ACA version. Of course, I can't milk the last boss for millions quite as neatly as I can with the PCB, but it can be due to other reasons than just lag (distance from the screen, controller, etc etc etc)Arino wrote: ↑Thu Apr 18, 2024 3:14 pmI think Splatterhouse felt laggy, too. Is it?BIL wrote: ↑Thu Apr 18, 2024 2:57 pmMAME's not a great universal benchmark, unfortunately. Often accurate - those laggy late 80s Namco boards like Phelios, Dragon Spirit, and Galaga '88 are unfortunately true to life - but by its nature as a large-scale project, standards vary. Another NMK title, Task Force Harrier, has a lightning-quick ship in MAME because it's not emulating the slowdown routine.
Gonna defer to MJR (and SuperDeadite) there.
That was particularly excellent of them! I wonder if it was requested by staff, ala DAIOHHH's mainman asking for - and receiving! - an OYAJI METER. (ACA Daioh also optionally fixing the stage 6 1UP exploit)Skyknight wrote: ↑Thu Apr 18, 2024 3:58 pm While on the subject of fixed bugs, I don't think the fix they did for Raimais has been mentioned here yet. There was a special final sequence (I think the idea was that) that the original arcade release couldn't implement. Hamster fixed that.Spoiler
the player-character was doing so well that the main villain bodyjacked her brother ahead of schedule? Basically if you clear the stages TOO quickly.