The people demand more Randoposts! (`w´メ)
And if they don't, I'll see to it they do! (■`w´■)(^w´ )
The people demand more Randoposts! (`w´メ)
Alien 3 for Genesis was designed by Probe Software in the UK.Air Master Burst wrote: ↑Sun Jul 28, 2024 2:09 pmBesides Turrican there's also Skeleton Krew and Alien Carnage, but most janky western run and guns are american stuff like Alien 3 or Jazz Jackrabbit. It probably helps that these games don't suck as bad as your average euroshmup, even shit like Bio Menace plays ok.
ETA: Pretty sure Dinosaurs For Hire was made by americans too.
The Amiga was home to a million action platformers and run and guns. Some noteworthy ones:Lander wrote: ↑Sun Jul 28, 2024 8:45 am There's a thought, did Run'n'Gun and other such actiony genres ever get the Filthy Euro malignment as badly as shmups did?
I don't remember it being so bad, but being weaned on Jean Claude Van Damme's Turrican probably skews the perspective a bit.
And, late realizations, they totally lifted the Contra logo for that backdrop![]()
I had the Alien 3 Genesis cart as a kid and got good enough at the game that I could fairly easily beat it, which is incredible to me now given how memorization-heavy it is (there's no way you will clear most of the later levels without knowing where all the prisoners are ahead of time).BIL wrote: ↑Sun Jul 28, 2024 4:49 pm Normally I'd withhold comment, but I distinctly recall Alien 3 being tragic, and Robocop vs Terminator falling far short of its winning style. And revisiting as a grown-ass mayne I was quite correct on both counts.![]()
Ah man, I didn't even know about that! Another Bug Hunt indeed.it290 wrote: ↑Sun Jul 28, 2024 4:59 pmI can guarantee you most of the contemporary reviewers did not play through the entire game, because there exists a bug whereupon jumping on a particular elevator about 3/4 way through the game will trigger a hard lock about 50% of the time. Was always a delight hitting that section and rolling the dice as to whether your run could continue or not.
Did you find any glitches aside of that (which, I understand, it's due to performance)? I'm always tempted to try it but given Mame's usually poor attempt at emulating late 2D Konami games, I can never get motivated enough.Randorama wrote: ↑Sun Jul 28, 2024 2:15 pm MAME, with some pretty horrible lag/emulation issues. I don't have any PCB set-up at the moment. I would say that part of the experience was just learning how to play some stages with random frame-skipping inconsistent frame rates (e.g. Second Key to Third Key's stages).
I meant alpha blending, which means translucency effects. The mist issue you describe is indeed an alpha blending issue.Randorama wrote: ↑Mon Jul 29, 2024 2:43 am Bassa-Bassa:
v0.184, as I haven't bothered with updates in years, by now. ST 11 ("Aleista") has/had a a priority problem, in that the mist floating over the stage is supposed to create a translucency effect ("let's add a mist effect over the sprites"), but often the impression is that it appears on the action plane ("I cannot fully see my sprite due to the mist"). There are other similar problems here and there. As for blending issues, I am not really sure because I am not sure what blending exactly is (combining sprites and backgrounds together?),
I actually adapted the world setting from Hawkmoon! to the Elric! rules. I then wrote the whole campaign so that it would fit within this setting’s canon/continuity. The campaign ended up being 50+ sessions or so, or roughly 7 months of gaming (September 1994 - March 1995). Let’s just say that as teen I was over-active and I preferred playing with rules and with world building, in the guise of the GameMaster.
Feels like one of those few games by a cult fave that remains genuinely little-known. Well... remakes by a cult fave; Wizards & Warriors was popular on NES back in the day, had a couple sequels, too. Fabio famously got some work modeling for the second game's NES boxart, lmao.
This is how I'd do it, honestly. Action platformer / top-down action / beat 'em up with RPG elements.Randorama wrote:Even with these two games, we have a case for treating them as platforms with "strong RPG elements".
This describes Capcom's arcade D&D titles pretty accurately. They're also the games that do the best job of capturing the feel of actual tabletop D&D combat (at least the way I run it).BIL wrote: ↑Fri Aug 02, 2024 9:19 am No shopping, but seeking out legendary gear in nonlinear worlds is a big part of both. Well, "nonlinear" and "world," in DB's case; each round is a map with a couple branching paths containing a few dungeons. But you're still ferreting out better weapons, armour, and spells, once you're in your multi-scrolling dungeon/cave of choice.
I figured out which pages have the belt-scroller discussion a while back, it actually didn't take too long once I got into it. The hardest part will probably be separating out bigger posts that are part of multiple different discussions.
Action Arcade RPG. AArpig. King of Dragons counts, Knights of the Round Counts, Dark Seal counts and so do Cadash and Monster Boy.BareKnuckleRoo wrote: ↑Fri Aug 02, 2024 1:52 pmThis is how I'd do it, honestly. Action platformer / top-down action / beat 'em up with RPG elements.Randorama wrote:Even with these two games, we have a case for treating them as platforms with "strong RPG elements".