The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Anything from run & guns to modern RPGs, what else do you play?
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BIL
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BIL »

BrainΦΠΦTemple wrote: Fri Aug 09, 2024 2:17 am might as well pOst a few non-shmup no-miss 'n nO damage stuff :]

Mega Man X (SNES) - No Damage Clear (No Hadouken)
Mega Man X3 (SNES) - No Damage Clear (No Saber)
B.O.B. (SNES) - No difficulty setting - Cleared - NoMiss
Act-Fancer: Cybernetick Hyper Weapon (Arcade) - Normal - 1 Loop Cleared (1-ALL) - NoMiss
Klonoa: Door to Phantomile (PSX) - No Damage Clear
Contra: Shattered Soldier (PS2) - Normal (Hardest) - Cleared (S-Rank/Character: Bill Rizer) - NoMiss
Mega Man 3 (NES) - No Damage Clear
Geostorm/GunForce II [Japan Version] (Arcade) - Hard - Cleared - NoMiss
Hello Kitty no Hanabatake/Hello Kitty's Flower Shop (NES) - No difficulty setting - Cleared - NoMiss
Cadash [Arcade (U.S. Version 2)] - Hardest - Cleared (Character: Ninja) - 1cc/NoMiss
Super C (NES) - No difficulty setting - Cleared - NoMiss
Blazing Chrome (PC) - Hardcore - Cleared (Character: Mavra) - NoMiss
Robocop (Arcade) - Normal - Cleared - 1cc/NoMiss

i got like 13 of 'em, although the run 'n gunners are debatably shmups since...well, they're technically a subgenre, but it's probably fine to post thOse 1s here. ^^
anyway, bOom
I dunno how you do those Megaman X no-hit runs, just the thought of such hardship makes me wanna do a fuckin flip. :O (but a whimsical one, holding a pair of sparklers)

Admittedly I don't play those games very much, AND I'm shit at them when I do! :3

I wish M2 would get their asses in gear with that DECO project they mentioned years ago. ACT-FANCER's title alone cracks me up, then the CYBERNETICK HYPER-WEAPON subtitle rolls in and I wanna scream. I know a manful, GAMUSHARA time awaits! See also the similarly priceless PSYCHO-NICS OSCAR, god damn. Psychonics is a pretty intense word, as it is, then they explode it into the stratosphere by invoking a fuckin Oscar Meyer wiener.

GG @ Shattered Soldier btw! Also Klonoa, that is some patrician quality for rabbitpuppy-kun and his inimitable charming papier mache world. :o
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

Quick comment: Birru-dono, Act Fancer is half "DECO whipping up an half-baked game with random ideas left over from the Darwin games", and half "Now wait, this game is anyway fun and punishing/exhilarating in good amounts!". Post-apocalyptic action, brisk pace (hurry up! You depower every ten seconds!) and good even if sometimes REALLY creepy stage design. A loop is at most 15 minutes long and bosses are huge and really gory. Please play ftw okthx.

...Maybe I should write up about my grudge with this game: I skipped that, back in this year's February. A huge-ass post is coming soon, anyway.
Last edited by Randorama on Wed Aug 28, 2024 7:28 am, edited 1 time in total.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

Gaiapolis (Konami, 1993) is a an hack’n’slash type of belt-scroller with RPG elements: it would thus fall in the wide umbrella category of AARPGs. The game is distinctive in that it has a TATE screen orientation, a great orchestral OST with the occasional world music/electronica piece, and very anime/manga-like art (early ‘90s style). The game has three characters: “Prince”, “Fairy” and “Dragon”. Dragon is the slower but more powerful character, aimed at beginners; Fairy is the technical, fast but weaker character for experts; the Prince is the character for intermediate players. The wiki in my early link gives a lot of background about the game including characters’ names. In this long-winded post I will be sloppy with names and world setting details, sorry.

Players can choose one or two characters and save the world from “The Empire” of something.
To achieve victory, players must clear 16 stages and beat the evil Dragon-like final being. Players thus embark in a classical quest, moving from one location/stage to another location/stage seeking the three keys to “Gaiapolis”, a mysterious city in which a powerful weapon resides. Players must attempt to access the city before The Empire guys do, because the Evil Emperor wants to kill half of the world’s population to balance things out (…no, his name is not Thanos). Notably, the game features a code system to access stages. Once a credit ends, players will be given a code that allows them to reach the last stage they reached. On a new credit, players can choose starting a new play or inserting alphanumeric codes, and thus skip stages if the code is correct.

The control scheme is simple. A is for attacks and parries: while tapping A activates sword swings (dual clubs attacks for Fairy), holding A activates the shield animation (club parry for Fairy). B activates attacks from the familiar, a little creature that joins the characters once they collect one of three egg types. Dark pink is for the wyvern, Beige for the armadillo, and blue/grey for the goblin. One tap sends the familiars to attack enemies: a second tap calls them back. The C button is for magic spells: characters can collect diamonds and launch spells of increasing power when they press C. Familiars have up to five bars of energy, and will die once energy is depleted; they recover energy when they do not attack. Players start with three bars but can reach eight bars after reaching level 18; players can level up, RPG-style.

Before I address this mechanic, please let me outline the fighting system. Players can perform simple combos. tap 4-5 times A in a row and, if the attacks connect, the character will perform a certain series of swings before dealing the “final” blow. If players can tap quickly and/or meet some condition I never figured out, they can deal a critical hit: a small flame will appear after the hit, the characters will yell something, and the enemies should receive up to 6 times the usual damage (more or less). Characters can also perform a charge attack: tap twice in one direction, hold the direction after the second tap to run before charging. Finally, characters can perform a special attack by doing a 360 degrees movement with the joystick. The characters will swing their weapons in a rotating motion and hit anyone who gets close.

The game’s hack’n’slash nature lies in the attack types but also in the parrying mechanics. Since parrying involves holding the A button, chains can be cancelled into parries if the need to block a blow arises. Parries do not automatically block every hit. Enemies that are too close can land weaker hits against a parrying character and deliver less damage. This aspect of the fighting game is peculiar, because “broken parries” can be used as tactical gambits. When a character is hit, the i-frames are generous (1 second, even 1.5 seconds) and allow players to pummel back the offending enemies. Parrying thus can become an aggressive technique that allows players to break denser hordes of enemies, though at some cost for the players. Note that enemies may side-step or even backstab characters if they move quickly around the parrying direction. In that case, characters will receive full damage.

Once players learn how to time their attacks and parries, the fighting system opens up in an interesting manner. Each character has a different reach with their weapons. However, all characters can outreach any of the normal enemies, in the opportune conditions. For instance, the dragon has a reach with his sword swings that is a bit longer than the sprite’s size. Some enemies have smaller sprites and shorter swinging reaches: they can be baited into attempting to hit players, and getting hit via quick counter-attacks based on this reach difference. When counter-attacks are successful, players can easily land full chains and dispose of enemies faster. Failed counter-attacks can result in full hits, but quick-witted players can always cancel their attacks into parries at the very last frame. Fights can thus be quick and lethal on both sides; expert players can mow hordes quickly but also avoid sudden deaths easily.

The game can be considered an AARPG; the game’s RPG facets, however, can be reduced to a couple of interesting aspects.

The first aspect is that each successful attack and bonus item gives characters some (e)X(perience)P(point)s. Treasure chests and occasionally enemies drop items; hitting walls and/or specific points of the scenery can also reveal secret items. Most XPs do come from successful attacks, however. All hits reward approximately the same amount of XPs, but deal different damage levels. Critical hits and charges deliver the most damage, but award the same amount of XPs as single swings. Thus, killing each enemy via swing chains is the best source of XPs in fights. Characters can reach level 30, with each level requiring a progressively higher number of XPs. Levelling up increases attack and defence levels, but also the number of life bars. Players start at 3 bars, at max out at 8 bars (level 18). Note also that each level up awards some increasing extra energy; by level 25, it’s 2.5 life bars.

The second aspect is that the game has an elaborate plot meshed with the world setting, and one stage after which players can choose branching paths. Briefly: The Empire invades “Avalon”, Prince’s reign. Prince and his allies Fairy and Dragon, who also have grudges with The Empire, fight back. Their ally in this obviously just cause is the Golden Hawk/Fire Warrior, a mysterious entity who takes the form of a golden hawk or warrior (eh!) when appearing during cut scenes. After clearing the first stage, players can see the world map, and receive a first hint that the game is set in some variant of Earth (OK, “Avalon” is also a very obvious giveaway). As the game progresses, it is revealed that this is Earth from a very distant future borne out of the ashes of a global (nuclear) conflict: Fairy, Dragon and some enemies are actually mutated human species.

Our characters must beat up three generals from The Empire, before pummelling The Emperor. Stages 4, 9 and 13, respectively called “First Key”, “Second Key” and “Third key”, involve a fight against a general and then against some mecha-organic-weird creature. On stage 5 (“Maharishi”), players can collect three special items (some ugly-looking stone artefacts hidden in specific spots) to obtain access to an alternate version of stage 6 (i.e. the location/stage “Neo-Kobe”). Otherwise, they will move again to “NeoMosc”, which they first visit first on stage 2. Upon reaching “Gaiapolis”, the location for stage 15 and 16, players and characters discover that it is a geostationary sub-orbital station, i.e. a station placed at 30 km or so of height. Their mission is thus to prevent The Empire to use this ancient technology (and the demons/dragons it can summon) to lay waste to the world.

I acknowledge that the Science Fantasy setting and the puny minimal path choices are not exactly unique to RPGs, but they offer some connections to typical world settings for this genre. It is also true that the RPG-like levelling mechanics are…barebones. Note that characters can also collect increasingly powerful weapons and shields (jewels, for Fairy) as they progress. However, these are the most RPG-esque aspects of the game (also: the final weapon is hidden. Be sure to check what happens on stage 16 when you hit the scenery). Nevertheless, for a 1993 game it does have a lot of interesting features. None of these features are introduced in this title, but many operate in relatively refined manners (e.g. parrying, charging). In general, the game offers a good idea of the early 1990s’ Zeitgeist “fantasy plus arcade games” titles (think of Mahou Daisakusen in shmups).

An ambivalent aspect of the game is its length. The game aims to be epic and long: characters pursue a global quest on foot (…I guess), the orchestral score has a slow, epic style, and the goal is to save the planet (again). The game requires at least one hour for a 1-CC that does not involve any milking and that includes an aggressive approach to bosses. Milking is relatively simple. In some key spots, if players have no bombs they can trigger the appearance of some strange critters releasing diamonds and other bonus items. Furthermore, some but not all bosses award more XPs if the characters’ familiars hit them. It is impossible to reach level 30 (i.e. max out) without milking, so players may choose to reach the 70 minutes mark for a 1-CC. Note, however, that by level 25 characters seem to max out stats.

Boss battles are the part of the game in which the game reaches particularly unpleasant levels of “Konami cheap design”. All bosses have tons of hit points with respect to players’ power level on a stage, and have small vulnerability windows. Players can take extensive risks to kill them quickly: all stages have a limited amount of time, and remaining time is turned into XPs after clearing a stage. However, all bosses except the first one will test players’ skills considerably, if they choose this approach. I think that the description of one battle can be illustrative; I hope that you are not going to flee from the game after reading it, however.

The second boss is a curious mechanical robot that wields a giant axe. It tries to cleave players with powerful vertical swings that send shockwaves once they hit the ground, or with periodic rotations of the axe (and body) that can only be parried. Players can hit the boss by side-stepping it when he lands vertical swings, or when he rotates but is distant enough from the players. In both cases, only a few hits can be landed every time, and the boss has 5 full lives: it requires approximately 60 hits to die. This entails that players need to spend at least 80 seconds to land these hits safely, or perhaps fewer seconds by taking big risks during the rotating attacks. Every other option will probably result in a quick defeat; thus, players who quickly lose their patience will easily snap during most boss fights.

This aspect of the game also emerges in several encounters during the game. Most stages have a relatively well-paced progression and balanced, increasing difficulty; however, some sections act as “bottlenecks”. For instance, Stage 12 (“Los”) has two passages/rooms in which the character(s) will be overwhelmed by an abundance of crimson and blue warriors, with zombies further creating pressure on players. In these situations, the safest option is to focus on 1-2 hits plus an immediate parry, as enemies will simply use their overwhelming numbers to land hits on players. The fastest but riskiest option is to master attacks at minimal distance for multiple hits. One can of course abuse charge attacks, even if these attacks lengthen the duration of fights considerably. More aggressive approaches require very precise timing, and enemies may quickly land a few hits and kills characters swiftly; remember, any fight can be deadly, quickly.

The game’s difficulty has an interesting curve. The game does not offer a true challenge until ST 2’s boss; by this point, only players who display enough patience to slug it out with this boss will proceed. ST 3 (“Turan”) is easy, but the boss is a “hit-and-run” Konami-style pest. Players will again be tested on their patience, rather than fighting skills. Stages 4 to 7 involve patience-testing bosses, but the stages per se are not difficult. Stage 8 (“Dark Corridor”), however, is a bottleneck stage: players are forced to fight in a reduced space (a series of platforms) against powerful enemies. They can only survive if they have mastered all the relevant fighting techniques and level up at a brisk pace: players receive no extra energy on this stage. Stages 10 and 12 have stiff bottleneck sections, but are otherwise manageable.

Difficulty and length converge into a lethal mix on Stage 13 (“Third key”): players fight the third general and a mecha shooting…acid mud tentacles (I guess). The third general requires a mastery of the parry gambit: players who can receive minor damage or parry successfully his attacks can actually land relatively safe chains, even though losing 2-3 life bars is an acceptable gambit. The mecha appearing after the general has such erratic attack patterns that it should appear impenetrable to most players. If players can clear these veritable difficulty walls, Stage 15 (“Gaiapolis”) is not difficult, even if choke-full of enemies. The stage’s bosses, the three generals in their demonic form, are however exasperating in their really narrow weakness windows and their 24 full life bars per general. From here to the final boss, it’s the typical “Konami boss rush”, but at a slow and nerve-racking pace.

The ending sequence is however satisfying. The characters flee as the station collapses to the surface, riding the windgs flying vessel. The Golden Warrior/Hawk has a final chatter with them admitting that he/she/whatever was human, a long time ago. Some hints suggest that the Golden Warrior is/was a space-faring human from the pre-apocalypse time, and came back to Earth to give a future to his descendants. Cut scenes during the games are actually beautiful and present the story in copious detail: at least for the first few runs, I would suggest players to read and enjoy them. Fun fact: JP, EU and US versions seem identical except for the fact that the JP version has voice actors for the three generals, too. Earth is saved from the menace of The Empire, Gaiapolis is no more but no one seems to care, and our heroes go back home.

So, if you have reached this point of this mini-article, you may genuinely wonder: is this game any fun? My answer is: yes, but with a disclaimer. The game will feel slow and plodding if you don’t learn how to fight for the XPs, i.e. land a few hits at a tricky distance, bait enemies, and so on. A possibility is to 1-CC the game by (ab)using charges, but that makes the game even slower and difficult. Levelling up is important, so learn to fight in a dangerous yet interesting manner. Enemies are also tricky, and each enemy must be addressed with specific counter-attack and baiting techniques. Bottle-neck sections thus create a very “fantasy book” feeling of heroes fighting with their backs against the wall but winning, when performed well. Spells are colourful and well animated, but you must learn when to use them; no room for mistakes.

The answer to another implicit question that you should have by now is: yes, the game is beautiful and epic in style, with a glorious OST. It is clear that Gaiapolis’s designers worked intensely to bring this world to life, and with it their love for the Fantasy genre. I wouldn’t actually be surprised if this game is based on an After Action Report story. The game exudes the typical atmosphere of a story that was first on paper or in RPG form, and then translated into the medium of videogames. The game is also a time capsule from early ‘90s Konami: it has gorgeous graphics and a sober use of scaling and rotating effects, as well as highly animated and colourful sprites. Aesthetically, it is a delight in all aspects.

At least for me, also, there is the nostalgia factor. I played this game when it came out to nausea. My uncle found it too easy, so he thought well to rank up the difficulty to “hard”: enemies suddenly delivered tons of damage on every minimal hit. My RPG buddies and I were not discouraged, because having an arcade game that “felt” like our favourite tabletop RPGs was just pure bliss, as teens. I never 1-CC’ed the game by myself, back in the day: we always had to rely on co-op efforts, which were certainly an exhilarating experience. I only have 1-CC’ed the game recently and via (awful) emulation, so I can say that at some point the nostalgia factor has prevailed in my opinion of the game. Please try the game out; “it’s the best way to get a feeling for it”, as Captain Obvious would say.

A parting anecdote, if I may. I loved the game so much that I adapted the whole story to a campaign for the RPG Elric!. As teens, we combined the English version of this RPG with the French-based expansions by the publisher Oriflam; one of them was Hawkmoon!. Both RPGs are based on books by Michael Moorcock, and are connected via the general framework of the “Multiverse” (Moorcock introduced the idea in 1956, in case you wondered). Hawkmoon! has this “Science Fantasy” setting that is rather close to Gaiapolis in style, so I “tortured” my RPG buddies with a home-brew campaign that embedded the game’s story in the RPG’s milieu. My buddies still wonder where on Earth I could find the time and patience for this kind of madness. Nevertheless, there were a few other groups that ended up playing the campaign as well, in the following years (!).

So...it took decades to clear on one credit this and other titles that escaped me back in the day. Fun fact: I aimed for a 1-CC will all three characters and with either "NeoMosc" or "Koben" routes. I obtained the final 1-CC a few days before flying back "to the motherland" for the first time after a while. 1-CC eluding me for too long, before taking the long way home: done and dusted. A trivial pursuit for an adult, but I dislike not reaching the goals I pursue. The writing of this whole five pages (well, in word) of ranting has been deeply cathartic, if only because I can finally admit that my teen self was quite the queer/weird/geek/nerd one. But then again we all grow up and get things done, don’t we?



(3163 words, proof-read once for grammar, style and whatnot. Further edits and suggestions are welcome if you send me your paypal account).
Last edited by Randorama on Mon Aug 12, 2024 5:00 am, edited 2 times in total.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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BIL
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BIL »

Randorama wrote: Sun Aug 11, 2024 12:10 pm...Maybe I should write up about my grudge with this game: I skipped that, back in this year's February. A huge-ass post is coming soon, anyway.
Always appreciated! Yes, I immediately got a sense of Darwin's creepy/cool biomechanism, from what little I allowed myself to see. Meat/Metal Machinery for better-adaptive Killing Technology. Image Image

Title makes me picture some revenant avenger of fallen Cat Fancy, ala the Keita Amemiya-designed Hagane, hell-bent on pulverising the cruel forces that led to its cancellation. Image

Being a creature of habit, I have seen even less of Gaiapolis! I'm hoping that'll land on ACA sometime this year, Mystic Warriors having set fine precedent. Also the grand finale of the Hunger City trilogy Violent Storm, ofc. Image Image Image Marked for R2RKMF index, as per your usual fine form!
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

AFCHW seems to capture a certain bio-mechanical/mutational/apocalyptic style that was niche but well-defined in SF and manga in the late 1980s.

Style-wise, it was certainly great. In absolutely perfect DECO fashion, it is the game system that can leave players perplexed - the game is short, has some specific jank mechanics, and stage design can be infuriating until players understand how to handle sections. It gets relatively easy afterwards (but don't get distracted - snipers abound!).

There is something about eighties DECO games that also exudes "dreary autumn days" in their design choices - colour palettes and brooding, simplistic OSTs that immediately make me think of November afternoons with little light in the sky, seas of orange leaves and roasted chestnuts smell, and early snow. I will expand more, then - though it is quite *$#%ing hot today :wink:

EDIT:

...and Teddy Boy Blues. That was the grudge from hell, I daresay - complete with snarls, screams, and wi-fi keyboards flying across the room. I think that I should trace back all write-ups I have posted so far, anyway. 1-CC's and nostalgia trips have added up over the years, and I may just focus on ranting a few k's worth of text at a regular pace on this topic - it seems beneficial to the well-being of keyboards and other disposable objects that lie around my desk :wink:
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Air Master Burst »

Randorama wrote: Sun Aug 11, 2024 12:14 pm Gaiapolis (Konami, 1993) is a an hack’n’slash type of belt-scroller with RPG elements: it would thus fall in the wide umbrella category of AARPGs.
Your post is excellent! I'm not trying to start a pedantic debate but I'm genuinely curious: have I been misunderstanding the term belt-scroller all these years? I thought it only applied to side-scrolling conveyer belt style games.

Gaiapolis rules, though. I got a 2CC with Fairy once but never went back to finish the job, mostly because I never really got on well with 2D block/parry systems (Knights of the Round being the most notable offender).
King's Field IV is the best Souls game.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BareKnuckleRoo »

Technically speaking, sidescrolling beat 'em ups do scroll in directions other than horizontal at times, so it's not necessarily a term only for games with horizontally aligned levels. Gaiapolis is a bit of an oddity though, while there's lots of top down shooters like Out Zone out there, there's very little like Gaiapolis where it's focused on melee combat and plays out very much like a sidescrolling beat 'em up. I'd call it a top-down beat 'em up, basically. There's very few out there in this subgenre, the only other one that springs to mind is Wizard of Legend which is much faster paced but still has a fairly extensive melee combat game, especially depending on the spell loadout you pick.
mostly because I never really got on well with 2D block/parry systems
I like how King of Dragons does it, press away within a generous window of being hit. Gaiapolis is a bit unusual and the meta seems to be hold attack to block, wait for a hit, then use the invulnerability to counterattack. You take very little damage when blocking it seems. I'm nowhere near a 1CC in Gaiapolis though, but it's still a fun game.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

AMB:

Thank you, but it's all due to the power of writing the equivalent of a mini-paper in shiny .doc format and spending some time to polish the document before posting :wink: I do research for a living, so writing up mini-documents takes me relatively little time and distracts me from smashing lagging controllers when playing DonPachi (ahem!). I believe that it could be copied onto a word file and turned into a more readable .pdf document, but I don't think that the links would work, I guess. Maybe one day I will just open a "Rando's untold tales from the arcade" in wiki format (...or resurrect an old blog of mine).

I am not really partial to a specific label, so "belt-scroller" is the one I used thinking that it was fine. Well, "top-down belt-scroller", "top-down beat'em up" are good candidates, aren't they? An edit takes a few seconds - please let me know which label is the most used. Terminology is good as everyone gets it - let's just say that I vote for "top down beat'em up", and I wait for a few more votes to confirm the edit.

Fairy is quite hard to use. I believe that you *might* attempt a 1-CC with Dragon and get quite a few headaches less. Dragon's charge is cute: Dragon runs and blows a typical draconian fire attack. It almost invariably knocks down enemies and penetrates parrying moves, so you can abuse it to slowly weed out enemies when under pressure. This, provided that you have at least 60 minutes to clear the game...

Roo:

The parry mechanic is explained in the post :wink: Hold A, parry a hit, counter-attack directly. Alternatively: hit X times, cancel into a parry when needed. If an enemy's hit is too close when parried, you get hit for reduced damage and get up to 1.5 seconds of i-frames. You can pummel back enemies easily, with this gambit. By Stage 15 ("Gaiapolis") and level 25, Dragon can take minimal damage from almost any "gambit parry" and mow down enemies easily. The only boss that does considerable damage anyway is The Emperor on Stage 16 ("Final Battle", in the operative centre of the tower), but that is because any hit of his lands four life bars. A "gambit parry" should reduce this to "only" 1.5 bars. Even the final boss (Demon/Dragon) delivers attacks that cost half a life bar, against a "gambit parry".

EDIT:

Birru-dono, do you have a link to my indexed posts? I haven't kept a list of my long-winded videogame rants, and I suspect that the actual number is low-ish. My thoughts after the fourth Negroni in a row is that I *might* summon the sheer willpower to sit down and write up reviews/1-CC commentaries of quite a few titles, one of these days. We all know that the world will be a better place if I write two, three or even four pages praising the virtues of masterpieces like Crime City and Gang Busters and then slam them on the intarwebs, don't we? :lol:
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Air Master Burst »

Randorama wrote: Mon Aug 12, 2024 3:39 pm We all know that the world will be a better place if I write two, three or even four pages praising the virtues of masterpieces like Crime City and Gang Busters and then slam them on the intarwebs, don't we? :lol:
I actually believe it would be! Sometimes all it takes is an impassioned paean to bring appreciation of forgotten titles to the masses.

At the very least it would be a damn sight better than HG101's "reword the wikipedia entry and credit feed a single playthrough" nonsense.
BareKnuckleRoo wrote: Mon Aug 12, 2024 2:48 pm I like how King of Dragons does it, press away within a generous window of being hit.
This is why I mainly play as Wizard!
King's Field IV is the best Souls game.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BIL »

Randorama wrote: Mon Aug 12, 2024 3:39 pmBirru-dono, do you have a link to my indexed posts?
I suspect I'm missing a few, but from a glance at my running tally, I have:

Pang series
viewtopic.php?p=1339471#p1339471

Devil World / Majuu no Oukoku
viewtopic.php?p=1504116#p1504116

Thunder Fox
viewtopic.php?p=1514396#p1514396

Plus Gaiapolis. :smile:

Will have a look in the existing index too, just in case there's more.

EDIT: cripes, four years old already? And a draft effort, at that. I've been putting off the update forever; just my usual lazy self, I'm afraid. As the thread's first few pages will attest, it was a spur of the moment thing, but it has attracted some fine postings over its decade-plus. I won't retire from the farm before ensuring everyone's contributions are reasonably locatable. :cool:
Pending Additions, to pass the time ;3
---

Vanguard, Shovel Knight King Knight Review
viewtopic.php?p=1394943#p1394943

GD, Disney scrolling action
viewtopic.php?p=1394955#p1394955

Mortificator, Metal Slug series overview
viewtopic.php?p=1395665#p1395665

TAF, Gigantic Army review
viewtopic.php?p=1396367#p1396367

Rando, Pang series
viewtopic.php?p=1339471#p1339471

Roo, Dracula IV review
viewtopic.php?p=1400445#p1400445
BIL, review
viewtopic.php?p=1401277#p1401277

Sumez, COW Boys 1CC
viewtopic.php?p=1401097#p1401097

Sumez, Black Tiger
viewtopic.php?p=1401362#p1401362

Bloodreign, Sailor Moon
viewtopic.php?p=1401474#p1401474

BIL, Metal Slug EZ Allen
viewtopic.php?p=1402257#p1402257

Sumez, Karnov
viewtopic.php?p=1402338#p1402338

Sumez, Asterisk
viewtopic.php?p=1402546#p1402546

Ilpalazzo, Cannon Dancer + Rygar + Ninja Warriors
viewtopic.php?p=1402708#p1402708

BIL, Super Shinobi Subseries Review
viewtopic.php?p=1402992#p1402992

Sumez, Metal Slug 1CC Writeup
viewtopic.php?p=1403195#p1403195

Sumes, Metal Slug Nazca Review
viewtopic.php?p=1403431#p1403431

BIL, Youjyuden
viewtopic.php?p=1397927#p1397927

BIL, Leynos remake, short review
viewtopic.php?p=1404008#p1404008

Ghegs, Hard Spirits
viewtopic.php?p=1404182&sid=10d4e6e4b9e ... b#p1404182

CIT, EAR
viewtopic.php?p=1406036#p1406036

Jonny, DD2 GB
viewtopic.php?p=1406488#p1406488

Perikles, SFC ratings
viewtopic.php?p=1407342#p1407342

Roo, Megaman Gadgeteers
viewtopic.php?p=1407643#p1407643

Rando, Magic Sword
viewtopic.php?p=1407740#p1407740

kitten, Umihara Kawase
viewtopic.php?p=1407858#p1407858

CIT, GG Ninja Gaiden
viewtopic.php?p=1410086#p1410086

kitten, Metal Stoker
viewtopic.php?p=1410245#p1410245

CIT, Zero Team
viewtopic.php?p=1410344#p1410344

M_Knight, Ninja Gaiden NES
viewtopic.php?p=1410432#p1410432

BKR, Wild Guns Reloaded
viewtopic.php?p=1410752#p1410752

Herr Schatten, NG1, Act VI Journal
viewtopic.php?p=1412009#p1412009

Stevens, Huntdown 1
viewtopic.php?p=1412341#p1412341
Huntdown 2
viewtopic.php?p=1412638#p1412638
Huntdown 3
viewtopic.php?p=1413125#p1413125
Huntdown 4
viewtopic.php?p=1413549#p1413549

Ghegs, Rockman Zero Series
viewtopic.php?p=1413532#p1413532

Perikles, Sunset Riders
viewtopic.php?p=1156395#p1156395

Herr Schatten, NG1 1CC Review
viewtopic.php?p=1414655#p1414655

Vanguard, SMT Synchronicity Prologue
viewtopic.php?p=1424649#p1424649

BIL, Sunset Riders Short Review
viewtopic.php?p=1414630#p1414630
1CC Review
viewtopic.php?p=1416043#p1416043
Duck Lag
viewtopic.php?p=1417628#p1417628

Bassa Bassa, Dragon Unit 1CC Review
viewtopic.php?p=1415209#p1415209

Vanguard, Cave Noire 1CC Review
viewtopic.php?p=1415519#p1415519

Sumez, Bionic Commando 1CC Review
viewtopic.php?p=1415773#p1415773

Sumez, Power Blade 1CC Review
viewtopic.php?p=1415876#p1415876
Vanguard, 1CC Review
viewtopic.php?p=1416402#p1416402

BIL, Wiz Short Review
viewtopic.php?p=1415896#p1415896

Sumez, Monster In My Pocket 1CC Review
viewtopic.php?p=1415898#p1415898

Sumez, Captain Saver 1CC Review
viewtopic.php?p=1416034#p1416034

Sumez, Frankenstein 1CC Review
viewtopic.php?p=1416034#p1416034

Sumez, Jackie Chan's Action Kung-Fu
viewtopic.php?p=1416035#p1416035

Sumez, Power Blade R2RKMF
viewtopic.php?p=1416155#p1416155

Kitten, megapost 1
viewtopic.php?p=1416514#p1416514

BIL, Athena short review
viewtopic.php?p=1416629#p1416629

sharc, CV1 Dracula mk1 trick
viewtopic.php?p=1417234#p1417234

Vanguard, Touhou Wandering Souls
viewtopic.php?p=1385783#p1385783

BIL, MS1/X Allen
viewtopic.php?p=1423274#p1423274

Roo, Gunstar Expert
viewtopic.php?p=1423335#p1423335

Roo, Gunstar GG Expert
viewtopic.php?p=1423344#p1423344

BIL, Metal Slug Anthology/Complete/PS2 Standalones
viewtopic.php?p=1421211#p1421211

Vanguard, TNWA Normal/Hard
viewtopic.php?p=1376971#p1376971

Ilpalazzo, Kiki+TT
viewtopic.php?p=1367833#p1367833

PEG, C: Contra Adventure
viewtopic.php?p=1468420#p1468420

Squire, Insanity's Blade
viewtopic.php?p=1090594#p1090594

Licorice, Valken
viewtopic.php?p=1468580#p1468580

CIT, Lordy 1CC
viewtopic.php?p=1468694#p1468694

BIL, MS5 1LC
viewtopic.php?p=1468710#p1468710

PEG, Super Contra VHARD
viewtopic.php?p=1469602#p1469602

Jack, Actraiser Remake
viewtopic.php?p=1469523#p1469523

BIL, Super Contra 2ALL
viewtopic.php?p=1470263#p1470263

BIL, Genpei 1CC
viewtopic.php?p=1470822#p1470822

Sumez, Steel Assault
viewtopic.php?p=1470773#p1470773

kitten, Cross Wiber+
viewtopic.php?p=1382039#p1382039

BIL, Rygar nomiss
viewtopic.php?p=1471515#p1471515

Ed, Master of Darkness
viewtopic.php?p=903065#p903065

Jack, Death's Gambit
viewtopic.php?p=1471963#p1471963

Skye, Yie Ar
viewtopic.php?p=1472992#p1472992

Mort, Downtown Nekketsu Sports Challenge
viewtopic.php?p=1378888#p1378888

Vanguard, Hack9
viewtopic.php?p=1386874#p1386874

Kino, GeoStorm
viewtopic.php?p=1474627#p1474627

Ilpalazzo, Assault Suits
viewtopic.php?p=1480259#p1480259

Ilpalazzo, Metafight + Rygar
viewtopic.php?p=1489746#p1489746

BIL, Blaster Master Zero
viewtopic.php?p=1427022#p1427022

BIL, Blaster Master Zero 2 + DLC
viewtopic.php?p=1427261#p1427261
viewtopic.php?p=1427874#p1427874

Jack, Blaster Master Zero 3
viewtopic.php?p=1491668#p1491668

BIL, Trio the Punch
viewtopic.php?p=1492187#p1492187

Vanguard, Fairyland Story
viewtopic.php?p=1435403#p1435403

Kitten, Senjou
viewtopic.php?p=1435262#p1435262

BIL, Rygar
viewtopic.php?p=1496965#p1496965

Roo, Get-Star
viewtopic.php?p=1498606#p1498606

Trap, Dead Connection
viewtopic.php?p=1498921#p1498921

BBH, Shock Troopers
viewtopic.php?p=1500515#p1500515

Jack, Gunvolt 3
viewtopic.php?p=1502909#p1502909

Rando, Devil World
viewtopic.php?p=1504116#p1504116

BIL, Assault
viewtopic.php?p=1505147#p1505147

Sumez, Hagane
viewtopic.php?p=1505366#p1505366

Roo, Micro Mages
viewtopic.php?p=1513347#p1513347

Lander, Taromaru
viewtopic.php?p=1514323#p1514323

Rando, Thunder Fox
viewtopic.php?p=1514396#p1514396

BIL, Metal Hawk
viewtopic.php?p=1512361#p1512361

BIL, Senjyo
viewtopic.php?p=1514494#p1514494

Sumez, Tanuki Justice
viewtopic.php?p=1514684#p1514684

Sumez, Rainbow Islands versions
viewtopic.php?p=1514690#p1514690

BIL, Xeno Crisis
viewtopic.php?p=1426209#p1426209

Vanguard, Spelunky 2
viewtopic.php?p=1427608#p1427608

Jeneki, Ben Bero Beh
viewtopic.php?p=1429110#p1429110

Vanguard, Rockman 2 no Constancy
viewtopic.php?p=1429286#p1429286

Vanguard, Rockman 4 Burst Chaser
viewtopic.php?p=1425861#p1425861

Vanguard, Rockman 5 Air Sliding
viewtopic.php?p=1425602#p1425602

Vanguard, Rockman 5 Double Jumper
viewtopic.php?p=1429821#p1429821

Vanguard, Rockman 7 EP
viewtopic.php?p=1432155#p1432155

kitten, Twinkle Tale
viewtopic.php?p=1430885#p1430885

Jeneki, Arabian
viewtopic.php?p=1430885#p1430885

BIL, Magical Vacation Dracula 2020
viewtopic.php?p=1433617#p1433617

Stevens, Akane
viewtopic.php?p=1433661#p1433661

Squire, Castlevania III
viewtopic.php?p=1514185#p1514185

Sumez, TNZS versions
viewtopic.php?p=1515417#p1515417

Steven, Demon's World
viewtopic.php?p=1516224#p1516224

Vanguard, Kirby SS+SSU
viewtopic.php?p=1504938#p1504938

copy/paster, NGIII NES 1LC
viewtopic.php?p=1516513#p1516513

myco, Mystic Warriors Spyros
viewtopic.php?p=1516745#p1516745

CIT, Shiten Myouou
viewtopic.php?p=879049#p879049

Shinobi, Mandara
viewtopic.php?p=1518284#p1518284

copy/paster, MS2 Turbo
viewtopic.php?p=1519292#p1519292

mikehaggar, GNGR
viewtopic.php?p=1521672#p1521672

Vanguard, KKR
viewtopic.php?p=1521706#p1521706

BKR, Wolf Fang
viewtopic.php?p=1524781#p1524781

BIL, Huntdown
viewtopic.php?p=1525742#p1525742

Stevens, Hover Attack
viewtopic.php?p=1526244#p1526244

velo, DeathWish Enforcers
viewtopic.php?p=1528116#p1528116

Mort, Double Dragon Gaiden
posting.php?mode=quote&p=1531208

BIL, Splatterhouse
viewtopic.php?p=1528382#p1528382

BIL, Tanuki Justice
viewtopic.php?p=1527286#p1527286

BIL, Huntdown
xxx

BIL, Shinobi non Grata
xxx

BIL, Runark
viewtopic.php?p=1532682#p1532682

Bryan, Zombie Hunter
viewtopic.php?p=1533062#p1533062

BIL, Cadash Ninja 1CC
viewtopic.php?p=1534125#p1534125

Sumez, Babalook
viewtopic.php?p=1535475#p1535475

Ghegs, Mechstermination Force
viewtopic.php?p=1535607#p1535607

BIL, Contra + Super AC vs FC
viewtopic.php?p=1536496#p1536496

Sumez + Stevens, Horror Story
viewtopic.php?p=1536938#p1536938

Ghegs, Deathwish Enforcers
viewtopic.php?p=1538009#p1538009

Sumez, BB2
viewtopic.php?p=1538235#p1538235

BIL, Majuu no Oukoku
viewtopic.php?p=1538387#p1538387

BIL, Dark Adventure
viewtopic.php?p=1538424#p1538424

BIL, Shao-Lin's Road
viewtopic.php?p=1539385#p1539385

Roo, Wild Guns Reloaded
viewtopic.php?p=1541193#p1541193

Roo, Gunstar MegaPlay
viewtopic.php?p=1542131#p1542131

Sumez, Jackie Chan PCE
viewtopic.php?p=1542615#p1542615

Sumez, Jigoku Meguri
viewtopic.php?p=1544918#p1544918

Vanguard, 300X
viewtopic.php?p=1548645#p1548645

BIL, M2 Contra/Castlevania Anniversary
viewtopic.php?p=1417873#p1417873

Steven, AfterImage
viewtopic.php?p=1554833#p1554833

Vanguard, KiKi / TT
viewtopic.php?p=1297831#p1297831

Strider, SS, SS2 Hardest
viewtopic.php?p=1556420#p1556420

cfx Stalker/Heroes/Bandit
viewtopic.php?p=1558719#p1558719

Sumez, Gimmick Exact
viewtopic.php?p=1558279#p1558279

Rando, Gaiapolis
viewtopic.php?p=1561056#p1561056

---

GD: farming?
viewtopic.php?p=1407474#p1407474

GD: Run And Gun
viewtopic.php?p=1412838#p1412838

GD: Alien Soldier vs Punch Out?
viewtopic.php?p=1246533#p1246533

GD: R2RKMF for score?
viewtopic.php?p=1418705#p1418705

GD: Sumez / Micronics
viewtopic.php?p=1486227#p1486227

GD: Squire / Feedback
viewtopic.php?p=1514322#p1514322

GD: BIL, Genesis of R2RKMF
viewtopic.php?p=1402436#p1402436

---

Thread: Non-STG 1CCs
viewtopic.php?f=20&t=69760

Thread: PCE, kitten
viewtopic.php?f=20&t=65382
Last edited by BIL on Mon Aug 12, 2024 7:54 pm, edited 1 time in total.
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BareKnuckleRoo
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BareKnuckleRoo »

Randorama wrote: Mon Aug 12, 2024 3:39 pmHold A, parry a hit, counter-attack directly. Alternatively: hit X times, cancel into a parry when needed. If an enemy's hit is too close when parried, you get hit for reduced damage and get up to 1.5 seconds of i-frames. You can pummel back enemies
I meant more that the meta in Gaiapolis was waiting for an attack and letting it hit you, instead of having to react within a certain number of frames for a button input, but the stuff about spacing in new to me! So, if you're standing within a specific distance of an enemy, you'll parry the attack rather than guarding the hit and taking reduced damage? Does the direction you face matter, will the game allow you to block attacks from behind like some games will while holding the button? Or does getting hit from behind while blocking only allow you to guard it and take damage, or does it cause you to take full damage? Can bosses be parried or only guarded / "gambit parried"? edit: wait never mind, I found the bit in the post, yeah, getting stabbed from the back hurts, makes sense
I believe that you *might* attempt a 1-CC with Dragon and get quite a few headaches less. Dragon's charge is cute: Dragon runs and blows a typical draconian fire attack.
If you're not using the Dragon are you even playing Gaiapolis? :V
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

Birru-dono:

Excellent and thanks! It's less than I thought, and for quite a few titles I could just prepare newer, cleaner write-ups. At this stage I am wondering if the forum format is germane to the goal, though. I am highly receptive to suggestions that would increase readability. I prepared the Gaiapolis entry on Word, inserted HTML commands were needed (hence the many mistakes :wink: ), and then posted it here. As a result, the "wall of text" appearance on the forum can create exposition problems. In .doc and .pdf format, it looks lovely: five pages that can be neatly spread over a big screen (or, five clean pages that neatly fit on a tablet).

Case in point...

Roo:

As I mentioned above, the formatting of the mini-article is not very helpful for information parsing, and I am not using section heads to localise information. I know from experience that people become psychotic if they see sections on web posts, due to too many factors that I don't want to discuss here. I tried to follow a certain logical pattern to exposition, but zooming in to the presentation of specific aspects of the game might be tricky.

Fun Fact: I have lectured online (to international audiences, even) by using a smartphone and I have prepared quite readable technical notes on WeChat and WhatsApp. This type of posts nevertheless feels harder to prepare.

So, let me see if the parry system is clear.

When you play, you can hold down A any time and you will maintain the parry position. Then:

If an enemy hits your shield (clubs for Fairy) at a standard distance (weapon reaches the shield), a parry animation starts and no damage occurs.
If an enemy hits your shield (clubs for Fairy) at a distance closer than standard (weapon appears to pass through the shield), a hit animation starts but damage is reduced.
If an enemy hits your back or sides, a hit animation starts and full hit occurs.
If a hit animation starts, the character enjoys generous i-frames and can mow down enemies.

Spacing also has specific rules. For instance, Dragon has an attack range that is slightly longer than his sprite's size and, most importantly, slightly longer than most enemies' range. You can master this aspect in this manner (I actually didn't insert this passage in the article because it is quite technical):

Activate the parry, and get closer to enemies.
Let them attack you, parry the hit(s), and then counter-attack by starting a chain.
Carefully monitor your and their behaviour after the third/fourth hit.
The last hit may involve a longer animation (e.g. Dragon has a cleaving top-down sword swing): some enemies can counter-attack during this animation.
If this is the case, cancel the last hit into a parry, and start a new chain.

An alternative is:

DON'T parry, but reach the minimal distance for hits.
Bait enemies into TRYING to hit you (this is tricky: the hits should barely miss/graze you).
If you have reached the right distance, the hit will certainly miss and you can counter-attack via the rules above.
If you have NOT reached the right distance and you are too close, try a last-second parry: damage will be halved (failure will result in full damage).

These aspects of the fighting system are actually very tabletop RPG-esque. The RPG Elric! worked/works in a similar manner: hits, parries and counter-attacks flowed in a similar manner.
Note also that the golden warriors, fairy amazons and the blue & orange warriors can lose their shields, and so cannot parry anymore. Pummel them when this happens, but keep your distance.

There is more to the fighting system than this, but please ask away and I will clarify: it's easier to zoom in on specific details, in this manner :wink:

AMB:

You mentioned a topic that was brewing in my mind for a while, so I am writing down my half-baked thoughts on the matter.

HardcoreGaming101 is a clever little site. A core group of founders has a vast but shallow knowledge of arcade games: they are aware of hundreds if not thousands of titles, for many reasons that I don't want to summarise here (chiefly though: they seem old enough to have played them in the arcade, or at least in MAME).

When they discovered that they could turn this knowledge into a business, they decided to outsource reviews of games to anyone who would accept whatever pay they offered, and started updating tons of reviews. There are many factors that can contribute to the quality of reviews, so I won't make any specific comments on what is on offer on HG101. It seems rather obvious, though, that a directive is "give an overview of the game and avoid technical observations about the game system - especially if you don't know them".

The "hardcore" part is the website's name refers to the fact that its founders wanted to sell basic fairly knowledge of Japanese videogames as "hardcore": you know that they exist? Congratulations, you're an "hardcore" gamer. Some people on this forum resent this use of the word "hardcore" because they can 1-CC Japanese videogames, generally have a far deeper knowledge of them, and in some cases they have extremely high scores. So, they technically qualify as (far) more "hardcore" than the HG crowd, I guess.

Personally, I can do handstand push-ups if I have a spotter to keep me up (damn, I risk falling even with feet against the wall). A colleague of mine is an ex-gymnast who was good enough to participate in university-level championships (...in China), but never reached the Olympics level. You can guess that he can perform more advanced strength training. Another colleague is happy with doing 10 push-ups in a row.

Depending on one's definition of "hardcore", the 10 push-ups colleague minimally qualifies as performing "hardcore" strength training, or I minimally qualify, or the ex-gymnast colleague qualifies, or nobody qualifies.

My point: I can certainly write mini-articles on games that I have 1-CC'ed, but I may not have played to "Olympic" levels. I suspect that the mini-articles could be better than those on HG: I know how to fetch a few wiki links, I can explain how I exploited the game mechanics to 1-CC games, and I know how to use spell/grammar checking software, when I care :wink:

I have zero interest in serving "the community", or being "hardcore", or in monetizing the endeavour (...this is a "sour grapes" comment, but let's say that we can leave it aside, for now). Again, I do research for a living and I have a certain feeling of catharsis, by writing down my liminal knowledge of trivial stuff (videogames, comics, etc.: non-work related matters).

Suggestions are welcome on how to make articles more readable and searchable. If one writes for audiences and you lads would be so kind to act as my audiences, I need to figure out a better way to format documents. Of course, I will play King Crimson (the band, not the JoJo's bad guy)'s "I talk to the Wind" on repeat Ad Nauseam, while writing articles :wink:
Last edited by Randorama on Wed Aug 14, 2024 4:03 am, edited 1 time in total.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BIL »

Randorama wrote: Tue Aug 13, 2024 3:11 amAt this stage I am wondering if the forum format is germane to the goal, though. I am highly receptive to suggestions that would increase readability. I prepared the Gaiapolis entry on Word, inserted HTML commands were needed (hence the many mistakes :wink: ), and then posted it here. As a result, the "wall of text" appearance on the forum can create exposition problems. In .doc and .pdf format, it looks lovely: five pages that can be neatly spread over a big screen (or, five clean pages that neatly fit on a tablet).
Like a nice potted plant here and there, images break up the forum textwalls nicely, I've found. (pardon the bad scanlines; I dig the "crummy old magazine CRT polaroid" aesthetic Image)

Spoilers can be helpful too, while keeping pictoral distractions strictly opt-in. (One of the more exhaustive treatises I've written for this hobby; I try to demystify potential sources of despair, at the risk of rendering the reader comatose. Image

...you know, the kind of despair that saw HG101 declare Daimakaimura's MD port its definitive release - not for its laudable fidelity, but its inclusion of slowmo and invincibility cheats to paper over a total lack of competence on the player's part. :o
a cheat mode where you can slow down the game, play it in Japanese, make Arthur invulnerable (you will be amazed at how difficult the game is even then), or select which level to begin at. Given that the game is essentially impossible without these cheats, this is easily the best version of the game and arguably the best platformer on the console.
Now that's hardcore! :shock:)

Neither's a very elegant solution, to be sure, but I find working within the limitations of oldschool forums part of the fun. "Here's my XTRA chunky JPEG with an HTML tag chaser, bitches! Eat it! Fuck!" Image :cool:
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

Birru-dono, thanks a lot. I will fool around with layouts in incoming projects and the move back to edit old projects accordingly.

I am generally not too fond of inserting images unless I need to discuss maps/tables, but I may learn new tricks as the need arises, so to speak. I might simply check if open up a blog or some site that allows me to store pdf files organised in a way that I deem acceptable; I use researchgate for work, so something similar to that would be nice. No, I am sure that I would get banned if I try to upload kusoge videogame articles on it.

Re: HG101. The website is basically a clickbait sweatshop, like 95% of "content-driven" websites around the intarwebs ("we pay you in visibility"). So, I avoid it like the plague, like 95% of websites around the intarwebs. Again, "hardcore" is a now a word with a very vague sense/meaning that is thrown around in all kinds of contexts because it can attract clicks, so getting annoyed at how they use it on HG101 to sell their product is a bit of a crusade against windmils, really. Unless issues of unfair competition arise: I'd nuke the site if I were running a properly organised business revolving around "arcade education for the masses". If money becomes a factor, I am all in for pointless violence ([/capitalism]).

Personally, I miss those days in which "hardcore" summoned exotic and very naughty thoughts of people in adamitic costumes offering very naughty physical performances (eh!).

An absolutely outrageous tangent, if I may:

The ultimate practical joke would be to present one of these mini-articles at some "videogame studies" conference and publish it as a conference proceeding/book chapter, I suspect. I keep mulling the idea over and over again, also because some of these conferences offer worse content ("interpreting Fallout through Heideggerian lenses" and some other fashionable nonsense seem a specific sub-genre). Papers on arcade ga(y)ming are extremely rare for a conjunction of at least two causes:

1. Designers tend to write about their current ideas about game design: legitimate, but "historical" topics seem underexplored to the extreme (I have read no more than 5 articles on arcade games);
2. "Videogame scholars" tend to be people who approach videogames as very "video" objects, and not as "game" objects. This often is revealing of the fact that they did not grow up playing games - empirical knowledge of the subject matter is therefore often incomplete and biased. Besides, it would sell zero consulting jobs to the industry people, who these days want to know how to sell compelling stories and immersive world settings (=create lowly interactive movies and avoid thinking about creating games).

I would add more commentary (and drop some names, even), but that would be too much of a tangent. Ironically, I posted another mini-article that would be relevant to this thread, but that helped me resurrecting another thread of mine. Please enjoy :wink:
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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BIL
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BIL »

The only definition of Hard Core I'll brook, per Sir Glenn. (`w´メ) (^w´ )

Image

"You got to want it!" - Terrence Bogard

I try not to razz them and their ilk too much. They do have some caveated utility. Good way to determine what games/ports exist, if not typically how to approach them. And they do provide a casual's eye view of arcade-styled gaming, handy to recall when writing guides and such. I gotta plink a pistachio shell or two from my comfy auld armchair when the unwarranted cheat code advocacy starts, though. Image

Takes me back to 1million years BC, when I was an ambitious young wanker hoovering up invaluable references *coof* I mean saintfully repaying my tiny school by tutoring seminars here and there. I'm sure you've seen bright, disciplined, ordinarily-sociable students clam up in such settings. I was told I'd a knack for disarming that, which made me happy... I'm A-OK getting Socrates-ryuu'd flat onto my back all day, to be a better wanker in the unpadded outdoors. I suspect that's a common mindset in hobbies like this one. I'd have hated to think I just sledged that onto others, though.

However true it was, I know I had many exemplary teachers who'd say defeatism is just an ugly thing in general; nowhere moreso than when packaged as well-travelled insight. To see it in a purely recreational setting is bloody disturbing. Image :lol: I don't know if passion can really be imparted to someone, but I'm certain its latent form can be suppressed with bad guidance.

...speaking of, since I'm making some decent thumbnails for my crusty ol' replays tonight - watch out for Holy Diver, kids! That one's controls are definitely not ok, let alone better than most Castlevanias'! Image
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

I actually believe that core HG101 group an impressive knowledge of videogames' history and sociology. The problem is that knowledge of "videogaming", for me, also involves declarative knowledge/memory of how videogames work ("what to do"), and procedural knowledge/memory of how to move hands/feet/body to play videogames ("how to do it with hands so that something happens on screen"). "Hardcore"...I mentioned my two eurocent thoughts. H+G=knowledge of the how's involving the playing of videogames. There seems a problem of using names for labelling, but I want to give credit where it is due regarding HG.

I am going through a completely tangential post, so please feel free to report it (!) if it intoxicates the thread with pointless ramblings (I can already imagine the admins sending a white bouncing Rover to catch me before I flee, dang).

So:

One of the website's founders (J. Szczepaniak) spent months in Japan doing ethnographic research being supported by kickstart money sent from fans interested in the project (Here is a link to one output). Normally, this kind of work is in the province of academia people, who get research grant money from some public institution and thus collect data using that money, subsequently publishing books presenting those data (this one looks like a good example). I definitely admire such a reckless display of commitment to a cause, also because he get caught in a shit-ton of problems (e.g. cheating/lying guides and informants, which are a staple of doing anthropological/ethnographic research). Those books are marvellous for at least two reasons:
  1. A private/non-academic person doing this kind of field work research and not being filthy rich on their own is bound to fail due to lack of financial and psychological support, in theory. He did encounter tons of problems
    but produced three books anyway - that's as close as a miracle you can get;
  2. The books are a treasure trove of information on the cultural and creative processes that shaped videogame making in Japan for decades. By documenting those processes, he found a way to preserve a type of culture (better, cultural system) that is prone to fade away quickly. Whatever we call videogames ("art", "games", "both", "wankery for NEETs"), they' are produced in a turbo-capitalistic system, and turbo-capitalistic systems monetise the quickly disposal of "products". Buy game #1, do something with it, throw it away, forgot that you bought it, buy game #2 which is identical to game #1 but you forgot about it, repeat until #N+1. Remembering, preserving and documenting is NOT what the system wants, and in a sense these books are a giant middle finger to the system (I'd mention fists and naughty actions involving butts, but I digress).
My general understanding is that those books were NOT peer-reviewed, and that in general HG101's books are self-produced and self-released without actual external control for quality. I believe that this is fine for blogs and personal musings - I write something about a topic and it may contain mistakes about fact-reporting, but it's fine. It's a personal musing, not the reporting of some definitive truth for the masses.

The three books on the history of Japanese developers are nevertheless fine, if only because early drafts were read by experts in the field (..or so I recall. I read them years ago, and I have no idea where my copies are, now). The other books...I don't know, because I haven't read them. They seem to contain knowledge that I already have. Their reviews, once again, are produced via a sweatshop system and according to really shoddy principles. They seem to be too low by any standards that the main founders follow in their books, and are technically orthogonal in content to a "HG philosophy". I have listened to two or so podcasts and the quality seems low - but then again I only listen to work podcasts (i.e. people reading papers in which every word counts). The Sorcer Striker one was a commission (i.e. the authors were asked to discuss the game), but the problems I mentioned above all crop up in various degrees of gravity.

For instance, the setting can be summarised as follows:

"Sorcer Striker has a Science Fantasy setting, typical of many early '90s Japanese videogames that took ample inspiration from manga (e.g. Miyazaki's Nausicaa) but also from US fiction (e.g. tabletop RPGs, books). It is fantasy because it has goblins and dragons, but also steam mechas and planes. It seems to take place in a post-apocalyptic Japan of a far future because in Stage four the characters fly over the apparent ruins of Shibuya, Tokyo's core place for all things otaku."

This short passage should take 27 seconds to read aloud. Half an hour of research on "science fantasy" and "fantasy" in general would have sufficed to avoid the blunders that the podcasters say about the game's setting; the wiki for the game, which they obviously read, also contains this information. The connections to Nausicaa might require a bit of elaboration. Still, somebody paid them, so they had a good reason to do it. I generally think that the problem is ultimately about mislabelling their product, doing very shoddy research even when they get paid, and generally trying to milk a dime in a sleazy way. That's capitalism, of course: so, the problem lies deeper.

I actually don't mind this problem because I don't pay them for their "services", and I don't have a particular commitment to this hobby ("commitment" makes sense in adult activities, as far as I am concerned: again, "git gud" at paying the mortgage, lads).

I wouldn't be surprised that some of the highly committed people around this fine community would ultimately think, deep inside, that they could do a better job than "professionals", and thus they should give up on their awful real-life jobs (or, more likely, their NEET existence). I wouldn't be surprised if this were actually the case, also. Then again, capitalism works the way it works (i.e. the well-paid jobs go to the best liars), and if people are happy to fight holy crusades "for the community", more power to them. Bubbles are actually useful - I don't pop mine unless it is a work-related issue and I can get some easy money :wink:

Just in case...the mini-articles are a good venting exercise because I write/read research for a living, and doing it in my spare time is the equivalent of stretching after a rugby match in the mud in which I got tackled by the other team's Locks and Props, and received a Falcon or two in the mouth (i.e. what work feels like, on some days). Writing the mini-articles also feels better than talking with acquaintances about topics they have no clue about, during times which should be dedicated to peaceful interactions (e.g. "immigration").

Sorry for the tangent again.

















(Still, all these HG people look like quite chubby, morbidly pudgy neckbeards. Even my Vulcan-like patience becomes tested, when confronted with this type of "appearance". Fascinating, Indeed (NOT!)).
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

The Ninja Kids, again. Oh, and Gaiapolis: probably, I should move my earlier post to the thread it belongs.

I also 1-cc'ed Death Brade (Data East, 1991) (Players: Rando; Spectators: 6, but the tossers didn't pay the tickets!).

This is a nice little game that could be summarised as "Fantasy Wrestling". Players choose one out of eight characters and fight in a wrestling tournament that will turn them to the kings or queens of the realm if they win, at least until the next year's tournament. The game has punches (A button), kicks (B button) and a few other moves via macros. The key aspect are grappling/wrestling moves: grab the adversary, input a direction, tap either button as fast as you can. The game is really though without autofire because players must start tapping at the right frame after grappling the enemy and inputting the direction. With auto-fire, this problem fades away, and it is all about the wrestling. It has gorgeous if a bit rough graphics - beautiful illustrations, but animations are a bit choppy. I find the OST glorious and epic enough that I listen to it from time to time, to this day. I never 1-CC'ed it in the arcade (no autofire), but landed the fabled result in 2012-2013 or so. I decided to try it again and managed to get 1-CC's with all characters. Some of them are really hard to use (e.g. Hydra, Werewolf, Amazon). DECO goodness, but the year of publication tells us that people were interested in other forms of fighting. Three cheers for anyone who would like a mini-articleof this game, and could figure out in which thread it should go.

Just in case...I just wanted to bump this thread with some on-topic content. I realised that I was originally writing mini-stories about the 1-CC's came about, but I entirely forgot about them. I am in a phase in which "I can only think in job", to cite a beloved VGM piece. I may add more mini-stories for those who wish to read, of course.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by CIT »

Randorama wrote: Wed Aug 28, 2024 8:03 amI also 1-cc'ed Death Brade (Data East, 1991)
Funny you should mention this game, I 1CC'd it a couple of weeks ago as well. Not the arcade, but the FM Towns version, which apart from some of the background graphics appears to be pretty faithful to the original as far as I can tell. I have to concur that autofire helps. A lot. Also in making the game way more fun. I dig the environmental hazards on some of the stages — introduces that bit of randomness that allows for interesting surprises.

Data East's over the top brawny brutishness is a guilty pleasure of mine, and Death Brade certainly did not disappoint in that regard. :mrgreen:
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

If I understand the mechanics correctly, to win a "grapple-fest", players must tap one button and input one direction in a few frames after the grappling animation starts (20 or so, but no more than 30 frames, i.e. 0.5 seconds). The CPU decides a direction and virtually taps one button as well. A complex game of priority akin to "rock-papers-scissors" starts, and the winning character performs the move. For instance, Golem vs. Dragon, down+B vs. down+A, should always result in Golem winning.

Obviously, if you can use auto-fire the whole problem of getting the right frames and tapping like a madman during those frames disappears: it is all about getting the winning move. The game opens up and it becomes a cool wrestling title with quite a bit of depth, thanks to the environmental hazards but also the possibility to do mini-combos (e.g. with the Amazon: punch+punch+throw move, dash and hit on the fly? The CPU can do some creative stuff, indeed). There is then the "whole counter-move system" that can be highly entertaining, especially when supers are active (you risk a super-counter-you perform a super instead). I actually believe that the game introduces super moves in fighters/wrestling games, but I am probably just remembering incorrectly.

Over the top factoid: I adore the OST and I had a mixtape of it, along with a lot of other VGM music, that I played on my car back in 2000-2004 (i.e. my BA years). I enjoyed treating random guests on my car to this OST and a few other favourites (Street Fighter III and Border Down were my frequent choices when driving). At least a couple of people gave up after a few times, and asked me to give them a copy of the mixtape :wink: I will always have a weak spot for Data East, so at some point I will repeat the experience in some other format (e.g. drive somewhere and head-bang to the riffs of Night Slashers :wink: ).
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by miwa »

It's been quite the challenge but I finally got a 1CC on the highest difficulty in Fight'N Rage.
https://youtu.be/qtViqMnUdVo?si=rtELV8MHwQfbE7I4

Surprisingly, I haven't really played any shmups this year but mostly enjoyed beat 'em ups.
Since the last time I posted I've gotten the following 1CCs:

Battle Circuit (+ master program)
Golden Axe: The Revenge of Death Adder (no death)
Pretty Soldier Sailor Moon
Metal Slug 1 (no death)
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BurlyHeart »

Congrats! Unfair is no joke and probably my proudest clear.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by miwa »

BurlyHeart wrote: Mon Sep 09, 2024 1:57 am Congrats! Unfair is no joke and probably my proudest clear.
Thank you :D
I just watched parts of your playthrough, great job as well!
I've tried out Gal and Ricardo only briefly in the combo trials, but they both seem like a lot of fun to play (each in their own way).

Which part did you find the most challenging?
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by ExitPlanetDust »

I crash course taught myself the back half of Contra Hard Corps for a lazy Sheena route A clear last night. Zoom zoom off into the sunset! I might go back and try for a no miss later. So far I think I like the Alien Queen route C best. I appreciate the game’s memorization-heavy nature these days as I grow older, developing the reflexes of a cow.
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WHAT! IT WAS FOOLISH TO PROCEED WITHOUT THE DOCTOR (`w´メ) (◎w◎;)

Post by BIL »

Cows have a pretty mean kick which can be set off with frightening speed if something spooks them. Saw a yappy dog get his jaw dislocated, poor thing would've been put down, if not for some exceptionally wealthy owners who flew him Stateside. Not a "sent to the farm" (sent to another farm?) euphemism, they sorted him out! Either that, or they flew back an incredibly convincing body double with all the same annoying mannerisms. Now I'm second-guessing my own whimsical anecdote. 3:

Also, a local Cow Bummer™ got nailed right in his guts. Owner woke up all "WTF" at the moaning by his window, found him crawling away into the undergrowth, cops took him to hospital for life-saving peritonitis treatment. Then banged him up for half a dime the dirty get Image

You're probably not as slow as you think! Image

Hard Corps and cows is an exceptionally nostalgic combo. >_> I was playing the balls off the Genesis version around then, whole ocean of the poor buggers right next door. See also Bloodlines, Dynamite Headdy, and Phantasy Star IV. Got 'em mad cheap when the tape club moved onto N64/PS1. Splatterhouse 3, Gauntlet IV, X-Men 2, goddamn it was a bussin time. Image Oh right! Back on topic. Yeah I'm fondest of the Alien Queen route, too; it's not got the platforming terrors of III's ultimate hell rush, but as a flatland boss parade with a climactic vertical ascent, it's such a satisfying vision of xenohell. I particularly like the vibrant colours playing off the classically brutal Giger biometal, on the stage and its denizens alike. Nakazato and co actually visited a goddamn parasite museum to prepare, it really shows. Nature is some scary shit!
Nakazato-san wrote:Route C: Alien’s Lair
The splattered, gloopy world of the Aliens! This stage comes straight from the traditional Contra style. Actually, when we were first planning the stage, the whole team took a trip to the Meguro Parasite Museum and carefully studied the exhibits: if you don’t experience the weird and grotesque, how will you come up with weird and grotesque ideas?! The fruits of our research can be seen in the way the movement of the creatures here.
Those poor pricks puking their guts up before All Hell explodes from their backs, brr. Haunted my middleschooler nightmares for a bit. And of course, leave their unspeakable offspring alone for a bit of Darwinistic horror. Aieee! The way that big snake thingy explodes while thrashing its flaming head back and forth is inexpressibly satisfying. :cool:

The vertical climb setpiece, too, is so goddamn cool! I never truly appreciated its subtle, central detail until quite late. The Not-Java jaws have a tracking eye, watching you with visible ravening; wait for a hugger to come skittering down the wall, watch Neo-Java get distracted by a much tastier snack, then move in for the kill! I feel bad blasting the big bastards, they look so savagely content chowing down on a mouthful of white-hot BlastProcessSplosions. Must suck for the huggers but whatever, lousy pricks!

The endgame can be quite harrowing if not cheesed, with quite a bit of zako onscreen, and some scarily erratic claw swipes, plus her imperious lightning columns. Though cheese it I do; feels viscerally good, watching Sheena's tracking laser shred all in sight. Only gotta watch out for an exceptionally aggressive claw; trivially sidestepped, if you see it coming. Grand Finale has a nice crisp jump-rope simplicity; it's obviously referring to III's Searle, but where he's a memoriser exam - one where you ideally want the same easier questions each time, at that - I never have trouble getting back up to speed with HC's.

All to the series most chilling lair BGM, the clangingly named Teh Foggy Cave In The Darkness. An evil otherworldly vibe spidering along lethally hard razored bone. I bet the JP title is cooler! "The Dawn" is a helluva credits BGM too, gorgeous contrast of Yamaoka's filthy guitar distortion opposite the artfully deranged/triumphal synth lead. Actually it could be Yamane's for all I know. Bittersweet looking back at the sheer talent Konami marshalled in that early-through-mid 90s stretch.

Even got Yasuomi Umetsu in on character design and sleeve/manual illustration! ala Masaya regular, the HENTAI COLONEL Satoshi Urushihara, while he did some pretty randy stuff, he could also do badass coolness with the very best. Image

Image
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by ExitPlanetDust »

Moo.

Indeed, the gauntlet in the final stage during the Alien Queen route almost makes up for the lack of raw runnin’ and gunnin’ and yes the ending track is far superior. I just love the overall batshit aesthetic of the game. I used to dislike it for its extreme departure from the military themes of the previous entries, but I’ve come to appreciate it. It has that Dark Horse Comics vibe combined with Shirow’s rounded organic cyberpunk works. I also had a Genesis cart back in the day and even a few years ago again when I was retro collecting, but I never sat down to take it seriously.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BurlyHeart »

miwa wrote: Mon Sep 09, 2024 11:52 am
BurlyHeart wrote: Mon Sep 09, 2024 1:57 am Congrats! Unfair is no joke and probably my proudest clear.
Thank you :D
I just watched parts of your playthrough, great job as well!
I've tried out Gal and Ricardo only briefly in the combo trials, but they both seem like a lot of fun to play (each in their own way).

Which part did you find the most challenging?
I always felt the Casino was the crucial stage. Do well there and I had a chance. Things can get pretty bonkers with enemies on all sides! Obviously Death Island and thr Final Stage (beginning & elevator) were tough too.

I could never get used to Norris. He definitely seems like the most technical of the three, though perhaps Gal has higher execution.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by BrainΦΠΦTemple »

BIL wrote: Fri Aug 09, 2024 2:26 am
BrainΦΠΦTemple wrote: Fri Aug 09, 2024 2:17 am might as well pOst a few non-shmup no-miss 'n nO damage stuff :]

Mega Man X (SNES) - No Damage Clear (No Hadouken)
Mega Man X3 (SNES) - No Damage Clear (No Saber)
B.O.B. (SNES) - No difficulty setting - Cleared - NoMiss
Act-Fancer: Cybernetick Hyper Weapon (Arcade) - Normal - 1 Loop Cleared (1-ALL) - NoMiss
Klonoa: Door to Phantomile (PSX) - No Damage Clear
Contra: Shattered Soldier (PS2) - Normal (Hardest) - Cleared (S-Rank/Character: Bill Rizer) - NoMiss
Mega Man 3 (NES) - No Damage Clear
Geostorm/GunForce II [Japan Version] (Arcade) - Hard - Cleared - NoMiss
Hello Kitty no Hanabatake/Hello Kitty's Flower Shop (NES) - No difficulty setting - Cleared - NoMiss
Cadash [Arcade (U.S. Version 2)] - Hardest - Cleared (Character: Ninja) - 1cc/NoMiss
Super C (NES) - No difficulty setting - Cleared - NoMiss
Blazing Chrome (PC) - Hardcore - Cleared (Character: Mavra) - NoMiss
Robocop (Arcade) - Normal - Cleared - 1cc/NoMiss

i got like 13 of 'em, although the run 'n gunners are debatably shmups since...well, they're technically a subgenre, but it's probably fine to post thOse 1s here. ^^
anyway, bOom
I dunno how you do those Megaman X no-hit runs, just the thought of such hardship makes me wanna do a fuckin flip. :O (but a whimsical one, holding a pair of sparklers)

Admittedly I don't play those games very much, AND I'm shit at them when I do! :3

I wish M2 would get their asses in gear with that DECO project they mentioned years ago. ACT-FANCER's title alone cracks me up, then the CYBERNETICK HYPER-WEAPON subtitle rolls in and I wanna scream. I know a manful, GAMUSHARA time awaits! See also the similarly priceless PSYCHO-NICS OSCAR, god damn. Psychonics is a pretty intense word, as it is, then they explode it into the stratosphere by invoking a fuckin Oscar Meyer wiener.

GG @ Shattered Soldier btw! Also Klonoa, that is some patrician quality for rabbitpuppy-kun and his inimitable charming papier mache world. :o
i played mmx ever since i was little, sO i ended up eventually blowing through doing them doing casual buster runs, which contributed to develOping a lot of mashing skills for shmups. but yeah, since i gOt to a considerable skill level in mmx and the traditional mega man games, i wanted tO see if i could grab a few nO damage runs and even see if those are pOssible. (it's possible even to do a no damage buster run of the 1st mmx, which i intend to do eventually. i wanna do mmx 2 and 4 no damage before tHat though. mmx2 is a really fukk'd run b/c of violen and his stupid wrecking ball tHat has an oversized hitbox like all hell and mOves way too quickly. i'm not quite sure hOw to beat virus sigma either w/o using the shoryuken. i suspect tHat run is near impossible w/o grabbing tHat in the x-hunter base.
act-fancer rules =DD
data east has a lot of silly titles. i was actually gOnna even mention psycho-nics oscar as another example but yOu already did ^^;
also tHankz for the biGpiGs on shattered soldier and klonoa tOo. =3
Randorama wrote: Sun Aug 11, 2024 12:10 pm Quick comment: Birru-dono, Act Fancer is half "DECO whipping up an half-baked game with random ideas left over from the Darwin games", and half "Now wait, this game is anyway fun and punishing/exhilarating in good amounts!". Post-apocalyptic action, brisk pace (hurry up! You depower every ten seconds!) and good even if sometimes REALLY creepy stage design. A loop is at most 15 minutes long and bosses are huge and really gory. Please play ftw okthx.

...Maybe I should write up about my grudge with this game: I skipped that, back in this year's February. A huge-ass post is coming soon, anyway.
review actin' fancy fOr the cybernetick hyper age \m/
nO-miss superplAyz i \m/ash in shmupz + mOsh w/ ur mom
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by miwa »

BurlyHeart wrote: Tue Sep 10, 2024 4:33 am I always felt the Casino was the crucial stage. Do well there and I had a chance. Things can get pretty bonkers with enemies on all sides! Obviously Death Island and thr Final Stage (beginning & elevator) were tough too.
I could never get used to Norris. He definitely seems like the most technical of the three, though perhaps Gal has higher execution.
I'd restart my runs if I lost more than one life by the end of the Slaughter House.
The Casino did also end some runs in quick fashion. Norris can cancel the air+jump attack into his special, which is great for bundling up multiple enemies, which really helped with this section.
At the first part of Death Island I settled for moving to the far right and spamming forward+special which usually costs 1–2 lives.
The final boss did give me a headache at first with his quick kills. It took me a while to realize that you can parry his shot quite easily.
It seems as if Gal is the most technical character. Someone uploaded an unfair deathless run with her on YouTube, which is just insane.
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Re: The Non-Shmup 1CC Thread - Share Your Triumphs Here!

Post by Randorama »

Heavy Smash (Data East, 1992; Players: Rando).

Cybernetic/futuristic version of Handball set in...2010. The game plays like a mix of Soccer Brawl with Amiga's SpeedBall, with a few more innovations regarding the use of corners and special shots. In a nutshell: 11 teams from different cities and the two space stations slug it out to see who scores more goals. Players can use charge shots when carrying the ball, and punch up other players when not. Each time has its own distinctive style, looks and special attacks and defence options. Stages are colourful and beautifully designed, and the OST has a soft "Californian rock" that adds a noticeable dose of cheesiness but does not appear out of place in an early 1990s game. The final stage is an exquisite pain in the ass: the final team (ISS' robots) have all maxed out stats and spend tons of time to defend aggressively. That is, they first deck all of the player's squad characters and then use the special shot right in front of the goalie, so they can score a goal without opposition. Players can win by adopting the same strategy, somehow: as a result, the final stage feels like a (rudimentary) beat'em up, not a sports game. I don't think that I will play the game again unless I have a chance to enjoy it with another player: the final stage is too annoying. Still, it is another DECO 1-CC. Thanks to It-290 for suggesting it to me in the "sports games" thread.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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