Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

mycophobia wrote: Thu Jan 16, 2025 5:52 am i hate the stupid moon cruiser boss. more specifically, i hate how your dude pops up from a crouch walk for a couple of frames while you're trying to get him into the stupid hole, just long enough for a rocket to collide with your standing hitbox. if im falling off a ledge from a crouching position i should keep the crouching hitbox. come on konami!

also the final boss sucks. just shit design. unless there's some trick i'm missing it's a matter of patience, except you can't be patient before the machine gunner on his back is dead otherwise you get cornered and you're toast so you just keep jump firing and pray that he doesn't move forward too much. if it started from the second phase then it'd be a lot less annoying. argh sorry to be such a negative nancy over here but ive got a high score board literally filled with ALLs but none of them no-miss because of these clowns and im startin to get a little frustrated!
Ok but be careful, you may summon that miserable bugger DTP. (`w´メ) :wink:

I am headed back home after narrowingly surviving Scotland's #1 beltscroller "Fat Drunken Fuck Is Drowning In Two Feet Of Freezing Water, Seriously How The Fuck." A short but intense credit that tests lower body strength, grip, and linguistic skills, as the fat floundering twat does his best to drag you and your comrades under the meagre yet icy and pitch-black depths, for the most mortifying Game Over screen imaginable. You know I knew a guy who almost lost his left nut to a flying mackerel? No joke, those things can move and they're beefy too, a revenge bullet from the briney deeps square to your sternum and/or ballbag. But such mortal peril tends to keep the boozing in check.

Big £25 pub quiz prize in hand, I am mainly posting this as memorandum that if I don't write up Wild Fang, Ninja Ryukenden, and Riot in my next three posts ITT, I'll have to change my avatar to fapping_hard.gif for the rest of 2025. Image :cool:
Last edited by BIL on Thu Jan 16, 2025 3:21 pm, edited 1 time in total.
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mycophobia
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

rofl no joke in the middle of typing that post i was like "oh god i'm starting to sound like him aren't i"
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

broke out the dreaded savestates to see wtf this final boss is all about. as far as i can tell it's just pure rando, which sucks for a game that so heavily rewards no-missing right at the end. however, i think i've worked out a way to get past the most dangerous part, the first phase:

- As soon as you gain control of your dude at the start of the fight, walk right up and align yourself roughly with the edge of the boss's forearm; the one he uses to do the twisty extendy attack
- Jump and shoot. If your aim is true, he won't be able to block the shot. This actually works all the time, but it's basically a crapshoot after the first moments of the fight as his movement is erratic and as soon as he starts twisting that arm it's both sudden and deadly, so it's best to just get this sucker punch in before you...
- Run the hell away; put your dude on about the first chair on the far left of the screen. With luck, boss will kind of fuck off for a second in a weird AI loop and in the meantime you can start jump shooting in place with wild abandon. You should be able to get two more shots in before he corners you. Sometimes he doesn't fuck off and starts gunning for you right away, which means you have considerably less time to get those shots in but it's still doable.

After that you can play much more of a waiting game as you can't be faced with an undodgeable attack anymore, though not too much of a waiting game as you only have a minute to do the whole fight.

Overall the fight is basically "Controlling Space with RNG", as sometimes it seems like inching closer to the boss makes him back off, sometimes it doesn't. It's impossible to tell when your actions are going to affect him or not. You can get into situations where both of you are standing stock still and time will just run out, or situations in which the boss will kind of walk forward and backward for eternity. Other times he'll do his twisty attack and steamroll over you, which extremely sucks in the first phase and is the precise situation I'm trying to account for here. It seems like the real trick here is to not move horizontally if you can help it, and to know very swiftly whether or not you can indeed help it.

This boss sucks!
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

here's a video of me attempting to do this and failing, and subsequently succeeding, on an otherwise no miss no mover fuel run, just now! wow!

https://www.youtube.com/watch?v=yDgPNGcbDMo

bonus: leaderboard of mild annoyance. #1 is a middling clear where i milked a bunch of rocket dudes. #2 i guess was one miss in a higher scoring stage than this one.

Image
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

yay we did it

https://www.youtube.com/watch?v=rBEUn3RzknI

going to move on now to Kaiketsu Yanchamaru, which ive never actually cleared, but have come close. also i can enable loops on that game which is pretty cool. look forward to more bitching about final bosses
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

I take it that nobody is getting the new version of Jedi Power Battles next week. If you've never played it before, you probably shouldn't. I have only played the PS1 version, which is an awkwardly designed and super glitchy mess, which results in softlocks, bullshit deaths, sometimes intentional deaths to escape the softlocks, clunky movement, and annoying platforming that will certainly cause you to fall to your death many, many times. It's also fun as hell despite and partially because of all of this, especially in multiplayer; in fact, it's one of the most entertaining multiplayer games I've ever played, provided you can find another human who can tolerate its general awkwardness and many glitches. R2RKMF kusoge of the best/worst type. Still, it's a rare 3D beat 'em up and it's (maybe, and possibly only for some people) a lot of fun despite the mess, so someone here will probably be interested.

There was also a GBA version and that one's completely terrible and not worth even thinking about at all. Unlike the PS1 version, it's not broken in an entertaining way but in a way that makes it just bad. Pretend it doesn't exist.

This new one seems based on the Dreamcast version, which I know almost nothing about other than that it's supposedly way easier than the PS1 version, less glitchy than the PS1 version, and has better graphics and Ki-Adi-Mundi, who isn't in the PS1 version.

Aspyr is making this and I'm not confident after they made their Battlefront I and II collection bad enough to become the 9th lowest-rated Steam game ever, so I'm probably going to avoid it at first and maybe get it later if it doesn't turn out to be a complete travesty. What happens when a developer makes a broken version of a game that was already broken in its original form, and probably intolerable to most people? I don't know, but if they fuck this up like what they did to BFI and II we'll find out soon enough.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BulletMagnet »

Steam page is up for Ninja Five-O; release date is February 25th, price is 25 USD, 15% off if you preorder.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Lemnear »

Ninja Gaiden 4 (PS5/XSX/PC)
Published by XBOX Games Studios, developed by Platinum Games + Team Ninja

Ninja Gaiden 2 Black REMAKE (PS5/XSX/PC)
by Team Ninja, the game is already available :!:
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

Never played a 21st century Gaiden title. Wasn't into that sort of thing at the time

Now I'm chomping at the bit.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by XoPachi »

2 Black is just Sigma 2 with visual touchups and slight tweaks to things like the camera. Sigma 2 is already available in the Master Collection which is a far better value both in terms of money and HDD space.

I've been seeing people refunding this feeling mislead that this was going to be the original Ninja Gaiden 2 finally ported to modern hardware.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

XoPachi wrote: Sat Jan 25, 2025 3:34 am 2 Black is just Sigma 2 with visual touchups and slight tweaks to things like the camera. Sigma 2 is already available in the Master Collection which is a far better value both in terms of money and HDD space.

I've been seeing people refunding this feeling mislead that this was going to be the original Ninja Gaiden 2 finally ported to modern hardware.
I would be extremely pissed off if I shelled out for a new "definitive" edition of NG2 and it did NOT include vanilla xbox 360 NG2 in there somewhere. Original NG2 is widely-recognized as the far superior version compared to Sigma 2. Sigma 2 is full of half-assed changes.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Squire Grooktook »

XoPachi wrote: Sat Jan 25, 2025 3:34 am 2 Black is just Sigma 2 with visual touchups and slight tweaks to things like the camera. Sigma 2 is already available in the Master Collection which is a far better value both in terms of money and HDD space.

I've been seeing people refunding this feeling mislead that this was going to be the original Ninja Gaiden 2 finally ported to modern hardware.
I'm still listening in, in hopes that it might turn out that Master Ninja is closer to vanilla in design, but from all accounts I've heard most of the game is closer to a touched up Sigma, sadly. That and Unreal 5 really changes the atmosphere in the stages (in the process making me realize even more how lowkey good the art direction in the game actually was)

I'm starting to think that this is like Bloodborne where maybe they lost the source code and don't want to admit it lol

Sigma is not a terrible way to experience the game if you have no other options. It's ok, still a great core fighting system even if it loses the ludicrous depth and visceral "die slower than your enemies" edge that makes vanilla one of the greatest games of all time.

There's also a fan made patch for pc sigma 2 that attempts to restore it to vanilla. I haven't tried it yet and it's of course a fan made recreation so it's not going to be completely on point, but looking at the feature list it does sound like a viable alternative way to play. More like Vanilla than Black 2 from the sounds of it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by mycophobia »

it may be somewhat counterintuitive, but these Ninja Gaiden games are not sidescrolling action games.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

Gents, I come asking for advice:

Which title from the NG Master Collection has the overall best combat and best boss fights?
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by NairobiNantucket »

Stevens wrote: Sat Jan 25, 2025 2:52 pm Gents, I come asking for advice:

Which title from the NG Master Collection has the overall best combat and best boss fights?
Posting about this seems more suited to DMC + R2VKMF, but I bought the Master Collection solely for NG3RE following Kriegor's defense for it here and on GameFAQs and I can vouch it's a truly fantastic game that didn't deserve the poor early reception that haunts its reputation today.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

You have sold me on it. Razors Edge was the one I was most interested in playing.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BryanM »

I've decided to go full pervert and use this thread to make a Shoot'em up post.

Because of reasons, a youtuber working on ESP Ra.De. got me to put a little time into it. The game so vehemently wants you to use the bomb system in that game, that I was trying to work on a run without it. But this game man... it's a bastard.

Rank activates if you DON'T bomb or die, and some of these patterns... While I was laying down the savestates to practice the checkpoints, there was one pattern in particular by the fourth boss that turns into utter bullshit. I had to use a savestate in the middle of dodging bullets in order to... dodge the bullets. That was a first. Stage 5 with rank activated is also quite difficult. I don't think I can even begin to make a half-serious attempt, with it all laid out like that.

It's funny we think of it as a relatively benign game, but there's this horrible leopard monster waiting just beneath the skin, that leaps out the second you collect 200 boxes and don't use them. It's a less intrusive difficulty switch than simply having a difficulty mode select, but I dunno. I find different ways of implementing difficulty-matching to player skill interesting.

For platformers specifically.. I've been wondering if there's any way to make touch controls that aren't utter dogshit. From what I've seen of touch action games, they often automate the gameplay somehow. Auto running. Auto fire. Etc etc. Not ideal.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Apparently the phone versions of Sonic 1/2/CD are highly playable despite touch controls. I suppose it's easier to do when you only need three/four movement buttons and a single action button, so maybe that's a cheating type of answer.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Lethe »

BryanM wrote: Thu Jan 30, 2025 5:25 amRank activates if you DON'T bomb or die, and some of these patterns... While I was laying down the savestates to practice the checkpoints, there was one pattern in particular by the fourth boss that turns into utter bullshit.
This didn't sound right at all, so I investigated briefly:
The game has survival time rank and powerup rank, but the effects are unnoticeable if you're not looking for them, and are even more minuscule on bosses. I don't see cube count or bombing doing much of anything either, including if 200 is never reached.

Image

If I covered up the UI, nobody would be able to tell which was which. Diagnosis: psychogenesis.
Ironically, this is one of the few Cave games where changing the difficulty setting makes an obvious and lasting difference.

(This useless information is now trapped down here tainting this thread forever thanks to your posting cowardice)
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BryanM »

Lethe wrote: Thu Jan 30, 2025 4:59 pmIf I covered up the UI, nobody would be able to tell which was which. Diagnosis: psychogenesis.

This is, by far, the least problematic pattern of this boss. The green shurikens that shoot bullets at you that you have to shoot down before a kill screen forms, the middle phase version of that pattern, is much more significant. As is the final phase two-color grid fire 'cheese grater'; in the normal version there's always some room to dodge between the two overlapping patterns. In the rank version there's safety windows you have to hit, as they form a solid line (to normal people) intermittently. Open around 70% of the time, which you have to be in a position to hit every time.

It's gotten easier with practice and when my brain's fresh in the morning. Still the whole no-bomb thing will be an impossible run without giving up multiple lives, in my lifetime.

Probably not so for you, since you can't tell the difference between gaps that are seven pixels wide and three pixels wide. (Of course I'm certain you played through the entire boss start to finish to compare the two, and saw no increased trouble with it. A god can't tell the difference between an ant and a bear, after all.)

(Even the gifs you posted of the easiest and least impacted pattern has some of its 25 pixel gaps turn into 0 to 4 pixel wide gaps. You can't tell a difference from that by looking???????)

The game has survival time rank and powerup rank

Does it really? The word here has always been it's a simple toggle that flips on whenever the box count is full.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sima Tuna »

Steven wrote: Thu Jan 30, 2025 6:00 am Apparently the phone versions of Sonic 1/2/CD are highly playable despite touch controls. I suppose it's easier to do when you only need three/four movement buttons and a single action button, so maybe that's a cheating type of answer.
Those versions were ported by M2.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Lethe »

BryanM wrote: Thu Jan 30, 2025 5:48 pm(Even the gifs you posted of the easiest and least impacted pattern has some of its 25 pixel gaps turn into 0 to 4 pixel wide gaps. You can't tell a difference from that by looking???????)
You're right to suspect that I chose that pattern deliberately, because it's easy to explain what's going on. In the first gif, the boss is mostly moving upwards, and in the second mostly downwards, making the gaps bigger and smaller respectively. You can see how this changes at the end of each. Something I really like about the game is that it has great sound feedback; almost every pattern has an audio profile. If you could hear the gifs, you'd immediately be able to tell that the bullets are coming out at the same rate.

I think you're just experiencing randomness and rationalizing it. And the developers often demonstrate their skill at creating confounding effects with only simple programming - for example the final phase opener goes aimed left -> aimed right -> fixed left -> fixed right -> repeat, but if you're where you're "supposed" to be at the bottom of the screen (as opposed to dancing on the boss's head), all the waves will look about the same and you won't catch on to the logic behind the variance. Wait until you try no-bombing Garra hands, that's some proper bullshit.
BryanM wrote: Thu Jan 30, 2025 5:48 pmDoes it really? The word here has always been it's a simple toggle that flips on whenever the box count is full.
Yeah, I checked with a debugger. I assume the boxes don't do anything but if they do, it's very subtle.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by wiNteR »

Since this topic came up, I was wondering whether there is a "optimal" video of showing a no bomb of last form of stage-6 boss [the "hand-print" pattern in particular]. I remember save-stating a no-bomb for this game well over a decade ago [after an year or so of getting its 1CC], so I don't remember the game too well.

But I do remember that "hand-print" pattern being substantially harder than everything else. And, if I am not forgetting, it is probably the last life bar? Is there a good no-bomb demonstration video of that pattern.I have a feeling [which may or may not be correct] that possibly some specific ways of approaching that pattern might be more optimal than others. Getting in higher damage to lessen the duration of pattern might be useful for example.

I am asking because (perhaps) at some point I might think about nmnb for this game. So, probably a video for that pattern will be useful.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Steven »

Sima Tuna wrote: Thu Jan 30, 2025 7:26 pm
Steven wrote: Thu Jan 30, 2025 6:00 am Apparently the phone versions of Sonic 1/2/CD are highly playable despite touch controls. I suppose it's easier to do when you only need three/four movement buttons and a single action button, so maybe that's a cheating type of answer.
Those versions were ported by M2.
You're thinking probably of the emulated Sega Ages Switch Sonic 1 and 2. Those were done by M2. The phone versions of 1, 2, and CD are complete remakes (yeah, they're remakes, not ports, as they didn't use the original source code and redid everything other than art and audio manually... and it's pretty obvious because there are occasional physics oddities that don't match with the originals) by Stealth and Christian Whitehead, and this version of CD is also the one that was on PS3, 360, and PC until Sega removed it because of Origins.

Now that I think about it, there were some older phone versions and I don't know who made those. Maybe it was M2, but I think it might have been Backbone, who did the PS3 versions of Sonic 1 and 2, although those were also emulated. In any case, the older phone versions got replaced by the Retro Engine ones for free.
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DBPS04 / THE LORD OF RODEO GUILLOTINE WILD FANG [PV]

Post by BIL »

SHOW NO MER- WTF? :shock:
Lethe wrote: Thu Jan 30, 2025 7:39 pmSomething I really like about the game is that it has great sound feedback; almost every pattern has an audio profile. If you could hear the gifs, you'd immediately be able to tell that the bullets are coming out at the same rate.
Patrician audio sensibility. Image Quality posting as always Lethe. Image Can't mark for index but I will endeavour to see it's not left stranded! Bryan what's up, have the spergs driven you away from shumps chat? Or do you just like it better out here? (*'ω' *) Don't worry, I'll accompany you back to town and you guys can sort out this troublesome boss. Image

BEHOLD: The OFFICIAL ESPRade st4 Boss GD Thread Image

SHOW NO MERCY.

Bent on reviving captive DEGROMES in a night of ritual slaughter, the remnant BEAST DEMON ARMY sacks Castle Bardik. Seeing their piteously slain men, returning champions DUKE and FLEET's votive fury moves the very heavens. Rent by divine fist and fang, the long war of men and beasts ends this frenzied night.

"SMASH THE BEASTMEN!!"

Wild Fang / ワイルドファング [1989 STRONG TEAM]
Image


Wild Fang is the second of Tecmo's two beltscrollers, hot on the heels of 1988's Ninja Ryukenden. Like its iconic predecessor, it's a distinguished member of brawling's earlier years. Tecmo's duo forged boldly into still-cooling ground, with formal excellence arguably surpassing their inspirations.

Compared to Technos Japan's defining duo, Ninja Ryukenden is more "boxer" than "brawler." Where occasional trading is harmless in good Kunio/DD play, attrition the big concern, here it'll kill you fast. Jabs are bi-laterally lethal, with heavy damage, lasting hitstun, and crushing combos. Wild Fang keeps the pugilist ethos, while tweaking the means. Although your PPP remains unstoppable, each hit is strictly limited to one target. Even one interferer will test your attack to its limits; two or more will trample you. Tecmo rebalance with customary nous: both player speed and enemy telegraphs are synergistically boosted. Z-Axis juking is thus extremely powerful, key to systematically dismantling crowds.
Pushin' yer luck there Rock (◎w◎;)
Image
Much better! (`w´メ) Float like a butterfly, sting like a B-52!
Image
Building on this solid base are three lethal assets. Most vivid is the signature tag system. Button C swaps your Guardian Deity in a hearty i-frame burst, for tide-turning barrages and reversals. Very much a Final Fight-prefiguring MegaCrash, albeit consuming traditional bomb stock instead of HP. Interestingly, lifebar is nevertheless a factor - you will lose the option if your HP drops too low. Particularly with the high occurrence and max stock of bombs, it's a pointed incentive to strike early and often, rather than horde for last resorts.
You didn't count on catching... INVINCIBLE SMOKE! (`w´メ)
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With the impact of tag-as-bomb, it's easy to forget the swap itself. Your two Guardian Deities - TIGER and pricelessly named SMOKEMAN - strike a subtle yet credible balance of power VS reach. Smokeman kills targets faster, while Tiger's endless pokestring is better at warding. I think their fundamental similarity was the right call. There's never a sense of loss for switching ad-hoc; and yet, there are several spots where I've a distinct preference. (as seen directly above: baiting st5's horde with Tony, before punching a nice hole in 'em via Smokey). Third member, the imperious DORAGON, is an occasional lucky break. I noticed I could spawn him reliably at a few spots, but never felt compelled to rely on him. Awesome firepower, total invulnerability, nice if you can get him! But don't think about it too much. Image

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A second boon riffs swaggeringly on Ryukenden's pioneering Flying Guillotine: the endearingly/menacingly-named ACCESS ATTACK / アクセスアタック. Access to what? That would be the foe's exposed neck. Image Jumping on an enemy will execute not a throw, but a mounted grapple. Feather [attack] to savage the target, maiming fresh meat and dispatching the wounded. With Tecmo's usual attention to detail, it's as finessed as it is violent; cancellable at any time, and in the direction of your choice. Most enemies can and will rescue their comrades; nobody rides for free motherfucker!
Yipes! (◎w◎;) Nah I'm good (´ω`)
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In a winning nod to Rygar, it's entirely possible to brutalise multiple enemies without touching ground; indeed, the game's consistent use of twin bosses encourages it. Another great touch is your jab auto-shunting the receiver into perfect rodeo range; counter-socking a chump in the teeth a reliable preamble for fatal thrashing. (was already my headcanon that SMOKEMAN is the guardian deity seen in Rygar's temples :cool:)
These chumps can't stand before Densetsu no Argus-ryuu!
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Your final trump card is the most fundamental: the jump. More specifically, its i-frames. Yet again, we pick up where Ryukenden let off. Where its superjump is a last escape for the cornered, Wild Fang's is a near unstoppable counter-advance. Only a small minority of attacks - typically boss projectiles - will defeat your i-frames. In another distinct nod to aggression, ala Ryukenden, there is no neutral jump; only forward, into the enemy. Rushing down a lethal attacker for the kill recalls the advancing rolls of FTGs many years hence; or even the Souls games, generations on.
Nice try GORI-KIN (`w´メ)
Image Image
It's an unorthodox yet remarkably well-balanced system. A movement-imperative model, rewarding agile footwork and decisive leaps with devastating, spectacularly brutal rallies.
Now THATS WILDIN
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Enemy design and mixups are strong; a varied selection of melee sluggers, bull-rushers, and projectile users. I particularly enjoy the all-in approach of the support classes. Turtles, Flamethrowers, and Bombers all lack direct attacks, having little answer to an advancing player; but all are wickedly dangerous at their respective ranges, vividly colouring the battlefield. In classic Tecmo fashion, close examination of enemy behaviours and attributes is richly rewarded. Stage 4's DRUNKERS may seem maddeningly hard to evade on the narrow playfield, until you notice their short stature leaves them powerless to break your grapples. Minotaurs' Dhalism-esque whip strikes share the weakness; and while their charge might seem to eat up screen space, it's the perfect target for a gutsy rodeo tackle.

Stage design is pleasingly simple, ditching Ryukenden's gymnastic maneuvers and cinematic slow pan for a much speedier credit. The occasional exploding barrel / collapsing bridge setup aside, you won't see much in the way of environmental hazards. (sensibly, these are more about enjoying the rockin' pyro and blasting a few enemies, than demands for serious platforming) In this regard, it's more Kunio than DD; a brawler defined by its battles, rather than its battlefields. Still, stages are hardly lacking identity; st3's steep climbs, st4's challengingly gap-riven battlements, and st5's tight-fought dungeon onslaughts instantly spring to mind.
Oh SHIT (◎w◎;)
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Atop all this quality sits raucously bloody BEASTWAR ala Nagai. A beater this visually arresting, released in the genre's prime, might've easily coasted along. STRONG TEAM simply don't roll like that! Just as vital is its keeping the good humour of Tecmo's arcade canon. Simultaneously funnier yet more wickedly grim and incandescently furied than your average edgefest. Special mention to DRUNKER - surely the lowliest and longest-suffering of the flagging BEAST DEMON ARMY, forced to booze on the job just to keep going! The world-accurate map is a superb touch, emblematic of Strong Team's unfailingly fiery joie de vivre; its oil-soaked parchment crumbling to ash as your revenging crusaders systematically purge their defiled city of unsightly beasts.

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Is that poor Arthur and Gilgamesh up there...? (; ・`ω・´)
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Matching the mighty visuals, perennial Tecmo/Konami star Mikioh Saitoh aka METAL YUHKI outdoes himself; turning in thumpingly atmospheric and catchy themes for each stage, boss, and even clear screen alike. As seems to be the great man's habit, his spectacular final boss BGM isn't one you're likely to hear in its full glory, in-game; most definitely worth checking out via OST!

My only complaints are a couple of easily-avoidable bugs. The first is stage 3's invisible pit, which you can see harshing my groove here. It doesn't always strike, but you'll know to avoid the lower-right screen there. The second is an unfortunate instance of my old nemesis, the frame-precise input drop. Basically, releasing [forward] and hitting [attack] on the same frame will cancel your attack. It's vanishingly tricky to pull off, and with the game's deliberately low attack rate, it's fortunately trivial to buffer over with security taps. Alternatively, enabling low-frequency autofire can accomplish much the same, auto-buffering without conferring any meaningful advantage.

An outstanding showcase for STRONG TEAM, with precision and innovation taking years off its age. Despite its close kinship with their more famous Ninja Ryukenden, it's absolutely anything but a retread. Easily recommended to adventurous fans of late 80s / early 90s beltscrolling, doubly so if they've a fodness for DEBIRUMAN and BAIORENCE JYAKKU et al.
Randorama
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Birru-dono, I post this as I drink a stout, eat some fine Italian cheese and Porchetta prepared in the local fine tradition: with (wild) goose meat and fresh mushrooms from the woods as a filling (yes, roasted pork stuffed with goose and shrooms!). May the Great Old Ones bless you with great evil for 2025, as a rightful prize for your glorious videoludic prose!

I hope that my recent Random Rants will not result offensive to the masses, given their lack of eye-catching images and wealth of dense, mildly pretentious prose. Wonder Boy in Monster Land is good for everyone, anyway, so please read & play.
Last edited by Randorama on Mon Feb 03, 2025 9:05 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: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Many thanks Rando! That does sound lovely, the food and writing alike! Will print off and enjoy in a proper chair with refreshment as is my custom. Image

RRR's reminder of your academic approach has distinctly influenced how I write about arcade games: set the historical scene, then get the nuts and bolts out in front, they're what's holding it all together!

An R-Rated Edge Magazine circa 2003, combining their crisp reports with the sophomore anger of GameFAN circa 2000; a calculated elision of depth to fit two thin-columned, screenshot-laden pages, sandwiched between ads for sneakers and fast food; that's my dubious ideal. :mrgreen:
Randorama
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Dr. Birrufordo:

"Academic" is a very cheeky description, but every unit of published prose starts as a preliminary draft, whether it becomes a penny dreadful (e.g. my squibs) or a milestone or knowledge (e.g. anything posted on X/Twitter. Ahem.) :wink:

The scheme I use is simple, and each step is optional ("each step" corresponds to a 150-words, 6-8 sentences paragraph):
  1. Introduction/overview ("the game in a nutshell")
  2. Historical context (The game's Zeitgeist, so to speak)
  3. The plot/world setting (in-game, of course)
  4. Game mechanics (*N, i.e. write N paragraphs to explain mechanics thoroughly)
  5. Audio-visual bits (*N: how the game sounds and looks, SFX and design style)
  6. Difficulty (*N, but you know how I handle the matter)
  7. Personal ravi...memories (*N, and definitely optional)
  8. Conclusions (summary of the whole squib)
The scheme is obviously "open access'' and far from a standard of any sort: I am intellectually lazy so I like to follow schemes/templates, at least for now. Please feel free to re-interpret or ignore as you wish :wink:

Progress will be slow during February but I believe that all will appear in due time (well, at least Dynasty Wars), I guess. Happy Snake year everyone, then!
"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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Daytime Waitress
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Daytime Waitress »

BIL wrote: Mon Feb 03, 2025 12:14 am An R-Rated Edge Magazine circa 2003, combining their crisp reports with the sophomore anger of GameFAN circa 2000; a calculated elision of depth to fit two thin-columned, screenshot-laden pages, sandwiched between ads for sneakers and fast food; that's my dubious ideal. :mrgreen:
That's a real neat simile there (and not only because late-90's GameFan left one hell of an indelible imprint on a Young Waitress' mind - those layouts are still the platinum standard, several decades on!): EDGE's industry focus and detached intellectualism couldn't puncture my young subconscious, but ECM et al.'s oft-envenomed screeds were always demanding more of the industry, more of their peers, more of consumers and more of their audience. And it's precisely that urgency that Rando's squibs hit on - just better articulated :wink:
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