sick!bubufubu wrote: ↑Sat Sep 20, 2025 1:07 am I've not put much time into the Arcade version of Makaimura. I grew up with the console localization, of which I'm a big fan. It certainly kicked my ass during childhood, though. I couldn't get past Stage 3 for a long time (Arremers). The only way I was able to see the later stages during those days was via the stage select code found in The Official Nintendo Player's Guide. Fittingly, it was a pain in the ass to get it to work. I managed it a few times, but I hate that code. Years later, I learned about the code to see the credits and that one is also frustrating. (shakes fist at Micronics)
I don't remember exactly when I first got to play the console localization for Daimakaimura (probably mid 2000s for the Arcade version). What I do know is that it's immediately more fun to pick up and play than its predecessor. The improved control and various magic spells instill more confidence. Arthur doesn't feel as heavy, awkward, and stiff this time around. His movement seems more fluid and his jumps floatier. The colors, music, stage designs, and bosses all make for a much lighter tone. It's not cutesy or as silly as Parodius but it's got a sense of humor. Whatever the mindset of its developers was, it's a more well-balanced game.
We got a Super Nintendo in late '92 (Christmas). Alongside it, the fourth entry. I was excited to play it from the start, but I must've neglected to read the manual because I did not know that Arthur could now double jump. I thought I had to quickly jump onto the first stone before it fully erects. So, for a little while, I was stuck at the start, believing I was too slow or doing something else wrong. Once I figured it out, I was very impressed with the game. Mostly. A few of the weapons suck and feel pointless to use. They should've brought back the sword from Daimakaimura. There are several areas in the game that frustrate me but only one that outright pisses me off. On the second half of Stage 3, you have to traverse five towers before reaching the boss. The last two have Cyclops Goblins that spawn in the air/on the tower, sometimes directly above your position, and try to fall on you. Not a big deal on the fourth tower, but that last tower...goddammit. The last two or three Cyclops Goblins will often not only appear on your vertical line but they are almost off-screen when they spawn. Fucking bullshit. (sigh)
Over the last few years, I put some time into improving old runs of these games. I'm pretty happy with the results. If you're jonesing for videos of the earlier Makaimura games, then maybe one of these will hit the spot:
Ghosts 'n Goblins (NES, No Damage) - https://www.youtube.com/watch?v=UqqDjPveVaQ
Daimakaimura (Arcade, 1LC, Hardest) - https://www.youtube.com/watch?v=PlyJU6wOfUc
Daimakaimura (Genesis, 1LC, Professional) - https://www.youtube.com/watch?v=CjVrV4MtS5Y
Ghouls 'n Ghosts (PS2, 1LC, Very Difficult) - https://www.youtube.com/watch?v=grdGAE6YB8k
Super Ghouls 'n Ghosts (SNES, No Damage, Professional) - https://www.youtube.com/watch?v=UHkFhGWJlQE
Super Ghouls 'n Ghosts (PS2, No Damage, Very Difficult) - https://www.youtube.com/watch?v=UpkQBQ0MiPY
"Right Analogue Stick (R3) is used to change weapons during play." - u can change weapons on the ps2 version of cho makaimura???

