Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
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Marc
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Congrats BiL!
Not that I envy you.... those first 6/12 months are a killer.
As of this year, there's only one of our five left in school, shit goes by fast.
I picked up MS 4&5 in the current sake, never out any real time into them as 3 out me off the series to be blunt.
And now I find myself reluctant to play Neo games at all in anticipation if the new machine, all better Ng good on the HW side. Hmm.
Not that I envy you.... those first 6/12 months are a killer.
As of this year, there's only one of our five left in school, shit goes by fast.
I picked up MS 4&5 in the current sake, never out any real time into them as 3 out me off the series to be blunt.
And now I find myself reluctant to play Neo games at all in anticipation if the new machine, all better Ng good on the HW side. Hmm.
XBL & Switch: mjparker77 / PSN: BellyFullOfHell
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Obiwanshinobi
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Ditto. I could tell something seriuos was going on, glad to read not a misfortune at all.
No sidescrolling action news from me these days, I'd have to practically reassemble my vintage PC to finish Captain Claw (a.k.a. Claw) on it.
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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Possibly relevant to denizens of this thread, and maybe someone can help expand the list as well
With the help of some pals, I've compiled a list of the most "arcade-feeling" PlayStation 1 games I could find. The idea for my purpose was actually to justify the PlayStation emulator on my MiSTER Jamma board, so I was looking for games that get into the action quickly and map well to an arcade control panel with 3-4 buttons.
I made this Pastebin with comments attached to each game, commenting mostly on the feel of the game as well as its compatibility with a cabinet, or the arcade mindset: https://pastebin.com/eRRtku0N
Outside of the emulation aspect, the idea is also that this generation of games in general is a little weird. 3D games were still in their infancy, and devs were experimenting with all sorts of funky ideas.
Normally I'm not a big fan of that period, because most of them look like garbage and tend to embrace the more home-oriented design, usually wasting the player's time with lots of fluff, story, menus and load times, and generally aim towards long-form game experiences that require saving between sessions. So focusing entirely on games that actually feel arcade-like was an interesting approach to the platform, and I actually discovered some really interesting titles here that I'd never heard of before
With the help of some pals, I've compiled a list of the most "arcade-feeling" PlayStation 1 games I could find. The idea for my purpose was actually to justify the PlayStation emulator on my MiSTER Jamma board, so I was looking for games that get into the action quickly and map well to an arcade control panel with 3-4 buttons.
I made this Pastebin with comments attached to each game, commenting mostly on the feel of the game as well as its compatibility with a cabinet, or the arcade mindset: https://pastebin.com/eRRtku0N
Outside of the emulation aspect, the idea is also that this generation of games in general is a little weird. 3D games were still in their infancy, and devs were experimenting with all sorts of funky ideas.
Normally I'm not a big fan of that period, because most of them look like garbage and tend to embrace the more home-oriented design, usually wasting the player's time with lots of fluff, story, menus and load times, and generally aim towards long-form game experiences that require saving between sessions. So focusing entirely on games that actually feel arcade-like was an interesting approach to the platform, and I actually discovered some really interesting titles here that I'd never heard of before
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Obiwanshinobi
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Digression ahead.
To me (someone who RARELY played actual coin-op machines all that much when these were still around), arcade-style games are not really about number of utilised buttons. More about nearly every second of them serving one's performance improvement. What little retardation is here and there sometimes - is chiefly for the sake of giving one much needed rest. ESPECIALLY when playing real coin-op where you can't pause.
This game design DNA is much present in vehicular games where I race against my best previous run's "ghost" (TrackMania, Burnout, Moto Racer - to name a few). Those hardly ever go "game over" in those modes and as such are very un-coin-op experience, but to me - satiate largely the same needs as at least some games of coin-op origins.
That's the spirit Sega, sometimes, knew how to breathe in a home system game expertly (2002 Shinobi comes to mind first and foremost)...
To me (someone who RARELY played actual coin-op machines all that much when these were still around), arcade-style games are not really about number of utilised buttons. More about nearly every second of them serving one's performance improvement. What little retardation is here and there sometimes - is chiefly for the sake of giving one much needed rest. ESPECIALLY when playing real coin-op where you can't pause.
This game design DNA is much present in vehicular games where I race against my best previous run's "ghost" (TrackMania, Burnout, Moto Racer - to name a few). Those hardly ever go "game over" in those modes and as such are very un-coin-op experience, but to me - satiate largely the same needs as at least some games of coin-op origins.
That's the spirit Sega, sometimes, knew how to breathe in a home system game expertly (2002 Shinobi comes to mind first and foremost)...
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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Oh, this is less about game design, and more about the practical implications of JAMMA only supporting three buttonsObiwanshinobi wrote: ↑Wed Apr 29, 2026 6:12 pm To me (someone who RARELY played actual coin-op machines all that much when these were still around), arcade-style games are not really about number of utilised buttons. More about nearly every second of them serving one's performance improvement. What little retardation is here and there sometimes - is chiefly for the sake of giving one much needed rest. ESPECIALLY when playing real coin-op where you can't pause.
A few games on the list require more, and I still think they feel super arcade-like.
I could hook up my kick harness and get 6 buttons on my control panel though, but I'm not sure where the hell it is... Either way, I do think there's something to be said for fewer buttons feeling like a tighter experience. But it really depends on the game. Like you said, each of them do have to serve a meaningful purpose. But I might add to that, that the more purposes that get layered onto the game, the less purely arcade they do tend to feel to me.
Oh yeah, that was actually one of the primary conditions I'd mentioned when I asked others for recommendations - the game should have a real game over state. The PS1 era is about when that stuff started to become rarer in home video games.(...) Those hardly ever go "game over" in those modes and as such are very un-coin-op experience, but to me - satiate largely the same needs as at least some games of coin-op origins.
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Bassa-Bassa
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
I can understand the absence of the many Puyo Puyo clones the platform hosted, but no Finger Flashing, Clow Card Magic, Zoku Gussun Oyoyo, or Gussun Paradise listed in a compilation like that comes off a bit weird. And not sure if stuff like Nekketsu Oyako, Kyuiin, the Time Bokans, or the Gatchman game didn't get listed for quality reasons, but they for sure are compliant and better than some of the included there in my eyes. Did Gear Senshi Dendoh have skippable cutscenes? I want to recall it did. Not few Dodge Ball games, Bomber Man-likes (or look-a-likes - the PS1 likely was the system with more top-view single-screen action games ever), Qix clones, etc. etc., as well, but I guess their appeal is more debatable.Sumez wrote: ↑Wed Apr 29, 2026 6:13 am Possibly relevant to denizens of this thread, and maybe someone can help expand the list as well
With the help of some pals, I've compiled a list of the most "arcade-feeling" PlayStation 1 games I could find. The idea for my purpose was actually to justify the PlayStation emulator on my MiSTER Jamma board, so I was looking for games that get into the action quickly and map well to an arcade control panel with 3-4 buttons.
I made this Pastebin with comments attached to each game, commenting mostly on the feel of the game as well as its compatibility with a cabinet, or the arcade mindset: https://pastebin.com/eRRtku0N
Outside of the emulation aspect, the idea is also that this generation of games in general is a little weird. 3D games were still in their infancy, and devs were experimenting with all sorts of funky ideas.
Normally I'm not a big fan of that period, because most of them look like garbage and tend to embrace the more home-oriented design, usually wasting the player's time with lots of fluff, story, menus and load times, and generally aim towards long-form game experiences that require saving between sessions. So focusing entirely on games that actually feel arcade-like was an interesting approach to the platform, and I actually discovered some really interesting titles here that I'd never heard of before
Anyway, if you're including 5 button games, the Gundams by Natsume are a must.
I don't see the Bishi Bashis working well on a regular arcade panel, though, but you always can memorize a button layout just for those, I guess.
And in case this was missed:
The ZN2 was a bit more than a PS1 (that would be the ZN1), and if I recall the port is not perfectly accurate? Think of it like you'd do of Namco's System 12 (against System 11).Strider 2 (also an arcade game, but even on PCB it's a PS1 game)
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Sumez, have you played the somewhat unfortunately-named Finger Flashing? Apologies if it's in the pastebin, just a flying visit here. It's been forever since I last played it, but I recall it being super arcadey. Basically a vertically-descending rock/paper/scissors affair. Match your spells to bust up the blocks for... 1337 CHAINZ.
Get it wrong and u be FUCC
I've never tried Klax, but its premise made me think of that. Might be worth a look.
Good to see Little Ralph repped, that's possibly the most quintessential PS1 original for such a list. New Corp some good dudes. TRVE ge-sen SOULJAHS!
Also good call on Omega Boost. I too can't recall the exact button requirements, but every time I've returned to it over the years, I've been floored at the bridging of cutting-edge presentation and no-flab diehard. IIRC, it was worked on by members of Team Andromeda. (Panzer Dragoon guys) Oh man, I hope I've not done Klax and PD fans wrong with all this IIRC-ing. Got that same AfterBurner / Galaxy Force lockon goodness via Ichiro Itano, bro of Shoji Macross Kawamori. (also onboard
)
But moreso than Panzer, or even Galaxy Force II, it really brings to mind early 80s arena STGs ala Nova 2001. (forerunner of Ark Area) Stuff invades your sphere in waves, and you've gotta wipe 'em out in style or get a crummy rank. Dishonour a more pressing threat than death! Between the lockon, rapid fire, BOMBAAA special, plus the cool radar and evasion mechanics, it's got a superbly lean suite of mechanics to go with its wave designs.
There is a small, situational learning curve associated with the rare Ground and Tunnel stages (two apiece), but it's a snap to get down. Basically, remember that in those, the [scan] button resets your mech's orientation. So if you find yourself upside-down after a particularly spirited waveshredding, or if you end up facing backward while a bunch of terrain is rushing in, just hit [scan] and you'll be ok. Hold [scan] during the Tunnels and you'll move Space Harrier-style, very handy for navigating Stage 5's pylon maze.
There's another slight wrinkle with the third-person and FPV modes, too. The latter can seem gimmicky at first, but I find some waves and sections a lot easier via it. Stage 4's opening comes to mind... when all those metal spiders come tumbling out of the howling night sky. Rad scene, brr. Tricky to get 'em all with the lockon laser, and easy to lose track of them in third-person. I switch to FPV, lock onto the first, then let rip with the rifle. Sweeps the creepy things every time, averting a dogpile. Looks and feels rad too, especially if you've got a nice subwoofer.
Buddabuddabudda. Stage 5's pylons, again, FPV with [scan] held works great for me there.
Not unlike the finer technical points associated with arcade racers and the like, imo. Or AC games in general. Oh man I could talk about this game all day.
Bangin' OST too! Speaking of those creepy metal spiders: OH MAH LAWD

Nah, all good here at ShumpsFarm The Dad Corps. tbh, as with 2019, it's really the job keeping me from R2RKMF & Dick Stock duties. It'll all be worth it in the end. :3
Good to see Little Ralph repped, that's possibly the most quintessential PS1 original for such a list. New Corp some good dudes. TRVE ge-sen SOULJAHS!
Also good call on Omega Boost. I too can't recall the exact button requirements, but every time I've returned to it over the years, I've been floored at the bridging of cutting-edge presentation and no-flab diehard. IIRC, it was worked on by members of Team Andromeda. (Panzer Dragoon guys) Oh man, I hope I've not done Klax and PD fans wrong with all this IIRC-ing. Got that same AfterBurner / Galaxy Force lockon goodness via Ichiro Itano, bro of Shoji Macross Kawamori. (also onboard
But moreso than Panzer, or even Galaxy Force II, it really brings to mind early 80s arena STGs ala Nova 2001. (forerunner of Ark Area) Stuff invades your sphere in waves, and you've gotta wipe 'em out in style or get a crummy rank. Dishonour a more pressing threat than death! Between the lockon, rapid fire, BOMBAAA special, plus the cool radar and evasion mechanics, it's got a superbly lean suite of mechanics to go with its wave designs.
There is a small, situational learning curve associated with the rare Ground and Tunnel stages (two apiece), but it's a snap to get down. Basically, remember that in those, the [scan] button resets your mech's orientation. So if you find yourself upside-down after a particularly spirited waveshredding, or if you end up facing backward while a bunch of terrain is rushing in, just hit [scan] and you'll be ok. Hold [scan] during the Tunnels and you'll move Space Harrier-style, very handy for navigating Stage 5's pylon maze.
There's another slight wrinkle with the third-person and FPV modes, too. The latter can seem gimmicky at first, but I find some waves and sections a lot easier via it. Stage 4's opening comes to mind... when all those metal spiders come tumbling out of the howling night sky. Rad scene, brr. Tricky to get 'em all with the lockon laser, and easy to lose track of them in third-person. I switch to FPV, lock onto the first, then let rip with the rifle. Sweeps the creepy things every time, averting a dogpile. Looks and feels rad too, especially if you've got a nice subwoofer.
Not unlike the finer technical points associated with arcade racers and the like, imo. Or AC games in general. Oh man I could talk about this game all day.
Bangin' OST too! Speaking of those creepy metal spiders: OH MAH LAWD
copy-paster wrote: ↑Tue Apr 28, 2026 9:20 am Damn congrats for BIL junior coming in this world, new hardcore gamer in the works.
Ta chaps

Daww! Ta Obi, sorry to cause alarm.Obiwanshinobi wrote: ↑Tue Apr 28, 2026 3:36 pmDitto. I could tell something seriuos was going on, glad to read not a misfortune at all.

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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Geeze, that's a really oddly antagonistic way to phrase a recommendationBassa-Bassa wrote: ↑Thu Apr 30, 2026 11:30 pm I can understand the absence of the many Puyo Puyo clones the platform hosted, but no Finger Flashing, Clow Card Magic, Zoku Gussun Oyoyo, or Gussun Paradise listed in a compilation like that comes off a bit weird. And not sure if stuff like Nekketsu Oyako, Kyuiin, the Time Bokans, or the Gatchman game didn't get listed for quality reasons, but they for sure are compliant and better than some of the included there in my eyes.
If a game isn't on the list it's because no one recommended them yet, I didn't think of them, or I wasn't aware of them. I hadn't heard of most of those games before.
Gussun Oyoyo was suggested, but I'm looking for games originally released on PS1, not ported from arcade.
I'll check out the ones you mentioned
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Bassa-Bassa
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Yeah, sorry, I guess it is. Found so many, many things absent but at the same time it was said it's a selection by several people (in 2026), I just thought most would be discarded for reasons evading me and not explained, and came off like that without much intention actually.Sumez wrote:Geeze, that's a really oddly antagonistic way to phrase a recommendation
Zoku is not an arcade port, but a SAT/PS exclusive, following up Super Gussun Oyoyo 2. It's the better game in the series, but I always thought they all were too long for the arcade philosophy. Restart is really tedious with them.Gussun Oyoyo was suggested, but I'm looking for games originally released on PS1, not ported from arcade.
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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Case to share them? I'm generally not very familiar with the PS1 library
Ooh, I wasn't aware of that!Zoku is not an arcade port, but a SAT/PS exclusive
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Bassa-Bassa
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
OK, but don't blame me if they're turds. The PS1 in Japan, while home indeed of lots of experimental and transitional stuff, was also a place for a lot of low-budget traditional action pieces even well into the 2000's because basically anything sold there. The best ones were mostly already mentioned above. From memory (some may be a bit over 4 buttons or got unskippable cutscenes, but not the norm):
Gaia Seed, Philosoma, Two-Tenkaku, Stahlfeder, Air Grave, SD Gundam - Over Galaxian, Tsuntsungumi 3, Geppy-X, Macross - Ai: Oboete Imasu-ka, Chou Aniki: Kyuukyoku... for generally not really recommended STGs.
Gran Doll, The Great Battle VI, Kaettekita Cyborg Kuro-chan, The Croket Konami game, for different, far-from-brilliant, side-view action takes.
Cooly Skunk, Kitchen Panic, Plue no Daibouken, Kyoro-chan no Purikura Daisakusen, Gokuu Ninden, Hermie Hopperhead, Goemon - Shin Sedai Shuumei may work as arcade-structured platform action games as well - check needed.
Guilty Gear, Samurai Deeper Kyo, Asuka 120% Final for not bad FTGs. Many others if you don't ask for too much in the genre.
Ray Tracers, Mach Go! Go! Go!, Odo Odo Oddity for digital control driving/flying games.
Bomberman World, Bomberman, Noon, Gamba no Bouken, Chiki Chiki Chicken, Bomb Boat, Gritz, Marchen Land, Engacho, Buttsubushi, Tsuntsungumi 2 for top-view [puzzle] action - may work, check them. There're more I can't remember.
The Curling, The Tennis, The Dodgeball, Sakigake Otoko Juku in the Simple 1500 Series, Dodge de Ball, Nijiiro Dodgeball, pretty sure got arcade/free modes.
Tetris with Cardcaptor Sakura (by Arika!), Pastel Muses, Puzznic (remade), Cleopatra Fortune (also remade), Calcolo!, Building Crush, the Haunted Junction game, there's even a Hello Kitty-themed Gussun Oyoyo clone, for [action] puzzlers.
Many Puyo Puyo clones/semi clones (Puzzle Bobble and Magical Drop got exclusive entries on the PS1), you'll forgive me not listing here, a few more Tetris as well if you're into it, lots of Block Kuzushis compatible with digital controls. God knows what I'm missing, but I am.
Gaia Seed, Philosoma, Two-Tenkaku, Stahlfeder, Air Grave, SD Gundam - Over Galaxian, Tsuntsungumi 3, Geppy-X, Macross - Ai: Oboete Imasu-ka, Chou Aniki: Kyuukyoku... for generally not really recommended STGs.
Gran Doll, The Great Battle VI, Kaettekita Cyborg Kuro-chan, The Croket Konami game, for different, far-from-brilliant, side-view action takes.
Cooly Skunk, Kitchen Panic, Plue no Daibouken, Kyoro-chan no Purikura Daisakusen, Gokuu Ninden, Hermie Hopperhead, Goemon - Shin Sedai Shuumei may work as arcade-structured platform action games as well - check needed.
Guilty Gear, Samurai Deeper Kyo, Asuka 120% Final for not bad FTGs. Many others if you don't ask for too much in the genre.
Ray Tracers, Mach Go! Go! Go!, Odo Odo Oddity for digital control driving/flying games.
Bomberman World, Bomberman, Noon, Gamba no Bouken, Chiki Chiki Chicken, Bomb Boat, Gritz, Marchen Land, Engacho, Buttsubushi, Tsuntsungumi 2 for top-view [puzzle] action - may work, check them. There're more I can't remember.
The Curling, The Tennis, The Dodgeball, Sakigake Otoko Juku in the Simple 1500 Series, Dodge de Ball, Nijiiro Dodgeball, pretty sure got arcade/free modes.
Tetris with Cardcaptor Sakura (by Arika!), Pastel Muses, Puzznic (remade), Cleopatra Fortune (also remade), Calcolo!, Building Crush, the Haunted Junction game, there's even a Hello Kitty-themed Gussun Oyoyo clone, for [action] puzzlers.
Many Puyo Puyo clones/semi clones (Puzzle Bobble and Magical Drop got exclusive entries on the PS1), you'll forgive me not listing here, a few more Tetris as well if you're into it, lots of Block Kuzushis compatible with digital controls. God knows what I'm missing, but I am.
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Obiwanshinobi
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Oh yes, Sonic Wings Special (on Saturn as well) used to be the one and only home system-only game known to me supporting TATE. As such - feels very "coin-op" to me. Nowadays, with at least a couple of PC games, it's no longer exclusive in this regard, I suppose...
(For instance - if memory serves, Tetris with Cardcaptor Sakura isn't TATE.)
(For instance - if memory serves, Tetris with Cardcaptor Sakura isn't TATE.)
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it290
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Played the EA version of Huntdown: Overtime. It's okay, honestly much better than I was afraid it was going to be, but in its current state it lacks the design polish and creativity of the original game, plus there's a sparsity of levels and weapons (only 2 levels—I'm assuming the final game will have at least 4). The roguelike element is present but is honestly not a huge deal once you get powered up a bit, although you'll have to do so to have a reasonable chance of defeating the first level boss, he's just too much of a damage sponge otherwise. Boss patterns are a little uninspired compared to the first game. The rogue element does provide for some interesting build variety, but not a ton with the current weapons in the game. Balance is kind of all over the place. I think with time this will be pretty fun, and hoping it does well enough to justify them creating an arcade mode like the first game.
Also, it just barely belongs in this thread, but I'm really enjoying Replaced. This one is mostly a narrative puzzle platformer with combat that's reminiscent of the Arkham games or the Mad Max game. Not super deep from a gameplay perspective, but the atmospherics are really great, with a beautiful mix of 2d pixel art sprites for the characters and 3d cinematic environments and dynamic camera movement. Definitely recommend this one for anyone who enjoys the likes of Flashback, Another World, etc.
Also, it just barely belongs in this thread, but I'm really enjoying Replaced. This one is mostly a narrative puzzle platformer with combat that's reminiscent of the Arkham games or the Mad Max game. Not super deep from a gameplay perspective, but the atmospherics are really great, with a beautiful mix of 2d pixel art sprites for the characters and 3d cinematic environments and dynamic camera movement. Definitely recommend this one for anyone who enjoys the likes of Flashback, Another World, etc.

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mycophobia
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
hi scrolling action thread, long time no see.
2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
https://www.youtube.com/watch?v=eBaREyw2jXk
and I also improved my score in Marble Madness on NES, 138,800 with a mere 4 deaths:
https://www.youtube.com/watch?v=wg_nhmfzg2s
currently I'm trying to clear R-Type, which is a shmup and so does not belong in this thread, but I'm also working on breaking 1,000,000 in arcade Shadow Dancer. I can do the special bonuses (no shuriken used) in 1-1, 1-2, 2-1, 2-3 and 3-2 for 100K each, which has thus far given me my pb of a 973,850 ALL; now I just need to find three bomb usages to remove and that should get me across the goal line.
2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
https://www.youtube.com/watch?v=eBaREyw2jXk
and I also improved my score in Marble Madness on NES, 138,800 with a mere 4 deaths:
https://www.youtube.com/watch?v=wg_nhmfzg2s
currently I'm trying to clear R-Type, which is a shmup and so does not belong in this thread, but I'm also working on breaking 1,000,000 in arcade Shadow Dancer. I can do the special bonuses (no shuriken used) in 1-1, 1-2, 2-1, 2-3 and 3-2 for 100K each, which has thus far given me my pb of a 973,850 ALL; now I just need to find three bomb usages to remove and that should get me across the goal line.
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mycophobia
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Sumez
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Whoa, that's something I've never noticed. I love subtle rules like that, and it's one of the reasons I'm a big fan of the CV1 medusa heads, which are similarly also completely consistent in their behaviormycophobia wrote: ↑Tue Jun 02, 2026 10:55 pm 2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
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BIL
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Yuss, the dread 2-4 conquered! Nicely done.mycophobia wrote: ↑Tue Jun 02, 2026 10:55 pm2 weeks ago I did a 2-ALL of Castlevania on NES, which is also a no-miss 1-ALL. Did you know that the fishmen always spawn lined up with a candle?!! once I noticed that 2-4 fell swiftly. well, reasonably swiftly.
https://www.youtube.com/watch?v=eBaREyw2jXk
However, at a glance, I neglected to explicitly state the candle rule in my hard memo notes.
The Loop 1 / Loop 2 catacomb distinction brings to mind Black Heart from Garegga's vulcan sweep. First is aimed to miss, second is 110% unfiltered KOROSHITEYARUU

光あふれる 未来もとめて, whoa~oh ♫
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1KMS
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- Joined: Fri Feb 24, 2012 8:43 pm
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
I'm not sure about the proximity trigger. I probably would've died to the last fish-man in this run if that were the case. And the third fish-man was way off.
https://youtu.be/jgVjRrPOBAM?t=1391
My strategy was to move consistently based on a predetermined path, otherwise I would've been lost.
https://youtu.be/jgVjRrPOBAM?t=1391
My strategy was to move consistently based on a predetermined path, otherwise I would've been lost.
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Daytime Waitress
- Posts: 263
- Joined: Fri May 17, 2024 12:07 pm
Build-a-bot
PSA: Gravity Circuit is getting a sequel, so the original is free on Steam until June 15th.
I'm only an hour in and it feels criminal picking it up at that price, because there seems to be a lot of ways to customise your abilities to make runs flow smoother.
I'm only an hour in and it feels criminal picking it up at that price, because there seems to be a lot of ways to customise your abilities to make runs flow smoother.
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BIL
- Posts: 20408
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- Location: COLONY
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Yeah true, now I look at my run, this rightmost one blows up despite me being nowhere near its candle.1KMS wrote: ↑Wed Jun 03, 2026 5:53 pm I'm not sure about the proximity trigger. I probably would've died to the last fish-man in this run if that were the case. And the third fish-man was way off.
https://youtu.be/jgVjRrPOBAM?t=1391
My strategy was to move consistently based on a predetermined path, otherwise I would've been lost.
Also horeh shiet, that is one clean run!
Ah jeez, wtb my Imgur smileys for better expression. Will have to haul 'em over to imgbb and hope they don't wiener out too.
THIS TOO MYCO-SANmycophobia wrote: ↑Wed Jun 03, 2026 2:57 am yay i did it
https://www.youtube.com/watch?v=5sFlje9xmx8
Both marked for index! Speaking of which, I have drafted an ingenious plan for the index. Will post on weekend, absent IRL BULLSHIET

光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
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Sumez
- Posts: 9120
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- Location: Denmarku
- Contact:
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Fwiw, the mermen locations aren't *directly* tied to the actual candles, but there's obviously a very coarse coordinate system built into the game, which dictates where candles *can* appear, likely tied to how map data is stored. They'll always appear with a very specific X-axis distance between them (4 tiles), but they don't necessarily appear at every single step.
It's the same steps that merman spawn locations are placed at for whatever reason
It's the same steps that merman spawn locations are placed at for whatever reason
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NYN
- Posts: 813
- Joined: Sun Apr 06, 2014 8:33 am
- Location: 0! Akedò
put Trace in the sequel!
You can always purchase the retail game, no special edition needed. Feels fairly priced. I myself have to get back to it, I dropped it for Ragebound. Final Stage, too. Shameful display. Boss is very mega.Daytime Waitress wrote: ↑Wed Jun 03, 2026 9:44 pm I'm only an hour in and it feels criminal picking it up at that price, because there seems to be a lot of ways to customise your abilities to make runs flow smoother.
*And did it. Will further play around. Looking forward for sequel! Still holding my card version, too.
Tengu
'tude
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copy-paster
- Posts: 1813
- Joined: Thu Apr 30, 2015 7:33 pm
- Location: Indonesia
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
https://horaro.net/shmupslam8/day1saturday
https://horaro.net/shmupslam8/day2sunday
And the lineup is revealed! Lots of good stuff here and I'll be showcasing MS3 and Thunder Dragon 2 as said before. Let's hope BIL won't miss it this time
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BIL
- Posts: 20408
- Joined: Thu May 10, 2007 12:39 pm
- Location: COLONY
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
CPS I am an asshole ONEC AGAIN >w< Shump Commitments falling by wayside left and right lately, sorry bro. 
How'd it go? I will catch TD2 tomorrow evening for certain, or my IRL real name is not Sgt. Shaved Balls (`w´メ)
Nobody share that, geotagged from church, I'll know it was you 
EDIT: That Final Mission Fake Morden finish, maximum cinema
Sorry I'm just catching up!
EDIT: CPS u are the man ;w;7 A shredding TD2 run. <3
How'd it go? I will catch TD2 tomorrow evening for certain, or my IRL real name is not Sgt. Shaved Balls (`w´メ)
DOX 4 SHUMPS FRENS ONLY

EDIT: That Final Mission Fake Morden finish, maximum cinema
Apropos FINAL SHOWDOWN AGAIN (`w´メ)


光あふれる 未来もとめて, whoa~oh ♫
[THE MIRAGE OF MIND] Metal Black ST [THE JUSTICE MASSACRE] Gun.Smoke ST [STAB & STOMP]
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copy-paster
- Posts: 1813
- Joined: Thu Apr 30, 2015 7:33 pm
- Location: Indonesia
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Thanks ha!
TD2 went well in most part, and the fact I got 5.2mil without doing any milks is also my non-milk score PB too. Too bad about failed MS3 1CC though, but all those deaths were caused by the nastiest RNGs.
TD2 went well in most part, and the fact I got 5.2mil without doing any milks is also my non-milk score PB too. Too bad about failed MS3 1CC though, but all those deaths were caused by the nastiest RNGs.
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Sima Tuna
- Posts: 2372
- Joined: Tue Sep 21, 2021 8:26 pm
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Metal Slug 3 is itself the nastiest RNG. I still can't enjoy the 40 minute ending sequence. 
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BareKnuckleRoo
- Posts: 6949
- Joined: Mon Oct 03, 2011 4:01 am
- Location: Southern Ontario
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
I've played a few sidescrolling platformers recently so here goes:
Solbrain / Shatterhand (NES)
I used to think these were pretty cool, being Natsume and all. But my opinion of them has soured; they're probably my least liked Natsume games and only mediocre at best. Aesthetically they're great, the art, music, and backgrounds are all solid (the industrial stage, the stage that's on fire and actively firebombed, the ice themed stage, they all look great). Shame some of the music is reused instead of unique themes per stage. My beef is really with the gameplay, which isn't terribly good.
Your basic punches are relative fast in the form of jabs, but if you rapid fire the punches you get a slower punch that takes longer to recover from and has vulnerable frames where enemies can sneak through. Your punches also can't hit multiple enemies grouped together like in a beat 'em up, and instead only hits the first enemy in the "stack". You usually want to stick to the snappier jabs and not the slower punches, but you get those slower punches if you're rapid firing your little subweapon robot, and the hitbox on the punches feels alarmingly strict at times (it refuses to hit item boxes directly in front of you at times).
The real issue is that the subweapon robots completely change how the game feels; having the AAB laser bot that can hit through walls radically alters how you can tackle stages, and losing it makes things insanely hard. If you can carry the robot long enough to get another copy (AAB -> AAB) you get a time limited super mode that utterly melts bosses, and most of the major bosses allow you to reach them in this super mode, thus the challenge becomes keeping your robot alive long enough to trigger said super mode. You basically win if you do so.
I feel like ditching the subrobots and super mode shenanigans would've encouraged more tight game design, some of the levels (the falling rock one, the last level) feel like you're playing a completely different game based on if you have a robot friend or not. It's not like Ninja Gaiden or Castlevania either where you choose to use it based on limited ammo; you can lose the robot because it simply takes damage from touching enemies which is difficult to avoid with enemies above you due to how the robot movement works. It feels quite finicky and unsatisfying.
Street Fighter 2010 (NES)
Unlike Shatterhand, the main weapon feels way more satifying to use, and is one of the earliest games I can think of to wisely feature animation cancelling. If you're using the slow punches and kicks, you can immediately animation cancel out mid swing by moving or jumping! The background art in stages is also exceptional, especially considering the ones they put the most effort into are only seen for rather short periods of time.
The main issue is the super high, fixed-height floaty jump. You don't get to do hop jumps which can make evading the persistent enemies that try to ram you rather troublesome. There's also stages where so many climbable things exist that they get in your way of actual evasion. Shoutout to the one stage with the giant tree where you can walk and jump through it if you're at the base of it, but you get trapped by it if you jump up the branches to the right of it! All of these unusual obstacles and really complex stage layouts combined with the fixed height jumps means you have to learn and memo exactly where your jump will take you.
The fully invulnerable neutral jump -> backflip tech that lets you extend the invulnerability by firing downward is really cool when you get the hang of it, but it's very hard to learn to use it in a game where your jumping height is quite strict and the maps are peppered with obstacles in midair.
Very cool game, and when you really get good at it it's super satisfying, but it's brutally hard, far stricter than your typical NES platformer (and that's considering the fact that it has infinite continues, let alone going for a 1CC).
Super Mario Bros (NES)
I couldn't remember if I'd ever 1cc'd the game without using warps. I went and did that but had to resort to a map of 7-4 because I was getting stumped and was not enjoying myself. I didn't realize this kind of thing even existed, looking at how frequently the JP sequel (released as Lost Levels in the US) did this made me thoroughly uninterested in playing them. These weird teleportation mazes with no feedback on if you're doing the thing right suck.
The games are otherwise fine, not exceptional, I've never liked how slippery they are and how many setpieces are reused in the first game. I was never a big Mario kid aside from World and 64.
Solbrain / Shatterhand (NES)
I used to think these were pretty cool, being Natsume and all. But my opinion of them has soured; they're probably my least liked Natsume games and only mediocre at best. Aesthetically they're great, the art, music, and backgrounds are all solid (the industrial stage, the stage that's on fire and actively firebombed, the ice themed stage, they all look great). Shame some of the music is reused instead of unique themes per stage. My beef is really with the gameplay, which isn't terribly good.
Your basic punches are relative fast in the form of jabs, but if you rapid fire the punches you get a slower punch that takes longer to recover from and has vulnerable frames where enemies can sneak through. Your punches also can't hit multiple enemies grouped together like in a beat 'em up, and instead only hits the first enemy in the "stack". You usually want to stick to the snappier jabs and not the slower punches, but you get those slower punches if you're rapid firing your little subweapon robot, and the hitbox on the punches feels alarmingly strict at times (it refuses to hit item boxes directly in front of you at times).
The real issue is that the subweapon robots completely change how the game feels; having the AAB laser bot that can hit through walls radically alters how you can tackle stages, and losing it makes things insanely hard. If you can carry the robot long enough to get another copy (AAB -> AAB) you get a time limited super mode that utterly melts bosses, and most of the major bosses allow you to reach them in this super mode, thus the challenge becomes keeping your robot alive long enough to trigger said super mode. You basically win if you do so.
I feel like ditching the subrobots and super mode shenanigans would've encouraged more tight game design, some of the levels (the falling rock one, the last level) feel like you're playing a completely different game based on if you have a robot friend or not. It's not like Ninja Gaiden or Castlevania either where you choose to use it based on limited ammo; you can lose the robot because it simply takes damage from touching enemies which is difficult to avoid with enemies above you due to how the robot movement works. It feels quite finicky and unsatisfying.
Street Fighter 2010 (NES)
Unlike Shatterhand, the main weapon feels way more satifying to use, and is one of the earliest games I can think of to wisely feature animation cancelling. If you're using the slow punches and kicks, you can immediately animation cancel out mid swing by moving or jumping! The background art in stages is also exceptional, especially considering the ones they put the most effort into are only seen for rather short periods of time.
The main issue is the super high, fixed-height floaty jump. You don't get to do hop jumps which can make evading the persistent enemies that try to ram you rather troublesome. There's also stages where so many climbable things exist that they get in your way of actual evasion. Shoutout to the one stage with the giant tree where you can walk and jump through it if you're at the base of it, but you get trapped by it if you jump up the branches to the right of it! All of these unusual obstacles and really complex stage layouts combined with the fixed height jumps means you have to learn and memo exactly where your jump will take you.
The fully invulnerable neutral jump -> backflip tech that lets you extend the invulnerability by firing downward is really cool when you get the hang of it, but it's very hard to learn to use it in a game where your jumping height is quite strict and the maps are peppered with obstacles in midair.
Very cool game, and when you really get good at it it's super satisfying, but it's brutally hard, far stricter than your typical NES platformer (and that's considering the fact that it has infinite continues, let alone going for a 1CC).
Super Mario Bros (NES)
I couldn't remember if I'd ever 1cc'd the game without using warps. I went and did that but had to resort to a map of 7-4 because I was getting stumped and was not enjoying myself. I didn't realize this kind of thing even existed, looking at how frequently the JP sequel (released as Lost Levels in the US) did this made me thoroughly uninterested in playing them. These weird teleportation mazes with no feedback on if you're doing the thing right suck.
The games are otherwise fine, not exceptional, I've never liked how slippery they are and how many setpieces are reused in the first game. I was never a big Mario kid aside from World and 64.
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Searchlike
- Posts: 174
- Joined: Fri Jan 15, 2021 7:17 pm
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Personally, I don't find any other version of Mario as fun to play as the one from the first two Super Mario Bros. games. Mastering the plumber's crazy old school movement is half the fun for me.
I don't think there's any shame for looking at a guide or video for the mazes. It's definitely questionable game design, but no first entry of any series is free of those.
The original one was my first videogame, but I never finished it somehow. I have the 35th anniversary Game & Watch system, so it's just a matter of time
I don't think there's any shame for looking at a guide or video for the mazes. It's definitely questionable game design, but no first entry of any series is free of those.
The original one was my first videogame, but I never finished it somehow. I have the 35th anniversary Game & Watch system, so it's just a matter of time
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Steven
- Posts: 4632
- Joined: Tue May 11, 2021 5:24 am
- Location: Tokyo
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
Those Mario games are okay, I guess. I think the only Mario games I have ever beaten are the GBA versions of USA and World (might have done World on my SFC, but I forgot...) plus Odyssey. Then again I haven't played 80% of them, including 64, so that doesn't help. Sonic is and always has been way better anyway, so I really don't care lol
Anyway, the reason that I am here is because I have a question that I know someone knows the answer to. What is wrong with arcade Contra on the Anniversary Collection? I know that the emulation on it is messed up somewhere and somehow, and that ACA has either the first or the only accurate emulation of the game, but I don't know what the problem is or if it's something to even care about. I've been meaning to get the Contra collection on PC since I got my Steam Deck but just didn't, even though I got all of the Castlevania Collections, and I am anticipating it showing up with a massive discount in the Steam sale that is going to happen in a few hours. I REALLY like M2's FC/NES color palette for some reason, so that's honestly about 70% of the reason that I want it.
BTW BIL it's a bit late, but congratulations on the baby. I haven't really been paying attention to much at all recently...
While I'm here, I trust everyone is at least aware of Vanillaware's upcoming port of Muramasa. I'd been thinking of getting a Japanese Vita copy for about two weeks prior to the announcement, but then I decided to watch the Japanese Nintendo Direct in case Tales of Eternia showed up (it did!) and Muramasa showed up too. Cool game from what I remember from a decade ago, and if nothing else you get lots of beautiful food because Vanillaware.
Anyway, the reason that I am here is because I have a question that I know someone knows the answer to. What is wrong with arcade Contra on the Anniversary Collection? I know that the emulation on it is messed up somewhere and somehow, and that ACA has either the first or the only accurate emulation of the game, but I don't know what the problem is or if it's something to even care about. I've been meaning to get the Contra collection on PC since I got my Steam Deck but just didn't, even though I got all of the Castlevania Collections, and I am anticipating it showing up with a massive discount in the Steam sale that is going to happen in a few hours. I REALLY like M2's FC/NES color palette for some reason, so that's honestly about 70% of the reason that I want it.
BTW BIL it's a bit late, but congratulations on the baby. I haven't really been paying attention to much at all recently...
While I'm here, I trust everyone is at least aware of Vanillaware's upcoming port of Muramasa. I'd been thinking of getting a Japanese Vita copy for about two weeks prior to the announcement, but then I decided to watch the Japanese Nintendo Direct in case Tales of Eternia showed up (it did!) and Muramasa showed up too. Cool game from what I remember from a decade ago, and if nothing else you get lots of beautiful food because Vanillaware.
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BareKnuckleRoo
- Posts: 6949
- Joined: Mon Oct 03, 2011 4:01 am
- Location: Southern Ontario
Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari
I will admit there is a certain charm to it, though I can still think of several other NES platformers I'd much rather play. Mega Man was always my first love, haha.Searchlike wrote: ↑Thu Jun 25, 2026 3:57 amMastering the plumber's crazy old school movement is half the fun for me.
I know for sure I've beaten the game using warps before but I was so baffled by 7-4's lack of player feedback on if you're on the right path or not that I'm sure I've never done it without warps before. 8-4 has a pipe puzzle but it's relatively straightforward, just take every pipe immediately after you jump over lava. There's one hidden block to find to jump up to one pipe but that's relatively easy to locate.
I grinded out the SF2010 1cc, I'm not sure I'll ever get a no-miss clear (it's really hard for me to survive some of the stages since health recovery is limited, runs can go badly quickly), but it was fun to learn how to do stuff reliably enough to not have to dump continue after continue into it!
