
Twin Cobra's port was handled by Toaplan themselves, right? I have always liked that version of the game, even if it looks a little fatter than normal (pixel mapping differences I suppose).
Hell yeah.Blackoak's Awesome Toaplan Interview Translation wrote:Yuge: I can tell you what I think Uemura's most representative work is.
Uemura: Which? TSUGARU? (laughs)
Yuge: Yeah, that's the one. Its the best. (laughs)
I think the PCE version of Twin Cobra is one of the best despite its new aspect ratio. It seems to have been tailored and balanced around the dimensions very well.Ed Oscuro wrote:I thought Truxton/Tatsujin was done in-house, and it's kinda similar in how it takes a "new" approach to vertical, like Twin Cobra. I think both have a roughly more square playing area than the originals. Of course Tatsujin (and I think also Twin Cobra) looks more authentic on PC Engine but I rather preferred to play either arcade originals or the MD port for differences.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Thoughts?If you didn't actually PLAY it, you'd probably think the PCE one was the better game but the MD version has that dark AI secret lurking inside the cartridge. I still, to this day, cannot believe that Treco managed to pull off that AI, and to think that it sort of passed the gaming world unnoticed, and has not been copied or whatever since then. Toaplan games used to have some mean AI, Tatsujin Ou especially is a right b**** , but with Tiger Heli, it's like the enemies fire bullets not at where you are but where you are GOING to! Like Team Andromeda said, it's hard to explain, and if you played it for the first time without being told this, you'd probably think it was just happening by chance for the first couple of player deaths, and then for the next couple of hours you might think that you were going crazy - like how can the computer know where you're going??
R79 wrote:http://www.videogameimports.com/addbask ... oduct=3002
Guys, I've always wondered about the supposition made in this mini-review of MD Tiger Heli. This, and many other similar comments have been on there for like over a decade. Great site in general though I should add, have ordered from there before no problem. I couldn't quite link to the exact game page, so you may have to type the game into the search there, and see the Mega Drive version.
EDIT:
Thoughts?If you didn't actually PLAY it, you'd probably think the PCE one was the better game but the MD version has that dark AI secret lurking inside the cartridge. I still, to this day, cannot believe that Treco managed to pull off that AI, and to think that it sort of passed the gaming world unnoticed, and has not been copied or whatever since then. Toaplan games used to have some mean AI, Tatsujin Ou especially is a right b**** , but with Tiger Heli, it's like the enemies fire bullets not at where you are but where you are GOING to! Like Team Andromeda said, it's hard to explain, and if you played it for the first time without being told this, you'd probably think it was just happening by chance for the first couple of player deaths, and then for the next couple of hours you might think that you were going crazy - like how can the computer know where you're going??
Sounds like baloney to me. I found the MD one quite irritating after the arcade/PCE versions - I suppose that's what he's interpreting a suupah AI.R79 wrote:Thoughts?
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Is it significantly cheaper [than the US version of MUSHA, for those just catching up]?Ed Oscuro wrote:Well, you can get the prettier Mega Drive (Japanese) box version instead now![]()
You guys would know more than I would.Twin Cobra's port was handled by Toaplan themselves, right?
I suddenly imagine a world where, once the player uses up his credits and walks away, little people come and build new tanks from the off-screen scrap.Ed Oscuro wrote:Probably had plenty of spare turrets lying around off the side of the screen, just look in the area beyond the overscan
It's like a tank graveyard in there
Yeah, I think it might be. I recently scored Musha Aleste on YAJ for 5200 yen after shipping. Of course, I live in Japan, but even if I used a proxy service and still lived in the US, it would have only cost $70 or so. This is complete with box and manual. The only thing wrong with it is that the label on the cartridge is peeling up a bit and is not in the best condition. A cart only of the North Americaqn Musha goes for well over this amount. And yeah, the cover for the JP version is WAY cooler, yay-ah.Edmond Dantes wrote:Is it significantly cheaper [than the US version of MUSHA, for those just catching up]?Ed Oscuro wrote:Well, you can get the prettier Mega Drive (Japanese) box version instead now![]()
I remember giving it a go a while back and enjoying it.Leandro wrote:What people think of the euro platformer "Flink"? I was never into Amiga styled games but I loved this one, the gameplay is really solid.
Finally tried them out, and wow - those bonus arrangements were clearly someone's beloved pet project. The richness of sound is borderline alchemic, Tecno Soft's MD sound team were beasts. Currently blasting "A Breach of Contract" from Herzog Zwei and feeling the kick drum in my chest. The agile, relentlessly tight basslines on this and TFII's "Knights of Legend" sound almost overdubbed.BIL wrote:Fuuuuckstryc9 wrote:you can enter passwords that let you play with Elemental Master and Thunder Force BGMsWill have to give that a go, thanks. EM's soundtrack is a masterpiece among masterpieces.
OTOH, Sega was the one always trying to prove they were edgy or mature, and "Nintendo is for kids." Maybe that's why?BIL wrote:I need to try out Bad Omen at some point. I'd love for it to be a game I want, because that Sakimoto soundtrack is pretty much my favourite on the console. Weird that it got the title "Devilish" for US release... you'd think it'd be the other way around.
True, true. Thinking about it, most of my examples of Western skittishness about religious / satanic imagery in Japanese games come from either Nintendo or NEC systems (Castlevania IV, Splatterhouse).Edmond Dantes wrote:OTOH, Sega was the one always trying to prove they were edgy or mature, and "Nintendo is for kids." Maybe that's why?
Sounds good Tom!Tom Kalinske wrote:After about three months — there was so much to do — I figured I better go back to Japan and tell them what was on my mind. I go back to Japan, and I meet with Hayao Nakayama and the board at Sega, and I say "look, you guys have got this thing all wrong. You can't sell the Sega Genesis at $189.99," which was ridiculous. I mean, back in those days that was really expensive. I told them "you can't have this title in there, called Altered Beast, because that's not going to sell in Kansas.
YEAH, THAT SURE WORKED OUT WELL. FUCK YOU TOM.Tom Kalinske wrote:Also, you must develop software in the U.S., and you're relying too much on Japanese software.
Heheh US-developed console games back then were generally so bad. Even the better EA titles or stuff like TJ&E still ran at a snail's pace. We were good at strategy and RPG games that ran on computer-- M.U.L.E., Archon, Ultima, and stuff like that. Console/action games? Not so much. And oh god, don't get me started on how poor the sound is on most western Genesis games. Absolutely inexcusable.BIL wrote:Tom Kalinske wrote:
Also, you must develop software in the U.S., and you're relying too much on Japanese software.
YEAH, THAT SURE WORKED OUT WELL. FUCK YOU TOM.
Posted: Fri Mar 29, 2013 1:15 pm
Clearly didn't understand the workings of a 10 year old boy's mind/1990 video game market.BIL wrote:Tom Kalinske (head of SOA at the time) axed Altered Beast as the system pack-in because he thought its "naked beastman orgy" cover art might offend potential buyers and send them into Nintendo's friendly, fruity embrace.