Arcade Archives Surprise Attack, appropriately named.

Long-lost Konami straight outta nowhere, as is Ham-chan's wont! See also Mystic Warriors just a few months back. Delighted to see this one make it home in trusted hands, even if I'm putting my gaming time elsewhere atm.
Sumez, while I briefly surface out of my From Coma (you were so goddamn right re: putting DSIII and ER first, I'm fuckin bussin here

) - would you happen to know if there's any truth to the Famicom having specific difficulties with collision detection?
It's the kind of thing I've heard faint yet consistent bleatings of in various dumps like reddit and youtoob, over the years. Normally I'd glance at the 100+ carts on my shelf and remark with the utmost haughtiness
"holy fuck lmao! these chumps need to play better games!" But I guess my Relatively Mainstream Gayming sojourn has made me morbidly curious, and so I can't help asking my learned Shumps Fren™, the man who cracked
The Great Micronics Engima. 
(as you know, previously, we all just said "Yeah wow these guys couldn't code for shit"

)
Have I stumbled upon the mythical
Magic 100 Selection? The collision in a hearty chunk of these - all our usual favourites from Konami, Capcom, Tecmo, Natsume, IREM, Sunsoft etc - is, to use layman's terms, motherfucking airtight. Pixel-sharp, frame-precise, easily on par (or better) with the mightiest arcade boards of the time. Even so, I've never felt like tight collision was anything but fundamental on FC, as it is for any worthy platform.
I wonder if it's one of those things that crept forth from AVGN et al, slowly and insidiously becoming casual gospel. Like "THE TREASURE TEAM" inventing Contra and Castlevania and Skate Or Die in the mid-80s, their humble acolytes Tsujimoto and Nakazato and Akamatsu only hoping to meekly preserve their legend, as they left to create the H4RDEST GAME EVER
ALIEN SOLDIER (ala
STAGE 1 RAEPED MY BUMH0L3: THE GAME)
Mike The NES Pederast wrote:Got your ass reamed out by Jaquio? It's not your blundering hamhocks' fault, careering and skidding over the controller, sending your master ninja headfirst into flaming death! It's just that Bad NES Collision Detection™ lmao, now please, slam that like button like you slam into bullets and spikes in other games you suck at.

Every time I return to this core brace of games, I come away refreshed.

I tend to underrate things in hindsight, not wishing to be disappointed on return. I do this with certain PS1 games' GRAFX too, like R-Type Delta, Omega Boost, and Silent Bummer. Hoooly fuck those games are still face-meltingly gorgeous. So too, shaving past bullets at pixel distance in Gimmick and Guevara and GUN-DEC, and too many others to name. If their creators really were struggling against some cruel innate handicap, I will have to personally donate to their grandkids' college funds.
copy-paster wrote: ↑Sun Mar 03, 2024 4:32 am
Sumez wrote: ↑Sat Mar 02, 2024 12:31 pm
BIL wrote: ↑Sat Mar 02, 2024 11:21 am
Nope, you're right - Shin lets you restart a mission you'd otherwise miss the S-Rank on, but it counts as a credit used. So by default, you have like two restarts for the whole game.
And indeed, it doesn't acknowledge a SHIN NOMISSU, ie no restarts used.
Oh I wasn't aware that was possible. But I meant I can't remember if it's possible to get an overall S rank even if one stage was only A rank. I'm pretty sure I just S'ed all of them, but this is over 20 years ago no, sheesh I'm fucking old
You can't. Overall S Rank needs to be S on all stages, and if you wanna rack up credits count you need to play on a certain hours (just like how default player increase works) but needs to be done on 2 Player co-op mode.
Aha, thanks for confirming. I could've sworn I remembered Shin requiring S-Ranks in each Mission, but it's been a while. I tend to mix up its requirements with Neo's more forgiving ones, too.
Typing this, I remember Shin and Neo are the Contras I've played the least over the last fifteen years. Not by choice, just had a bunch of other stuff on my plate. Will be nice revisiting at some point, after so long focused on arcade stuff.
The only feasible way to see whether a run is S-rank no restart is to see Battle Log and see it's scores, if the end score is over 100k or above it means the run is no restart.
That's an excellent point!

I'll include the Battle Log when I record a new clear.