Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

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

Post by Randorama »

Daytime Waitress wrote: Wed Feb 05, 2025 10:31 am And it's precisely that urgency that Rando's squibs hit on - just better articulated :wink:
Oi mate, cheers on ya for the flash yarn :wink:

(...I haven't spoken any Oz English since 2012, sorry. I became a "doctor" at Macquarie Uni, in case you wonder).

I swear that at some point in my life I will turn all those rants into multi-media labyrinthine novelettes, which will furthermore connected into some grander narrative scheme. Just please do not expect this to be an immediate goal of mine, lads. For the time being, we trawl through early drafts and mull over rather murky memories. Maybe I should upload that video of my uncle's arcade, now turned into a gym (ah, time passes in mysterious ways!).

All in due time, of course.
"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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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

Release trailer for Neon Inferno has dropped:

https://www.youtube.com/watch?v=MKSC4K3 ... hannel=IGN

This is form the guys who brought us Steel Assault.
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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Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BIL »

Daytime Waitress wrote: Wed Feb 05, 2025 10:31 am
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:
The unforgettable fire of ECM's Strider 2 editorial will never leave me; the man's anger radiating off the page like a tray of hot bread - fierce, but from an unmistakable place of noble intent - as he hoisted the folding chair and launched himself off the top rope at flailing EGM and GamePro, obliterating both with the revelation they'd been "Riding infinite continues like a Skinemax-addled teenager jamming on Previous Channel as his mom walked in." Image Image

Revisiting Strider 2 with 1CC in mind, I knew then the cathedral of my youth were indeed nothing but a bunch of jagoffs! And sought better guidance in the wider world. Image

I dimly recall a few posters writing for EDGE, ca 2002~04. I'll similarly be ever grateful to their Ikaruga, DaiOuJou, and Psyvariar 2 reviews, which coolly identified STGs' eternal strength (never for everyone) and necessary achilles (never for everyone). Seeing mainstream reviews articulate the appeal of classically spartan arcade-style gaming was quite a culture shock, growing up on the other side of the pond with much Skinemax-lovin' EGM and GamePro et al. Image (not that those magazines didn't have a few good'uns; fellow shumps homie David Siller, James Mielke, and Shane Bettenhausen all preached the good word BITD)
Stevens wrote: Sat Feb 08, 2025 4:15 pm Release trailer for Neon Inferno has dropped:

https://www.youtube.com/watch?v=MKSC4K3 ... hannel=IGN

This is form the guys who brought us Steel Assault.
Oh hell yes. Image
Last edited by BIL on Sun Feb 09, 2025 10:04 am, edited 1 time in total.
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DBPS03 / THE MUSCLE GRIP NINJA RYUKENDEN [PV]

Post by BIL »

PARTY LIKE IT'S 1999.

The end of the millennium. To fulfil the apocalypse, BLADESTRADAMUS springs the crazies from ALCATRAZ and kidnaps the PRESIDENT. With nuclear warheads primed, victory once again falls to Washington's strongest allies: the nameless shadows of the SENGOKU.

"1,000 YEARS OF WAR AT YOUR COMMAND!"

Ninja Ryukenden / 忍者龍剣伝 [1988 STRONG TEAM]
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Ninja Ryukenden is the first of Tecmo's two beltscrollers, swiftly followed by Wild Fang. Whilst bunfights have raged on the primacy of Arcade and Famicom Ryukenden, they were in fact produced simultaneously by separate teams, from the concept "NINJA IN USA." Thus, the correct approach is to treat earnest FC as a movie, and raucous AC as a manga about its stuntmen on their days off. Image

Whether maze chaser (Guzzler), scrolling STG (Star Force), action/platformer (Rygar), or carnival shooter (Riot), inter alia, Tecmo rarely left genres as they found them. Their beltscrollers, released in Double Dragon's blockbusting wake, are no exception. Far from coasting to an easy payday on its cutting-edge bombast, Ryukenden is perhaps Kunio's most distinctive 80s rival. (pace Jaleco's Takeda Shingen; a weapons beltscroller of little polish but undeniable ambition, distinguished from Golden Axe by wicked touch-of-death strikes and an austere jidaigeki air)

Like Shingen, Ryukenden places fatal import on individual hits. Technos zako jabs are lethal in aggregate, but individually unlikely to halt skilled play. Ryukenden mooks have the deadly stopping power of Double Dragon midbosses, complete with cruelly inescapable combinations. With signally recurring balance, the converse applies: stricken enemies and bosses face merciless thrashings from your Final Fight-prefiguring PPP, amongst other ordnance. With perilously short lifebars, readable windups, and deliberate movement, Ryukenden is thus more boxer than brawler; sharpening the Z-Axis to pugilist clarity. Canny players will learn to lead targets slightly, connecting as they step into the pocket.
The battlefield examined. Zoning is king, hitstun a harsh mistress, furniture damage ruinous
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Ryukenden's PPPs differ from FF's in not just form - a rolling trio of fists and feet, identically timed for consistency - but also result. Battered foes fly in splendid arcs, obliterating scenery with great shattering rackets. Ever cathartic, these wipeouts also liberate items from their scenic vaults. Key drops are guaranteed, with randoms liberally sprinkled; a little advent calendar fun without overindulging RNG. Amusingly, players make equally good sledges; a nasty fall may see you rebound with wounds salved or katana raised. In a superbly filmic touch, while fallen enemies slam face-first into the floor, your shinobi rolls with feline grace, skidding bloodied but unbowed through splintering debris until he's finally KOd.
Hey I can use that. (*'ω' *)
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Said katana brings Ryukenden briefly yet closer to Shingen; a finite-use POW that mows through targets with abandon. While its power is constrained to ten strikes, you've a couple mainstay alternatives.

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First is the iconic Flying Guillotine throw, famously revived for the 2004 Xbox reincarnation. Closer to home, it was purloined by East Technology, then Technos themselves for Double Dragon III and its FC port. An understandably popular move! Leap at any foe with [attack] held to lock a steely arm about their throat, wrenching them off their feet and into oblivion. Not even hulking bosses are safe! Bravura martial panache; a signal union of spectacular form and icy function. A little disappointingly, thrown enemies won't wipe out their comrades. Though tempting, the balance is clear: with the Guillotine's range and speed, an onslaught of flung bodies would collapse any horde. Hurling foes into fatal pitfalls is compensation plenty, as is the tactical pleasure of sniping high-value scenery.
Breaking Necks At Same Speed (■`w´■)
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Your other big gun is the [grip] button. Hit it near any handhold to muscle on - attackers from either side now facing an almighty double-legged boot. It's a walloping satisfaction, marvellously spontaneous in the heat of battle. Yet, I think these handholds should've been limited-use, ala the katana; breaking after say, three mighty blasts from your iron core. Perhaps STRONG TEAM were relying on players to share their sense of choreography; you will know when you're camping, as seen in the nervous final stage of my replay. :wink:

The two [jumps] - regular and super - are germanely agile lifelines for the cornered. The latter is especially quirky; the classic tier switch gone one-way evac. Whether credited to Namco's Rolling Thunder (1986), Konami's Shao-Lin's Road (1985), or UPL's Ninja-kun (1984), it's easy to imagine Ryukenden's take as a happy accident; simpler to leave the command active, regardless of player position.
Back to the drawing board (; ・`ω・´)
Image Image

A less obvious but no less critical asset is the speed advantage of diagonal movement. Old hands of 2D and 3D hardcore alike will be unsurprised at the phenomenon; and yet, with Tecmo's consistent excellence, I'm willing to call it another deliberate facet of a meticulous game. Regardless, diagonals are vital, crossing up even the quickest attackers.
Ryukenden's fundamentals are as diligent as its action is extravagant. Though innately startup-heavy, attacks are laser-accurate and generously bufferable/cancellable, with sensible velcro on Guillotines and Grips. As with Rygar's somersault stomp and its liberating i-frames, it's unmistakably tuned by and for line-riding diehards. Indeed, the attention ever-rewarded by Tecmo reveals a subtle magnetism between player fist and enemy face. A charming favour from STRONG TEAM to apt stewards of their work - though as always here, a two-way street!
Kept you waiting, huh? (`w´メ)
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Enemies are crisply diverse, the core quartet arrayed tight around zoning. Jason Mask establishes a comfy average reach and speed. Tonfa and Lucha buff these traits respectively, while Big Boi goes all-in on range with his mighty log. Mounted foes swap longevity for impact, fast and hard-hitting but readily smacked aside to fiery doom. Bosses tend to attack in pairs, with zako support atop that; despite the imposing odds, they're pleasingly more thrashable than the genre norm, falling just as readily to good Z-Axis footwork.

Stage design builds smartly upon the burgeoning verticality of Double Dragon. Much of Ryukenden is dual-layered, suited for running battle as enemies clamber with convincing bloodlust. Several make use of [grip] for gymnastic transitional areas; 2D interludes versus 1HP onrushers and occasional 3HP heavies, almost recalling Piston Nishiyama's legendary Spartan X. As garnishes, they're sensibly light and fleeting, yet never throwaway, all demanding the same deft handling as the mainstay beltscrolling.

For such a mechanically ambitious member of beltscrolling's early years, impressively few technical hiccups intrude. I can recall precisely one; it seems possible for your PPP to miss the Naginata heavies found exclusively in Stages 1 & 3's catwalks. This seems very rare, and fortunately, they can be just as handily dealt with via hanging boot or Guillotine.

With its leisurely autoscrolling, and the viable tactic of punishing enemies as they enter range, it can be tempting to call Ryukenden a relatively passive brawler. Truer to say it supports, rather than enforces defensive play; reviewing my shaky one-life clear, I see myriad spots to trim its halting 25min. As slowly as the camera pans along its rail, stages are short, and demolishing each wave before it can settle into place is thirsty and dangerous work. Suffice to say, it's only as passive as you allow it to be; the ceiling for speedy clears is deceptively high.

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Aesthetically, Ryukenden is endearingly knowing sendup. Where the FC game is remembered for an affecting journey of filial duty and sacrifice, AC is a rollicking snapshot of working shinobi vacation. STRONG TEAM are consummate apostles of first-class 80s pulp; Predator and Battle Tendency flags flying proud, over armies of Hokuto-buff combatants in their best Puro n' Mad Max gear. A DEFCON 1 raid on blood-crazed fanatics is apt time for Tokyo's finest to do Vegas and hit the rapids; the searing Go Nagai terror of the Continue? screen clearly the product of end-user failure! Utterly unbothered by its ninja-mad day's rules of cool, and therefore the coolest; the old spy fiction coda - "The world will never know of its saviours!" - not just invoked, but caught in 4k streaking through a hotel lobby.

Like Konami's Crime Fighters 2 and IREM's Undercover Cops, it's the unmistakably affectionate work of people who enjoy drawing; stage after stage brimming with detail, from the humblest bricks to most searing neon gauche. Personal favourites are Stage 5's subtly weathered railyard, punctuated by a gorgeous alpine vista, and Stage 2's unfolding harbour panorama; from placid waters and lonely buoys to the stunning Brooklyn skyline, amidst a biker onslaught so intense, it's commendably easy to miss the whole thing.

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While Ryukenden's BGM is not quite as notable as its vivid pop-cultural pastiche, it does pack a handful of outstanding tunes from a young Mikio Saitoh, aka Metal Yuhki, perennial bright star of Tecmo and later Konami's 80s/90s works. An expert magpie, his reworking of Black Sabbath's Iron Man (theme of the equally blatant Road Warrior expies) is infamously omitted from modern console releases. But frankly, I value his other big lift Shadow Soldier - a storming cover of JP metal legends Anthem's Bound To Break - far more. Provenance aside, it all sounds great; supporting composer Shitamachi Kajiya's original, the soulfully Raiden II-esque Chasing Him To The Very End perhaps my favourite. (a few short years on, Anthem's founder and lynchpin, bassist Naoto Shibata, would direct Konami's Battle ~ Perfect Selection ASTs; arranging many of Saitoh's Thunder Cross II songs. I've always wondered if there are any good stories from either man there, haha.)

The possible caveat of its slower tempo - though not a necessarily milder pace! - aside, Ninja Ryukenden stands as one of Technos's proudest competitors; testament to the powerhouse artistry of Tecmo in their 80s prime. Coming in blind via the ACA port, I'll attest that nostalgia is no prerequisite here. A formidably detailed and vividly characterful beltscroller, well worth a visit for any curious enthusiast.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Sterling prose, Birrufordo-sensei! The global conglomerate of Shinobi Silent Fighters For A Better Tomorrow (SSFFAT, in short) applauds at your crystalline argumentation on why Shadow Warriors is a bona fide classic of the R2RKMF glorious tradition! Just a couple of slightly sycophantic rejoinders:

- Let's not forget that the continue screen summons memories of Bond-esque memory, courtesy of Dr. Birrufordo himself: "Do you expect me to dodge that?", "No Mr. Hayabusa, I expect you to die" (Dr. Birrufordo's comment, circa 2017?)

- A speed 1-CC/1-LC is a far more difficult proposition than it might appear at first glance. Let's just say that zakos absolutely love to do pincer combos and create situations in which players can lose two HP bars/dots in rapid succession thanks to hit stuns. Stage six's enemies deliver double (triple?) damage, so trying to accelerate action means turning each credit into a potentially accelerated game over. Let's just say that if players want to try the equivalent of a nasty 2 loop, they can "just" keep moving to the right at all costs.

What's left now, Riot? :wink:
"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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Re: DBPS03 / THE MUSCLE GRIP NINJA RYUKENDEN [PV]

Post by velo »

BIL wrote: Sun Feb 09, 2025 9:10 am While Ryukenden's BGM is not quite as notable as its vivid pop-cultural pastiche, it does pack a handful of outstanding tunes from a young Mikio Saitoh, aka Metal Yuhki, perennial bright star of Tecmo and later Konami's 80s/90s works. An expert magpie, his reworking of Black Sabbath's Iron Man (theme of the equally blatant Road Warrior expies) is infamously omitted from modern console releases. But frankly, I value his other big lift Shadow Soldier - a storming cover of JP metal legends Anthem's Bound To Break - far more. Provenance aside, it all sounds great; supporting composer Shitamachi Kajiya's original, the soulfully Raiden II-esque Chasing Him To The Very End perhaps my favourite. (a few short years on, Anthem's founder and lynchpin, bassist Naoto Shibata, would direct Konami's Battle ~ Perfect Selection ASTs; arranging many of Saitoh's Thunder Cross II songs. I've always wondered if there are any good stories from either man there, haha.)
Great write-up. I can't dig up relevant links right now, but I think Ryukenden got the better canyon level music, compared to Gaiden. I wonder what sparked that change.
Randorama wrote: Tue Feb 11, 2025 1:50 pm - A speed 1-CC/1-LC is a far more difficult proposition than it might appear at first glance. Let's just say that zakos absolutely love to do pincer combos and create situations in which players can lose two HP bars/dots in rapid succession thanks to hit stuns. Stage six's enemies deliver double (triple?) damage, so trying to accelerate action means turning each credit into a potentially accelerated game over. Let's just say that if players want to try the equivalent of a nasty 2 loop, they can "just" keep moving to the right at all costs.
I only managed to clear Gaiden because it gifts you, what, four 1-ups? Every other dude in the final stage doles out 1HKOs. It stresses me just thinking about it. :shock:
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Re: DBPS03 / THE MUSCLE GRIP NINJA RYUKENDEN [PV]

Post by BIL »

Arigato chaps! Image
Randorama wrote: Tue Feb 11, 2025 1:50 pm Sterling prose, Birrufordo-sensei! The global conglomerate of Shinobi Silent Fighters For A Better Tomorrow (SSFFAT, in short) applauds at your crystalline argumentation on why Shadow Warriors is a bona fide classic of the R2RKMF glorious tradition! Just a couple of slightly sycophantic rejoinders:

- Let's not forget that the continue screen summons memories of Bond-esque memory, courtesy of Dr. Birrufordo himself: "Do you expect me to dodge that?", "No Mr. Hayabusa, I expect you to die" (Dr. Birrufordo's comment, circa 2017?)
I like to think they busted out the saw knowing not to try the old laser beam up his jaffers bit; they'd only find themselves decapitated by the mirror sheen off his brass balls. :mrgreen:

Man, what a visual. I fleetingly encountered the arcade versions of Contra, Bad Dudes, Double Dragon II, and Ninja Gaiden/Shadow Warriors in rapid succession, as a very small kid visiting England for my aunt's wedding. (also Prehistoric Isle, which proved Obada's Theory Of Ambient Sound Levels by startling the shit out of me with its attract mode RAWWWR, even in an already-deafening arcade)

Signal memories were Contra's 3D stage timer, Bad Dudes' far clearer victory sample (made my dad and uncle crack up; AHMM BAYYYD), DD2's astonishingly brutal take on an already nastier-than-normal premise (although in hindsight, the FC's evilly suggestive depiction is no slouch)... and, of course, NG's Game Over screen. Gah damn!

In hindsight, with the faces in the crowd decidedly not human (pretty sure there's a fuckin dog in there :shock: :lol:), it's one of those intriguing bits of crossover with the overtly demonic FC series. (see also the player visual design, the Voorhees enemy cosplay, and the long railway bridge battle) And of course a Devilman-lovin' bloodlust that was well and truly let off the chain in Wild Fang, which nails punters with even bloodier scenes in its Attract mode.

Image
What's left now, Riot? :wink:
Most definitely. :mrgreen:
velo wrote: Tue Feb 11, 2025 10:01 pmGreat write-up. I can't dig up relevant links right now, but I think Ryukenden got the better canyon level music, compared to Gaiden. I wonder what sparked that change.
I could swear I was reading an interview recently with Kajiya, where he talked about working with Strong Shima and Metal Yuhki on AC, while also contributing to the FC project. I wonder if the original st4 BGM was a placeholder, or maybe Yuhki just pulled rank for his big Led Zep concept piece. Image I'll have to go looking, I suspect it was originally in Japanese, hence google keywords not ringing any bells.
Randorama wrote: Tue Feb 11, 2025 1:50 pm - A speed 1-CC/1-LC is a far more difficult proposition than it might appear at first glance. Let's just say that zakos absolutely love to do pincer combos and create situations in which players can lose two HP bars/dots in rapid succession thanks to hit stuns. Stage six's enemies deliver double (triple?) damage, so trying to accelerate action means turning each credit into a potentially accelerated game over. Let's just say that if players want to try the equivalent of a nasty 2 loop, they can "just" keep moving to the right at all costs.
I only managed to clear Gaiden because it gifts you, what, four 1-ups? Every other dude in the final stage doles out 1HKOs. It stresses me just thinking about it. :shock:
Goddamn, I totally forgot about the original, overseas damage scale! Sounds absolutely brutal. When I found out while looking up version differences at TCRF, I immediately checked my run and saw, as shamefully as I'd camped out, I only got hit once. And not by the ridiculously insta-killing final boss. >w> Not that I'm any prouder of the run itself. :lol: I prefer the JP scale tbh, stage is already more than hard enough with just a single HP restore, way too early to help much.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

That new Shinobi trailer is looking pretty kickass. It's from the SoR4 devs, so I have faith it's gonna be good.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Isn't Lizardcube the only overlap between them? Are Guard Crush involved as well?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

Yes, AFAIK it's just LIzardcube.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Dr. Birrufordo asketh, and Rando-spam-rama answereth:

Dynasty Wars is a nice if definitely older title by Capcom. The Squib gives an overview on the game, some background regarding the Romance of the Three Kingdoms Epic novel of which it adapts part of the story (via manga adaptations), and so on. Be sure to read the squib and play the games, people: it will be good for your health.
"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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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

Trailer for Bitmap Bureau’s new Terminator game just dropped, looks solid: https://youtu.be/IkMFYMG3QLw?si=yI2OOwZC6ojQhNth
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

it290 wrote: Thu Feb 27, 2025 6:02 pm Trailer for Bitmap Bureau’s new Terminator game just dropped, looks solid: https://youtu.be/IkMFYMG3QLw?si=yI2OOwZC6ojQhNth
Came to post this. it290 has beaten me to the punch. Looks like another solid release from BB.

Aliens and Terminator so far. Predator or Top Gun next? It's almost like they're taking a page from Sega's playbook.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

What new Aliens game did I miss?
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by it290 »

Pretty sure he means Xeno Crisis.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BryanM »

Today's setpiece for this episode of kusoge theator: Koneko Monogatari: The Adventures of Chatran.

On first impression this looks like innocent early generation Famicom fare. A simple little platformer with a cute kitty. A toddler's game at worst, and something everyone should be able to enjoy at best.

Ah, but appearances are much like dreams: We all know how much they can lie.

The first thing I noticed is the scrolling was atrocious, worse than Dr.Jekyll and Mr.Hyde. Three big chonky background updates a second.

The second thing I noticed was the music was stabbing me directly in the brain over and over. I have no idea how much experience you have in making video game music; I am 100% confident you could make a more pleasant soundtrack if you were given around 40 hours to figure it out.

The third thing I noticed is it felt like your kitty was moving through a swamp. This shit is slow.

Note that 'slow' does not necessarily mean 'trivial'. If you're up at the top of the screen and a birdie pops out above you, you might have to watch the collision happen in slow motion, with nothing you can do to put on the breaks and go into reverse.

This is arguably the worst kind of kusoge: The SLOW kind. I think of this game, and that's the only word that comes to mind. Lots of waiting. The power-up system was designed with the goal of slowness in mind as well. You bump tree canopies, and eggs or fruit pop out. Always with the tree canopy between you and them. Either above or below. And in both cases picking them up is this massive six second long ordeal that I personally couldn't tolerate, and preferred to just continue scrolling the screen. Crawl To The Right and Wait For Motherfuckers To Move Out Of The Way.

The fruit are like the coins in a Mario game: A free kitty if you collect 50 of them. The egg, is ammunition for a bomb you can drop on enemies underneath you. (You have no reason to really want to drop eggs on enemies; if you can get into that position in the first place you could just finish jumping over them... Feels super anti-rewarding...)

I also collected some milk that granted invincibility. There weren't any enemies on the screen to bump into oblivion. It didn't have the same visceral feel of sprinting through waves of enemies as their guts explode everywhere from your absolute death aura. (I've had a real fondness for this powerup ever since watching the Michael Jackson Famicom Flash trilogy where the mario star features so prominently; you kind of are an untouchable god in-universe with these things, if you think about it.)

I quit at the box floating in water bit. Thought the box moved with you when you jump into the air, so I of course jumped directly out of the box into the water when I was getting bored and wanted to make subjective time pass faster with some kitty hops. As it turns out, the box only follows you for a little bit while you're in the air. I found that misleading.

This game's definitely on the same level as ADnD: Heroes of the Lance. A torture device for the modern age.

A list of positive features:

The sprites are extremely cute.

.... that's it for the positive features section of this review.

For its kuso energy I have to give it a zero. There's no weird fetish stuff going on, no wild ideas they couldn't figure out how to execute properly, nothing funny or memorable. The only punishment it could have given our sinful species (who 100% deserve it) is blowing out the hearing of some little kids during their developmental years.

Which isn't cool, dude. Let them develop into fully realized sinners first. Then destroy their ability to feel hearing or love.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BrianC »

BryanM wrote: Sat Mar 01, 2025 10:37 am Today's setpiece for this episode of kusoge theator: Koneko Monogatari: The Adventures of Chatran.
Based on the movie that was localized as The Adventures of Milo and Otis.
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Daytime Waitress
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Daytime Waitress »

BryanM wrote: Sat Mar 01, 2025 10:37 amThe second thing I noticed was the music was stabbing me directly in the brain over and over. I have no idea how much experience you have in making video game music; I am 100% confident you could make a more pleasant soundtrack if you were given around 40 hours to figure it out.
Morbid curiosity got me to look it up and two things jumped out at me: none of what you wrote was hyperbole; and most longplays seem to top out over an hour.

It's actually quite poetic to go from "Ryuichi Sakamoto crafts a score for a cute kitty movie" to this drilling through the head of any kid determined to finish it.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

it290 wrote: Fri Feb 28, 2025 10:23 pm Pretty sure he means Xeno Crisis.
:D
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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New squibs extravaganza: be sure to read'em up.

Post by Randorama »

I am posting a link to my squib about Data East's much maligned Sly Spy here. I hope that readers may convince themselves to appreciate this title more: it has its own merits and deserves some praise in the R2RKMF thread, from time to time.
"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 »

Gave the Nitro Express demo on GabeSoft a spin and...
There's a lot here to like, but also a lot that needs polish.
No, not polish - it's got polish in spades.
I'd like to see its fundamentals tweaked.

The colour choices and vibrancy of the sprites really do hearken back to Konami at their best - there's a a very Parodius vibe to proceedings, for mine.
Tonnes of unique animation on bit part characters, enemies and background site gags.
Adorable.

But the gameplay feels like it's trying to reinvent the wheel.
"What if we made crouch and jump down two entirely separate buttons - and neither of them involve down on the D-pad?"
"What if we added a reload button to Metal Slug and made all its opening popcorn enemies tank multiple hits?"
"What if, instead of the smooth omnidirectional aiming of something like Contra III, we added twin stick functionality and a camera that lurches violently every time you readjust your aim?"
"What if we did all of those things, increased the bullet count of those games, gave the player a violent knockdown animation when they get hit, and top it all off with constant SCREEN SHAKE?"

I was smiling most of my short time with it because the atmosphere is that of a police procedural filtered through Jet Set Radio, with more than a couple of nods to Dominion Tank Police to boot.
But those niggles left me pining for the relative simplicity and tightness of something like Thunder Fox.
It's still in beta or whatever so maybe these things will get smoothed out?
Randorama wrote: Wed Feb 05, 2025 11:21 am
Daytime Waitress wrote: Wed Feb 05, 2025 10:31 am And it's precisely that urgency that Rando's squibs hit on - just better articulated :wink:
Oi mate, cheers on ya for the flash yarn :wink:

(...I haven't spoken any Oz English since 2012, sorry. I became a "doctor" at Macquarie Uni, in case you wonder).
I've been away from the motherland since same and that's coincidentally the length of time since I've heard "flash" :wink:
Keep up the good work, Rando.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

Daytime Waitress - glad to be of help, as per my signature's implicit meaning (hmm, more Oz English? "Good on ya mate!", perhaps?). More material will appear as March and April unfold, but I imagine that the thread updates will offer timely reminders of their releases. I may intersperse an update post of the schedule, as keeping track of what is going to appear next might be hard to the readers' eyes. All in due time :wink:
"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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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Sumez »

Stevens wrote: Sun Mar 02, 2025 12:53 am
it290 wrote: Fri Feb 28, 2025 10:23 pm Pretty sure he means Xeno Crisis.
:D
Ok that was pretty abstract. I guess I can see it, marines going in to clear out monsters. But aside from that, there's little Alien/Aliens to Xeno Crisis - it's about genetic mutations and whatever, and takes more clues from body horror movies. Even has a bit of Cthulhu in there as well.
Either way, Xeno Crisis rocks and everyone should play it :D I've been holding out on Final Vendetta until the MVS version, so I'm really looking forward to trying that one, traditional as it might be.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by BryanM »

As the king of thread derailments, I'm reading the rulebook to the Alien tabletop RPG. I don't really feel like the source material is really good enough for derivative works - having lots of different xenos is way more fun than just one. Maybe that would have been a better direction to go after Aliens, you know? Lots of the video games had to make up lots of silly xeno races that aren't remotely as cool as the enemies in Alien Syndrome. (Man there were lots of games with aliens in'em back then, eh? Golden age man.)

BrianC wrote: Sat Mar 01, 2025 5:36 pm
BryanM wrote: Sat Mar 01, 2025 10:37 am Today's setpiece for this episode of kusoge theator: Koneko Monogatari: The Adventures of Chatran.
Based on the movie that was localized as The Adventures of Milo and Otis.

If you consider the allegations of animal abuse/murder as possibly being true, this might be one of the best examples of a 1:1 cursed artifact punishing us for our sins I've ever seen. So cursed.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Randorama »

BryanM wrote: Mon Mar 03, 2025 3:56 pm As the king of thread derailments, I'm reading the rulebook to the Alien tabletop RPG. I don't really feel like the source material is really good enough for derivative works - having lots of different xenos is way more fun than just one. Maybe that would have been a better direction to go after Aliens, you know? Lots of the video games had to make up lots of silly xeno races that aren't remotely as cool as the enemies in Alien Syndrome[...]
I mention how Dark Horse probably developed the Aliens world setting in this squib. The second and third paragraphs contain the discussion and links to references, plus the possible connections to the Konami game. Thread back on its rails, maybe?
"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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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

BryanM wrote: Mon Mar 03, 2025 3:56 pm As the king of thread derailments, I'm reading the rulebook to the Alien tabletop RPG.
Not to give you more fuel for said tangent - but have you played Nemesis or any of it's expansions by chance?
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 Randorama »

I am releasing some more material in the RRR's thread. I will upload three posts by today, I guess:

Jaleco's Momoko 120%: here
Capcom's Tiger Road: here.
Data East's Act Fancer: here.

I will add links as I upload the squibs: the first squib will also appear in the single screeners thread, given that the game is partially connected to single-screen types of game (the game scrolls but stages form bounded, endless looping environments). Please enjoy.
"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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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by 1KMS »

I'm looking forward to Exobrave.
https://store.steampowered.com/app/3368080/Exobrave/
https://x.com/roborardigital

Raimodula, Roborar's previous game, was a well designed arcade action shooter with shades of Assault Suits, Raf World, and Alien Soldier, among others.
https://youtu.be/Z7Nu3b3AQs4

BTW, Bushiden has a playable demo out for Kickstarter backers. Does anyone remember Bushiden?
https://youtu.be/GxopZCqPt9Q
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by XoPachi »

I've been playing Cannon Dancer all night. This game is excellent.
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Re: Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Post by Stevens »

1KMS wrote: Mon Mar 10, 2025 3:52 am BTW, Bushiden has a playable demo out for Kickstarter backers. Does anyone remember Bushiden?
https://youtu.be/GxopZCqPt9Q
Wow. Forgot about that one. That was around the time I decided I was done backing stuff on Kickstarter. I thought it looked cool, but I had burned like three times by that point.

To my credit I stuck with that decision.
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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