Sega brings 2 old school arcade light gun games to the wii

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louisg
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by louisg »

dan76 wrote:
Octopod wrote:I have House of the Dead Overkill and I really do not like the Wiimote as a replacement for a lightgun. The on screen cursor gets "hung up" and freezes randomly. Is that just a problem with Overkill?
Overkill is really glitchy - I think it's supposed to replicate an old film... stupid considering accuracy. Same with Darkside Chronicles... camera wobble in a lightgun shooter... duh.

I've got the Overkill handcannon and I've picked up most of the lightgun shooters available for the Wii - they all seem accurate to me, more so than the dreamcast gun anyhow. Try Ghost Squad or Umbrella Chronicles.
Overkill had a lot of little loading pauses that I found distracting. The pacing was pretty good though for such a long game.

Re: cursor getting hung up.. it might be a calibration thing, where you're aiming offscreen but it doesn't feel like it. I had that problem a lot in Metroid 3 actually.
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Re: Sega brings 2 old school arcade light gun games to the wii

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Re: Sega brings 2 old school arcade light gun games to the wii

Post by Specineff »

louisg wrote:
dan76 wrote:
Octopod wrote:I have House of the Dead Overkill and I really do not like the Wiimote as a replacement for a lightgun. The on screen cursor gets "hung up" and freezes randomly. Is that just a problem with Overkill?
Overkill is really glitchy - I think it's supposed to replicate an old film... stupid considering accuracy. Same with Darkside Chronicles... camera wobble in a lightgun shooter... duh.

I've got the Overkill handcannon and I've picked up most of the lightgun shooters available for the Wii - they all seem accurate to me, more so than the dreamcast gun anyhow. Try Ghost Squad or Umbrella Chronicles.
Overkill had a lot of little loading pauses that I found distracting. The pacing was pretty good though for such a long game.

Re: cursor getting hung up.. it might be a calibration thing, where you're aiming offscreen but it doesn't feel like it. I had that problem a lot in Metroid 3 actually.

My Wii system must be possessed, then. I've never had that happen to me. EVAR. :shock:
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by spadgy »

Strange thing about this game - despite it's UK release, Sega have no plans whatsoever to PR it from what I understand.

I hope that doesn't mean they have no faith in its quality...
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by trivial »

HOTD 2+3 has good calibratability. You have to be at the right distance from the sensor bar.

Too close, and the IR camera won't catch the full range of motion (reticle hangup). Too far will lose some accuracy. A laser pointer affixed to the wiimote is helpful when calibrating.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by DOM »

I picked this up and i am really surprised! Didn't know nothing about those games except they are form the mid 90's.

LA. Machineguns, for shure one of the better lightgun games!!! What a great fun, even with a wii-mote lightgun.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by antares »

Do the games have a calibration option?
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by DOM »

Yes, you can calibrate the wii remote pointer for both players in the game.

ACE lightgun fun, by the way! :D
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by antares »

Good to hear, Sega sure don't disappoint with their lightgun games on the Wii.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by louisg »

Just got this (as a mindless Sega arcade game fan :)).. they are decent ports, a little slowdown or graphical oddities here and there, but nothing serious. The games seem to be mostly pretty shallow (especially compared to something like Ghost Squad), but the score attack mode on the first game is lots of fun. I think the GunBlades could have used one more gameplay hook or gimmick. LA Machineguns has a simple timer-based chaining system, which might add a little to the replay. As it is, they are basic but solid.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by Octopod »

So when in the hell is Maze of Kings going to finally get a port?
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by Austin »

I've never heard of LA Machineguns, but Gunblade was quite a bit of fun in the arcades!
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by gameoverDude »

LA Machineguns by itself justifies the $27 price. Gunblade NY is nice to have for completion's sake.

The ports are good and run at 60 FPS. At least the slowdown is rare.
Having the voices piped through the Wiimote speaker is a neat touch. Getting an arcade-perfect port at home makes up for the lack of the heavy machine gun controller (it wouldn't surprise me though if someone tries to build a replica gun).

If a Virtua Cop Trilogy is in the works, I hope the team behind this compilation has been given the job.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by louisg »

gameoverDude wrote:LA Machineguns by itself justifies the $27 price. Gunblade NY is nice to have for completion's sake.

The ports are good and run at 60 FPS. At least the slowdown is rare.
Having the voices piped through the Wiimote speaker is a neat touch. Getting an arcade-perfect port at home makes up for the lack of the heavy machine gun controller (it wouldn't surprise me though if someone tries to build a replica gun).

If a Virtua Cop Trilogy is in the works, I hope the team behind this compilation has been given the job.
Yeah, LA Machineguns has grown on me.. I like the chaining system. It is a little stuttery at times (like st1) though. In the manual it states that the flight path varies depending on how you move the cursor, but I haven't seen that yet.. anyone know what the deal is with that?
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by dan76 »

I think they mean that the flightpath varies depending on which enemy you take down and how quickly you do it. If you miss one of a group of three the camera will usually swing back round for you to take the last fella out.

I got this yesterday and I really like them both - £11 from zavvi. Complete brainless fun. Although they were made in the late 90's they both feel really 80's. Gunblade is so short, but at least there are two different paths to play through. Score attack is good, but it's a shame it's only through one of the paths (and there doesn't seem to be a leaderboard for this mode...). Also, it doesn't seem like there is a penalty for continuing -

Anyhow, keep those ports coming sega.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by Smraedis »

dan76 wrote:Score attack is good, but it's a shame it's only through one of the paths (and there doesn't seem to be a leaderboard for this mode...).
Actually it chooses the next stage, based on how well you do. I think its based on how many enemies shot.
I 1CCed the score attack with a score of 70k on my first try :D
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by gameoverDude »

dan76 wrote:I got this yesterday and I really like them both - £11 from zavvi. Complete brainless fun. Although they were made in the late 90's they both feel really 80's. Gunblade is so short, but at least there are two different paths to play through. Score attack is good, but it's a shame it's only through one of the paths (and there doesn't seem to be a leaderboard for this mode...). Also, it doesn't seem like there is a penalty for continuing -

Anyhow, keep those ports coming sega.
That's the one thing that hurts Gunblade in the time attack mode. When making the original arcade version of GB, Sega should have tacked a minute onto the total time for each continue used. Score attack is definitely more challenging- if you lose all your lives, that's it.

OTOH, using a continue will guarantee a broken combo in LA Machineguns- which does hurt your score. Just taking damage once or shooting a bystander will not break the combo (then again dropping 5000 points is penalty enough for that).
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by dan76 »

i got this guide from sega europe - here:

http://blogs.sega.com/europe/2010/09/03 ... #more-2696

Tips for the game from the man himself.



Hello everyone, my name is Motoshi Takabe and I’m the director on this title. The following are gameplay tips that I’ve put together for you.



GUNBLADE NY

GRADES

Grades range from C to S++, this is basically decided by your accuracy, and it is also affected by the number of continues you use and times you are damaged. So, if you would like to have a better GRADE, you should be very careful with your firing. Holding fire down when there are no enemies on the screen won’t help you at all!

SCORE ATTACK

In SCORE ATTACK your multiplier is increased if you hit an enemy when it is in the damaged animation. This ratio is increased further if you hit the enemy when it drops its weapon, so aggressively try to make them drop their guns.

You can receive bonus points when multiple enemies are killed in an explosive blast. So, the best way to get big bonuses are to shoot enemies but keep them alive, then drive them in one area and launch an explosive.

PARK AREA

There are some different endings in this area depending upon your success

A butterfly appears when the game is completed without using Continues.

If you launch the missile in PARK AREA you will be hit by the General

HARD AREA3

When the boss is running away in HARD AREA3, if you successfully damage him by using a steal barrel or an explosive box, you can see him half-damaged in AREA4.

GAME DIFFICULTY

In easy, hard and hard (bad) modes if you pull and hold the triggers on 1P and 2P during the ending sequence you can see something special. This is different on all three difficulties. What are they? You’ll have to find out!

In another difference the figurine in the scene where a policeman and a woman are speaking is different depending on the difficulty level.



L.A. MACHINEGUNS

GAMEPLAY TIPS

In order to get a bonus you should try for a headshot, you can also get a bonus for hitting an enemy when he drops his weapon so ideally you should attack in the following chain.

Head-shot → weapon drop → normal attack

Always shoot the combo targets, this is the most effective way to continue combo and not lose your chain. The combo target is not limited to enemy characters, so you need to look for any available objects in the stage.

Enemy A.I levels will be gradually increment over time – however, it decreases a little when the user is damaged or the health bar is shortened. Be careful not to shoot civilians because it reduces the score and it increases enemy A.I. level!



RANKING TIPS

The next tips are dealing with the ranking system which is exclusive for Wii.

The game internally stores “Rank Points” based on the score and the clear time too in the case of GBNY. Your overall rank is upgraded when this internal rank point reaches a certain amount.

Sometimes you are rewarded with special weapons, a different bullet for instance.

The multiplier ratio of the point is different in each stage or area, this is also affected by the game difficulty so a high difficulty level has a higher ratio.

Should you be good enough to complete the game with no continues you can get a huge bonus for your rank.



GUNBLADE GRADE

In the normal mode of GBNY, you will also be rewarded with bonus points according to the Grade in each area. You should also be aware that whilst it is rare, it is possible that the Rank may go down if you kill too many civilians, etc. However, any unlocked bonuses are not lost in this.



SPECIAL WEAPONS

As a special bonus for the Wii version, we’ve also gone back and added some unlockable bonus weapons. Let me talk you through them:

WIDE SHOT

In GBNY you can rotate the bullet line by twisting the Wii remote.
In LAMG bullets are spread randomly.

The attack power is not that strong, so it is best suited should you be facing multiple enemies and too many bullets are flying towards you on the screen! Alternatively this could be a good choice for a beginner not used to aiming yet.

HEAVY SHOT

Powerful but with its long interval, it may be difficult to use this weapon in a heavy battle scene, but it is very good for slower enemies and close-range attacks. You can shorten the clear time if you use it to hit the weak point of the boss.

RAPID SHOT

Firing interval is very short, but attack power & stopping power are extremely weak. This weapon is not really to defeat enemies, but rather for gaining more of a bonus by hitting as many bullets as possible.




... So there is a penalty for continuing - good for the 1cc.
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by louisg »

So what's everyone's best st1 score for LA Machineguns? Mine's 750,096, with a 30-something combo
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Re: Sega brings 2 old school arcade light gun games to the wii

Post by gameoverDude »

I did 597,000 on ST1 with a 29 hit combo.
Good job on the 750K, louisg.
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