Ninja Gaiden [NES] + R2RKMF: Scrolling Action Monogatari

Anything from run & guns to modern RPGs, what else do you play?
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kitten
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

BIL wrote:I've actually never heard of it, let alone that it involved personnel of such calibre. I'm a huge fan of Interstellar Assault/GB Nemesis II's miniature space adventure - genuinely on par with Rayforce for seamless STG cinema.
i believe i found it on a top 100 game boy game list that satoshi matrix (who seems notorious around trading forums for ripping people off) was writing, but never finished. the list is completely laughable and has titles like speedy gonzales hailed as important, somehow. it also suggests project s-11 (trash, imo, and also god damn it when people mix game boy and game boy color games on a list) as being a gbc equivalent of recca :lol: but, hey, i found a new favorite and had a few laughs while reading it, so hats off to him, i suppose.

rooting through the game boy's mountains of garbage is indeed a nightmare. i was down to watching top 10 youtube videos in hopes of some obscure, but excellent stuff. batman: tas was seriously hiding in plain sight! but no one talks it up... it's usually just sunsoft's two games (the first of which is pretty great, the second of which is deeply flawed but interesting and very obviously unfinished - it even uses rockman 3 music as what was likely intended to be a placeholder for the stage select music). i highly recommend cave noire if you've never played it, too. nifty little roguelike with bite-sized stages and interesting difficulty progression. easily playable without any japanese reading comprehension, too (though i believe there's a translation patch, anyway).

action wise, a few uncommon recommendations that you may or may not have played:

shippo de bun/tail'gator: a single-room platformer somewhat akin to the likes of taito's stuff, but in my opinion, much better. very snappy action and a satisfying attack, neat scoring system that encourages not taking a single hit. biggest flaw is a slow opening making it seem considerably duller than it actually is. takes a bit to open up, but even early levels become fun on replays when you're score-oriented. i nearly broke a million points in this and have been meaning to go back and outdo myself for a while. done by the natsume nagoya team and features great music (also gotta recommend spanky's quest and amazing penguin, too <3 u natsume).

ikari no yousai 2: what would have been fortified zone 2, if we had gotten it here. top-down, metal gear-esque action game with some maze elements. more exciting top-down shooting than its predecessor, but still more methodical than its super famicom counterpart. some pretty neat boss fights.

nail n' scale: i don't consider this one super great, but it's decent! highly tough puzzle-platformer that becomes demanding of serious precision as it goes on. i highly recommend playing it on hard, which limits your jump height and forces you to better acclimate yourself to the game's unique mechanics.

- -

and links to my cave noire and gradius reviews, too, if you're interested - i made a similar observation about its storytelling:

http://ettugamer.com/2016/06/02/a-trip- ... ave-noire/

http://ettugamer.com/2016/07/04/a-trip- ... s-gradius/
Holy Diver 1CC is an admirable pursuit. :cool: Beware the temptations of a Holy Diver 1LC, however... :evil: :twisted:
i will probably get around to attempting it, sometime :shock: i know it will eat at my brain until i do, as tortuous as it will be. i know that it's not a particularly good game, but i seriously feel that it has an identity beyond mere castlevania clone and features some finer points it. it's just, ugh, it is so intensely strict and technically-not-quite-there. that and loop 2 of metal storm are probably the most painfully uncompromising that famicom games get. though, i suppose metal storm becomes a bit smoother ride after learning it - holy diver will still throw some curveballs.

er, i mean, contra. yes. that's certainly the toughest :lol:


edit:

ack! i was watching some of the ninja warriors again on youtube, and i knew much of those extremely, distinctly sfc-sounding effects were familiar. this is quite a bit similar, aesthetically, to mighty morphin power rangers for the snes! ALSO by natsume!

https://www.youtube.com/watch?v=_tf66VHVbEo

i have not played this since i was a child :shock: it almost seems like a proto-tnwa. i gotta pick this one up, since it's cheap enough whet my appetite for tnwa.

man, i love that they recycle sprite templates for each of the rangers, it is amusing to see the feminine rangers so muscular
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Vanguard »

__SKYe wrote:And most importantly, they cannot recognize that sometimes, even the simplest of attacks/moves in the right context/situation are much more aweing that some flashy 50+ hits combo.
This is something I feel that gaming in general has forgotten. No cinematic QTE kill will ever surpass the simple joy of a pixel-perfect standard attack.
kitten wrote:i am capable of pulling off many runner tricks for gimmick and could probably contend with some of the better runners of the game for best times if i applied myself, but i feel like i would enjoy my favorite game less in the process, so i do not. i came up with a unique run after thinking of how to apply things i love about trip world (which my icon uses a sprite from) to gimmick. i suggest giving it a shot, maybe! it makes you look at the game in a new light. there are a lot of genuinely neat and subtle things about gimmick that go overlooked, and speedrunning glosses over many. did you know that if you knock the bugs in stage 2 over, their little flailing legs take on a conveyor-belt property? i love to ride the worm in stage 3 all the way to the water, and say hi to the tree critters without getting in their way. how about the bombs in the palm trees in stage 4? getting on that little miner's cart and firing at nothing with it in stage 5? there are so many joyful, small touches that simply blowing through the game overlooks them.

one of my favorite and absolutely absurdly small details about the game is that in stage 7, the molar-looking-guys do not attack you when you attack them. however, they attack you when you attack the birds. this is done to such startlingly adorable detail that if you attack the very last one, who has a bird on his head, he will freak out momentarily and chase you before calming himself and realizing the bird is fine. you can even trip him up and have him run into the water, doing this, iirc.
I really love the way that Gimmick! combines top-notch platforming action with an amazingly detailed world, overflowing with a more convincing sense of life than perhaps any other game. Both aspects are so high quality that either one could make an enjoyable game on its own. I highly recommend this series of videos that show off many of the game's details, though you probably are already aware of everything demonstrated there.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

Vanguard wrote:I really love the way that Gimmick! combines top-notch platforming action with an amazingly detailed world, overflowing with a more convincing sense of life than perhaps any other game. Both aspects are so high quality that either one could make an enjoyable game on its own. I highly recommend this series of videos that show off many of the game's details, though you probably are already aware of everything demonstrated there.
i am indeed familiar, but thank you. that video misses out on demonstrating the unique behavior of the last molar enemy in stage 7 that i mentioned, though. in fact, i've never seen anyone mention it, other than myself. it's quite neat. it also misses the hidden bombs in the palm trees at the beginning of stage 4 - a very commonly unknown secret. ride the pterodactyls back to the palm trees and jump on the coconuts for a nice surprise! i forget if it shows that you can make the snail in stage 7 who is hanging from the conveyor belt fall into the water if you jump just above him, too.

it also misses the bug in stage 5's secret, which is slightly known about, but it's a bug and i don't mind that it's absent from the video. if you jump in the space between the edge of the conveyor belt and the tile it is connecting to in the area where you're meant to alchemize 1ups, and you jump in it ever so precisely, you'll fall through the gap and end up between the level. there is some weird stuff you can do with this bug, and i thiiiink there's some other place you can activate it? maybe? i forget. i found this on accident and later discovered it was known, but not at all commonly.

that video honestly always bothered me a little bit because ol' bad opinions frank cifaldi likes to perpetuate the myth that the game is some sort of hyper-hardcore platformer only playable by ascended human beings. he has to play the game at like 1/3rd speed and is still embarrassingly bad at it.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Immryr »

some of the music in the snes power rangers game is really great.

https://www.youtube.com/watch?v=t5hFQ5OdWr4


https://www.youtube.com/watch?v=T0mmUAsMfcM
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Geez you people have been active while I've been sleeping on my side of the globe. :P

I'm gonna go through the posts in a moment, and I guess some of what I said may have been addressed, but while PC Engine does have a few absolute top quality titles (Kitten mentions Dracula X and Saigo no Nindou, and I'd add Parasol Stars to this list without hesitation), the vast majority of its library is "B titles" that I guess assumes a bit of a love for this kind of stuff, and video games in general. But what I find curious is that you're comparing to the Famicom library which you have supposedly just been exploring, and I'd say the same thing definitely goes for this, but to a much bigger extend. Sure, Famicom has titles like Contra, Castlevania, Ninja Gaiden, and Mega Man, and a few fortunate offshoots like Gimmick. But if you delve into the library for real, I think a lot of the games you find definitely come with a lot of quirks that you have to get over, and to a much bigger degree than the PC Engine library. Especially when you're looking at the games that never came out outside Japan, which usually had a good reason.
In general, I think if you ignore the top brass titles that everyone and their neighbours already know, the PC Engine's B-grade games usually have better production quality than those on the Famicom, for better or worse. The Ys games are not masterpieces, but I have unending love for them, and consider them must haves in any PC Engine collection despite many other versions existing of these. I consider Legendary Axe and even Kaze Kiri or to be vastly better games than the average Famicom title. And I'm saying that as a big lover of almost everything Famicom from its top titles to the utmost shit that it also offers.

You said Kato-Chan & Ken-Chan isn't really "noteworthy" (which I'd actually agree with), but at the same time mention Wing of Madoola as SunSoft's first "decent" title. I can see why some people could like Madoola, but god damn do you need a LOT of patience to put up with a lot of stupid crap to enjoy that title. So I gess what I'm saying is that I feel a bit of a bias towards Famicom here. Though I don't really mind that, I just think you should approach the PC Engine with the same mindset, cause it has a TON of interesting stuff to explore. Even the Valis games are not without their merits even though I'd never want to play them again. :)
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Sumez wrote:the vast majority of its library is "B titles" that I guess assumes a bit of a love for this kind of stuff, and video games in general. But what I find curious is that you're comparing to the Famicom library which you have supposedly just been exploring, and I'd say the same thing definitely goes for this, but to a much bigger extend. Sure, Famicom has titles like Contra, Castlevania, Ninja Gaiden, and Mega Man, and a few fortunate offshoots like Gimmick. But if you delve into the library for real, I think a lot of the games you find definitely come with a lot of quirks that you have to get over, and to a much bigger degree than the PC Engine library. Especially when you're looking at the games that never came out outside Japan, which usually had a good reason.
to quote my very own self, sumez -

"i feel like a large amount of the appeal in the pc engine is in it having many titles of lower quality or lower production value in high droves. there are many curiosities, but few truly noteworthy, great games (that aren't shooters - there are quite a few good shooters). honestly, it feels like a truer successor to the famicom than the super famicom, to me, because of how quirky many of its lower quality titles are. i know that sounds like a backhanded compliment, but it's a big part of why i garnered enough interest to finally buy the console. like, for example, the studio that made armadillo for the famicom - one of its more offbeat, but poor titles - later went on to do faussete amour for the pce cd, which is a much better (but still low quality and offbeat) game. it's very lightly pornographic, but i've come to terms with a ton of pc engine titles having anime sex appeal and just roll my eyes at it."

i feel as if we are already in agreement. my famicom collection is over 300 games and i've beaten a majority of them - i love to eat from the garbage pail and wouldn't have bought a pc engine if i didn't. it doesn't change my definition of "noteworthy," though :p what i said was absolutely not intended to write the console off, my current obsession with it is definitely intense
You said Kato-Chan & Ken-Chan isn't really "noteworthy" (which I'd actually agree with), but at the same time mention Wing of Madoola as SunSoft's first "decent" title. I can see why some people could like Madoola, but god damn do you need a LOT of patience to put up with a lot of stupid crap to enjoy that title. So I gess what I'm saying is that I feel a bit of a bias towards Famicom here.
i am absolutely biased toward sunsoft (and the famicom, in general) - but i feel my previous profession of gimmick as my favorite game of all time and my trip world avatar are already a pretty glaring indicator of this. wing of madoola is definitely not a particularly good game, but i would consider it important as sunsoft's first decent game. it marks a seriously noteworthy transition away from pure kusoge like ikki, atlantis no nazo, and 53 stations of the tokaido into something recognizing a playable and enjoyable video game. sunsoft are best known in japan for their kusoge (the famicom mini's ONLY sunsoft game is atlantis no nazo, despite their excellent, later titles), and they're oft-considered a historically important company. i feel like it gives even their bad titles a bit of noteworthiness - but, again, this is indicating an admitted bias.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Isn't Madoola pre-Tokai though? I feel it has a very different feel from the quality most people would associate with SunSoft later on, and I always lumped it in with Atlantis, etc.
Maybe I'm not giving it enough credit.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Sumez wrote:Isn't Madoola pre-Tokai though? I feel it has a very different feel from the quality most people would associate with SunSoft later on, and I always lumped it in with Atlantis, etc.
Maybe I'm not giving it enough credit.
one of the most immediately noticeable things that helps place madoola above other sunsoft games of the time is lucia's basic attack animation. she does an iaido strike, and it's pretty elegantly animated (for such an old game from such a then-shitty developer). is it as good as their later games? does it have production value rivaling them? heck naw, but compare it to everything before and the difference is tremendous to anyone with a keen eye for picking pearls out of famicom detritus. it is a remarkable glimmer in the rough and is maybe the only thing up to its release date to indicate sunsoft would ever become better. i find it tough to recommend, but honestly believe those other games i mentioned (cv2, zelda 2, getsu fuuma den, faxanadu) all have MORE bullshit you need to put up with than it does, and people (for some fucking reason) love those games.

madoola is still kind of ugly, dumpy, and rough, but it's got some real touches of consideration and a snappy pacing. people forgive some seriously unforgiving shit in metafight/blaster master that for some reason goes unforgiven in madoola - a much easier and easier-to-follow game.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Zelda 2 is amazing, better than the first, and almost completely bullshit-free (unlike the first which is crammed full of it). I will fight you till the end of time. :P
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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kitten wrote:batman: tas was seriously hiding in plain sight! but no one talks it up...
I never even heard of it! Thanks for the recommendation.
(also gotta recommend spanky's quest and amazing penguin, too <3 u natsume).
(Sorry if it feels like I'm going at your throat, but I just like to discuss this stuff...)
Although way too slow for my tastes, I can understand Tail'Gator. But please don't tell me you would ever recommend Spanky's Quest over Taito's original "single screen platformers"?? There's an absolutely enormous gap in quality. I don't mind that Spanky doesn't have the incredible depth and abundance of little details that define the Taito benchmarks, but Spanky's Quest is such a god damn drab to play. I love the mechanic that it's based on, but clearing stages is so slow and feels like a chore, the direct opposite to the upbeat on-your-toes gameplay of the Bobble Bobble series.
What surprises me the most though is that you claim that you don't like the Taito games, but enjoy both Tail'Gator and Spanky's Quest? As far as I can tell, they should have the exact same target audience. Or are you just being harsher on Taito because their games are more popular, while the others could be considered "hidden gems"?
ikari no yousai 2: what would have been fortified zone 2, if we had gotten it here. top-down, metal gear-esque action game with some maze elements. more exciting top-down shooting than its predecessor, but still more methodical than its super famicom counterpart. some pretty neat boss fights.
Didn't even know Yousai had a sequel, and the first is still on my to-get list.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Squire Grooktook »

Sumez wrote:Zelda 2 is amazing, better than the first, and almost completely bullshit-free (unlike the first which is crammed full of it). I will fight you till the end of time. :P
yes
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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kitten wrote:it apparently shared no staff with any previous Gradius game.
IIRC one of the AC Gradius II composer (Shinji Tasaka) credited as "thanks" under the name 'Tasaka'.

On-topic mode: I am planning to clear Castlevania Bloodlines on easy mode (BIL once mentions that it was closer to JP Vampire Killer's normal mode, so it shouldn't really a big problem), because honestly I haven't see the full game for pure playing.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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kitten wrote:parasol stars is something i have a vague interest in - i'm not a terribly big fan of taito's single-screen platformer design, and bubble bobble never quite clicked with me.
I'm just going to throw this out there. I've never really had much interest in Bubble Bobble either (Puzzle Bobble yes, but not BB), but something about Parasol Stars has really got its hooks in me. The sprites are decently sized and interesting to look at, the music (while repetitive) is catchy....I find myself humming it after I turn it off. The controls are really what draws me in though. You can guard yourself with the umbrella horizontally or vertically, and use water drops in a lot of interesting ways. You can use them to grab items by throwing them, collect them in a group to unleash a devastating attack, or even use them as a platform to bounce off of like a trampoline. Little things like that make it a really charming, fun to play game. I picked it up about 3 weeks ago and I can honestly say I've played it at least one round a day since then, it is highly addicting.

I'm still learning and kinda suck at it, but I reached level 5-3 last night and was pretty happy about that

Image

I'm very new to the TG-16/PCE too, but I think it has a library worth exploring. I've been having fun with it....I've been a little stale over the past 5-10 years with my collecting, but the TG-16 has added a little bit of spark to my enthusiasm towards game hunting. Here's some impressions I have of the few games I own.

Air Zonk, Blazing Lazers, R-Type - I won't go into these, we all know these are great shmups!

Bonk's Adventure - Interesting but slightly dull platformer, the boss sprites are great though! I've been told the sequel is a big improvement, looking forward to picking that up soon.

Keith Courage - I didn't like this game. I played it through till the end expecting it to get better, but it didn't. Overall not a terrible game, but the levels in the mech suit suffer from the levels moving downward and having to make blind falls.....often leading into instant death.

Legendary Axe - This game is pretty charming, the controls feel very precise. Very simplistic....easy to jump in and understand, but as you build the charge meter the gameplay gets deeper. I haven't played it much, but I've enjoyed the little I have played.

Parasol Stars - See above

Vigilante - Interesting take on the "Kung Fu Master" formula. Larger sprites, you get to use nunchaku occasionally, and feels a little more like a quarter muncher than Kung Fu.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Sumez wrote:Zelda 2 is amazing, better than the first, and almost completely bullshit-free (unlike the first which is crammed full of it). I will fight you till the end of time. :P
When I was a kid I didn't like Zelda II very much. There was just something about it I didn't fully understand between the level attributes and the magic spells, death mountain being a spike in the difficulty curve, etc.....but after I let the dust settle I tried it again in my late teens and was hooked. The adventure of Link is a fantastic game.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Immryr »

yep i also love zelda 2.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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Shoryukev wrote:The controls are really what draws me in though. You can guard yourself with the umbrella horizontally or vertically, and use water drops in a lot of interesting ways. You can use them to grab items by throwing them, collect them in a group to unleash a devastating attack, or even use them as a platform to bounce off of like a trampoline. Little things like that make it a really charming, fun to play game.
God dammit are you gonna love the hell out of Rainbow Islands if you ever put some time into mastering the controls.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

kitten wrote:
Holy Diver 1CC is an admirable pursuit. :cool: Beware the temptations of a Holy Diver 1LC, however... :evil: :twisted:
i will probably get around to attempting it, sometime :shock: i know it will eat at my brain until i do, as tortuous as it will be. i know that it's not a particularly good game, but i seriously feel that it has an identity beyond mere castlevania clone and features some finer points it. it's just, ugh, it is so intensely strict and technically-not-quite-there. that and loop 2 of metal storm are probably the most painfully uncompromising that famicom games get. though, i suppose metal storm becomes a bit smoother ride after learning it - holy diver will still throw some curveballs.
Aha, one of my favourite game design theses: The Genealogy of Holy Diving. In truth, Holy Diver plays a lot more like Metroid with a hint of Zelda II than Castlevania. Not just the very un-CV handling (floaty, freely-bendable jumps, total focus on projectiles with a range of "beams"), but the element of upgrades (Jump boots, Varia suit, optional HP+MP maxups), and a small but conspicuous degree of nonlinearity requiring exploration for a fully-outfitted character.

And as Perikles once pointed out, HD's magic system has obvious parallels with Zelda II - both the concept, and a few specific things like Thunder's fullscreen nuke, and the functionally identical Fairy/Dragon transformations. In effect, HD hybridises Zelda II's magic menu with Metroid's alt-fire system. Pause to choose your spell, then toggle to it in-game with [Select], the character's palette changing to confirm.

Also noted by Perikles, a few stylistic resemblances to Zelda II - the two games' "1UP dolls" are remarkably similar, and Irem seem to have outright stolen the lifebar. :mrgreen: MOSH/METAL BLADES' bouncing, relentlessly firing behaviour has a decided resemblance to that of Zelda II's dreaded Fokker bird knights, too.

Holy Diver's primary resemblance to CV is the insidiously lethal pit knockback... but Metroid has that too! Just without fatality, obviously, unless you're at critically low HP and fall in lava. That's another thing - HD treats lava very similarly. Not too deadly unless you're wounded, more of a mobility sapper. The penultimate room (GENOCIDE CHAMBER) has you practically swimming in the stuff, swarmed by meddling zako and breaching hard barriers under heavy fire - very similar to the original Mother Brain encounter.

Compare the "final ascent" of both games, too. Holy Diver's stairway to heaven is basically Metroid's escape shaft, except there's a fatal pit at the bottom, and it's full of enemies geared to knock you to your doom, and all the platforms are "sandwich" arrangement. And you need to trigger a fidgety engine glitch to make the biggest jumps. Rovely!

Omake: both Metroid and Holy Diver have odd behaviours associated with dpad/button interplay, too. Metroid enables fast autofire if you hold B and tap forward. Holy Diver... will fuck you over with dropped inputs, rofl, but it's definitely conspicuous IMO. Maybe some code voyeurism gone awry? Back to Zelda II... the way both games will let you "pull up" onto a technically out-of-reach platform if you execute a max jump while pressing into its edge is very conspicuous. I was blown away when I replayed Zelda II, post HD 1LC, and first noticed it. In HD you actually have to make use of this glitch (see above).

I definitely get the impression HD's devs were out to make a more "single session" equivalent of the longer-form, mildly RPG-influenced action/adventures of Metroid and Zelda II. Even its high difficulty seems traceable back to them - both can certainly slap an unwary and/or under-equipped player around. HD seems designed to enforce the experience of playing those games while mildly under-levelled.

Regarding Metal Storm, a 2-ALL is definitely a serious undertaking. What separates it from Holy Diver (actually, what separates most quality hardcore from HD) is its polish. MS handles beautifully and is balls-hard regardless. HD handles like a dog, plus it flickers brutally, and ends up balls-harder as a result. For the 1LC anyway... a 1CC is probably easier than the Metal Storm 2-ALL, given how generous the former is with resources (especially 1UPs). MS is relatively stingy, can't make many mistakes before your credit's over.
Sumez wrote:
Shoryukev wrote:The controls are really what draws me in though. You can guard yourself with the umbrella horizontally or vertically, and use water drops in a lot of interesting ways. You can use them to grab items by throwing them, collect them in a group to unleash a devastating attack, or even use them as a platform to bounce off of like a trampoline. Little things like that make it a really charming, fun to play game.
God dammit are you gonna love the hell out of Rainbow Islands if you ever put some time into mastering the controls.
Word! More like RainBONER Islands. ;3 Exceptionally joyful yet technical 2D action.
Last edited by BIL on Fri Mar 24, 2017 4:23 pm, edited 3 times in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

I also love Zelda 2.

And for the record, I really like Faxanadu (though I had it as a kid so maybe I'm biased). But it just checks all the right boxes for me. The grind for better weapons and armor (which you see equipped on your character, which is a big bonus and a big incentive) are fun, you get to learn some magic, the artstyle looks good (to me) with it's faded colors that represent a decrepit world, and the music gives the same feel. Creature design is also fine. And there are some HUGE mazes once you get to the foggy areas (inside the tree of life).

I'll admit that some things are pretty cryptic in the game. The game has it's flaws, but in my heart it will always be a minor classic.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

ah, erecting a quote pyramid and filling the thread with too much text. my favorite past-time. hope i'm not annoying ya'll.
Sumez wrote:Zelda 2 is amazing, better than the first, and almost completely bullshit-free (unlike the first which is crammed full of it). I will fight you till the end of time. :P
come, now, almost completely bullshit-free? what about the grind it takes to increase your health and magic to reasonable levels? the meaningless, time-wasting random battles? the vacant and dull-as-dirt overworld? the lifeless, repetitive towns? combat and exploration utility magic being tied to the same bar, and needing to constantly be recharged? that one is nearly as unforgivable as metafight's hover ability being tied to a bar, and thus needing to be mind-blowingly tediously farmed all the damn time if you do not know the exact pathing.

or perhaps the absolutely most damning thing about zelda 2: its tedious linearity! it set into stone a terrible tradition of pretty much one dungeon at a time, never letting its player truly free but still jerking them around with increasingly obtuse progress gates. these gates feel boring to solve and lose meaning when the world is so linear - i am not allowed the opportunity to approach them in my own order, thus making each new riddle a demand, rather than a reminder. when madoola makes the decision to be almost entirely linear (you will sometimes want to retread an old stage or two), it has the respect for you to have breakneck pacing and relatively little obtuseness, which have little place in a linear game. i feel you could make a better game out of zelda 2's components than madoola's, for sure, and it definitely has better combat, but so much of the game is spent deducing the jarringly specific thing that it wants you to do next, grinding, or farming. it has much less than many modern games, of course, but i find even small amounts of those two activities a sleight. to understand my taste and dispassion for zelda 2, please let me stress how much i feel this has no place in a game of this genre and structure (i worry you will catalogue this information and bite my ass with it in a later post down the line when i mention being more tolerant of it in another game, so i'm pre-emptively covering my ass, hehe ;) ).

whether you prefer zelda 2's combat to zelda is a subject of taste, and i am willing to admit there is some uniquely cool attraction to its signature sword-hopping, but it is absolutely, entirely, indisputably nowhere near levels of having cleansed itself of its bullshit. it is for similar reasons i hold disdain for the other listed games with similarities to it, honestly. i am of the likely horribly unpopular opinion that there is no good zelda game between the first and a link between worlds, which is the first game i consider to actually learn from the first since the first (i have admittedly not played and been meaning to get around to majora's mask, which might change my mind on this). zelda 2 is nowhere near as hand-holding or dull in combat as many of its follow-ups, but i consider it merely decent-ish because of its above flaws and its general disrespect for your time.

i do consider the first game excellent, though perhaps slightly less innovative than most. i believe it is more of a refinement than an innovation, and takes a lot of inspiration from both the dragon slayer series and tower of druaga - combing through their interesting elements and putting them to much better use. aside from the obviousness of taking from druaga's combat, i also feel like it learned from the community formed around druaga. in japanese arcades, people would leave notebooks behind to solve the game's increasingly demanding and absurd levels of obtuseness (druaga is more interesting as a social experiment than game, imho), and it was through this dedicated group effort (and a million coins taken by old endou's cabinets) and co-operation that the game was ever considered beatable. LoZ had a similar idea, though i feel like the game never intended for you to collect everything (druaga nearly forces this), and for much of its secrets to be shared by word of mouth or found by the truly dedicated. it's hard to appreciate fully in today's environment, but brilliantly ahead of its time. i find it that there was perhaps not another game as creative about its adventure and potential for social interaction until demon's souls and its scrawled messages & world summoning goodness.
Sumez wrote:I never even heard of it! Thanks for the recommendation.
i pray you enjoy it! i have not gotten anyone else to beat this game, much less 1cc it or try its hard mode. it's damn good and i will stick to it forever no matter how alone i am, but i do so crave some company up on my hill.
(Sorry if it feels like I'm going at your throat, but I just like to discuss this stuff...)
Although way too slow for my tastes, I can understand Tail'Gator. But please don't tell me you would ever recommend Spanky's Quest over Taito's original "single screen platformers"?? There's an absolutely enormous gap in quality. I don't mind that Spanky doesn't have the incredible depth and abundance of little details that define the Taito benchmarks, but Spanky's Quest is such a god damn drab to play. I love the mechanic that it's based on, but clearing stages is so slow and feels like a chore, the direct opposite to the upbeat on-your-toes gameplay of the Bobble Bobble series.
What surprises me the most though is that you claim that you don't like the Taito games, but enjoy both Tail'Gator and Spanky's Quest? As far as I can tell, they should have the exact same target audience. Or are you just being harsher on Taito because their games are more popular, while the others could be considered "hidden gems"?
spanky's quest and amazing penguin were both asides i felt like mentioning. the commentary before them is not applicable, i simply wanted to bring up that they're also interesting natsume games. neither of them are really games that belong to that same kind of genre, especially amazing penguin. spanky's quest i've never beaten, as i feel it's never "clicked" with me. a friend of mine swears by it, though! which i felt let it deserve half of a sentence of recommendation as a sorta-kinda obscure gb game.

tail'gator would require more explanation for my love for it, but oh, do i love it. incredibly smart usage of space for the game boy, a snappy attack, delightful music and visuals, and enemies that all feel very learnable. perhaps my greatest point of contention with most taito single-screen games (such as don doko don) is that the attack is often deeply awkward and unsatisfying, at least for me personally to use. bubble bobble is somewhat of an exception, but a lot of their other games just get to me. i also feel as if the enemy design is a bit too focused on you, which can engineer situations where you're screwed and sometimes makes levels feel all too samey. tail'gator's enemy patterns are a bit more deliberate and pathed out, thus crafting what i would personally consider a more refined and thoughtful game with greater level variety.

i'm suddenly reminded that i didn't bring up avenging spirit! that one has become somewhat commonly recommended, however. anyone here not familiar with it? need a pitch?
Didn't even know Yousai had a sequel, and the first is still on my to-get list.
i feel like they are both a bit of good fun, but the second is notably better and actually pretty good. i feel like they're a good take on what metal gear would have been like without stealth.
copy-paster wrote:IIRC one of the AC Gradius II composer (Shinji Tasaka) credited as "thanks" under the name 'Tasaka'.
thank you for the information. this potentially helps explain how it's music retains that just so distinctly gradius-sounding feel to it.
Shoryukev wrote:I'm just going to throw this out there. I've never really had much interest in Bubble Bobble either (Puzzle Bobble yes, but not BB), but something about Parasol Stars has really got its hooks in me. The sprites are decently sized and interesting to look at, the music (while repetitive) is catchy....I find myself humming it after I turn it off. The controls are really what draws me in though. You can guard yourself with the umbrella horizontally or vertically, and use water drops in a lot of interesting ways. You can use them to grab items by throwing them, collect them in a group to unleash a devastating attack, or even use them as a platform to bounce off of like a trampoline. Little things like that make it a really charming, fun to play game. I picked it up about 3 weeks ago and I can honestly say I've played it at least one round a day since then, it is highly addicting.
i'll consider it a higher priority in my pc engine quest, thank you for this.
Air Zonk, Blazing Lazers, R-Type - I won't go into these, we all know these are great shmups!
actually... i'll disagree on all three fronts! ;) time to take a thread subject detour, uh-oh.

i haven't played air zonk, but i very much did not enjoy super air zonk. i bumbled my dumb, falling-asleep ass through a 1cc on my first attempt with it, and consider it to be extremely banal and an even worse take on shooters than bonk is on platformers (something i figured impossible). horrible sound effects and shot feedback, awful power-ups, enemies with too much health, the obsession with its presentation over all else... man, i didn't care for it. not one bit. i've near-unanimously heard its predecessor is better, but i can't imagine THAT MUCH better that i'd consider it anything more than semi-decent at the very best. i tried playing it on hard, but it didn't make it more interesting, just more irritating. lots of clutter, that game.

gunhed/blazing lazers is honestly compile's most overrated game, to me. i'd much rather play gun nac or zanac, both similar games i'm not terribly fond of (but at least respect) to begin with. there are huge stretches of sedate nothing in the game, and they're followed by abruptly punishing enemies. either my concentration lapses or i'm taken off guard by not having memorized how something works, and my shot power is down and i'm caught in a spiral. i've beaten it, but didn't even find it worthy of my time to 1cc. imho, spriggan (i bring up for also being compile) completely blows it out of the water and is nearly up there with musha aleste's excellent shooter quality - if only its power-up system weren't standard compile nonsense :lol:

r-type - okay, i feel bad for leaving you hanging and thinking i thought r-type wasn't great - r-type is one of my favorite shooters of all time. i adore it. never bothered with its 2nd loop, but i can no miss the arcade version on its first loop fairly reliably. i consider the force pod a truly brilliant marriage of elegant exchanges between offense and defense as you manipulate it, and i strongly feel like it is one of few irem games to earn its forcing you to memorize it because of offering equal opportunity for you to increase your skill along with your rote memorization and muscle memory. also, goddamn, wonderful soundtrack, wonderful aesthetic. a true hallmark and deeply influential title. but. but! i do not give much of a toss for the pc engine version. i feel like it translates ever-so-slightly poorly despite a mostly faithful conversion, and there are a few moments like the stage 5 boss or last level that do not co-operate with the screen space being just a bit horizontally shortened (those goddamn babies in the final stage can come from way off the left side of the screen, which makes that fight (which i already strongly dislike) much worse. i feel like neither the hucard nor cd version has any space between the excellent port of the game on r-types, the interesting 2.5d take of r-type dimensions, or the quirkier home port on the sega master system with an absolutely delightful fm synth soundtrack (should you fm synth mod).
Vigilante - Interesting take on the "Kung Fu Master" formula. Larger sprites, you get to use nunchaku occasionally, and feels a little more like a quarter muncher than Kung Fu.
it has been nearly ten years since i played this, but i beat it and distinctly remember not liking it. i did find novelty in you looking like jackie chan and having the objective to rescue madonna, of course!
BIL wrote:Aha, one of my favourite game design theses: The Genealogy of Holy Diving. In truth, Holy Diver plays a lot more like Metroid with a hint of Zelda II than Castlevania.
:shock: this is... a bizarrely astute observation and take on the game i'd never seen before. bravo, this is quite well thought out. i never thought of it this way, but yes, the similarities to both games are now quite apparent and genuinely seem like verifiable influence.
Regarding Metal Storm, a 2-ALL is definitely a serious undertaking. What separates it from Holy Diver (actually, what separates most quality hardcore from HD) is its polish. MS handles beautifully and is balls-hard regardless. HD handles like a dog, plus it flickers brutally, and ends up balls-harder as a result. For the 1LC anyway... a 1CC is probably easier than the Metal Storm 2-ALL, given how generous the former is with resources (especially 1UPs). MS is relatively stingy, can't make many mistakes before your credit's over.
i have beaten metal storm's first loop on a single life and finished up its second loop. took me all day when i got it. i feel with another not-even-full-day, i could have reduced its 2nd loop to a 1cc quickly, or even a no miss clear (i'm too stuck in using this term rather than 1lc, sorryyy). it was miserably hard, but feels like once you've got it down, there's not much further to go to nearly master it. i kind of like the first loop of the game, but don't enjoy the second nearly at all - hence why i never went back to do a challenge run on it. it feels too strict, so much so that the game loses almost all sense of player quirk and becomes some kind of ingrained routine. my lack of admiration for metal storm is largely in that i feel it poorly marries its skill-increasing with its memorization-increasing, ala irem's better games like the first r-type. there is a best power-up and approach to almost every situation and it feels like it steams out player identity in its design - like the programmers kind of lost sense of balancing as they were making it and became too tunnel-visioned.

my favorite stage is stage 6, i believe (i think it's 6, maybe it's 5, god i don't remember), particularly on the famicom version where there are the electric gates at the top and bottom of the screen. this creates some brilliantly dynamic puzzle-solving action and highlights the game's strengths quite well, but is in my view the only stage in the game to really do that. also has a kind of fun and tricky boss with obvious r-type homage in the background. loop 2 of stage 6 is probably the absolute best the game gets, but i really strongly feel that the rest of the game does not capture that kind of dynamic joy.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

Zelda 2 won't win no 'perfect game' award, let's get this out of the way right now. Yet I still like it (it happens with some games, I get really pumped up by the good aspects of the game and it's charm and I end up loving it even too it's seriously flawed. It's just a thing that happens, ya know?).
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Immryr »

weird. i've never found grinding to be something you need to do in zelda 2. it does have many flaws, but i don't think being grind heavy is one of them.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

FinalBaton wrote:Zelda 2 won't win no 'perfect game' award, let's get this out of the way right now. Yet I still like it (it happens with some games, I get really pumped up by the good aspects of the game and it's charm and I end up loving it even too it's seriously flawed. It's just a thing that happens, ya know?).
i do it all the time! :) i by no means wish to impede you from enjoying the game
Immryr wrote:weird. i've never found grinding to be something you need to do in zelda 2. it does have many flaws, but i don't think being grind heavy is one of them.
i believe it's a very relative way of looking at it. it's not "heavy" in comparison to most games, but i find it an activity the game asks you to perform often enough to be severely offput. the difficulty scaling feels strongly as if it expects you to be certain levels by the time you hit many areas, and the fact it wipes your xp not spent toward leveling on death (something frequent without a degree of memorization - i believe this is how the mechanic works, anyway) is pretty insulting. i also have distinct memory of needing to farm for potions to be able to use fairy form frequently enough, which denied me the ability to use many of the game's other magic spells due to requiring stock for fairy form necessary for exploration/progress.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

I agree that you're required to do some extra grinding. I personally love grinding, but for people that don't enjoy this then yeah, this is some boring times and artificial lenghtening of the game for sure.

So personal preference plays a big role here : wether you enjoy grinding or not(there are people in both camps) will make you either enjoy the game more or get bored by it more. This is a YUGE factor when it comes to analyzing the game.
Immryr wrote:weird. i've never found grinding to be something you need to do in zelda 2. it does have many flaws, but i don't think being grind heavy is one of them.
If you kill pretty much every floating skull that require 60 hits early on, like I do, then you won't need to grind much, even at all. But if you skip 'em, you'll definitely have to grind later IMO :P
Last edited by FinalBaton on Fri Mar 24, 2017 5:41 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by kitten »

i find myself tolerant of grinding only in specific instances, usually when i'm so in love with the movement and nature of attack in a game that the repetitive activity becomes some kind of soothing. i have bad (actual, diagnosed) OCD, so there are instances where a game clicks just right with my neurosis and i will put up with that degree of repetition.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by BIL »

kitten wrote:i have beaten metal storm's first loop on a single life and finished up its second loop. took me all day when i got it. i feel with another not-even-full-day, i could have reduced its 2nd loop to a 1cc quickly, or even a no miss clear (i'm too stuck in using this term rather than 1lc, sorryyy). it was miserably hard, but feels like once you've got it down, there's not much further to go to nearly master it. i kind of like the first loop of the game, but don't enjoy the second nearly at all - hence why i never went back to do a challenge run on it. it feels too strict, so much so that the game loses almost all sense of player quirk and becomes some kind of ingrained routine. my lack of admiration for metal storm is largely in that i feel it poorly marries its skill-increasing with its memorization-increasing, ala irem's better games like the first r-type. there is a best power-up and approach to almost every situation and it feels like it steams out player identity in its design - like the programmers kind of lost sense of balancing as they were making it and became too tunnel-visioned.

my favorite stage is stage 6, i believe (i think it's 6, maybe it's 5, god i don't remember), particularly on the famicom version where there are the electric gates at the top and bottom of the screen. this creates some brilliantly dynamic puzzle-solving action and highlights the game's strengths quite well, but is in my view the only stage in the game to really do that. also has a kind of fun and tricky boss with obvious r-type homage in the background. loop 2 of stage 6 is probably the absolute best the game gets, but i really strongly feel that the rest of the game does not capture that kind of dynamic joy.
I used to consider Metal Storm's second loop its "arcade version," versus the first loop's milder console variant. Having no-missed it, though, I think it's more accurate to call it "the second loop of an arcade version." The game's been seen, only the real fiends will want to stick around for what's to come. It really is crushingly difficult, and I totally get being turned off by its particularly harsh variant of the characteristic Irem puzzlebox. It's not my favourite style of action game design; I prefer a set path with a simmering chaos level demanding a little reflex (exemplified by Daimakaimura's busier stages, and certain scenes in the Metal Slug series - MS3's st4 opening is an eternal favourite of mine).

I'm not against routine execution in principle, though - there's a critical distinction between, say, Alien 3 (MD)'s chalk-dry "sit at point A, shoot three grenades, move to point B, repeat" boss battles, and the death-defying maneuvers involved in authoritative Metal Storm play. The sense of peril is relentless, and addictive too, given the laser-precise control and spectacular gravity-inverting, body-ramming tools provided. This is 100% routine, and so is this. They're still fucking intense.

The same goes for both variants of Stage 6 (the one you mention) - I devised and subsequently executed as strict a line through them as I do any other. You do not want to improv your way into the flight path of 6-1's sniper jets with crackling electric death barring your only escape. I know fully well that it's a high-wire walk, with the route and hazards worked out in advance - but at this level of intensity and style, the scale shifts firmly from regurgitation to performance. Performance is the thing; as long as I'm staying alive in an interesting, technically challenging manner, I can dig the occasional puzzlebox.

Now, having said all this: I'm not at all ready to say there's only one "correct" solution to the majority of MS, even its loop. I've noticed UraniumAnchor's 2-ALL speedrun varies quite a bit from my more survival-oriented one, and I went through several iterations of my own plans - at some point I plan to revisit, but (like most) I've got other stuff on my plate for now. The distinction between P's overwhelming killing power and G's i-framing escapes seems to throw out quite a few interesting quandaries. I would say not getting killed is unforgiving, definitely, but comprehensively destroying the game seems to have a fair bit of give.
Last edited by BIL on Fri Mar 24, 2017 5:45 pm, edited 1 time in total.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by Shoryukev »

Sumez wrote:God dammit are you gonna love the hell out of Rainbow Islands if you ever put some time into mastering the controls.
It's definitely on my radar for game pickups!
BIL wrote:Word! More like RainBONER Islands. ;3 Exceptionally joyful yet technical 2D action.
I'll have to play it while listening to Ritchie Blackmore's RainBONER 8)
kitten wrote:stuff
No problem on the PS write-up! It was recommended to me by Sumez and I have been having a blast with it. I feel compelled to spread the word about it I guess LOL

I haven't played Super Air Zonk, but I've seen some gameplay videos and gameplay that all seems to all at least somewhat reflect that same opinion. The predecessor isn't really amazing or anything either (I definitely agree about the presentation flashiness being the first priority), I kinda just avoided talking in-depth about the 3 shmup games since this was the action game thread.

I enjoy R-type on the PCE/TG, but I can definitely see where you're coming from. If things differ even in the slightest from the original arcade version it will throw off a veteran player and make them not like it. I can't play Donkey Kong on the NES.....I just can't.....and for those same reasons.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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BIL <- thats ME, MUHFUCKA (・`W´・) wrote:Metal Storm 2-7 boss rush
I need a capture setup, YT butchered my replay. >w< To clarify, those drifting lasers are always there, and the boss charges directly to your quadrant with his Loop 2 nitrous boost and undodgeable turbo-satellites. If you jump a split-second early, the boss will skullfuck you. Split-second late, and you're going straight into the lasers. G makes things much simpler, letting you counter the boss's charges and safely bypass the lasers... but I want P to take down the 2-2 boss rematch, who's surprisingly nasty if not smacked down quick! So I stuck my neck out. ;3

Also,
kitten wrote:hope i'm not annoying ya'll.
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

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BIL wrote:I used to consider Metal Storm's second loop its "arcade version," versus the first loop's milder console variant. Having no-missed it, though, I think it's more accurate to call it "the second loop of an arcade version." The game's been seen, only the real fiends will want to stick around for what's to come. It really is crushingly difficult, and I totally get being turned off by its particularly harsh variant of the characteristic Irem puzzlebox. It's not my favourite style of action game design; I prefer a set path with a simmering chaos level demanding a little reflex (exemplified by Daimakaimura's busier stages, and certain scenes in the Metal Slug series - MS3's st4 opening is an eternal favourite of mine).
a side note, here, but metal slug 3 was my very first no miss clear of all time. i got beet-red in the face levels of addicted to it, and it was a true turning point for my gaming sensibilities in wee little teenage me. marked a deciding point here i'd go back to older games. i had gotten the xbox version as a gift from my mother for feeling traumatized by my first rectal exam (lmao), and i still have the snoopy band-aid i'd received inside the box for my blood being drawn, that day. i gotta tell you, that version limiting you to one credit really whipped me into shape. just a couple years previous to that, i couldn't even finish the first level of nes life force!! this is part of why i become aggravated when people look at my level of proficiency with a game and assume i'm too gifted with latent skill for my commentary to be meaningful for them - i feel i'm very encouraging and supportive of other people putting in similar effort in these games (and respectful of those who put even more), but they just assume i'm writing off their accomplishment and denying them their ever sought after empowerment. if i was ever that bad at games all the way into my teenage years, surely anyone else without a legitimate handicap can at least get close with practice and enthusiasm, with a true love for older games.

since then, i've never gone back to no miss clear ms3 again, or any of nazca's other games. something about their absolutely decadent sprite art sends me into some kind of teary-eyed nostalgic haze, and i'm too distracted and in awe of the visuals to even TRY to go at it. i probably enjoy their attract modes more than playing them, these days, but i don't feel like this is an illegitimate way of still loving them. i grew up with an in the hunt cabinet at a local swimming pool and often being abandoned in a pocket change (american arcade chain) that eventually got an original metal slug cab while my mother did plant-watering work for a mall, so they have some kind of hold over my brain. i was this weird little kid gawking at attract modes and people daring enough to spend their quarters on something other than ticket-dispensing games.
I'm not against routine execution in principle, though - there's a critical distinction between, say, Alien 3 (MD)'s chalk-dry "sit at point A, shoot three grenades, move to point B, repeat" boss battles, and the death-defying maneuvers involved in authoritative Metal Storm play. The sense of peril is relentless, and addictive too, given the laser-precise control and spectacular gravity-inverting, body-ramming tools provided. This is 100% routine, and so is this. They're still fucking intense.
i'm not denying the intensity or vast difference between it and a lowly euro action game, perhaps just stating that that isn't quite my thing. i mentioned my love for the original r-type above, and i feel it a bit better exemplifies intensity in its routine than metal storm does, though i lack experience with r-type's 2nd loop. i'm not much of a big person for higher difficulties/later loops in shooters, but i do hope to one day play r-type's. i'm in no hurry, though, it is a favorite i will gladly allow to marinate. i really and strongly feel i could have gotten metal storm's 2nd loop to a no miss with not much more practice after beating it, especially because during play, i would frequently revert to older passwords and have to redo previous stages numerous times. i would want a new power-up in a succeeding stage (or feel i NEEDED it), and back to starting from a previous stage, i'd go. the only real skill roadblock i felt i had and sloppily got through was getting the transforming boss down in the boss rush, since i'd get there without that comfy armor protecting me from a single hit.
The same goes for both variants of Stage 6 (the one you mention) - I devised and subsequently executed as strict a line through them as I do any other. You do not want to improv your way into the flight path of 6-1's sniper jets with crackling electric death barring your only escape. I know fully well that it's a high-wire walk, with the route and hazards worked out in advance - but at this level of intensity and style, the scale shifts firmly from regurgitation to performance. Performance is the thing; as long as I'm staying alive in an interesting, technically challenging manner, I can dig the occasional puzzlebox.
stage 6 is seriously where the game comes most alive, and i strongly feel as if the rest of the game were up to its par it would be a genuine favorite of mine. i play that level with what you would likely consider a shockingly smaller amount of routine. i made small mistakes and felt i had the leniency to correct them, even on loop 2, and took a lot of joy in the close calls i'd have. realizing i'd need to turn back mid jump and affect the platforms a bit more was fun and exciting. i found it the most fun stage, and in that sense, the "easiest" for me, because i did not feel beaten over the head to develop a pure routine for it as i did the other stages. i replayed it numerous times in trying different preparations for the last stage, and it was the only part of the game i considered relievingly enjoyable on loop 2. my degree of engagement during that level brought out a higher motivation for better play in me that the rest of the game just could not squeeze.

i have a strong notion that i have much poorer memorization skills than you. i frequently forget somewhat large portions of key behavior to conquering favorites, and struggled to get r-type back down to a reliable no miss after years of absence from not playing it again until just recently. of course, to some degree i am grateful for this, as it keeps experiences a bit more delightfully fresh on revisits. an ordinary player would probably not recognize my lack of ability in this category for learning games, as i do no miss clears on old platformers on an almost weekly basis and absolutely love doing it, but i imagine you'd have some pretty interesting observations on my play and be possibly baffled at how often i space out during difficult games when i'm not fully engaged. i am one of those players that wiggles around constantly during dead air in a shooter, fires to the beat of the music on a whim even when it would cost me efficiency, twich-dances if the character has funny movement, etc. i haven't watched but a fraction of your play with just one game, vampire killer, but i could immediately notice a stricter approach than what i take to games.
Now, having said all this: I'm not at all ready to say there's only one "correct" solution to the majority of MS, even its loop. I've noticed UraniumAnchor's 2-ALL speedrun varies quite a bit from my more survival-oriented one, and I went through several iterations of my own plans - at some point I plan to revisit, but (like most) I've got other stuff on my plate for now. The distinction between P's overwhelming killing power and G's i-framing escapes seems to throw out quite a few interesting quandaries. I would say not getting killed is unforgiving, definitely, but comprehensively destroying the game seems to have a fair bit of give.
i believe i watched a couple of his runs to get myself acquainted with solutions for a couple of the more difficult levels on loop 2. i didn't purely copy him, but it was some extremely informative play.
Hell no - unadulterated hardcore is a big part of why this thread keeps on truckin'. Image
thanks :) for all the hilarious complaints this forum receives on other corners of the internet for its hellacious, crushing elitism and relentlessly cruel snobbery, ya'll sure are a bunch of welcoming, courteous, and talkative people within the context of this thread :lol:
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FinalBaton
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by FinalBaton »

Uh... didn't even knew we was hated.

Tell you what : I'm not even MAD about the snob/ellitist tag. In fact, I EMBRACE it. to the maxxxx. Just like a heel character in pro-wrestling, lol
Fuck the haters! fuck the scrubs! :mrgreen:
-FM Synth & Black Metal-
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soprano1
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Re: Ninja Gaiden [NES] + Sidescrolling Action Miscs

Post by soprano1 »

kitten wrote:relentlessly cruel snobbery
Really? :roll:
Well, I'm glad you feel welcome here.
ChurchOfSolipsism wrote:I'll make sure I'll download it illegally one day...
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