
Daimakaimura is honestly one of the most well ported games, with both X68K, PS1 and Saturn being almost perfect, and even MegaDrive and SuperGrafX versions both extremely good.
There was this one guy in a forum I used to visit who set himself the goal to collect every PAL SNES game. Mind you, he meant that literal. He already had a full set with every game, but he specifically had to get each game in all of its different country variants, i.e. one Donkey Kong Country from Italy, one from Spain, one from Australia, one from Germany... He was almost finished, too, last I checked (several years back).Sumez wrote:I continue to see more and more people around local "communities" here, who focus on building collections of eg. "every PAL N64 release", "every SCN release", etc. and it's baffling to me why you would waste shelf space on so many terrible titles, or in some cases even spend a lot of money on them, while aiming directly at inferior 50hz ports, too.
So is Final Fight well done on that PS2 compilation? because I have what it takes to get 240p (on a crt) out of the PS2's 480i signal, so 480i isn't such a big deterrent.Bloodreign wrote: that is one game you should've emulated the arcade version of (like Final Fight on the same collection)
Don't know if you already have this solved, but I find it safer to go over the wall, instead of trying to drop to the right height (and risk falling into the pit).Immryr wrote:for some reason i now cannot do the wall drop in 5-2....like.... at all. i wasn't having much of a problem with it last week. and when i do manage to do it i'm still getting wrecked by 5-3
This can happen, if you jump over the spot that triggers the cutscene. If you happen to jump over it, just walk back.Immryr wrote:anyone ever encountered a bug in ninja ryukenden where you reach the end of 5-3 and the cut scene before malth doesn't trigger and you just run off the end of the bridge?
Yeah, the first time it happened to me, I was jumping all over the place, and suddenly got scared, as I realized the cutscene didn't play.Immryr wrote:yeah i think i must have jumped over the trigger point and since i was just expecting it to trigger like normal i just kept holding right haha.
Don't know if you're aware, but you get your HP replenished when you face Malth, so you just need to be able to reach him, even it's with 1HP left.Immryr wrote:i think i'm going to have to try to pick a route through act 5 where i keep the jumpslash subweapon as i cannot seem to get through the stage with enough hp to dps race malth. although so far i have been using the upward fire subweapon (dunno the name) to get past the jetpacks, and the firewheel on the next bit so it will take some readjustment.
Yup, and soon enough, you'll be able to breeze through it.Immryr wrote:i am getting better at act 5 though.
Yeah, I also tried to avoid his attacks at first, and attack him in the mean time, but the best is to do like Sumez says, just slash away at him, and don't even bother to try to avoid his projectiles.Immryr wrote:i guess i just really suck at fighting malth! oh well, i just had a quick run through trying to keep hold of the jumpslash and it all went very smoothly till i got careless and died to the cat after the machine gun guy in 5-3 :O got to malth the next life and died with him having 1hp. bah.
Oh yeah, you're gonna need to take heart for this one.Immryr wrote:i think i have act 5 down now. act 6 is some serious hell in comparison though.
Seems to run fine to me, I don't see any hiccups. But then again I'm no expert at finding any small flaws it may/may not have.FinalBaton wrote: So is Final Fight well done on that PS2 compilation? because I have what it takes to get 240p (on a crt) out of the PS2's 480i signal, so 480i isn't such a big deterrent.
Just checked Game Sack's epiode on compilations and they say something about the games not filling the screen or something(even when augmenting the picture size via the menu they say)? can you confirm that? If it's the case then I guess it shouldn't be too bad on a CRT that has some overscanBloodreign wrote:Seems to run fine to me, I don't see any hiccups. But then again I'm no expert at finding any small flaws it may/may not have.FinalBaton wrote: So is Final Fight well done on that PS2 compilation? because I have what it takes to get 240p (on a crt) out of the PS2's 480i signal, so 480i isn't such a big deterrent.
I'm picturing Malth popping out from behind that column and laughing like Muttley as Ryu makes a ninja-shaped hole in the ground several stories down.Immryr wrote:anyone ever encountered a bug in ninja ryukenden where you reach the end of 5-3 and the cut scene before malth doesn't trigger and you just run off the end of the bridge?
Checking a PS2 video because I'm too lazy to fire up CCC 1 right now, looks to not be full screen.FinalBaton wrote: Just checked Game Sack's epiode on compilations and they say something about the games not filling the screen or something(even when augmenting the picture size via the menu they say)? can you confirm that? If it's the case then I guess it shouldn't be too bad on a CRT that has some overscan
Sorry, I missed this bit.Immryr wrote:skye, i'm not sure what you mean about that drop.
Oh hey, turns out the XTRA-tall Golem is in the Japanese version after all - he's the boss rush rematch. I guess they added the extra segment to prolong the fight a little, since there's no water holding you back this time and he's already taking x2 damage (like all the other rush bosses). US version basically clones him back to st2.BIL <- aka ME, MUHFUCKA (・`W´・) wrote:[in Castlevania: Bloodlines] Golem has one more segment, putting his head a bit higher offscreen.
this is one I really need to get around to play. looks really funObiwanshinobi wrote:Chameleon Kid grew to be my favourite MD/Genny strictly 2D platform game lately (just when my Rayman Origins Wii copy wasn't comfortably accessible, I'd browsed through MD ROMs stored on SD card conveniently inserted and there it was - no other among them seemed more fitting to fill the former's shoes at the time). Even the lack of co-op oughtta be eased out by the alternate turns mode - I'm certainly looking forward to trying it out at the nearest opportunity.
I've been trying to figure out what game you're talking about in the above paragraph, but I can't seem to sherlock my way to it. I really want to try a famicom game with multiplying cerberus clones.BIL wrote:The spontaneously resurrecting+multiplying Cereberus clones are in the FC cart too (AFAIK the two versions are identical, other than the obvious JP/EN language). If memory serves, they're just as confounded by the pillar safespot.![]()
I think he's referring to the Ninja Gaiden, Act 4 bosses (the dogs), that occasionally respawn after you kill the uninportant one.Sumez wrote:I've been trying to figure out what game you're talking about in the above paragraph, but I can't seem to sherlock my way to it. I really want to try a famicom game with multiplying cerberus clones.
i haven't played battle garegga, unfortunately. it's a bit expensive and doesn't seem like quite my type of shmup. i've heard of having to deliberately suicide to manipulate rank and i feel like it's a tad visually unreadable. that is, at least to my eyes, i already struggle hard enough to read most true verts (love my console vertizontalsBIL wrote:Last time I pondered the question, I suspected Holy Diver might be it. For often dubious reasons, unfortunately, once its bugs are factored in... but even divested of them, I think it'd make a strong case. Your relative (and always valuable) outsider's perspective on NG1, though, makes me wonder if it wasn't a good answer all along.
i'll try and remember this! but i think i've got my heart set on a jp megadrive dakimakura. can't pass up on that cool box and it's a decent price! sorry grook & all, i am a sucker for cartridges and clamshells :BTiny correction - Capcom Generation are the PS1/Saturn compilations. I too recommend the Japanese PS1 Capcom Generation 2 disc - the budget reprint is relatively cheap, common and excellent. Probably my fourth desert island pick, by virtue of near-perfect Daimakaimura.
It's the later Capcom Classics Collection (PS2/Xbox) that re-used these ports, while adding nasty interlacing. I am building secret gulag in back yard for the masses of PS2 port devs who apparently didn't know WTF a 240p is. :[
this reminds me of dynamite headdy's final boss in the US version, which can pull some ceiling collapsing that is possible to get fucked on and have to take a hit. it happens in the jp version, too, but because the boss has double the amount of the health in the US version, it's so much more infinitely bullshit to have some of your very precious HP robbed during this hellishly long fight. i've been meaning to pick up a jp headdy for like forever, but keep either snoozing on good auctions or getting outbid. i actually like dynamite headdy a lot - especially for someone not fond of treasure - and would probably go for casual replays if i had that version. the US version is a bit too goddamn demanding for me to just go back to and stroll through.BIL wrote:You know, where he locks onto an area with visible crosshairs, which in stark contravention of international videogame law mark the only safespot from the unreactably fast fullscreen hellstorm about to land on you. Now granted, even in JP a theoretical first-timer could be on 1HP and screwed likewise, but the removal of any survival chance whatsoever goes from amusingly brazen to outright shoddy.