I'm so glad that Hamster's Arcade Archives are a thing.

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velo
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by velo »

Arino wrote: Tue May 28, 2024 8:54 pm Thank you for recommending this game, I will make sure to check it out or buy it on ACA.

However, I think there are similar games, where you can also kill your enemies in a similar way, such as SEGA's Pengo or Don't Pull (part of Three Wonders by Capcom).  :D
Pengo is pretty great too. I've seen a few like that, where you can kick blocks that occupy a tile (add Pirate Ship Higemaru to the list) and you can smack enemies with the door in Mappy, but as for tipping over an entire thin Pac-Man wall, Rompers is the only one I know. Walls can also knock each other over like dominoes, and two perpendicular walls in a T-shape prevent one of the walls from being pushed.
Sumez wrote: Tue May 28, 2024 7:08 am On top of that, the classic "cat & mouse" maze game, which probably made up a majority of arcade games at one point (if you include sideview ones like Mappy, Flicky, or Lode Runner), is such a cool genre that just stopped being made around the mid 80s. Meaning we never got the same amount of iteration and development you'd see in shooters, for example, which would continue evolve for another good 15 years.
Yeah, even the more advanced maze games like the post-millenial Pac-Mans usually feel like golden age throwbacks... Rompers would feel at home on a 16 bit console and I don't know that earlier arcade hardware could have done the concept justice. The wall-toppling animation is pretty spiffy.
Skyknight wrote: Wed May 29, 2024 2:57 pm I have a hunch we’ll be getting Thunder Fox in one or two weeks. >>; So that leaves guessing the next Namco title. Blast Off? The Outfoxies? Other?
On the subject of latecomer Namco maze games with weird attacks, we're due for Tinkle Pit (*snicker*)... a few games on the same hardware made it to ACA these past few months.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by SavagePencil »

Cue Brick seems like an update to their earlier Loco-Motion. I like the polish!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Daytime Waitress »

Skyknight wrote: Wed May 29, 2024 2:57 pmOn that note, Fighter & Attacker was apparently thwarted precisely because of Boeing’s fussiness on the Tomcat’s copyright.
Happy for Hamster to not contest that one - don't need any archivists falling out of a window :wink:
BIL wrote: Wed May 29, 2024 11:45 am Goddamn, now that's obscure! Don't think I've ever heard its name. Instant Quarth aesthetic - or perhaps its more conventionally techy Block Hole incarnation. I wonder if it was by the same team? Brings to mind earlier block-slider Guttang Gottong, too.

Will have to give it a preview, I enjoy both. Cute name, haha.

EDIT: oh, there's Moai-kun. :cool:

EDIT2: Ok, that's flat-out Block Hole BGM. :lol: Both 1989 titles, wonder which came first. Bit of a chop-suey resource repurposing vibe; not the worst thing with labels as characterful as Konami, imo. That Gradius II font is too lovable. Image
The adorable intermission screens, the catchy music, the occasional callbacks to previous games, the background being a (literal) framing device for stuff going on in the centre that it has bugger all to do with - big bang of WarioWare off of Loco-Motion 2: Gottong Harder.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Really impressed with the original tunes! (at least, I haven't heard them in any other games... :mrgreen:) Very catchy stuff.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

Skyknight wrote: Wed May 29, 2024 2:57 pm On that note, Fighter & Attacker was apparently thwarted precisely because of Boeing’s fussiness on the Tomcat’s copyright.
WARNING: A Huge Weapons/Weapons Platforms/Military History Nerd Approaching! :mrgreen:

Not that it matters at the end of the day, but fairly certain the thwarting of ACA’s Namco’s F/A Fighter & Attacker being sold in the US would be due to Boeing’s fussiness regarding their F/A Hornet and F/A Super Hornet; not the F-14 Tomcat which was made by Grumman.

For recent and current generations of US fighter aircraft, the F/A (fighter-attacker) designation’s only used with regard to the US Navy and Marines F/A Hornet and Super Hornet (FWIW F-14 Tomcat was USN only with no other branches of service flying it, but the Marines flew and still fly Harriers — AV-8B Harrier II — at least for a few more years…recalls another ACA STG NMK/UPL’s Task Force Harrier 8) ). Of all other US fighter aircraft, Air Force’s F-15E Strike Eagles have true fighter and attacker capabilities: equally at home dogfighting and attacking ground targets and kicking ass doing both equally well, but now getting way off topic. :lol:

With the issues over the past year with US releases of versions of several ACA titles due to copyright concerns/issues was wondering if F/A Fighter & Attacker would get the kibosh. Unfortunate but likely Hamster’s got little choice and not viable to acquire title (and/or related text, jargon, etc) usage rights.


* extraneous US jet fighter stuff: almost all modern jet fighters have attack capabilities for both air to air and air to surface situations/scenarios but usually are better at either air to air or air to surface; however both the F/A Hornets and Super Hornets and F-15E Strike Eagles were designed to excel at both air patrols/dogfighting that fighters are known for and surface strikes that attacker/attacking air craft are known for; pure fighters today would be F-16 Fighting Falcons and F-22 Raptors vs pure ground attack aircraft A10 Warthog/Thunderbolt II.

edit: somehow wound up starting this post with :x grouchy face — most certainly NOT intended; had to clean that up!
Last edited by Fingolfin on Thu May 30, 2024 12:02 pm, edited 1 time in total.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

Fingolfin wrote: Thu May 30, 2024 1:11 am :x
Skyknight wrote: Wed May 29, 2024 2:57 pm On that note, Fighter & Attacker was apparently thwarted precisely because of Boeing’s fussiness on the Tomcat’s copyright.
WARNING: A Huge Weapons/Weapons Platforms/Military History Nerd Approaching! :mrgreen:

Not that it matters at the end of the day, but fairly certain the thwarting of ACA’s Namco’s F/A Fighter & Attacker being sold in the US would be due to Boeing’s fussiness regarding their F/A Hornet and F/A Super Hornet; not the F-14 Tomcat which was made by Grumman.

For recent and current generations of US fighter aircraft, the F/A (fighter-attacker) designation’s only used with regard to the US Navy and Marines F/A Hornet and Super Hornet (FWIW F-14 Tomcat was USN only with no other branches of service flying it, but the Marines flew and still fly Harriers — AV-8B Harrier II — at least for a few more years…recalls another ACA STG NMK/UPL’s Task Force Harrier 8) ). Of all other US fighter aircraft, Air Force’s F-15E Strike Eagles have true fighter and attacker capabilities: equally at home dogfighting and attacking ground targets and kicking ass doing both equally well, but now getting way off topic. :lol:

With the issues over the past year with US releases of versions of several ACA titles due to copyright concerns/issues was wondering if F/A Fighter & Attacker would get the kibosh. Unfortunate but likely Hamster’s got little choice and not viable to acquire title (and/or related text, jargon, etc) usage rights.


* extraneous US jet fighter stuff: almost all modern jet fighters have attack capabilities for both air to air and air to surface situations/scenarios but usually are better at either air to air or air to surface; however both the F/A Hornets and Super Hornets and F-15E Strike Eagles were designed to excel at both air patrols/dogfighting that fighters are known for and surface strikes that attacker/attacking air craft are known for; pure fighters today would be F-16 Fighting Falcons and F-22 Raptors vs pure ground attack aircraft A10 Warthog/Thunderbolt II.
The classic VF-1S Valkyrie with it's Jet mode, Gerwalk mode and Battloid mode is based off of the F-14 Tomcat -- quite cool for it's time in the 1982 groundbreaking classic anime series, Super Dimensional Fortress Macross. The cool Transformers G1 of Jetfire sold by Hasbro back in 1985 with it's slick "Battle Armor" pieces (based off of the VF-1S Super Valkyrie setup) was manufactured by none other than Takakotu Toys (whom Bandai bought out and used the die-cast molds to create their own line-up of Macross "Variable Fighters" mecha toys). Some early G1 Jetfire releases sold at retail still had the Macross logo insignia stickers on them, indeed. Interesting to note that Hasbro did not sell the G1 Jetfire in Japan nor Europe and remains as a USA only Transformers G1 release exclusive (of course, international Transformers fans/collecters already have one in their collection alrighty).

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Last edited by PC Engine Fan X! on Thu May 30, 2024 3:55 am, edited 1 time in total.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by hamfighterx »

Fingolfin wrote: Thu May 30, 2024 1:11 amWARNING: A Huge Weapons/Weapons Platforms/Military History Nerd Approaching! :mrgreen:
Fantastic stuff, thanks for that post!
BEAMLORD wrote: Fri May 24, 2024 6:10 amThen you have the loops and branching paths. Took me a little while to realise that I was replaying the same stages over and over again :mrgreen:

But here's where Hamster's Preference settings save the day once more. They give you the option to toggle a display that handily sits outside the playfield telling you what loop you are in, but more importantly what stage you are currently in. Very helpful indeed when choosing your path forward at the end of a stage, because it's easy to forget where you are and end up taking yourself back a stage or two.

Speaking of loops, anyone know if there are a finite number, or is it an infinite looper? Last time I checked, there were some folks on the leaderboard made it up to loop 3.
Before we get too far out from Legion, yeah, echoing that comment that the stage/loop display option really enhances the experience a lot. If anyone's looking for it, it's a little hidden in the Options menu -> Game Settings -> Preference Settings.

Sure seems that it is an infinite looper. That being said, I don't fully understand the branching system - is it purely random which stages you get to choose from at the branch point at the end of a stage? I think so? I've been playing under that assumption and treating it like a caravan-ish game. It's pretty fun for that style, and the apparent randomization keeps it a bit more unpredictable and fresh. This is one I'll be coming back to regularly. Going on my short list of oddball Arcade Archives pleasant surprises!

I'm also better at using the bombs now, and I definitely prefer using 3 at a time for a quick resurrection. Nice as a bit of a crutch when you brace yourself for potential impact in a dangerous spot.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BEAMLORD »

hamfighterx wrote: Thu May 30, 2024 3:51 amSure seems that it is an infinite looper. That being said, I don't fully understand the branching system - is it purely random which stages you get to choose from at the branch point at the end of a stage? I think so? I've been playing under that assumption and treating it like a caravan-ish game. It's pretty fun for that style, and the apparent randomization keeps it a bit more unpredictable and fresh. This is one I'll be coming back to regularly. Going on my short list of oddball Arcade Archives pleasant surprises!
As far as stage progression goes, it certainly appears random for the most part. The only thing I can discern that happens with any regularity is that the stage 12 door always appears consecutively after completing stage 11, allowing you to wrap up the loop.

Up to that point, I'm guessing stages are randomised, unless there is some underlying system at work. Not a lot of info about the game online that I can find, anyway. Hamster's manual may be the most detailed source we have at the moment, but I don't remember it going into much depth about this.

Regarding using the time bomb to retain a life, I'm sure the manual says to mash the bomb button to use 3 bombs, but I'm having much better luck with that by just holding the bomb button down. Couldn't get the timing right with mashing. Only issue is it can use up your entire bomb stock if you're holding more than 3 bombs.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

hamfighterx wrote: Thu May 30, 2024 3:51 amBefore we get too far out from Legion, yeah, echoing that comment that the stage/loop display option really enhances the experience a lot. If anyone's looking for it, it's a little hidden in the Options menu -> Game Settings -> Preference Settings.
Always my first destination with a new ACA title. :cool: True to their cheerfully ad-hoc form, it's something of a grab bag, but a few have really neat stuff. Raiden's credit RNG control, Gunnail's alarm toggle, Master of Weapon's bullet strobe disable... and of course, Daioh's rank display and 1UP exploit fix, and the notably hardcore Gradius III and Xevious, both of which give tons of esoterica to tinker with. Also lots of P1/P2 ship swaps, and increasingly frequently, PCB/60hz speed settings.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

hamfighterx wrote: Thu May 30, 2024 3:51 am Before we get too far out from Legion, yeah, echoing that comment that the stage/loop display option really enhances the experience a lot. If anyone's looking for it, it's a little hidden in the Options menu -> Game Settings -> Preference Settings.
Thank you BEAMLORD & hamfighterx: Much appreciated! :D

Regarding Legion Spinner ‘87:

Really quite ecstatic this was released; no exaggeration, nearly as happy with this as ACA release of Raiden a few years ago now
only Raiden II/DX would supplant these two
***N.B. not at all suggesting Legion’s the greatest STG ever; just that I enjoy it a lot and had been hoping that a) ACA would return to some more Nichibutsu and b) specifically Legion (and hopefully UFO Robo Dangar’s still in the pipeline for future release at some point)

not necessarily the greatest STG but lots of idiosyncratic elements w/ aesthetics both graphics & music and especially gameplay mechanics

the time bombs are really very unique: they stop and slightly reverse time for everything onscreen except player but the time bombs also alter trajectory of enemy shots and most importantly missiles

the time bombs can be used in creative ways that traditional STG bombas cannot: using them preemptively either a) upon approaching a tough section or b) just to get a bit of a breather if lots of enemy weapon fire’s on screen
both a) & b) here aren’t unusual for STG in game strategy/tactics but the results in Legion are very much unique

as stated by skyknight, BEAMLORD and hamfighterx, bombs are useful in single bursts, sometimes for reprieve from death and sometimes to alter/deflect enemy attacks (especially missile attacks) — time bombs both stop and slightly rewind time

another thing not yet brought up is the unique approach to powerups at play in Legion: a) powerups for speed, additional firepower and laser by way of Legionnaries/mini soldier dudes plus b) power ups for altering the player ship’s size and shape, enhancing attack capabilities by stretching the player ship out for greater surface area based destruction and simultaneously conferring temporary invincibility — as well as c) time bomb items and 1UPs

rank in Legion makes things/can make things very challenging very quickly; controlling rank is key to longevity/survival and stage/loop progression

Image

* A small nitpick: optional/toggle-able Loop and Area display is fixed and perpendicular to rest of display while in TATE, and thus little less comfortable to read; easy enough to get used to but hopefully easy to patch: would be really great if the Loop and Area display aligns to display rotation settings

[FWIW Daioh’s rank display is aligned with rest of display while in TATE]

Here’s to here’s to hoping Nichibutsu’s UFO Robo Dangar, Ninja Emaki and Samurai Assassin will be released in the not too distant future!

Got Nichibutsu? :mrgreen:

* edits for spelling plus a couple revisions and additions
Last edited by Fingolfin on Thu May 30, 2024 4:50 pm, edited 3 times in total.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sima Tuna »

'Use time warp ability for "Back to the Future" experience!'

You mean it plays Huey Lewis while riding a skateboard?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

Sima Tuna wrote: Thu May 30, 2024 1:17 pm 'Use time warp ability for "Back to the Future" experience!'

You mean it plays Huey Lewis while riding a skateboard?
Back To The Future released in 1985

Legion - Spinner ‘87 released in 1987

So yes, feels a bit connected to time warp/time travel zeitgeist of those years sans the skateboard, the McFly down vest and the Huey :lol:

Image
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

From another thread, but more relevant here; was trying to remember how to access ACA Gradius's Bubble System ver, remembered I'd asked Brian some years ago:
BIL wrote: Wed Nov 18, 2020 6:02 pm
BrianC wrote:I know it's not the Konami code, at least. I looked up the code and couldn't find much, but did find a post that said unlocking the bubble system in the western PS4 versions had to do with loading the games a certain number of times. If I remember correctly, one game is 5 times, another game is 7 times, and the third one is three times.

edit: I remembered correctly. JP version 5 times, US version 7 times, EU version 3 times. Honestly, it's not worth it. Not to mention the pain of waiting to play it with non skippable loading screens at start up.
Haha, good ol' 573! Gotch seem to have a thing for Konami Easter eggs. Albeit an inconsistent thing, with their ACA Twinbee having ROM and Bubble System versions right there at the start menu. >_> Good to know, thanks!
What a nightmare! X_X I wonder why they did it that way... but happily, after exiting the game thinking "probably not doing that again," I booted it up, and the Bubble ROM version was still there. Backed up the save data to USB, then HDD, turned off the PS4, turned it back on. Still there. So happily, it's a one-and-done.

Image

Possibly less annoying than maintaining an actual Bubble System board. :lol: You can skip the countdown on PS4 as of the latest version, at least. Seems to control the same as the ROM ver. Will link this post in the Directory.

EDIT: oh god, this warmed my heart. Image Forgot about the weather simulation! From FIRE SCRAMBLE / Heat Wave through Spring/Fall, Summer, Winter, and BEYOND THE WHITE STORM / Extreme Cold. :cool:

Image
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

SavagePencil wrote: Wed May 29, 2024 4:12 pm Cue Brick seems like an update to their earlier Loco-Motion. I like the polish!
The gameplay of the original Gameboy released puzzler, Pipe Dreams, has the same grid-styled layout like with Cue Brick but totally different in how PD is played.

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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

ACA Legion 8)

Some very rudimentary suggestions for gameplay

focus on

a) acquiring Legionnaires to power up
ship speed and firepower and to acquire laser fire — gotta keep an eye out for the blue/teal colored laser Legionnaires to keep as constant laser fire as possible! :mrgreen:

b) enemy missile craft and missiles — as long as rank is maintained/not exacerbated enemy missiles are the number one danger! [boss fights aside]; try to take out enemy missile craft as soon as you see them: keeping them from firing at all is very helpful though you also need to be wary of cranking up rank quickly/too fast by kicking too much ass :shock:

c) point blanking where needed; Legion seems eminently fair with regard to sneak sniping and (lack of) cheap shots, and so point blanking is reliable and mostly safe at almost all times, and can be especially helpful throughout most parts of the game :D


learn to use the time bombs situationally and however feels most comfortable and most effective to you — would really like to see some skilled players making creative and good use of the time bombs and working time in Legion as a whole (not necessary talking expert players just people who know how to play STGs, have some facility)


Legion questions
How many Areas are there for each Loop?
Are Areas numbered in ascending difficulty?

Is it possible to repeat Areas and still progress within a Loop?

Have noticed you can go from a higher numbered Area to a lower numbered Area within a Loop — if at all, how does this affect Loop progression?

BEAMLORD are you able to record and share your Legion runs? Image

Saw your high score in top 5!! :o
Would very much appreciate seeing a multi Loop run or better still multi Loop runs (plural).

Other thoughts and suggestions about playing Legion?


Additionally: Thanks for the Gradius Bubble System info BIL and BrianC! :mrgreen:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

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PC Engine Fan X! wrote: Sat Jun 01, 2024 4:52 am
SavagePencil wrote: Wed May 29, 2024 4:12 pm Cue Brick seems like an update to their earlier Loco-Motion. I like the polish!
The gameplay of the original Gameboy released puzzler, Pipe Dreams, has the same grid-styled layout like with Cue Brick but totally different in how PD is played.

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Pipe Dream was originally on Amiga in ‘89. It didn’t hit GameBoy until the following year.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BEAMLORD »

Fingolfin wrote: Sat Jun 01, 2024 2:37 pmBEAMLORD are you able to record and share your Legion runs? Image

Saw your high score in top 5!! :o
Would very much appreciate seeing a multi Loop run or better still multi Loop runs (plural).
Sure, no worries :) I haven't recorded any of my runs, but I'll see if I can get something recorded over the next day or two. My current score on the board is one loop cleared into around half of loop 2. One loop is not really a tall order, but second loop definitely starts getting a little spicey, with an increase in the number of heavy enemies and, iirc, missile launchers.

In honesty, I'm still not really sure if there is any rhyme or reason with regard to stage progression, whether you can prolong a loop, etc. I've not been minded to count stages as I've gone along, but my first few credits, I definitely seemed to be going back and forth for what felt like a long time.

If I have one tip, I'd say be sure to play stages 2 and 3 if given the chance, to pick up the extend items.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

BEAMLORD wrote: Sat Jun 01, 2024 3:57 pm
Fingolfin wrote: Sat Jun 01, 2024 2:37 pmBEAMLORD are you able to record and share your Legion runs? Image

Saw your high score in top 5!! :o
Would very much appreciate seeing a multi Loop run or better still multi Loop runs (plural).
Sure, no worries :) I haven't recorded any of my runs, but I'll see if I can get something recorded over the next day or two. My current score on the board is one loop cleared into around half of loop 2. One loop is not really a tall order, but second loop definitely starts getting a little spicey, with an increase in the number of heavy enemies and, iirc, missile launchers.

In honesty, I'm still not really sure if there is any rhyme or reason with regard to stage progression, whether you can prolong a loop, etc. I've not been minded to count stages as I've gone along, but my first few credits, I definitely seemed to be going back and forth for what felt like a long time.

If I have one tip, I'd say be sure to play stages 2 and 3 if given the chance, to pick up the extend items.
Thank you very much for your quick response and help BEAMLORD: really appreciate your sharing Legion run(s) and tips!

Have wondered about what Areas are best/optimal in terms of difficulty and also items and power-ups — particularly the powerful orange crystal power-ups and 1UPs. Very good to know Areas 2 and 3 have 1UPs!

Wonder if you can just keep repeating Areas — like 2 and 3, essentially milking 1UPs — assuming you get those Areas to repeatedly come up as one of the two options to continue to the next Area…one time the Area being played was offered again as one of the two options for the Area to follow — talk about déjà vu all over again! :shock:

For certain RNG would seem to have much to do with what Areas you get next at the end of each Area.

*** If anyone finds or knows otherwise please share your insights!

All of the uses of RNG in Legion does make for a good deal of variety/variation each run but also makes high score runs depend on a lot of randomness and good luck/bad luck. Still more that’s odd about Legion. :D

Any others who are interested/willing to share Legion runs, thoughts and tips/suggestions — would be greatly appreciated!

Would anyone know what causes the orange crystal power up — which causes player ship to change and be able to stretch out its uber destructive form and causing player ship to be invincible — to last a while or end (sometimes very quickly)?

Thanks much in advance!

additionally: more I play Legion the more I’m curious about how (well — or not) it’s coded….
edits/revisions for accuracy/being more precise
Last edited by Fingolfin on Sat Jun 01, 2024 7:39 pm, edited 2 times in total.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Fingolfin »

https://youtu.be/Okcoa8cCpIg?si=Inax_DkfWVDtt3W8

1987 [60fps] Chouji Meikyuu Legion 1848650pts Loop3-12 1,848,650pts
2 Loop+ Player Jarl 収録Ver Wolfmame0.193


A good Chouji Meikyuu Legion emulation replay
Cannot discern any cheats or shenanigans
Player uses any/all of his time bombs just for rewinding for life reprieves

Very cool to see how he works the orange crystal power-ups and makes them last for very long periods of time!

Again, if any one has any idea how duration works — either/both extending or eliminating these power-ups — please share your insights!
Thanks!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sturmvogel Prime »

Wiping (A.K.A. Rug Rats) by Nichibutsu is this week's release.
Hope Viacom doesn't get upset 'cos it sounds like a certain baby-themed Nicktoon (Remember Disney and the Marvel Land drama?).
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Post by Arino »

I think AGA is having a blast with this one.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Udderdude »

I considered Wiping/Rug Rats to be a second-hand knock-off of Namco's superior efforts, but you know what? It's not actually that bad. lol
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BEAMLORD »

Fingolfin wrote: Sat Jun 01, 2024 2:37 pm
BEAMLORD are you able to record and share your Legion runs? Image

https://youtu.be/XXUN-r_HKFE?si=59-wP97ATHoKj3tQ

Sorry man, took longer than expected, but I was determined to get at least 2 loops cleared. Made it to 3rd loop, area 11. Just as well, because I was about ready to throw in the towel.

I'm ready to put it to bed, though. As a shmup, it lacks some fundamentals in my book. Dodging can be difficult at times as, depending on how you're collecting power ups, you're either slow as fuck, fast as fuck, or fucking fast as all fuck. In fairness, it doesn't appear designed around manoeuvrability, given the time-bomb mechanic, but judicious use of that perhaps works better in theory than in practice. The delay of activation upon picking up laser power ups also irks.

Overall, I'd have to file Legion under Non-essential, although oddly compelling, when you get going. One for the more curious of ACA acolytes.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Hazuki »

Image

What do those two options do exactly?
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Sumez
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

I'm guessing 1 is either lag reduction or simulating an overclocked CPU to prevent slowdown.
2 sounds like a way to enable/disable the sprite limit typically enforced by the actual hardware.
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BIL
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BIL »

Sumez wrote: Tue Jun 11, 2024 6:03 am I'm guessing 1 is either lag reduction or simulating an overclocked CPU to prevent slowdown.
2 sounds like a way to enable/disable the sprite limit typically enforced by the actual hardware.
I think you're right. All of Gotch's ACA releases have the former option; it's described as "reduce the time needed to display the screen," and AFAIK doesn't affect slowdown at all, so I'm guessing it's some form of latency reduction. At least three of Hamster's have it too (Thunder Dragon, War of Aero, and Rainbow Islands), with the same description.

The latter, yep, in this game's case (ACA Gradius) it'll cut down on sprite breakup. You can find it in Vs. Castlevania as well, where it's titled "The Original Game's Character Designs," or something like that.

ACA English translations can be deceptively elusive, I find. They're generally very correct, grammatically, but there's at least one example - Wild Fang's manual - where I think the meaning got mangled.
digression
It says you can't hit enemies at overlap range, and to back off if this situation occurs. This isn't actually true; overlap's a perfectly reliable range, with stricken foes even auto-shunted for a followup rodeo attack.

I strongly suspect the JP text is saying you can't hit multiple - eg, overlapping - foes with the same attack. That's definitely true. Even a couple zako will savage you, as one soaks up damage while the other punishes. This is an integral part of the game's combat design, your sidestep is super-agile and meant for breaking up crowds. Dodge a chump and sock his pal in one deft move.
The attention to detail is excellent - Druaga, Ishtar, and Rainbow Islands' manuals are practically bundled strategy guides. Could just use better overseas translation at times. I'd offer to rewrite Wild Fang's manual FO FREE, but they never wrote me back re: ACA-NG ASO II's weird savestate policy. :wink:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

Sturmvogel Prime wrote: Wed Jun 05, 2024 8:01 am Wiping (A.K.A. Rug Rats) by Nichibutsu is this week's release.
Hope Viacom doesn't get upset 'cos it sounds like a certain baby-themed Nicktoon (Remember Disney and the Marvel Land drama?).
https://www.famitsu.com/article/202406/7139

The 1982 arcade game of Wiping/Rug Rats has that unmistakable Namco's Dig Dug or even Universal's Mr. Do "create your own maze game mechanic" (both were released in the American arcades in 1982 as well). I don't recall of either Wiping/Rug Rats ever getting a proper arcade game release stateside back in 1982-1983 (unless it was distributed by an American arcade game manufacturer/distributor as how it was back in those days of early 1980s arcade gaming lore). Interesting novel game mechanic with the rolled up rug unfurling to take out the various enemies on any given stage.

If you notice that Wiping has a 1982 copyright date whereas with Rug Rats (with it's better revamped arcade title change to get the point across for arcade gamers to try it out), it has a 1983 copyright date leads me to believe it was primarily aimed at the international arcade game market/scene to achieve/aim for a wider distribution "sales-wise". Wiping (with it's lackluster and generic namesake title as it is) was aimed at the Japanese game centers -- can't say if it was as popular as Dig Dug or Mr. Do though.

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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by SavagePencil »

It definitely got an English release, and looks by Nichibutsu themselves:

https://www.arcade-museum.com/manuals-v ... ugRats.pdf

Also reminds me of Williams’ 1981 “Make Trax.”
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

SavagePencil wrote: Tue Jun 11, 2024 2:32 pm It definitely got an English release, and looks by Nichibutsu themselves:

https://www.arcade-museum.com/manuals-v ... ugRats.pdf

Also reminds me of Williams’ 1981 “Make Trax.”
Wow, so Nichibutsu did sell/distribute Rug Rats for the American arcades back in 1983. I never did come across it at my local arcade hangouts through. Interesting to learn that Nichibutsu did intend for Rug Rats' broader exposure for the arcades stateside.

Yes, I do recall seeing a Williams' Make Trax upright arcade cab up and running inside a Taco Charlie restaurant (their soft tacos were legendary but sadly, all the Taco Charlie franchised joints went belly up and were replaced as Taco Bell joints instead in Modesto, California back in 1981) -- it was part of the rotating "street locations" of various local vending companies and independent arcade operators/owners trying to capture the almighty American quarters to "line their pockets" profit-wise -- it was business as usual back in those early 1980s days of American arcade gaming lore. As it was, the quarter was considered the "gold standard" (and still is regarded nowadays) to credit up an arcade game indeed.

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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by cfx »

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