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

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BIL
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Re: Raiden Tradition

Post by BIL »

Sengoku Strider wrote: Thu Sep 05, 2024 6:23 pm
BIL wrote: Thu Sep 05, 2024 4:37 pm Raiden is bracing by mainstream standards, but it's not cruel from the outset.
I dunno. This line of conversation sent me down a rabbit hole of a handful of retro dad YouTubers saying "I love this game! I'm so hardcore!" and then getting wiped out by the 2nd wave of enemies. Shmup Junkie was the only reviewer who seemed to know how to actually play it and reach stage 3. I can't imagine your average arcade goer got more than 30 seconds of entertainment out of it. The argument's academic because obviously it did do well, but I don't ever recall crowds around the machine, or even consistent traffic for that matter compared to like Smash TV or something. It was just so ubiquitous that everybody remembers seeing it.
There's a pretty decent illusion of power... scratch that, illusion of prowess going on by halfway through Stage 2. The power's quite real if you survive to that point, or even eat a Game Over just before, popping in another credit and instant-respawning (US regulations!) to a Max P icon. It must seem a veritable tale of glory by casual standards, but there really isn't much to it, besides "keep Vulcan to ward off flying zako, and don't scroll madly left and right giving the sniper tanks a selection of delicious free lunches."

This was also comfortably within an era where mainstream mags like EGM would print beatific spreads on Gaiares and Space MegaForce's powerups and cutscenes, often followed with genuinely enthusiastic reviews and awards. (at least Martin, Don, and dear ol' David Siller's STG reviews were) Raiden's success really has to be understood in that context. An adroitly-made copycat of the best in the business is no minor asset. I think even Toaplan themselves weren't doing too badly around then, in NA... Taito being invested enough to specifically order 2P versions of Kyuukyoku Tiger, Fire Shark and Hellfire for the market, much as they requested Double Dragon's eponymous co-op from Kishimoto and co at Technos.

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That's quality top-gunning vidya boner fuel for 1990. Still feels fuckin rad tbh. Image That one bout of bad bullet contrast in st7 aside, I had a blast with the ACA release... the sense of sheer crushing weight in the final stage's tank alley is still genuinely arresting, as is the rush of annihilating the lot into a carpet of burning twisted metal. I often see casuals fondly reminisce on the sheer demolition these games conveyed; actually, diehards on here have always noted much the same. A classic balance of simplicity and tension paired to innocently cathartic, bubblewrap-compulsive mayhem. Something The Flying Game Ever really dialled up with its still-formidable pixel art, ofc.
Highly Classified From The Desk Of Hamada-san
Image
^ a bit of technique, obscure tricks, and obscenely beefy explosions. Magazines love it. Apologies for godawful Yandex translation of stalwart ACA playtesting team; he's describing that fond chestnut, where you cheese st3's boss by switching to Laser after his BGM starts, so the game won't boost his HP, and he gets PWNed.
Fabtek's name was derived from the initials of its founder Frank Ballouz (F.A.B.-tek), a former Atari and Nintendo of America executive who later also founded Irem America.
Yeah, that's quite the CV, particularly for the very early 90s. Going from one era's titan to the next, before settling at a scrappy mid-carder's US branch, at a time when arcade stuff still had mainstream currency. Some years before the FTG boom more or less finished off STGs' time in the limelight, and before the PS1 eventually did much the same to arcades in general.

It's no wonder they were so adept at getting their product into cabs and onto consoles, really. And of course, The Flying Game Ever and its prelude even made it onto the PS1 itself, alongside The Racing and Fighting Games Ever. Not too shabby. I'd hire the dude if I was looking to publish a blatant cover of my industry's top guys, too.
Last edited by BIL on Thu Sep 05, 2024 8:41 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! »

Fascinating tidbit with Hamada-san's insider 411 with the Hamster ACA port of Seibu Kaihatsu's Raiden release (in regards to Raiden's rank situation). Of course, Fabtek did release Seibu's Raiden II jamma pcb conversion kits to American arcade operators/owners back in February of 1994 grand debut -- first time I personally saw it up & running on an upright Dynamo arcade cab setup sporting the usual Happ joysticks and push buttons galore! It even had a "New Game!" placard placed on top of the cab to denote that it was a brand new arcade stg title.

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

Post by BIL »

PC Engine Fan X! wrote: Thu Sep 05, 2024 8:38 pmIt even had a "New Game!" placard placed on top of the cab to denote that it was a brand new arcade stg title.

PC Engine Fan X! ^_~
You never fail to make me wish I'd been there, PCEFX. :mrgreen:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Steven »

Bassa-Bassa wrote: Thu Sep 05, 2024 4:30 pm
(every game before 90 looks bad compared to Out Zone, and even some that came out after).
This only can come from somebody who entirely missed what Capcom (or even Irem) was putting out already by the late 80s, but anyway, Raiden predates Out Zone by 4 months. Still, Raiden is younger than 1941, which beats Raiden in basically every regard (by far, if you ask me) yet it didn't sell so well, so it had to be something else beyond quality and distribution which evades us.
Here is a complete list of every Capcom-developed (yes, I did write Crapcom before I fixed myself lol. Juvenile, certainly, but...) arcade game I have played:

1941 Counter Attack

Yep. That's it. I don't know anything about this company and I've only played probably 6 of this company's games, and 2 of those are the arcade and SuperGrafx versions of this one game and 2 more are Ookami on PS3 and Switch, but this one game is sooooooooooooooooooooooooooooooooooooooooooooooooooo good. I REALLY want the PCB, but it's pretty expensive and kind of hard to find unless you want the weird overseas version with the strange stage order.

And yeah, Out Zone was made by the creator of CATS, which automatically makes it infinitely cooler than all of those other games.

Anyway, I like Raiden just fine, except for when I don't, but the one I'm really interested in playing more is Raiden DX. Still halfheartedly looking for a PCB, even though it's out of my price range at this point.
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I'm so glad that Hamster's Arcade Archives are a thing.

Post by hamfighterx »

Sengoku Strider wrote: Thu Sep 05, 2024 6:23 pm
Acid wrote: Thu Sep 05, 2024 6:18 pm What is the best ACA/AA baseball game?
Probably Baseball Stars Professional 2.
Unquestionably Baseball Stars Professional 2.

Super Baseball 2020 for Neo Geo is probably (a distant) second place, but it's worth checking out if you like the idea of its futuristic cyber-baseball with robots approach, which features some arcadey twists like jump pads in the outfield or narrow designated home run zones.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Bassa-Bassa »

Out Zone is still slightly less cool than Capcom-developed Senjou no Ookami 2/Mercs if only because you can't abuse one weapon and is a more compact, uptight experience. The game's harsh like no other at first but smarter (and prettier) than most. Even the 3-player mode works better than expected.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Lemnear »

Bassa-Bassa wrote: Thu Sep 05, 2024 7:59 pm Out Zone's pixel art is stellar, wisely building up from Tatsujin's unique doing, it got easily the most elaborated bosses one could find then, though admittedly the design of the players' sprites could be easily improved and terrain textures are a bit lacking. Capcom got established its well-loved style with that astonishing usage of colors and finely-designed sprites already with Strider (though Daimakaimura was its own thing even a bit before, and some Lost Worlds scenes had just no precedent as well). Their bigger sprites may not be as intrincately detailed as Out Zone's, but their backgrounds, character design and sprite shading had no rival already in 1988 save for some very few instances. A friend of mine says that just Willow's graphics were way more influential in European artists than Shadow of the Beast's. Stuff like Altered Beast, Golden Axe, Dragon Breed o R-Type II from before 1990 caused quite an impact as well. 1990 brought us many gorgeous pieces to name here.
I've highlighted the titles that i think totally influenced the Amiga and European artists at the time.
The blueprint for fantasy and the other for sci-fi (maybe even X-Multiply).
Especially aesthetically.
I love how the Amiga is one of (if not THE) most artistically inspired platform ever, the developers took themselves very seriously about games and design.
Spoiler
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It's hard to ignore the influences, if they weren't these games, they were inspired by modern warfare SHMUPS or RPGs of the time, or very (VERY) bizarre platformers.
I love how this aesthetic is a distinctive trait.

The fact remains that those ACA NeoGeo collections are totally random selections, and Raiden is nothing special after all. It's just the best Toaplan clone there was at the time, strange that it had more success, the R-Type clones didn't have the same luck.
But i also attribute Raiden's "resistance/existence" to the fact that MOSS continued to make at least 1 chapter for each gen (Raiden III for PS2, Raiden IV for 360, Raiden V for PS4/One). It certainly helped the brand not to die, unlike Gradius which stopped at the highly acclaimed V.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

hamfighterx wrote: Thu Sep 05, 2024 3:25 am Volume 1 looked like the winner to me from initial scan, with Garou and Metal Slug X as marquee names... but then you realize awwww it's Samsho V instead of Special
Are V and V Special actually two separate ACA releases? That's already weird IMO. Hamster has never shied away from including revisions (including very different ones) in the same release.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Lemnear »

Sumez wrote: Fri Sep 06, 2024 12:26 pm
hamfighterx wrote: Thu Sep 05, 2024 3:25 am Volume 1 looked like the winner to me from initial scan, with Garou and Metal Slug X as marquee names... but then you realize awwww it's Samsho V instead of Special
Are V and V Special actually two separate ACA releases? That's already weird IMO. Hamster has never shied away from including revisions (including very different ones) in the same release.
There are two separate ACA releases, they are quite different.
Sankuro and Yumeji (SSV) were replaced with Samurai Shodown bosses, Amakusa Shiro Tokisada (SSI) and Zankuro Minazuki (SSIII), also the hidden character Poppy was replaced with Samurai Shodown II boss, Mizuki Rashojin.
Changed stages, and better game balance, they also introduced the moves Zetsumei Ougi//Overkill, which when performed, instantly ends the match for the opponent, regardless of how much health they have, these Overkill Moves are psychologically more violent than Mortal Kombat (series), no joke, so much so that in Samurai Shodown VI they removed both the blood and the screams//phrase of some characters.
However Special is better, BUT it doesn't have Story Mode.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Mustard »

Lemnear wrote: Fri Sep 06, 2024 1:31 pm
Sumez wrote: Fri Sep 06, 2024 12:26 pm
hamfighterx wrote: Thu Sep 05, 2024 3:25 am Volume 1 looked like the winner to me from initial scan, with Garou and Metal Slug X as marquee names... but then you realize awwww it's Samsho V instead of Special
Are V and V Special actually two separate ACA releases? That's already weird IMO. Hamster has never shied away from including revisions (including very different ones) in the same release.
There are two separate ACA releases, they are quite different.
Sankuro and Yumeji (SSV) were replaced with Samurai Shodown bosses, Amakusa Shiro Tokisada (SSI) and Zankuro Minazuki (SSIII), also the hidden character Poppy was replaced with Samurai Shodown II boss, Mizuki Rashojin.
Changed stages, and better game balance, they also introduced the moves Zetsumei Ougi//Overkill, which when performed, instantly ends the match for the opponent, regardless of how much health they have, these Overkill Moves are psychologically more violent than Mortal Kombat (series), no joke, so much so that in Samurai Shodown VI they removed both the blood and the screams//phrase of some characters.
However Special is better, BUT it doesn't have Story Mode.
u r so annoying nobody even replies to ur annoying posts. i wonder how many people have u on ignore :roll:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sengoku Strider »

Mustard wrote: Fri Sep 06, 2024 11:33 pm u r so annoying nobody even replies to ur annoying posts. i wonder how many people have u on ignore :roll:
Super weird coincidence, but somebody got banned for senselessly attacking people like this literally the day before you joined.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by BulletMagnet »

Sengoku Strider wrote: Sat Sep 07, 2024 12:00 amSuper weird coincidence, but somebody got banned for senselessly attacking people like this literally the day before you joined.
...and also today.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by SavagePencil »

Lemnear wrote: Fri Sep 06, 2024 1:31 pm
Sumez wrote: Fri Sep 06, 2024 12:26 pm
hamfighterx wrote: Thu Sep 05, 2024 3:25 am Volume 1 looked like the winner to me from initial scan, with Garou and Metal Slug X as marquee names... but then you realize awwww it's Samsho V instead of Special
Are V and V Special actually two separate ACA releases? That's already weird IMO. Hamster has never shied away from including revisions (including very different ones) in the same release.
There are two separate ACA releases, they are quite different.
Sankuro and Yumeji (SSV) were replaced with Samurai Shodown bosses, Amakusa Shiro Tokisada (SSI) and Zankuro Minazuki (SSIII), also the hidden character Poppy was replaced with Samurai Shodown II boss, Mizuki Rashojin.
Changed stages, and better game balance, they also introduced the moves Zetsumei Ougi//Overkill, which when performed, instantly ends the match for the opponent, regardless of how much health they have, these Overkill Moves are psychologically more violent than Mortal Kombat (series), no joke, so much so that in Samurai Shodown VI they removed both the blood and the screams//phrase of some characters.
However Special is better, BUT it doesn't have Story Mode.
Thank you, I’ve always wondered what was different (beyond the ultraviolence)!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Oh yeah, I'm familiar with the differences between them, but they are still a revision on the same game.
Rainbow Islands and Rainbow Islands Extra are essentially two completely different games, and they are in the same release regardless.
Lemnear wrote: Thu Sep 05, 2024 5:49 pm I don't know, Out Zone seems full of minutiae and pixel art details practically everywhere, it's certainly less technologically advanced than the others, but it seems much "richer" to look at, everything is full, there's practically no surface without a drawn detail.
For my money the first jaw dropper in arcade pixel art and technological fidelity combined was Daimakaimura, or Ghouls n Ghosts as we knew it of course. I think the game looks incredibly fantastic, and it's insane that it existed in 1988.
Out Zone looks nice, but I always thought of it as fairly par for the course for 1990. Parodius Da and 1941 were the same year. Final Fight came out the year before.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sima Tuna »

Sumez wrote: Sun Sep 08, 2024 8:59 pm
For my money the first jaw dropper in arcade pixel art and technological fidelity combined was Daimakaimura, or Ghouls n Ghosts as we knew it of course. I think the game looks incredibly fantastic, and it's insane that it existed in 1988.
That's a great game and imma let you finish, but... R-Type?

It came out in 1987 and had some pretty visually impressive stages.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sengoku Strider »

1985's Space Harrier is the most "holy shit this is from the future" game I can think of. I'm not old enough to have experienced it in arcades so I didn't get the full effect, but looking at it compared to contemporaries from that year like Tiger Heli it seems like it's from another decade.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Sengoku Strider wrote: Mon Sep 09, 2024 1:43 am 1985's Space Harrier is the most "holy shit this is from the future" game I can think of. I'm not old enough to have experienced it in arcades so I didn't get the full effect, but looking at it compared to contemporaries from that year like Tiger Heli it seems like it's from another decade.
Another century, perhaps? All those early 2.5D games felt like a possible version of 21st century games, possibly brought back to the 20th century via a time machine. By means of comparison, Sega released Teddy Boy Blues in the same year. A far more complex game mechanics-wise, but TBB had far plainer visuals. I am old enough (class of1980) to think that going to an arcade during the 1980s and play those games on their original cabs was the equivalent of entering a SF novella for a few hours: videogames felt like a technological rupture from the still sleepy and analogical life of the 1980s.

I absolutely loved Toaplan games but I found them butt-ugly except for a few late titles, and I always thought that Irem were geniuses of pixel art. The bigger companies (Sega, Taito, Namco, Konami) simply had more resources, though I am not sure that e.g. Outrun has more detailed pixel art than e.g. R-Type, once we set the scaling effects aside. Anything produced by Cave and other latter companies strikes me as simply less technologically advanced also because the budgets wouldn't allow for fancier effects and the hardware to run them, or so I guess.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by PC Engine Fan X! »

Sengoku Strider wrote: Mon Sep 09, 2024 1:43 am 1985's Space Harrier is the most "holy shit this is from the future" game I can think of. I'm not old enough to have experienced it in arcades so I didn't get the full effect, but looking at it compared to contemporaries from that year like Tiger Heli it seems like it's from another decade.
The first time I saw Sega's Space Harrier arcade cab was at Marriott's Great America amusement park back in 1986. It was unlike anything I had played before and was quite a brand new arcade game experience from the ground up. The gameplay was quite frantic and sweat-inducing indeed (considering that the action never let's up except for the bonus stage as your only temporary respite/break). Each quarter would grant you up to three lives per credit (but you could add more coins to increase your overall lives before starting a new game session -- how cool was that?). The music’s loud, enticing and practically draws you in. Yu Suzuki had a sure-fire arcade hit with SH in spades. To play SH, nowdays, on a 29" low-res 15.7kHz arcade monitor is truly quite awesome to see up & running with a pure unadulterated 60 fps framerate setup -- it doesn't get any better than that, folks.

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

Post by hamfighterx »

SavagePencil wrote: Sat Sep 07, 2024 2:24 am
Lemnear wrote: Fri Sep 06, 2024 1:31 pm
Sumez wrote: Fri Sep 06, 2024 12:26 pm
Are V and V Special actually two separate ACA releases? That's already weird IMO. Hamster has never shied away from including revisions (including very different ones) in the same release.
There are two separate ACA releases, they are quite different.
Sankuro and Yumeji (SSV) were replaced with Samurai Shodown bosses, Amakusa Shiro Tokisada (SSI) and Zankuro Minazuki (SSIII), also the hidden character Poppy was replaced with Samurai Shodown II boss, Mizuki Rashojin.
Changed stages, and better game balance, they also introduced the moves Zetsumei Ougi//Overkill, which when performed, instantly ends the match for the opponent, regardless of how much health they have, these Overkill Moves are psychologically more violent than Mortal Kombat (series), no joke, so much so that in Samurai Shodown VI they removed both the blood and the screams//phrase of some characters.
However Special is better, BUT it doesn't have Story Mode.
Thank you, I’ve always wondered what was different (beyond the ultraviolence)!
Lemnear described things very well, so not much to add... But I would also mention that the character select screen and pre-fight portraits are new in Special, and I think the Special art is really great. Good comparisons here:
Samurai Spirits 0/SamSho 5: https://www.fightersgeneration.com/games/sszero.html
Special: https://www.fightersgeneration.com/game ... ecial.html
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sengoku Strider »

Randorama wrote: Mon Sep 09, 2024 2:22 am though I am not sure that e.g. Outrun has more detailed pixel art than e.g. R-Type, once we set the scaling effects aside.
Yeah, the thing about Space Harrier is that it's not just the scaling technology, it has that wild Roger Dean album cover art-inspired world.

Image

Image

I'm not sure anything had ever looked as fantastical in games before Space Harrier.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sima Tuna »

Sengoku Strider wrote: Mon Sep 09, 2024 1:43 am 1985's Space Harrier is the most "holy shit this is from the future" game I can think of. I'm not old enough to have experienced it in arcades so I didn't get the full effect, but looking at it compared to contemporaries from that year like Tiger Heli it seems like it's from another decade.
+1, also 1986 had Outrun, which was a pretty crazy beautiful game and still is.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Sengoku Strider wrote: Mon Sep 09, 2024 4:27 am
Yeah, the thing about Space Harrier is that it's not just the scaling technology, it has that wild Roger Dean album cover art-inspired world. I'm not sure anything had ever looked as fantastical in games before Space Harrier.
Ah, I forgot about the game's references, indeed. As a 7-years old kid, I guessed connections between SH's art and those cover on my uncle's Yes albums and other books of illustrations that he had around the house. Again, it was just...mind-blowing? To be honest, anything by Sega involving "2.5D graphics" and dedicated cabs was stunning. I almost had an "out of body experience" when I played Thunder Blade on the dedicated cab the first time, as I literally felt as if I were piloting a 'copter.

The documentary Diggin' in the carts chronicles the creation of these early masterpieces and their origins in detail. I do not remember the precise episode(s), but there should be interviews featuring Kawaguchi and Suzuki, if I remember well (...among many others).
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Sima Tuna wrote: Mon Sep 09, 2024 1:03 am That's a great game and imma let you finish, but... R-Type?

It came out in 1987 and had some pretty visually impressive stages.
R-Type looks fantastic, and insane especially for 1987. It manages to overcome obvious palette limitations with pure artistic skill. Definitely a go-to candidate. It's crazy to think that only two years prior, Nintendo devs were still plotting in graphics as binary data, pixel by pixel based on grid paper sketches.
But I don't think it's in your face the same way Daimakaimura is. Large parts of R-Type still has a more generic Gradius 1-like look to it and lots of completely black or closely tiled backgrounds, until it breaks it up with those badass bosses. R-Type 2 was already a great step forward.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Daytime Waitress »

Randorama wrote: Mon Sep 09, 2024 2:22 am
Sengoku Strider wrote: Mon Sep 09, 2024 1:43 am 1985's Space Harrier is the most "holy shit this is from the future" game I can think of. I'm not old enough to have experienced it in arcades so I didn't get the full effect, but looking at it compared to contemporaries from that year like Tiger Heli it seems like it's from another decade.
Another century, perhaps? All those early 2.5D games felt like a possible version of 21st century games, possibly brought back to the 20th century via a time machine.
TRUE FACTS: Yu Suzuki is a troubled auteur from the year 2675, a time when human beings have evolved beyond physical limitations and are effectively immortal, but have an expiration date upon which they are decommissioned.
In order to buy himself enough time to complete his tortured Shaolin telenovella that no-one in the future will finance, he travels back to the 1980's with an armload of super cool gadgets and blags himself a job as a "game designer".
Spoiler
Before you dismiss this as a gigglesome shitpost playfully poking fun, weigh it against the actual saga of Shenmue's releases.
Spoiler
Mine's more believable, ain't it?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Bassa-Bassa »

What would be R-Type's obvious palette limitations? It uses the same hardware as Gallop or Air Duel.

Not that I think it didn't have awesome visuals, mind, but as friend of mine says, you'll find its merits better in the conceptual aspect of them (coupled with the music) than in the use it makes of the technology. The always-forgotten Side Arms is eight months older.

I think the first game which really left an impression of being a leap forward in graphics, of surpassing 8-bit aesthetics, was Gradius. Hang On and Buggy Boy were released only a bit later, though.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Daytime Waitress wrote: Mon Sep 09, 2024 9:32 am TRUE FACTS: Yu Suzuki is a troubled auteur from the year 2675, a time when human beings have evolved beyond physical limitations and are effectively immortal, but have an expiration date upon which they are decommissioned.
Oh, not 2175? I had the wrong date then :wink:
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."

I.M. Banks, "Consider Phlebas" (1988: 43).
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by MJR »

I am really happy to see recognition for R-type's visuals here.

One of the things that always frustrated me, especially back in the day, was that graphics were measured strictly from their technical merits. IE. amount of pixels, amount of details, framerate, is there any fancy effects, etc

R-type has absolutely supreme art direction, much better than any of it's sequels. Enemies feel original, they have recognizable shape and they interact in many unexpected yet believable ways which makes you immersed in the illusion. In contrast, many other games just have them moving as graphical blocks in the screen. I'm not surprised that the same graphic artist moved on to make Metal Slug later.

And yeah, Daimakaimura is absolutely fantastic with it's visuals. Lot of time and effort has been made to make the world believable. Trees and grass moving on the wind, first boss getting disintegrated one piece at a time.

To me, visuals are not just about how accurately you can render light and shadow, or how many details you can cram in, but how you can make the visual design, animation and movement work together to create an illusion of something that has personality and is "alive". It's interactive visual storytelling as it's best.

And yeah, I love the Outzone's visual design as well. Watching that giant of a boss to move below the level surface while you progress is the absolute highlight of that game.
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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 »

You gotta give some credit to the boss that just straight up cuts pieces off the playfield though
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MJR
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by MJR »

Sumez wrote: Mon Sep 09, 2024 1:52 pm You gotta give some credit to the boss that just straight up cuts pieces off the playfield though
Yeah, that too. It's the same thing; creating illusion that these are more than just sprites moving on a background.
Acid
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Acid »

Bought Rastan Saga, The Ninja Kids, and Salamander.
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