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

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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 8:07 am
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.
Ackchually..

https://x.com/akio_1963/status/1653338778478739456
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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 »

Jesus christ! That's amazing.

Also funny to see the genesis of a longstanding phallic tradition worthy of the Dick Stock thread!
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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 »

Akio-sama wrote:As you can see, the design was controversial and caused a stir within the company.

However, my boss said, "I'll take responsibility! Go for it!" and I was hired.
That man is a DSS or Dick Stock Saint (■`w´■)
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sturmvogel Prime »

Image
The Early (Arsenal) Bird

Sigh, more Namco.
VS. Battle City is this week's release.
https://www.famitsu.com/article/202409/17345
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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 »

Nice; cannily takes care of that awkward gap between ancient hardass Tank Battalion and youthfully irrepressible Tank Force. :cool: A serendipitous arcade trilogy reunified. Vs System port a reliable USP, as always; FC original is on M2's beautiful Namco Museum Archives Vol.2, so that version's well-catered for, even if you don't have the cart!
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

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

Post by SeafoamGaming »

Oh yay, i do like these VS series games! One step closer to Quest of Ki.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Jeneki »

No fair. When I press the start button, there's no giant text scrolling across the screen WELCOME TO BATTLE CITY!
Typos caused by cat on keyboard.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Steven »

Got Metal Black and Task Force Harrier today. Also PS5 Ratalaika Gleylancer, which seems to have lower lag than the Switch version, fortunately. Just now realized that I forgot VS. Castlevania and Gun Frontier yet again.

Have not played Metal Black yet but Task Force Harrier seems cool. It lets you set anti-air, anti-ground, and a combined anti-air+anti-ground buttons. Is there any reason to not use the combination button?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sturmvogel Prime »

Tony Gibson and Raymond Brody are ready to hit the crime infested streets and save a troubled city.

Taito's Crime City is this week's release.
https://www.famitsu.com/article/202409/18023
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Awesome game. Got a 1CC on my PCB a couple of months ago: https://www.youtube.com/watch?v=fAC2d7WtgYY

Took a total of less than 5 hours of playtime, so it's definitely easy for an arcade game, but I think there's potential for some fun challenge runs. I think a "no shots fired" run is possible.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Daytime Waitress »

I was set to pick up something during the Hamsales, but with a long weekend coming up, I'm wondering if I can't enjoy it some other way.
My stock of lapsang souchong has dried up, so tea time is out.
I'm kinda at a loss here, gang - is there some other kind of time that I should be going for?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Lemnear »

Steven wrote: Wed Sep 18, 2024 6:49 am Got Metal Black and Task Force Harrier today. Also PS5 Ratalaika Gleylancer, which seems to have lower lag than the Switch version, fortunately. Just now realized that I forgot VS. Castlevania and Gun Frontier yet again.

Have not played Metal Black yet but Task Force Harrier seems cool. It lets you set anti-air, anti-ground, and a combined anti-air+anti-ground buttons. Is there any reason to not use the combination button?
There is no reason to do so, because if I remember correctly your anti-ground attack is not infinite. But maybe I remember wrong.
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Shucks!

Post by BIL »

What?! ACA Crime City? On my day-off?
Daytime Waitress wrote: Wed Sep 18, 2024 10:29 amI'm kinda at a loss here, gang - is there some other kind of time that I should be going for?
I'll answer via the medium of song ;3
Steven wrote: Wed Sep 18, 2024 6:49 amTask Force Harrier seems cool. It lets you set anti-air, anti-ground, and a combined anti-air+anti-ground buttons. Is there any reason to not use the combination button?
Offhand, the delay between Ground Shots is long enough that I liked having discrete buttons for certain parts. Don't want to swat a flying zako only to get the dead man's click as you go for a flyby bombing run on those AA tanks.

Other times, if just hammering a hard target, letting rip with the combined button simplifies matters. Same situation as with certain Gradius ports that offer Shot+Missile buttons, really. :smile:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Ohhhhhhh :mrgreen: I wish that we finally get Crime City’s credits, even if I guess that the team is mostly the same from Thunder Fox. Now, let’s blast that OST loud to celebrate (at work, of course. I am the boss so it’s fine and the juniors usually complain that they cannot hear well, actually).

Sumez: I think that the final boss cannot be reached with rolls/punches. Are hand-grenades fine, for a ‘no shots’ challenge?
Last edited by Randorama on Thu Sep 19, 2024 12:47 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 Sumez »

Randorama wrote: Thu Sep 19, 2024 2:58 am Sumez: I think that the final boss cannot be reached with rolls/punches. Are hand-grenades fine, for a ‘no shots’ challenge?
Yeah, I was thinking grenades are fine, mostly for that reason. But it actually gives them some utility too (the game has like three 'nade drops outside of there, and you just use them immediately and it doesn't matter).
The final boss has respawning guys that drop grenades, and it's pretty predictable because all respawns are following a very specific cycle.
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Re: Shucks!

Post by Lord British »

BIL wrote: Wed Sep 18, 2024 7:23 pm

I'll answer via the medium of song ;3
Ooh, and that's the N-bomb version!
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Re: Shucks!

Post by BIL »

Lord British wrote: Thu Sep 19, 2024 11:48 am
BIL wrote: Wed Sep 18, 2024 7:23 pm

I'll answer via the medium of song ;3
Ooh, and that's the N-bomb version!
Crikey! :o Never caught that. Seems, uh, poignantly instructive... top ten Nasty Words not to call a bloke armed with a knife? :lol:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Sumez: I will try a punch-roll-somersault-grenade run, but I suspect that the game will suddenly get really hard. Unlike Shinobi that awards a "no shuriken" bonus each stage to players only using sword attacks, Crime City does not seem designed with a "no bullets" approach as a possibility. The bosses seem particularly hard to handle only with punches. I did 1-CC the game as a 10-years old and even used to have "no bullets on stage 1" runs, but maybe I simply never tried hard enough beyond that initial feat :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 Sumez »

I actually think the game feels very much designed around "no bullets" honestly. Especially the bosses actually, I think the only one I actually care to shoot at is the final boss (check the replay I linked).

IIRC the helicopter times out, too.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Daytime Waitress »

Randorama wrote: Fri Sep 20, 2024 8:30 am I did 1-CC the game as a 10-years old
You're making me feel bad for credit-feeding my initial run with it (っ- ‸ - ς)
I'm out here getting my arse destroyed by Dick Beyer from level 2 onwards.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Sumez:

...Whence my 'didn't try hard enough' comment :wink:

There are no specific bonuses that I do know of, for a 'no bullets' run, so I would say that it is an option that players can pursue but that designers didn't want to reward with score bonuses...but I may be wrong, again. Opinions and so on. I cannot open the link, China and VPN etc.

Waitress: I am pretty sure that I died at the first boss when I tried it the first time. A bit of perspective: it took me three months of attempts, not five hours :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 Sumez »

Oh yeah, I think the primary reason no-bullets is doable isn't an intended challenge, but just the fact that the game allows you to run out. However, I don't think you need to be particularly stingy to avoid running out, it's a pretty far cry from Rolling Thunder. In fact it feels like a game that would benefit from more limited ammo, if only to force the player to make sure their shots count.
I'm not a fan of ammo limitations in video games in general, but I think in this odd subgenre there's a lot to gain from enticing players to prioritize precision over wanton violence. Nailing one enemy with every single shot just makes you feel like a real sly spy.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Agreed: I had a few runs to refresh my memory and the game is quite generous with weapons and with time, too. So, I suspect that you are indeed right in the "no-bullets" challenge being a "covert" intention among the designers' intentions. I will elaborate, with the risk that I am simply writing down what you do in the video :wink:

(tangent: actually I could check from work as we have VPN, but I will be doing that on Monday: "scholarly research purposes", indeed! :wink:).

Stage 1 can be easily cleared with a "no-bullets" approach and I even learnt that, back in the day. Stage 2 is tricky if the alternate sections involve a hostage situation: saving the hostage girl only with punches requires a lot of patience. The gallery shooter sections are simple: just dodge bullets. The boss is tricky but doable, indeed.

Stage 3 involves tricky jumps and risky situations because there are a lot of environmental obstacles, and the boss requires a specific technique (well, just dodge his shots if you cannot punch him quickly, right?). Stage 4 has a lot of sniping enemies and peculiar situations (e.g. the enemies shooting from above), so time should become an issue. At 120 seconds per stage and when pursuing a "no-bullet" challenge, stage 4 should become quite a challenge and leave very little room for mistake.

Stage 5 can be cleared in the default 120 seconds and with one weapon refill, but players really need to advance steadily. If the RNG is unfavourable, players will not get an extra 20 seconds (i.e. the "clock" power-up) until the very end of the stage. With a "no-bullets" approach, the stage becomes a hard challenge if only because every punch/roll attack must succeed and players need the clock bonus to be on the safe side. Stage 6 sums up all those challenges and adds the final boss battle, which indeed revolves around throwing grenades left from zakos.

On top of all this, the bonus sachet of...something (ah-hem!) should be worth 300 points if collected immediately, but worth less (100 points, then 50 points) otherwise. RIght now, I am also getting the impression that they appear more often when a player uses physical attacks. So, a "no-bullet" run would offer more scoring opportunities, force players to be very aware of the clock, and engage with stages' layout and enemies' positioning in a much more precise manner.

If all of these ruminations are correct, you should indeed be right on the money. That would be great in my view, as it entails that the game has something of a "deeper" design than I always thought. A loose connection is that Thunder Fox should have been produced by roughly the same Taito team and emphasises the "no bullets" approach and speed runs in a more explicit, score-driven manner (i.e. time bonuses and weapon/bullet bonuses are considerable). Ironically, it is a more "pure action" style of game, at least on the surface.

Crime City is still not as strict as the two RT games, of course, but that is a good thing in my book. :wink: and re: sly spy (ah! I am chuckling as I write!), I love DECO but their idea of this micro-genre was, uh, more Rambo than Bond, given how much ammo, special weapons, etc. the player can get :mrgreen:
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Randorama wrote: Sat Sep 21, 2024 3:00 amStage 2 is tricky if the alternate sections involve a hostage situation: saving the hostage girl only with punches requires a lot of patience. The gallery shooter sections are simple: just dodge bullets. The boss is tricky but doable, indeed.
You don't need to save the hostage though, I'm not sure there's even a score advantage which is kinda nuts!
He's a midboss later on, but I'm pretty sure you don't even need to kill him on stage 2.
I never try to shoot the boss, that's too risky. Goons spawn in a completely predictable pattern and can be taken out before they do anything. The only risk here is a stary molotov from one guy in the left side that I use one shot to take out to play it safe. Usually the bottle will land in a place you can easily avoid, but it's not guaranteed. I'm sure it can be manipulated, but I found out that a planned bullet in his general direction was the easier solution, so I didn't pursue it, not having the luxury of savestates to help me.
Stage 4 has a lot of sniping enemies and peculiar situations (e.g. the enemies shooting from above), so time should become an issue. At 120 seconds per stage and when pursuing a "no-bullet" challenge, stage 4 should become quite a challenge and leave very little room for mistake.
Stage 4 is where the game picks up, and the primary point where I stopped thinking about no-bullets. It rewards a very aggressive playstyle, shooting in both directions to take out guys trying to pincer you - scroll right with a bullet flying ahead of you, and dudes will fall as they scroll in. This stage even has a pistol with infinite bullets.
But with how predictable the game is, I'm sure it's possible to just plan a route with some patience.
RIght now, I am also getting the impression that they appear more often when a player uses physical attacks. So, a "no-bullet" run would offer more scoring opportunities, force players to be very aware of the clock, and engage with stages' layout and enemies' positioning in a much more precise manner.
That would actually be very cool design if true, but I'm not sure? From what I remembered, all drops are static and preprogrammed (or at least rely on an equally predictable algorithm). Maybe that's not true for drugs, erh, score pickups?
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Randorama »

Re: mid-boss/hostage situation...no, it should simply be a set-piece to make stage 2 and 3 a bit more entertaining. I did not notice any bonuses for saving the girl and/or the lady.

I also used the same strategies you describe on stage 2's boss, indeed. Stage 4 would require a lot of patience, especially the boss: he tends to hide in the right corner, so a "no bullet" approach would involve a lot of fast baiting him while the various goons spawn from the left side. Still, it looks doable.

A fun fact: on Stage 5 you can punch the laser turrets, which looks kinda badass and very 1980s :wink: On Stage 6, I noticed that the helicopter section seems to require that you kill the last two goons after the helicopter flies away. I wonder if they actually spawn off: I killed them at 4 seconds left. The second and final part of the stage would require quite a bit of planning, but it also looks doable indeed.

I also believe now that the drug sachets, or whatever the bonus items are, drop from specific enemies or at least in limited numbers (e.g. no more than 10 per stage 1?). As long as you collect them quickly, they are worth 300 points. Weapons always drop from the same enemies, so this aspect is completely static.

Overall the game looks really simple and predictable, though a "no bullets" run actually makes quite a bit of sense to me, now. It feels like Taito were going for a simple and quite replayable experience, if only because of the atmosphere and the fast-paced action (a 1-CC is possibly no more than 15 minutes?). To be honest, I had/have this feeling with quite a few Taito games (e.g. The Ninja Kids, if we think about recent ACA releases): if anything, it feels like one quintessential type of arcade experience, to me :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 Skyknight »

I'm trying to think of which shmups are still up for each of the Big Three. At the very least, I can recall at least one for each:

Namco: Blast Off
Taito: Wyvern F0 (Has Asuka & Asuka been done yet?)
Konami: Salamander 2 (Now watch it be announced in 29 hours >>;;;; )
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sturmvogel Prime »

Skyknight wrote: Tue Sep 24, 2024 2:08 am I'm trying to think of which shmups are still up for each of the Big Three. At the very least, I can recall at least one for each:

Namco: Blast Off
Taito: Wyvern F0 (Has Asuka & Asuka been done yet?)
Konami: Salamander 2 (Now watch it be announced in 29 hours >>;;;; )
Namco: Blast Off, Galaga Arrangement, Xevious Arrangement, NebulasRay
Taito: Space Invaders, Space Invaders II, Return of the Invaders, Majestic Twelve: The Space Invaders Part IV, Space Invaders 95, Asuka & Asuka, Wyvern F0, Darius Gaiden, Gridseeker: Project Storm Hammer, RayForce, Gekirindan, RayStorm, G-Darius
Konami: Parodius, Twinbee Yahoo!, Salamander 2, Gradius IV

Hope we can see on of those this week.
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Sumez »

Sturmvogel Prime wrote: Tue Sep 24, 2024 8:25 am Hope we can see on of those this week.
Even the Namco ones? :P
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Re: I'm so glad that Hamster's Arcade Archives are a thing.

Post by Lemnear »

Sumez wrote: Tue Sep 24, 2024 10:14 am
Sturmvogel Prime wrote: Tue Sep 24, 2024 8:25 am Hope we can see on of those this week.
Even the Namco ones? :P
yes, i want NebulsRay :P
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