Unfortunately, Karnov only shows up in the prequel.

I haven't, but your report is exactly the motivation needed to ensure it'll be this weekend's mission.__SKYe wrote:Played a few more credits in Crude Buster, and managed to reach the last boss twice, but lost both times.
BIL, have you reach him? Absolutely fantastic, and bloody funny -- such a contrast between ridiculously weak versus brutal tough.
BIL wrote: "Small sack, LOTS OF CUM" - Nikola Tesla
It definitely could've used some kind of super/finisher throw - I'd like something executed out of a jump, ala Haggar's piledriver. I like to chuck 'em out of a jump anyway, for a little added oomph (however illusory).__SKYe wrote:Was thinking about what you said before about the fat guys in yellow -- they should be able to be punished a bit more (or faster).
The one thing this game is missing, is a Technos-style single enemy finisher: either Combatribes' face-against-concrete slam, or Double Dragon/Kunio's mounting strikes.
Might make a good Christmas project! I may give it a shot. Last holiday it was Holy Diver, a horror I've no desire to repeat. ;3drauch wrote:I've watched those Crude Buster gifs so many goddamn times now. You've gotta get a full playthrough up of this one; you've already teased too much!
Yeah, a air-throw/piledriver of some sort would've worked nicely as well.BIL wrote:It definitely could've used some kind of super/finisher throw - I'd like something executed out of a jump, ala Haggar's piledriver. I like to chuck 'em out of a jump anyway, for a little added oomph (however illusory).
True, much like Technos, in my case -- a company I've known and respected for a long time, but never actually gave (most of) their games a decent try.BIL wrote:Always glad to see others giving DECO some love.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
BIL, you're doing the lord's work.BIL wrote:And horeh sheeit...Crude Buster victory pose was a bit trickier to capture than I'd anticipated. GENS' BG disable left me with a black screen that was hard to nab sprites from, so I went to st4 boss's nice semi-blank wall (a rarity in this game's rather detailed backgrounds) and pieced it together from there. I wonder if there's some super 1337 sprite grabbing tools out there. Worth it though. One of action gaming's all-time great "sup motherfucker?" victory dances*. ¦3
Cool stuff, something you never get to see if you just play single player.BIL wrote:This also proved an informative jaunt! Family's over for holidays so I enlisted my faithful guinea pig/little brother as 2P, cause I wanted synchonised CRUDE DUDE posing - and thus we discovered the game does in fact have a super attack! Uh, of sorts. Chucking your buddy does brutal damage to enemies - two shots will defeat st4 boss's human form. Needless to say it's not a free lunch, with your buddy taking damage, but it seems a very fair trade. 2P also opens up some other interesting co-op mechanics... you can rescue your partner from enemy grabs, like the yellow's gorilla press and st4 boss's beast mauling. Wouldn't be surprised if there's more to do, but these alone round things out nicely.
It also feels tremendously nice to beat him with the stick that's close by.BIL wrote:Also, the st4 "evil Christmas" theme was quite the pleasant coincidence.
It's one of the things that will throw people off at first, since on most games like these, hitting enemies with a weapon will hit the whole group.BIL wrote:Absolutely love this game now. Have to say, I think club-type weapons should've decked multiple foes per swing - it's kinda exciting hacking down an incoming horde one by one, and it's hardly a big balance issue, but it'd give a little oomph to the otherwise marginalised strikes. Of course it's a game about grabs...
Yeah, not much of a problem, but since those enemies do throw them at an arc, I think it would be a bit more natural to be able to do the same.BIL wrote:also, as you said Skye, they missed a trick with grenades flying straight - feels a bit wimpy, though plugging enemies from across the screen is good compensation.
Good question. Without it, though, there would be no easy way to get some breathing room (something I find particularly important against dogs' and the midgets' pincer attacks, or even when the enemies clump together after you throw one into the group, and there're no weapons nearby to use). They did give it some thought, at the very least, since the way the tougher enemies will not be knocked back with jump kicks, seems to be a pretty effective counter to a player abusing them. Don't recall if they also don't get knocked back with standard punhes/kicks, but then again, I rarely use them, since this game is really made to use the grab mechanic.BIL wrote:Way, way clear of kusoge territory, this one. I do wonder how deliberate the crucially important, uniquely multi-hitting jumpkick was... seems either a minor bit of genius (a perfectly restrained escape artist tool, ala Splatterhouse 3 JP's roundhouse), or a really lucky break. As always in these cases, I ain't looking a gift horse in the mouth. ¦3
Yup, though Technos was pretty famous at one point (they did invent the beat-em-up genre as we know it, even if it was Capcom's Final Fight that later refined it), Data East deserves the moniker of underdog a bit more.BIL wrote:I found that fitting, from a Western action gamer's perspective... as far as I know, neither company ever had the prestige of a Capcom or Konami, or a Namco or Taito - but they were a dogged presence in the 85/95 decade, with a considerable haul of iconic arcade games and famous (if inconsistent) home ports between them.
Agreed. Though it is always nice to find (and preach about) good games regardless of developer, I find it extra nice when it comes from a lesser known/appreciated one.BIL wrote:Here's to underdogs. A sentiment that underpins this whole community, I guess.
Yeah, it was their first original title (though published by Capcom).BIL wrote:Guess I shouldn't say "surprisingly," because Dead Fox was by the same guys (a nascent Arc System Works, I heard?), and is on par with IREM's Metal Storm for ruthless FC-bred arcade-calibre killers.
I also don't have much playtime on it (reached 1-3 some time back, I believe), but really love the accuracy-style of gameplay and I find it a very well executed game (played the New Version, by the way). You're doing pretty good though, so good luck on getting that clear.Skykid wrote:Can we talk a little bit about the finessed beauty that is ROLLING THUNDER, arcade original? Has anyone 2-looped it yet? I've been heading to the arcade this past week to practice and I managed 1-5 yesterday with the first loop so close I cried out in anguish when the cheeky Masker came out the door and socked me one. The last stage is pretty hairy.
Is that your account, or is it a joint one with other people? Either way already found something nice there -- the Brandish 2 translation, thanks for the info.Skykid wrote:If anyone's interested I usually post my arcade exploits here along with other stuff.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Still just the one, which I imagine caused a few classic "stealin' all the powerups!" fights over the years.__SKYe wrote:Do you still just have a single Coke machine in the bonus rounds, or is there another? Though that 2P special drains one player's health, you can still offset it by drinking the cans on the bonus round right after.
Haha, I can already imagine one player kicking the machine, while the other steals the can before P1 has the chance to do so.BIL wrote:Still just the one, which I imagine caused a few classic "stealin' all the powerups!" fights over the years.
Skykid wrote:Would be interested to know the difference between the RT original and New Version. Don't even know which I'm playing.
The differences are outlined here, though the most important one (the gameplay blance) is the one I can't comment one, since I have neither played the NV far enough, nor the OV.BrianC wrote:Is the "new version" revision recommended for RT arcade?
Don't know if you're already aware, but we've recently discussed a recently updated website that contains a pretty detailed history of Sunsoft. Don't know if it qualifies, but just thought I'd let you know.Skykid wrote:It's my account, but I'll share anything hardcore gaming noteworthy that comes my way.
Wow, that's incredible! I've put that up straight away. Looking forward to going through the whole thing.__SKYe wrote: Don't know if you're already aware, but we've recently discussed a recently updated website that contains a pretty detailed history of Sunsoft. Don't know if it qualifies, but just thought I'd let you know.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Exactly, and that precision is also present in avoiding any kind of damage (one must be very careful about shooting enemies when a bullet is flying our way -- there's a fair amount of delay before you can jump after shooting the gun), since apart from colliding with some of the enemies (which will take half your HP) it'sa 1-Hit KO.Skykid wrote:Rolling Thunder is about as precision based a run n' gun as you can get. You conserve your ammo, count your shots to take out specific enemy types that arrive in sets, and are constantly against the clock, pushing you to learn a fluid path through the game.
It doesn't add any, and is also my major disappointment in this game. Especially disappointing since they went through the trouble of releasing a new version, but didn't fix this as well.Skykid wrote:Only major fuck up is that the score doesn't reset at continuing, even dishing out life extends. Considering that time on the clock contributes the most to your score, I have no idea why they would invalidate scoring this way. I haven't checked to see if it throws a digit on the end of the scoreline for continuing yet.
The illusion of safety, I'd guess. :3 Or maybe the illusion of generosity.__SKYe wrote:Always thought it weird that they included such a huge lifebar, when you're dead in 2 hits at most, and in a single one most of the time.
Ah, glad you noticed this! I forgot to mention last night, I was experimenting with the same approach.Also figured out why I was having so much trouble with the Rhino. I was letting him land after the jump, before pressing the grab button (something I carried from Ninja Gaiden, where I always prefered to slash an enemy after landing where possible, to avoid having the slash not coming out), but I forgot that you can grab enemies out of the air pretty nicely in this game.
The ones in stage 5? Nothing bulletproof yet - basically, I just try herd them to the left while making my way to the girder (exploiting their typically slow ledge jump), then nail at least two of them with it. Takes a nice chunk of HP, they'll start dying off soon after (assuming the girder doesn't kill any outright). Quite the organic spacing challenge, it seems! Will report back if I notice anything good.With that said, I still have a terrible time against the 3 flamethrower guys. Do you have a strat for them?
Haha, that's a big illusion indeed.BIL wrote:The illusion of safety, I'd guess. :3 Or maybe the illusion of generosity.
Old habits die hard, I guess.BIL wrote:Ah, glad you noticed this! I forgot to mention last night, I was experimenting with the same approach.
Yeah, something I've shied away from doing until very recently because I always ended up going up to the upper plane instead of grabbing things.BIL wrote:On the subject of air grabs, or just grabbing stuff that's overhead, I got foiled many times before absorbing that [UP] must remain pressed until the target is snatched. Let go of [up] even a frame too soon, and the grab will be cancelled. If jumping towards something I plan on snatching from beneath, I like to hit [forward] to launch the jump, then release the pad and promptly hold [up] so the grab will be ready to execute. This game's controls are at times ruthlessly strict... good job they're also absolutely responsive.
There are 2 groups of three if I'm not mistaken, one in stage 5 and another in the last stage.BIL wrote:The ones in stage 5? Nothing bulletproof yet - basically, I just try herd them to the left while making my way to the girder (exploiting their typically slow ledge jump), then nail at least two of them with it. Takes a nice chunk of HP, they'll start dying off soon after (assuming the girder doesn't kill any outright). Quite the organic spacing challenge, it seems! Will report back if I notice anything good.
Thanks for the work, it is a most fantastic pose. Definitely one of the best (and cheekiest) I've seen in a game.BIL wrote:Cleaned a few pesky garbage pixels off the gifs. Should be sorted now (source pngs). Quite relaxing, this, moreso than actually playing games tbh.Lazy Saturday.
Suddenly feeling more empathetic to those who did this for a living
Likely the sprite artist that forgot to set those pixels to transparent (or accidentally set them to black), I'd say; could've been the programmer if the entire tile was garbled (by providing a bad sprite index/offset), but it seems to be just those 2~3 black pixels.BIL wrote:I can see how those garbage pixels snuck into one of Hiryu's steep slope-walking frames in Strider. Damn things hang around like semi-invisible glitter. Must've been gutted, whoever slipped up. Particularly if it was a programmer-side error while handling someone else's work!
They must have received a fair amount of crap for this, so no doubt they wanted it fixed on the port.BIL wrote:Wonder if Kiyoshi has ever commented on it, haha. In another odd tangent, the excellent PS1 port was rebuilt from CPS code by ex-DECO staff. The affected frames are cleaned up there, naturally.
One thing I noticed with the AC version is that while it lacks the brief enemy invulnerability time of the MD version, it's also possible for the enemies to hit you multiple times.__SKYe wrote: OK, I've just tried the arcade version of Crude Buster, and I now understand how Sumez and Skykid might have thought it was a kusoge -- it plays quite differently than the MD port, and in my opinion the MD is much better executed -- it only loses in the audio and graphics departmen, though that is to be expected. The voice samples in the arcade version are awesome too, and really complement the macho, punk game world.
Oh yeah, and coupled with the devs tendency to have massive work schedules, it's no wonder.BIL wrote:About Strider, I totally forgot to say - I remember the devs (I think it was the game's director Isuke himself) mentioning Hiryu required a massively greater amount of frames than their typical player character - definitely jives with that odd mistake.
It's pretty damn funny, especially when he appears and points his finger at you accusingly. He's genuinely pissed at you for beating up his creations.Just finished my first credit feed of MD Crude Buster, and you definitely predicted my reaction to the last boss.Towards the end I thought the gag had gone on a bit long, but when he
I think I knew what DECO were going for.Spoiler
TURNED INTO THE FUCKING DEVIL AND ATE MY LAST TWO CREDITSI love the cheesy, dramatic BGM during his "tragic" intro sequence.
No problem, I also think it is much more fun to play, and come up with tactics by myself, and later compare with how others do it.BIL wrote:Few things I noticed this time around - apologies if I end up repeating you. I've still not checked your notes, as there's a few problem spots I want to wrestle with a little longer. I could see this being a quickly-planned but wickedly easy-to-botch 1CC, let alone 1LC.
Against the stage 1 bosses:BIL wrote:As you said, the double st1 boss rematch is particularly mean! Last weekend I still didn't know how to fight st4's beastman on flat ground, and he ate me alive - so I totally blanked these two.
You mean the mid-stage machines? I always get 4 sodas before they destroy. It just seems related to how much damage you inflict on them, rather then how much time passes. Or do you mean the bonus round machines?BIL wrote:-you get enough time for two sodas (safe) or three (tight) while also destroying the machine for the 1UP. Always knew you could fit in a few but didn't put hard numbers on it until now. With truly TASlike timing, I imagine you could squeeze in four, but it'd be intense. ()
I've taken so much damage from this, that I've grown used to beat every enemy in the vicinity before attempting to drink.BIL wrote:-as long as your character's hands touch the machine sprite, you'll grab the soda; sounds trivial but can be a lifesaver in-stage when scrolling forward will spawn more enemies.
On the stage 5 group I've learned to abuse the small ledge on the top plane, and jump kicking when necessary, because they will treat that small height as they do the upper plane, and will jump instead of attacking you.BIL wrote:-the st5+6 flame troopers, ah yes... now I remember how nasty these guys are. I got radically variable results depending on my positioning - basically, the more exploiting of the AI's endemic troubles with transitioning to high/low ledges, the better. Actually, this goes for even the relatively easy pair in st4. As you say their range is lethal, so approaching head-on isn't a great idea.
Agreed, and they also have the most unique and varied moveset of all the non-boss enemies (including the white haired, Beast's 1st form). Their mixup of pistol-whipping when you're close, a small burst of flames, and a sustained flamethrower that will put the ground ablze for a while, is pretty neat. They even fire their flamethrower at an upward angle, should you try to jump on them.BIL wrote:Although they're nowhere as unique in appearance as some of the other enemies and bosses, these guys are some of my aesthetic favourites - there's a grimly utilitarian horror in HAZMAT-suited troops wielding flamethrowers amidst the ruins of civilisation. Contagiontastic!
Yup, pretty damn demanding, but it is a great game though.BIL wrote:-regarding bosses, this is really a game of deadly-precise AI manipulation, isn't it. Last boss will eat your goddamn face initially, but just like all the rest there's a distinct fatal flaw to figure out. I managed to work out a no-hit routine on my second time reaching him, after dying literally half a dozen times.Looking forward to deploying it on a 1CC attempt!
Well, get ready for big news.BIL wrote:The one cold spot (st1+2's are harmless but die fast) is st5's Literal Spider Man. Doesn't do a whole lot, even with his potentially insta-killing grab. He looks rad at least.
Spent a very brief time with it, but some things are immediately clear:BIL wrote:Interesting to hear a direct AC/MD comparison - the one thing I could've swore I remembered from my brief time with the former was the jumpkick not behaving the same (no multi-hit, IIRC). That and "WHATTA DAY," of course!
Ah that's right, forgot that, good call.BrianC wrote:One thing I noticed with the AC version is that while it lacks the brief enemy invulnerability time of the MD version, it's also possible for the enemies to hit you multiple times.
After an absolutely disastrous first few attempts at the st5 rematch, fighting him without the obvious advantage of the ledge, I've got him nice and locked down.__SKYe wrote:As for the Beast, I still do what I posted previously in spoilers, though it's still a bit sketchy -- it requires a pretty strict timing.
But once again, I find that, should I fail to grab him, and if he hits me instead, the best thing to do is to move forward, to avoid his pounce attack, and just regroup on the other side and try again.
The bonus round ones - the midstage ones will indeed give four every time, then blow up if further abused. Actually I totally forgot they can time-destruct, too - usually I'm frantically trying to stop enemies (particularly those bastard grenadiers) from finishing them off.You mean the mid-stage machines? I always get 4 sodas before they destroy. It just seems related to how much damage you inflict on them, rather then how much time passes. Or do you mean the bonus round machines?
Yeah, no matter your score, taking out the bonus stage machine gives its destroyer a 1UP. Now I almost wonder what happens if you destroy it by chucking your buddy into it...Also 1UP? Never knew about that.
That delay is an absolute bastard - I'm pretty sure if the red "Go" arrow appears, the coast is clear, but I'm not about to bet on that!I've taken so much damage from this, that I've grown used to beat every enemy in the vicinity before attempting to drink.![]()
The developers really take the piss on you here, as on some of the coke-machines, there will be a pretty generous delay before an enemy spawns, to lure the unsespecting player into grabbing the can and then being totally defenseless while drinking.
I was pleasantly surprised at how quickly I figured that out; basically II can mostly avoid his ceiling-egg-droping routine now, so it's getting better.
Ah, very cool - I had a suspicion you could just grab the bugger! Who Dares Wins, indeed.Well, get ready for big news.![]()
Was fighting him for the n-th time, and as I was waiting for him to drop down from his web, I started to think how nice it would be if you could grab the bastard out of his deadly drop. Tried a few times, still moving away a bit to avoid his grab, and guess what You can!!!
The best part is that, after you grab and throw him, he'll start attacking from his ground routine, bypassing the slow web-riding part.
Was really happy, and consider it one of the highlights of the game -- how even the most vicious of foes can be grabbed out of their most deadly attacks, if you have the balls to do so.
Yeah just tried it, and it indeed gives you an 1UP. Man I went all this time not knowing it.BIL wrote:Yeah, no matter your score, taking out the bonus stage machine gives its destroyer a 1UP. Now I almost wonder what happens if you destroy it by chucking your buddy into it...
Leg sweep? yet another thing I didn't know off.BIL wrote:I was pleasantly surprised at how quickly I figured that out; basically ISpoiler
just get near the drop point, and spam the legsweep (hold down+forward while attacking). At first I was trying to jump them, which quickly seemed like suicide, and then I was carefully sweeping them individually, which is tricky - spamming seems totally safe though. Was also a bit of a "Chekov's Gun" moment for that legsweep, haha!
Tried aone more time, and you do need to move away from his swoop before grabbing up. Actualy you might not, given how strict the grabs' timing can be, but all the times I've tried to grab him as he descended ended up with my character getting taken.BIL wrote:Ah, very cool - I had a suspicion you could just grab the bugger! Who Dares Wins, indeed.
Good catch! I noticed the small jump too, but actually thought it was of no use, and prefered if the roll could be performed with just Down+Jump instead of having to press forward as well.BIL wrote:Another random thing I noticed this time around - the low jump (hold [DOWN] before hitting the jump button) is really useful at warding off dogs n' dwarves. The regular-height jumpkick will quickly lose them, leaving you stranded; the low one is an unstoppable guillotine, and even if you're surrounded, just waggle the pad for a two-way attack. Previously I had to hop all over the screen during the larger assaults of st3+4, was glad to figure this out.
Yet another great strat. Will probably also use that instead of mine.BIL wrote:Went back and looked at your st4/beastman strategy - mine is pretty much the same for both his human and beast forms.The st5 rematch went from an absolute horror to a relative breeze once I nailed this method, though as usual with this game, you'll get punished hard if you screw it up.Spoiler
As the beast, walk away from him - he'll chase and pounce, completely whiffing as long as you don't stop moving. Turn and grab him as he whiffs, then slam him far offscreen - when he returns, just repeat the process.
Yeah, those are no problem, and they all fall for the same thing.BIL wrote:For his human form, and the later clones, I do similar... get near enough to bait his slide, do an immediate 180, then turn and crouch-grab him. You can actually grab him directly out of the slide, which is useful if you need him slammed pronto, but it's additional risk for little grain (besides style points, of course).