^ really? i thought that's why he was trying to delete everywhere they were uploaded. yeesh.
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anyway, in more relevant news, i played through
mitsume ga tooru twice, today! i... am frankly disappointed, here. a lot of the enemies & bosses have annoyingly high HP, uninteresting/repetitive patterns, and the whole money system feels like it just hits the pacing even harder in making it more sluggish. once you get good you can navigate through it without needing to really stop and get most of the money, but that only makes it and the shop
mostly superfluous at best. why not just get rid of them for a more traditional power-up system that doesn't make you stop dead in your tracks to juggle shinies? shatterhand was a year before this and already had a better system in place.
on my 2nd play, i only died twice. once to a very stupid platforming mistake and once on the final boss, who i only died to because the cat walked in front of the screen. that's also why i've still yet to record mutant apocalypse - she's been going
fucking nuts lately and i can't leave her alone, and the recording equipment and TV i usually use are in a separate room i can't let her into. normally i just go in there and let her chill in the hallway, but she starts pitching a fit lately :[ she's 6 months old and we're about to get her fixed, maybe she'll start to mellow.
anyway, mitsume ga tooru - it's okay. i mean, it's decent, it's just i was expecting a lot better from '92 natsume on the famicom. not a lot of substance, it's just an above-average fc platformer. there's at least the usually high production value and good tunes, though! hoping i'm not let down by captain saver like i was with this. i'll try to record a nomiss on the same day i do mutant apocalypse, which will hopefully be tomorrow. i kind of worry this is going to be boring, though, hard to make this game look cool without some obnoxiously precise tricks with the spear that would require more practice than the game deserves.
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ah, snap, might as well mention this in here, too. i also played
jungle no oja tar-chan for the sfc a couple of days ago. a friend sent this to me as a gift along with a couple of games i bought from him. holy
fuck this game is terrible and quite frankly worse than many western platformers of the time. incredibly slow, awkward movement that requires bizarrely tight precision as the game goes in, including familiarity with the total nonsense hitbox of his hover mode. you jump really bizarrely high and most of the (five) levels are incredibly vertically-oriented mazes. there are trial-and-error traps that can harm you, and despite them only taking one of your ten hit points, that starts to add up really quickly between what porn mags (yes, really) you can find to restore your, erm, masculine vitality?
considering the absurd length of the stages and the amount of trial-and-error, surprises, and platforming you're meant to re-attempt (lots of bits where you'll fall and have to redo a large portion of the stage), i ratcheted the difficulty down to easy (this game is pompous enough to have a hard, as well) so that i could take 20 hits just to get through it. even then, i died a couple of times and was sent back to the beginning of the agonizingly long stages. every boss fight after the first is some sort of fighting match with an opponent who will block almost all of your attacks, and you just kind of wait to figure out how to bait their openings. if you don't kill them quickly - and you won't on at least a couple - they restore health and it goes to another round, thus further prolonging an already miserable game.
i was kind of holding my breath for this to be semi-decent throughout the first stage, where i was charmed by the sprite art, but man it is a nearly straight downhill plunge after that (stage 4 is a slight bit of a reprieve before stage 5). this feels like a euro platformer or something, don't be fooled by the distinctly quality japanese visual design. it's apparently based on an anime that appears to be
outrageously stupid -
amazing