Favorite single-screen games

Anything from run & guns to modern RPGs, what else do you play?
Randorama
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Re: Favorite single-screen games

Post by Randorama »

Roo:

Thanks a lot, and yes: I was playing the arrangement title and I was wondering if, by chance, other later titles existed that featured the same approach to the franchise.

I had a brief look at the fandom wiki, and it seems that there is a ton of games, though the arcade ones are the original Pac Man series (i.e. Pac Man, Ms. Pac Man, Super Pac Man, Pac Man Jr., Pac Land, Pac Mania and Pac Man Arrangement).
Pac Mania does not really count as a single-screener, but it is too good not to be mentioned in this post :wink:

There are also a lot of ports and console originals that include 3D mazes...but I guess that I can save those for later (like, the 2030's at this "gaming rate").
Would you be able to ask your friends if they can suggest good clones/games within the same micro-genres?
Raimais is a given, but I believe that there should be 2-3 more titles there are more or less worth mentioning, I believe.
"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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Sumez
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Re: Favorite single-screen games

Post by Sumez »

Ok, Pac-Man Arrangement looks genuinely fun. Is it possible to snatch the Jamma PCB nowadays without paying a fortune?
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Marc
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Re: Favorite single-screen games

Post by Marc »

Sumez wrote:Ok, Pac-Man Arrangement looks genuinely fun. Is it possible to snatch the Jamma PCB nowadays without paying a fortune?
It's brilliant, I'm currently bouncing between that and Mania on the recent comp.
Also getting into Rod Land lately. Always thought the main sprite was too big, but the hit box must be tiny, along with the ladder mechanic it's possible to pull off some quite flashy evasion in a pinch.
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Re: Favorite single-screen games

Post by Sumez »

Rod-Land is amazing, I'm glad it's on ACA now. The NES port is really shoddy, and oddly the Amiga was the only platform to ever get a decent one.
Friend of mine is gonna stream the game for our 1CC Arcade Marathon this Saturday: https://horaro.org/shed1ccrev2/1ccschedule
Hope I can talk him into doing the second game mode too, because the default game is a bit on the easy side.
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Re: Favorite single-screen games

Post by sunnshiner »

Ah, yeah, Rodland is ace! 8)

Bomb Jack is brill and I have a soft spot for Crystal Castles too.
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BareKnuckleRoo
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Re: Favorite single-screen games

Post by BareKnuckleRoo »

Randorama: Sorry, guess I'm preaching to the choir then! =D

I recently got to try Pac-Man 256 at a meet. It's not single screen but rather a chaotic infinite scroller where you're racing to keep ahead of a zone that'll kill you. I'm not sure it'd be amazing in single player but with 4 players it was hilariously fun. It was on the Switch collection that has a bunch of the games in the series.

Sumez: Tops has one for sale. It's gone up a bit in price, I paid about 49000 yen for mine in 2019. https://www.tops-game.jp/products/detai ... ct_id=4257

You're gonna spend a bit of cash because it's got some big names in the collection (though Rally X is not my cup of tea). Dig Dug Arrangement's a lot of fun too. I was quite happy with this purchase because it was also a nostalgia thing for me as a local community center used to have one of these in a cab.
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Re: Favorite single-screen games

Post by Sumez »

That's over $600 shipped. Probably around three times higher than my threshold :D
That's what I get for not being aware of these things in good time.
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Re: Favorite single-screen games

Post by Randorama »

Roo:

I may not be exactly part of the choir, but I believe that I like maze games enough to enjoy playing them.
Some background...

As hilarious it may sound, I am spending holiday time to plan future game conquests and I realised that I never 1-CC one title within this genre (...and I am too old to have such a gap in my gaming CV, I daresay).
Pac Mania, Pac Man Arrangement and Raimais (JP) seem the most obvious candidates, though the first title is frankly really beyond my skill level, for now.
I will go with the second and third titles over the next few months, if real life will allow me to do so.

+1 for Rod-Land, the sweet and cutesy game in which you play a cute lil' elf smashing poor li'l enemies left and right. All to save mommy, so it's perfectly acceptable behaviour :wink:

Another query: brief comments on Bomb Jack, anyone? There are basically two arcade titles, aren't there?
"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: Favorite single-screen games

Post by sunnshiner »

Randorama wrote: Another query: brief comments on Bomb Jack, anyone? There are basically two arcade titles, aren't there?
I love Bomb Jack (I play the 'set 1' rom, dunno what the differences are*) and I use an arcade stick with two of the buttons mapped to jump/hover (in Retroarch) with one of them on auto for the hover function.

* edit- a quick google suggests it's just a spelling correction-

https://tcrf.net/Bomb_Jack_(Arcade)
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Air Master Burst
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Re: Favorite single-screen games

Post by Air Master Burst »

Bit of a deep cut here, but Jetpack for good old DOS is one of the finest single-screen experiences I've ever played. Collect all the gems in the level to open the door, then get to the door to exit to the next level. Simple! There's 100 levels of varying brutality. Spike traps, conveyor belts, false floors, ice to slide on, the works! Jetpack features a really great lineup of enemies that each have unique behavior (and they can use teleport pads the same as you!), your jetpack requires careful fuel management, and you can use your electro zapper to destroy bricks. Also comes with a truly fantastic level editor, and in true early 90s fashion has a christmas version with alternate sprites and levels.

I spent hundreds of hours on this as a kid in the mid 90s. Can't recommend it enough. Has a dubious-looking sequel I've not yet tried.
King's Field IV is the best Souls game.
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BareKnuckleRoo
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Re: Favorite single-screen games

Post by BareKnuckleRoo »

Seconding this, I've wasted many hours making hundreds of levels as a kid for Jetpack. There's also some neat tricks you can do such as hovering in place by pressing down while using the jetpack. Even levels without jetpack fuel can be made for fun platforming action.

The sequel indeed looked dubious (I think it was made as a Flash game if I recall) and I've never had a chance to play it either.

The dev also made a puzzle game called Squarez Deluxe but I've never had a chance to try it, either.
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Re: Favorite single-screen games

Post by Randorama »

I was tempted to do a bump exactly on the second anniversary of this thread going dormant, but no! You will get a mini-article today. The title is TBA, of course. Embarrassingly enough, this thread is a timely reminder that Pac-Man arrangement is a grudge I conveniently forgot about, after a while. Oh well, I will meditate on how many keyboards I will need to smash, to 1-CC this one.
"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: Favorite single-screen games

Post by Stevens »

A well timed res Rando.

AMB - Your suggestion reminded me of a C64 game called Space Taxi. You fly from pad to pad picking up passengers and fly them to the pad of their choice without crashing and them dying a horrible flaming death. Had some early speech too - customers would call out HEY TAXI and after picking them up PAD FIVE PLEASE. After cruising through a high level replay I realize how much of the game I never saw. Lots of imagination put into the levels.

More recently I would add Guard Grave and Galacticon to the list.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
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Re: Favorite single-screen games

Post by Randorama »

Land Maker ( Taito, 1998 ) is an obscure VS puzzle game that appeared at the end of the glorious Taito F3 board’s run. Players choose one of eight characters and must play eight encounters before challenging the two final bosses. The minimalistic world setting suggests that each character is a divinity trying to conquer more land within a country vaguely resembling Japan. Once your divinity of choice defeats the other divinities and your mirror character, a goddess vaguely resembling a goth version of Amaterasu will challenge you; the TLB (True Last Boss) is however a demon-like creature. Land Maker is thus an apt moniker for a game that revolves around the control and conquest of “land”, and “making” this “land” (i.e. the whole country) into the character/divinity’s reign. The vaguely Shintō-based themes also permeate the game’s design rather elegantly.

The game only implements the A button. Players must shoot small coloured tiles/squares and fill a “territory” oriented according to an isometric perspective (i.e. turned by 45 degrees). Placing tiles of the same colour contiguously will result in the tiles forming a “land” of the same colour. If two tiles become contiguous, the latter colour “wins”: a new red tile next to an old yellow tile yields two red tiles. If four tiles are placed together to form a 2x2 square, they will transform in a small “land”, i.e. a place representing the divinity’s creative power. Players can create 3x3, 4x4 and 5x5 lands, which have increasingly magnificent appearances. 5x5 lands are big enough that occupy the entire width of the player’s territory and 5 of the 18 rows of territory. Every six seconds, new tiles appear next to the territory’s (upper) border for land-making attacks, and following stage-specific patterns.

The creation of lands has two goals in the game’s economy. First, when players make lands, they score increasingly higher amounts of points. A 5x5 land is worth 1 M points, a 4x4 land 100k points, a 3x3 land 10k, and a 2x2 land 1k. Second, players also have tools to “unmake” lands, thus turning them into weapons against the adversaries, and scoring points in the process. Any land, including basic tiles, can be unmade (i.e. removed) and sent to the adversary’s territory. Players must shoot a tile of the same colour as the land’s, against one of the land’s corners. In the simplest case, shoot one tile with another tile of the same colour, corner against corner. This will unmake the tile and send it in the adversary’s territory. Lands follow slightly more complex rules that can be summarised as follows.

First, unmaking lands results in the invasion of the territory and the shrinking of this territory. For instance, unmaking a 5x5 land sends 5x5=25 tiles in the adversary’s territory and lower the (upper) border of the territory by five levels. Second, unmaking lands creates “adamant tiles”, i.e. tiles that can be hit to raise the border when needed. When unmaking 3x3, 4x4 and 5x5 lands, adamant tiles also respectively gain a “star”, “moon” and “sun-fire” icon. Hitting a “star” adamant tile will unmake all tiles and lands of the same colour as the hitting tile, thus launching a possibly conspicuous invasion and territory-clearing action. Unmaking a “moon” tile turns all tiles into the same colour as the hitting tile; unmaking a “sun-fire” fills out the territory with multiple lands. Making and unmaking lands thus amply boosts score, helps players managing their own territory, and invades the adversary’s territory.

Victory is achieved by completely invading the adversary’s territory, so that two conditions hold. Either at least one tile is below the fault line, or the border will have reached this line. After massive invasions by unmaking multiple lands, both conditions can be achieved at once. During the fights, characters appear on their lands sometimes via multiple avatars. Invasions and border drops trigger adorable animations of the divinities getting hit or chuckling due to their attacks, as well as still shots of a divinity appearing on screen. Memorable are Rinrei’s screens: she appears without any panties and bares her butt insofar as players unmake 3x3 or bigger lands (ah!). Each divinity sends invasive tiles according to patterns outlined during the character selection screen. Be sure to memorise them: conspicuous attacks can invade your territory with tiles that can potentially be turned into lands, for huge counters.

The last two paragraphs should have hopefully given you an overview of how the flow of the game works. Please let me expand this aspect with a few more considerations on scoring and on handling stages for the 1-CC. Scoring passes through the making and unmaking of 5x5 lands. First, making lands give bonus points, but unmaking points adds five times the “making” value. Unmaking a 5x5 thus results in 5 M extra points. Second, 5x5 lands can be turned into formless lumps: players send one tile to one corner of this land and turn into a “mere” collection of 24 tiles of the same colour. By sending again a new tile of the right colour in the same spot, a new 5x5 land will be created, and another 1 M will be scored. The counter-stop is at 99.999.990 points, but players can make and unmake lands indefinitely, apparently.

Winning battles for the land and thus 1-CC’ing the game passes through various techniques. First, unmaking tiles and invading the enemy’s territory is useful to create disruption. Second, unmaking smaller lands (2x2, 3x3) creates adamant tiles that can be used to raise the border if the adversary unmakes their own lands. Besides, it creates “start” adamant tiles that can be used to clean up one’s own territory. Third, making bigger lands (4x4, 5x5) requires speed and precision: characters can counter-attack all the time, so players must learn to quickly change invading tiles to useful land. Again, bigger lands result in potentially heavy invasions, and reward players with the very useful and lucrative “moon” and “sun” adamant tiles. Fourth, counter-invasions are crucial: the two final bosses will quickly invade, but will concede huge counter-invasions if they cannot win in one strike (e.g. if players counter-invade with a few tiles, very quickly).

Players can thus mix approaches according to the flow of the match. Low-score, small-land making approaches can “land” 1-CC’s by slowly invading the adversary’s territory with undesirable land (pun intended!). Higher-score approaches are riskier because they require players to make bigger lands while being invaded. However, they can result in invasions that will bring adversaries to their knees or alternatively in counter-invasions that fatally disrupt the adversary’s land-making flow. Players can then manage final blows as they best wish, and use small invasions (e.g. flows of tiles) to expand their own lands. A fun fact: the CPU tends to become less aggressive as time passes. Players can get a time bonus for quick territorial conquests, but after 72 seconds the time bonus will be null, and the CPU will become progressively mellow. Players who can endure battles of attrition may win even in seemingly desperate cases, to my experience.

By this point, you may wonder: is the game fun to play? My answer is “yes”, if you make a small effort to learn the game’s vaguely quirky mechanics. My mildly playful attempt at presenting the game’s mechanics and world setting via land (making) metaphors should not have hidden the fact that Land Maker is a VS puzzle game. Importantly, the player can be played for high-stake score runs, with a fabled counter-stop opportunity waiting for dedicated players. VS matches can also be highly entertaining and mildly hilarious when players are highly skilled. This game allows counter-invasions even in desperate situations. Simply put, leave adamant tiles as a last defence, raise the border and make lands as quick as possible via the tiles invading your territory. Control of the flow of game and patience is key, as one might expect from a game with such Shinto- and Go-inspired undertones.

You may also definitely wonder: is the game gorgeous and aurally ecstatic, since it is a Taito game? My answer is a deeply biased “yes”. The game features late 90s anime-style illustrations, a gorgeous use of pastel and full colours, and adorable mini-animations for the divinities. Naughty jokes about Rinrei aside, all the divinities also have their own charming style, with no character being stronger than the others. The caramel J-Pop OST from Zuntata (Mu-Nakanishi, Yack, and others) is perhaps not their best work, but it creates a quite variegated sound tapestry with a strong melancholy feeling. This was one of the last F3’s games and Taito’s last in-house productions for the Arcade, after all. I played this game on PS1, but I would have adored to have had the chance to enjoy it in the arcade, maybe as a one final hurrah to their glorious run.

I would like to conclude the mini-article by spending a few words on difficulty, suing the perhaps quirky criteria from the
Shmups difficulty wiki
. I believe that the game has three key facets that can determine how you can perceive its difficulty. First, the game’s mechanics are easy to handle after some practice. Survival runs revolve around small but constant invasions, and those can be mastered quickly. Second, the game’s apparent rank (system) seems supportive for players: only score-based runs seem to involve more aggressive behaviour from the CPU. Third, all adversaries have at least one initial pattern that can quickly exploited for quick, easy counter-invasions; these patterns seem to more frequently appear on low-scoring runs. Overall, I would assign 4 points to each facet and a 12/50 score. If you have a basic grasp of puzzle games, this game should be a good intermediate step forward and lovely experience.


(1634 words; the usual disclaimers apply).
Last edited by Randorama on Wed Feb 12, 2025 7:23 pm, edited 5 times in total.
"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).
Randorama
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Re: Favorite single-screen games

Post by Randorama »

Et voila'. While checking the forum for previous threads, I noticed that a few people might appreciate a few more words on this game. The 1P mode could be of interest for people who want to attempt a counter-stop (really difficult!), though my description of the "scoring gimmick" is poor. Any youtube video should illustrate the technique in a better way. Just be sure to play with Rinrei and pause while the "no pantsu" animation starts.
Last edited by Randorama on Fri Aug 23, 2024 10:15 am, edited 1 time in total.
"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).
Randorama
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Re: Favorite single-screen games

Post by Randorama »

Teddy Boy Blues (Sega, 1985) is a platform/run’n gun game that pits a ”Teddy boy” character against hordes of bizarre creatures in short but intense stages. The main character, which I here call “Teddy Boy”, uses a machinegun to shoot down creatures popping out of giant dice-shaped containers. After being hit, the creatures transform into “chibi” versions of themselves, and should be collected for points. Failure to do so results in the chibi forms transforming into flies that move to the bottom of the screen and eat up the time bar, in Pac-Man style. Collecting one form starts a chain: players can collect several chibi forms in a row (and within 0.5 seconds) to increase their point value. The progression is from 100 points to 1000, then 10k and finally 50k points. Players can create dozens of chibi forms and score big points, provided that they can handle treacherous stages.

The game’s basic design idea apparently originates in a City Pop song that was popular in 1984/1985 in Japan. The singer of this past mainstream hit, Yoko Ishino, features in the game’s attract mode while surrounded by an orchestra composed of the game’s enemy creatures. The song itself is the theme playing in each stage except for the bonus stages, which appear after stage 2 and every four stages (e.g. stage 6, 10). The game however features Teddy Boy on an undefined mission. The SMS port suggests that Teddy Boy must escape from an “Endless Nightmare Dimension”, but not much else is explained. The game features 43 unique stages. From stage 44, the player will face harder versions of these stages. The third loop starts at stage 43+43+1=87, and the game will stop counting stages after stage 100. The game appears endless: we can feel sorry for Teddy Boy, indeed.

Stages loop indefinitely, but players can extend only twice: at 100k and 400k points. The game thus cannot be 1-CC’ed in the strictest sense of the acronym. Nevertheless, players who can clear the first 43 stages may consider this achievement as a 1-ALL clear. Perhaps, the expression “Herculean labour” would be more appropriate, given the game’s mechanics and the overall difficulty. Let us start with some basic aspects of the game to frame this discussion, however. The game combines platform aspects with a run’n gun approach. The camera is always centred on Teddy Boy. The character thus always appaears at the centre of the screen, and stages scroll around him. The A button releases bullets from Teddy Boy’s machine-gun; The B button makes Teddy Boy jump in an inputted direction. Stages are mostly made of platforms, some of them being made of destructible horizontal tiles (i.e. just shoot them).

Teddy Boy can thus move around and shoot enemies and destructible tiles, and then collect chibi forms: once all forms are collected or turned into flies, a stage is over. Stages have an interesting design: they are delimited but not bounded areas. All stages are slightly bigger than the screen (i.e. stages are delimited). Reaching one edge of the stage will result in popping up on the other side of the stage (i.e. stages are not bounded). Since the camera is always fixed on Teddy Boy, the character appears to move across endlessly repeating stages. This entails that Teddy Boy can shoot in the back enemies chasing him, if he moves fast enough. Enemies can however attack him in the back by apparently fleeing Teddy Boy’s attack: the technique works both ways. The “endless” aspect of the game thus also involves endlessly repeating but constantly changing stages.

Crucially, the two mechanics that can make or break players’ appreciation of the game are revolve around movement and attacking patterns. First, Teddy Boy has a degree of inertial movement: even a single tap in one direction will result in two steps. Visually, this choice gives the impression that Teddy Boy constantly slips in one direction: precision movements are hard. Players can thus struggle to master precision jumps and static positioning. As the game progresses, this makes stages increasingly difficult because precise jumps and positioning may determine life or death in many situations. Second, enemies are wickedly smart. There are seven types of enemies, each with distinctive attacking and evading patterns. Irrespective of the type, each single enemy can manipulate motion speed and trajectory to literally move between gaps in your machine-gun stream. Enemies can effectively change direction of motion and speed within frames, thus suddenly killing you upon contact.

My basic description of these two mechanics may be read as a suggestion that the game is brutally unfair when the CPU “decides” to kill Teddy Boy. The truth is a bit more nuanced: the programmers might have possibly tried to simulate swarm behaviour. Enemies follow certain fixed motion patterns, as single entities or as “swarms” (e.g. the Dharma-like bouncing heads). When certain conditions are met, however, (e.g. the character is not moving and enemies are closing in from the “back”) enemies drop this behaviour and individually hit Teddy Boy in a few frames. Given this mechanic, players must always be aware of where enemies’ trajectories and conditions by which they can play their “sudden attack” card. Players must also shoot with precision. Again, fast-moving enemies can pass through gaps in the bullet stream, if players tap A aimlessly. Kill with ruthless pace, be fast and always on the move.

The truth about jumps and positioning is also very nuanced, to be fair. If Teddy Boy remains for more than three seconds in one spot, a floating fireball will land on the occupied platform and destruct it. Teddy Boy remains unscathed, but he will fall down to the next platform, or into an enemy. Micro-movements will usually avoid this problem, as in the case of sudden enemy attacks. It is undeniable that in many situations players require precise if temporary positioning and shooting, and inertia movement makes all of these actions harder. Chibi forms, however, bounce around a lot and enemies can literally swamp stages with their sheer numbers. As the attract movies show, “always on the move in the Endless Nightmare” seems the game’s main design philosophy. This is however easier said than done, as difficulty increases very quickly and stages are short (max one minute) and brutally difficult.

The game offers some breaks from this seizure-inducing action via the bonus stage. The bonus stage offers players a choice between polygon practice (choose Teddy Boy) and Treasure Hunt at Home (choose Yoko). If players can land a perfect score on the first polygon practice (20 hits), or collect at least 12 hidden items in the treasure hunt, they can “warp” stages by choosing to start again on either stage 3, 7, 11 or 17. Completing successfully stage 7, 11 or 15 after a warp results in a hefty bonus: stage 3 will not award one. If players can collect all 48 treasures in the treasure hunt, they will switch to polygon practice for the remainder of the game. If they choose polygon practice, they will stick to it until the “game over” screen. Polygon practice becomes extremely fast by the seventh iteration (i.e. after stage 30), anyway.

By this point, you may wonder if the game is actually fun to play. My answer is: yes, in some rather bizarre manner. Please remember that this game is from 1985, and thus it belongs to an era in which game designers were experimenting with ideas and mechanics. Many of this game’s mechanics appear to be one-time choices, indeed. Swarm-like behaviour and inertia movement are a deadly combination for anyone’s patience, but they only were apparently combined together in this game. It will take tons of practice to feel confident that you can handle them both, never mind mastering them. The game seems to introduce constant scoring chains via fast-paced action, which could be an attractive proposition. Scoring opportunities, however, pass through attracting dozens of enemies in one point and mowing them down with careful planning, exacting precision, and quickness. Simply put, Teddy Boy Blues is an incredibly hard game.

By this point, you may also wonder if the game looks and sounds good. My answer is: yes, for a 1985 game. The game features a very simple palette with ultra-bright colours (16 of them?) and the same melody playing over and over again (except for the bonus stages). Enemies have…interesting and non-sensical designs, and for the times they also feature fluid animations. If you want to get a real feeling of retro 1980s design, this game is simply perfect. The core challenge to enjoyment, once more, is the possibly unique game system. The game is frenetically paced and can be played for points. Stages promote memorization with flexibility: learn which enemies to shoot down first (and from where), but don’t be a sitting duck and learn to make 1-frame decisions. I know that this may be a tall order, but 1980s arcade games revolved around such brutally short decisions.

The final point I wish to discuss is the game’s overall difficulty, which I analyse along the Shmup Wiki difficulty (quirky) criteria. I suggest that the game’s subjective difficulty might lie in three facets. First, the unique mechanics require time to master. Second, stage level design is tight, whether one plays for survival or for score: finding optimal routes and improvising on the spot might require considerable learning time. Third, even a “partial” 1-CC (up to level 43) requires around 50 minutes of gaming time and concedes no more than 4 deaths: the game leaves little room for error. I would assign 15 points of difficulty to the first facet, 12 to the second, and 13 to the third one. The game is a 40/50 for me, i.e. an “advanced difficulty” title for the truly dedicated players. At least, if we wish to stop at 43 levels (i.e. "one loop").

If we consider levels 44-86 (i.e. "the second loop") and beyond, difficulty becomes staggering. My experience is limited: players cannot continue, so I explored the game via cheat codes as I never went beyond stage 54 on one credit. My general impression, nevertheless, is that loop stages are considerably more difficult and require new strategies, as enemies become more aggressive and fast. Fatigue can become a determining factor for players, but the game will obviously proceed at its own relentless pace. From stage 87, a third loop starts, even if the game stops counting stages a 100. I would argue that a 2-loop 1-CC clear (and beyond) is a 50/50 difficulty, especially if players also wish to play for score. Time for some spoilers, to explain why:
Spoiler
The game's score system also includes an apparent Easter egg. When players approach the apparent maxed out score (i.e. 9,999,990 points), the game starts using a different scoring system. I did not figure out exactly how this "advanced" system works, but it suffices to say that at around 9,990,000 points, all scoring opportunities should reduced by a power of ten. Chibi forms that give 100 points when collected appear to instead give 10 points. This entails that even excellent score runs will require extraordinary endurance feats from players who wish to max out the score. Case in point, even via cheat codes it took me 4 loops and something in the region of four hours...and anyway, the game seems to loop endlessly after maxing out the score. This should not be surprising: it was the common design choice for 1980s' looping games. Nevertheless, it becomes supremely difficult, indeed.
Exceptionally tough? Of course, but also incredibly satisfying and with a past charm that might be mesmerising, terrorising, or both.


(1940 words total; the usual disclaimers apply; Word Counter reports that it takes 7 minutes, 5 seconds to read including spoilers, and that the technical terms like "1-CC" make it a "college student" level reading. The AI says that there are grammar issues but it also marks "shmup" as a non-existent word, tsk!).
Last edited by Randorama on Thu Feb 27, 2025 2:47 pm, edited 12 times in total.
"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).
Randorama
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Re: Favorite single-screen games

Post by Randorama »

For anyone who is reading this: please be a saint and send me a link of a decent replay. I couldn't find anything on youtube, for some mysterious reason. For those who wonder (if anyone cares...): if you believe that this post should go to the R2RMFK thread, I can move it. The game features a peculiar approach to scrolling, so to speak, and this thread could use some more dedicated discussion, in my own view. I am open to suggestions.
"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: Favorite single-screen games

Post by BIL »

I'm surprised Replayburners doesn't seem to have anything, they're pretty good at early/mid-80s stuff. Will have a look about some more; always been curious about this one. (great title!)
Randorama wrote: Fri Aug 23, 2024 10:18 amFor those who wonder (if anyone cares...): if you believe that this post should go to the R2RMFK thread, I can move it. The game features a peculiar approach to scrolling, so to speak, and this thread could use some more dedicated discussion, in my own view. I am open to suggestions.
Personally, I think it's good to have dedicated threads like this one, and the current beltscroller thread. Keeps things focused. Even if they might fall down the topic list eventually, they (and their individual posts) will be indexed in R2RKMF, which as a general purpose Hard 2D Action megathread, tends to stick around. (see "Plus" at the foot of post for current inclusions; several extra-R2R posts can be found throughout the main index, too)

That said, reposts are always more than welcome in R2R. :smile: :cool:
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Re: Favorite single-screen games

Post by Randorama »

Thanks for checking, I definitely forgot about Replayburners. I am not surprised: the title is ancient (39+ years!) and quite hard. You'd need some old dinosaur like myself to even remember about it, let alone bother to close off a 39-old grudge. I swear that I could really go down the early 1980s rabbit hole and dissect quite a few of these gems. I mean, don't we *really* need a proper article on City Connection?

It is also a very liminal game: yes, I like the word but it is appropriate in this context, too. It mixes design elements from different genres, has mechanics that appeared in this title and apparently faded away, and a design style that couldn't really be any more '80s-themed. I mean, imagine a Matt Bianco- or Righeira-inspired game by Atari that combines mechanics from their early 1980s games, for a Western counterpart. Actually, I have a perfect concept: a belt scroller inspired by Pet Shop Boys' West End Girls, with a "new romantic"-looking Eastender chav...ehrm, young boy belting riff raff across the Landahn bouroughs to save his girl, circa 1986. Final bosses: Simon LeBon and Tony Hadley :wink:

...I think i will re-read this post of mine for a few more days and just laugh at my completely improvised creation :wink:

Jokes aside, this thread is also liminal, in a sense. "1-screen" is a philosophy more than a genre: puzzle games in various sub-forms, old-school platformers, certain types of R2R also take place in "one screen and something" (e.g. Kunio-kun, to an extent). The game world in one place on the screen, and all the action happens there: gaming at its most compact form! I will proceed slowly, but steadily, once I go "back home from home". Requests may be welcome if I know the game, of course.

Re: Indexing. Since you're saintly enough to take care of these matters, I am perfectly fine with your choices. I will probably start editing previous works, as I believe that I tend to get things right by the 25th draft or so. I am mulling about how to add nostalgic musings worth of middle-aged men reflecting over their pasts after a Negroni too many (no, Martinis are for Bond, I am not from Ol' Blightly!). All I have to do is follow the indexes, so problem solved. Thanks again :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: Favorite single-screen games

Post by orange808 »

Okay. I usually hate puzzle games, but Solomon's Key 2 was a good one.
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Re: Favorite single-screen games

Post by To Far Away Times »

Space Invaders Extreme is really cool.
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Re: Favorite single-screen games

Post by Randorama »

Orange808:

I never played the second title, but I remember adoring the first Solomon's key. My uncle could 1-CC it and I could just clear a few floors/stages, so I would mostly watch him playing the game. This album has a minimalist, Steve Reich-style remix of the secret stage's theme.

To Far Away Times:

Blimey, I simply forgot that certain shmups definitely qualify for this thread. I never tried out the Extreme line, but I understand that they mix one-screen shmupping and Bemani (music)' mechanics, right? The OSTs are phenomenal, as far as I am concerned (but I am horribly biased towards Zuntata :wink: ).

Anyone:

I edited the previous mini-articles. The new passages are in yellow, if you wish to read more: I added some comments on difficulty.

EDIT:

i promised a Funky Jet mini-article and the Dead Connection write-up could certainly be cleaned-up. Homework for when I return home from home, then.
"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: Favorite single-screen games

Post by Sima Tuna »

I like Bubble Bobble. I haven't played that many single-screen platformers, but I think it's my favorite of the ones I did play. The mechanics are delightfully simple yet subtly nuanced.

Joe and Mac Returns is one of Data East's better arcade games.
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Re: Favorite single-screen games

Post by Randorama »

The Bubble Bobble franchise is a fairly long-lived franchise with 40+ games: Taito consider the first game of the series the adorable Chack'n Pop, but sub-sequent games involve the adorable bubble dragons and/or their human counterparts. I have particularly fond memories of Bubble Symphony/Bubble Bobble 2, as I mentioned in the 1-CC thread. I don't know all the titles, but of course I adored the first one and all the various arcade incarnations.

Data East released TumblePop, Diet Go-Go and Joe & Mac returns as a conceptual trilogy, and published Funky Jet as Mitchell apparently didn't have a distributor for it. All brilliant games, with Diet Go-Go having a quite complex and rather crazy scoring system. Fun fact: Diet Go-Go and Nitro Ball somehow manage to merge, respectively, 1-screen platforming and top-down character-based shooting action with pinball mechanics, obtaining surprisingly great results (Data East was releasing pinballs too, at the time). These are all titles I 1-CC'ed, too, so I may write up something in the upcoming weeks. OK, let's make months, but the ideas and experiences can be written down when time permits me to do so :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: Favorite single-screen games

Post by To Far Away Times »

Randorama wrote: Sun Aug 25, 2024 8:30 am To Far Away Times:

Blimey, I simply forgot that certain shmups definitely qualify for this thread. I never tried out the Extreme line, but I understand that they mix one-screen shmupping and Bemani (music)' mechanics, right? The OSTs are phenomenal, as far as I am concerned (but I am horribly biased towards Zuntata :wink: ).
There are some timing elements on the mini games but it’s a bit more of a “you have to shoot accurately” game than a rhythm game. The presentation is very reminiscent of Bemani games. Space Invaders Extreme kind of reminds me of how scoring works in pinball games, right down to how you light up “lamps” on the playfield. There are many objectives you can complete simultaneously. Invaders are divided by color and shape, and killing various patterns of invaders yields different weapons and minigames. It’s a puzzle to figure out how to tackle the board and maximize your score. You can focus on extra lives, or multipliers, or making a high value enemy appear, and just really go crazy with it. It is fairly easy as a survival game, but one of my favorite games ever to play for score.
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Re: Favorite single-screen games

Post by Randorama »

Oh yes, got it, thanks a lot. I am slowly trawling through older titles that I want to play, so at the current rate I will probably enjoy the series by the 2030s or so. No hurry, but from the description the Extreme line sounds exhilarating :wink:

Anyway, I promise future mini-articles on the aforementioned titles and a few other 1-screen platformers/puzzle games. Having a dedicated thread for this type of goal could be useful to discuss early 1980s gems, after all: "single screen" was a design necessity, but necessity is the mother of invention, after all :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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If God~ Were~ Plumb of Us~

Post by Lander »

Wetrix, which is what happens when you slam Populous and Tetris together as hard as possible: A fantastic little 'abstract god game' action-puzzler about precipitation, evaporation, high-yield explosives, and rubber ducks.
Randorama wrote: Fri Aug 23, 2024 10:15 am(1646 words total; the usual disclaimers apply)
Oh yes, that's the stuff :mrgreen:
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Re: rainy: bring your ducks. Canary yellow, please!

Post by Randorama »

Lander:

Ah yes! I have this on DC, but I haven't played it in ages. I plan to buy a new PC and go the emulation route because setting up the old consoles now would take forever and I am not sure that everything works fine. Let's just say that the Titans came, and I just had to lock everything precious to me in the basement (OK, in the last 15 years or so lots of things happened when I was away). I remember adoring it, though. What the game was about, exactly?

Re: word count. Thumbs up on both? Should I *approve* the edits and turn the text from "canary yellow" to "gorgeous white"? :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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Sometimes root for the meteor

Post by Lander »

Wetrix is about sculpting a terrain to prevent water from leaking off the board. You can raise and lower pentomino-shaped sections, drop water into the resulting wells to form lakes and attract score-multiplying rubber ducks, freeze lakes with an ice block to control leaks, and evaporate bodies of water (or obliterate large tracts of land) with a meteor for big score bonuses.

Much like Tetris, your interactions with the terrain are dictated by a random-bag piece feed, and allowing water to leak off the edge will fill a 'drain' meter and ultimately cause you to bottom out. Conversely, allowing the land to rise too high will cause an earthquake and rearrange the board in a random and likely fatal way. So there's a good amount of pressure to manage in both directions, plus the ever-looming threat of accidentally blowing a huge drain in the board instead of leveling a risky mountain or cashing in an ocean of rubber ducks :shock:

It's very elegant, landing a nice mechanical balance that makes long games feel satisfying to sustain, and quite challenging in that 'mistakes compound' sense common to block games.

Original (non-plus) Wetrix actually has a native PC version with mouse control, which might be worth a look if you're going that route - it's old, effectively abandonware as far as I know, but should be tractable on a modern machine with dgVoodoo and such. (Edit: Nah, emulation is better - the graphics backend is beyond even dgVoodoo, and the mouse input isn't very snappy anyway.)

The + version is nice for the extra modes and cute mascots, though there's something about the simplicity of the original presentation that I find quite appealing.
Randorama wrote: Fri Aug 16, 2024 3:44 pm Land Maker ( Taito, 1998 ) is an obscure VS puzzle game that appeared at the end of the glorious Taito F3 board’s run.
That's really cool! Kind of Wetrix-adjacent in the sense of marrying god game / citybuilder with action puzzler.

Now we need someone to smash the two together, and make an action-world-builder where you drop dungeons, cities, and hero guilds onto the map, and see all the little computer people live their score-multiplying fantasy lives in the face of a god who's trying really hard not to screw up and accidentally squish them :mrgreen:
Randorama wrote: Mon Aug 26, 2024 1:21 pm Re: word count. Thumbs up on both? Should I *approve* the edits and turn the text from "canary yellow" to "gorgeous white"? :wink:
Indeed :) not sure I'm positioned to comment on the difficulty of either game, but the write-ups are most enjoyable!
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Re: Favorite single-screen games

Post by Randorama »

Lander:

Thanks a lot! We now have the full texts in gorgeous white.

Yes to Wetrix! I played the game a lot with a friend of mine, and I am sure that we spent one or two sleepless nights on the game. I swear that I remembered next to nothing about it, but your mini-review brought it all back. I should send a message to my friend: we must play it again :wink:

Land Maker is a bit similar in style: you make land, literally, but you do not manage water resources. The game is a VS game in its arcade version, but the PS1 port has a "classical" puzzle mode in which you simply focus on building lands and solving puzzles. I do remember that it was great, though details have faded away in my memory. Both highly recommended, of course. The mini-gods moving on your lands in the arcade mode are adorable like the rubber duckies, for sure.

Re: difficulty scores. The shmups wiki (i.e. the Japanese website) should collect votes from players, who offer a score between 0 and 50 and then motivate their scores according to the features/aspects/mechanics/grievances they observe in the game(s). Scores should then be summed and an average reported on the wiki, with some comments.

What I did was a bit different, and it is my very preliminary attempt at introducing a score system that may make intuitive sense to readers. Basically:

I first identified aspects or "facets" of the game that make me consider it difficult. Facets are a concept from psychology usually used to explain personality traits, but can also be used in other psychological and sociological domains ( here are some more papers, for free).

So, I identified which game mechanic created a "gaming mental state" (I'd say "self-consciousness", i.e. "OK, how am I going with this game?") and then I evaluated the specific aspect or "facet" I was experiencing ("hey, I am finding this difficult because X").

Once I decided which facets represented my sense of difficulty about the game, I divided the total score (50) by the number of facets (3), and decided to quantify my feeling on a scale from 0 to 50/3=16.66...ok, rounded to 17. The numbers I proposed in the mini-articles thus try to quantify these feelings and the facets they represent so that they can be a bit more immediate, even if coarse-grained. I thus try to describe what I find difficult and then "compress" this information into a number, and then put the numbers together. Whether it works for more than one person is still a guess, but hopefully it should be easy to grasp how I went from "basic idea" to "finite number", once I offered a number.

Similarly to the wiki, I'd propose five "tiers" to make further sense of the numbers. However, I propose my own personal descriptions of the tiers:

0-10 - for beginner players: games in this tier can be 1-CC'ed once the players, even if novices in the genre, grasp the basic mechanics, and develop sound strategies to clear each stage;
11-20 - for intermediate players: games in this tier can be 1-CC'ed once the players master the basic mechanics and grasp more advanced mechanics, and master sound strategies to clear each stage. Accumulated
knowledge from previous 1-CCs may shorten the path to the 1-CC;
21-30 - for advanced players: games in this tier can be 1-CC'ed once the players master basic and advanced mechanics, master sound strategies to clear each stage, and can control the flow of difficulty (e.g. rank, RNG
mechanics). Accumulated knowledge from previous 1-CCs may be necessary for the 1-CC;
31-40 - for master players: games in this tier can be 1-CC'ed once the players master basic and advanced mechanics, master sound strategies to clear each stage, and master the flow of difficulty (e.g. rank, RNG
mechanics, design flaws). Accumulated knowledge from previous 1-CCs should be necessary for the 1-CC;
41-50 - for grandmaster players: games in this tier can be 1-CC'ed once the players master basic and advanced mechanics, master sound strategies to clear each stage, and master the flow of difficulty (e.g. rank, RNG
mechanics, loops, scoring systems, design flaws). Accumulated knowledge from previous 1-CCs should becomes necessary for the 1-CC.

So, I'd say that for me Land Maker is a title for lower intermediate players (12/50), but Teddy Boy Blues is (at least) a title for higher master players (40/50; see spoiler comments for further consideration).

For the first title, I believe that a 1-CC can be obtained once players master the basic mechanics (e.g. how to make lands, invade the enemy's territory, etc.), have a good grasp of advanced mechanics (e.g. when to attack), and have a good strategy for each stage and adversary. Previous knowledge with VS puzzle games is not crucial, in my view: I had next to none, the first 1-CC around.

For the second title, I believe that a 1-CC can be obtained once players master basic and advanced mechanics (e.g. character's attacking fire rate and movement, repeating stage layouts, positioning to shoot enemies, avoiding "sudden attacks"), master sound strategies to clear each stage (there's 43 of them and the game loops indefinitely).

It is also important to master the flow of difficulty (e.g. rank becomes obnoxious, RNG-like chibi forms bounce all over the stages, design flaws like inertia movement, etc.). Accumulated knowledge from previous 1-CCs should be necessary for the 1-CC (it took me an eternity to 1-CC this game and I have a good experience with less difficult platform/action games!).

Your opinion may differ but I believe that, if you play the games and develop your own experiences, you could understand how I came to these conclusions, but also how to eventually formulate different and complementary conclusions on the game (e.g. you notice that some mechanics in Land Maker gives you trouble, we compare experiences, and we see if and how we can merge them together).

Not the simplest approach to "rating", but this is shmups.com: we like it Nintendo-hard a bit in everything :wink:
Last edited by Randorama on Tue Aug 27, 2024 7:45 am, edited 1 time in total.
"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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