NightBeast wrote: ↑Sat Jan 24, 2026 3:21 pm
Has anyone tried Labyrinth Runner yet?
Yes! (RAISIN MUH HAN)
Decided to write some Devil muhfuckas one-way tickets to Flavor Town while I had a moment.

Wow, the newer ACA frontend's pretty snazzy.

Been a few months since I fired up muh PS quadruple aka
L'Ultime Arcade Bucket List Suitcase Nuke. A decade-plus of HamHams n' M2 got it monstrous! Hefty! Strong and enduring just rike wood!
At this point I don't call it Contra Aim Lag. It's Konami Arcade Aim Lag ca 198X, co-starring Nichibutsu. Labyrinth Runner has a fairly mild instance of it, though it's not quite as vanishingly slight as Majuu no Oukoku's. Fuck! I wish they'd done a 110%
balls to the wall topdown run/gun with that engine! It's good honest,
well mostly ;3 ;3 ;3 Just avoid earlier incarnation Dark Adventure (US), it blows! Or try it out, so you too can say
OHH HELL NAWWW
LR too largely gets away with it; the BOMB weapon's potato masher grenade arc feels like a credible wrinkle, as opposed to arrant Super Contra fuckery that makes half the weapons not worth the trouble.
I've long accepted it as a legitimate design ethos, albeit one I'm not an advocate of. Diehard action/shooting games where evasion compromises accuracy. Can't spin on a dime and return fire in the same frame, sonny! Playing Manhattan 24 like it's pin-sharp Shock Troopers will get you buttfucked clean outta town. You need to time both attack and evasion around that heaving lag. To the designers' credit, it works! CRAZY COP perhaps the apotheosis of this ornery style, with game-long ROCK SMUGGLIN a truly stuntin' escapade.
I like grappling with these games now and then, but it's very much a grapple, and I soon return to twitch-friendlier stuff. Like Konami icon Dracula himself said,
there's a lot of good stuff to enjoy out there, and time's not plentiful for men made of meat. Still glad to see this epoch in reference standard, mind.
Strong point is pacing and stage design, holy balls it's brisk! Decidedly takes after the two AC Contras. Once a route is down pat it's absolutely rampant. The rail chase stage is one of the more likeable attempts at Salamander/Gradius II HIGH SPEED DEMENSION, with half of the fatal dead ends being destructible, the others being sight-reactable, and the backshotting buggerers being handily improv-friendly.
Love the main dude's sprite. He jogs along with his shooter raised behind his shield like a medieval HUNK.

No wasted movement y'hear?! Super rad death animation, too. The juxtaposition of Gradius/Contraesque interface and weaponry with a dark fantasy aesthetic does indeed recall Majuu, even if they're otherwise starkly differing affairs.