Question about Ninja Gaiden (NES/FC)

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lgb
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Question about Ninja Gaiden (NES/FC)

Post by lgb »

Point items give you points, and the point ring up automatically. Destroying enemies also gives you points, but there's a small lag before the points are added. Does anyone know why exactly?

This doesn't happen in Ninja Gaiden II (there's an extremely small lag when picking up weapons, but that's it), nor does it happen in III. I don't remember whether it happens in the Trilogy or not.
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Ed Oscuro
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Re: Question about Ninja Gaiden (NES/FC)

Post by Ed Oscuro »

Ninja: "Why are you kidnapping kids?"
Red: "Business reasons."
Wrong ninja game. But it applies to all situations.
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Ceph
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Post by Ceph »

@lgb
Wrong forum?

But you are a member of the right forum...
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Pixel_Outlaw
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Re: Question about Ninja Gaiden (NES/FC)

Post by Pixel_Outlaw »

Ed Oscuro wrote:
Ninja: "Why are you kidnapping kids?"
Red: "Business reasons."
Wrong ninja game. But it applies to all situations.
Wrath of the Black Manta?

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Ghegs
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Re: Question about Ninja Gaiden (NES/FC)

Post by Ghegs »

lgb wrote:Point items give you points, and the point ring up automatically. Destroying enemies also gives you points, but there's a small lag before the points are added. Does anyone know why exactly?
Eh...does it matter? It's not like the points are even of much importance here.
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lgb
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Post by lgb »

I know, it just seems odd. I'm thinking there's some weird algorithm that goes in during that lag time.
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Ghegs
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Post by Ghegs »

lgb wrote:I know, it just seems odd. I'm thinking there's some weird algorithm that goes in during that lag time.
Maybe it's just an early form of the tate-killings of Shinobi PS2. "I kill you so fast, even your points don't have time to register!"
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Ed Oscuro
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Post by Ed Oscuro »

Arcade Contra does the same thing, with some points registering immediately (I think) and others tending to wait until you've killed a bunch of stuff. There it seems to be a straightforward CPU cycle-saving thing.

Wouldn't be surprised if NES Ninja Gaiden's programmers found a way to save some cycles for items that work differently (an item where you're already updating some stuff in the upper space of the screen, which I think is rendered differently, versus mobile characters on the bottom part of the screen).
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