I've done so a few times over the years, but I kinda liked the air of elusiveness...CIT wrote:Thread title needs to be replaced with R2RKMF. Seriously.
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I've done so a few times over the years, but I kinda liked the air of elusiveness...CIT wrote:Thread title needs to be replaced with R2RKMF. Seriously.
Good stuff. I came to adopt the Axe as my weapon of choice against Death, as I think I can neutralize his sickles more efficiently with it and also because it allows me pass through the corridor leading to him unscathed (standing at a safe distance from the Axe Knights, neutralize his axe with your whip and let two or three of your own fly and tear him to shreds, and since you're standing in place, the medusas can't hit you as wellsharc wrote: the last time i settled down for some serious extended sessions in CV1, i was determined to finally drop holy water altogether and learn how to handle the tougher parts without it. i came to really love the axe; it's got a slight backswing that can save you in a pinch, the tall arc defangs some irritating setpieces, and it can take advantage of the "critical hit" glitch with axe knights and bone dragons.
that trajectory and backswing just happen to make it perfect for swatting down that first set of sickles that grimmy tosses your way, just turn left and let fly. eventually i noticed that if you hold center stage, you get this setup every time, because it's just one pattern centered on your current position. if you stray too close to the edges of the screen, though, some will wrap around and appear on the other side in a more awkward setup.
Yeah, I noticed that as well. When you think about it, that fight is really like a dance: two steps to the right, two steps to the left, stop, repeat...anyway, the point of all this is that drac's teleport is also based on you: he warps to a random offset from your position. if you hold center stage he'll start on the right, then appear on the left, then appear on the right, etc. if you get close to the edges it can wrap around and become erratic, but stay in the center and all he does is alternate sides, so you always know which way to dodge, even on the zero offsets where he wants to rifle through your pockets
honestly feel like it's the superior choice, since axe is as strong in the fight proper as it is on the trek thru drac's Gallery of Dead Scrubs. CV1's axe knights have nuances that went ignored in later, less-attentive installments - their insistence on staying precisely one electron out of whip range, their shield reducing head-on damage as well as making subweapons bounce off - and crosses runs afoul of both, while axes shut down the entire setpiece.bottino wrote:Good stuff. I came to adopt the Axe as my weapon of choice against Death, as I think I can neutralize his sickles more efficiently with it and also because it allows me pass through the corridor leading to him unscathed (standing at a safe distance from the Axe Knights, neutralize his axe with your whip and let two or three of your own fly and tear him to shreds, and since you're standing in place, the medusas can't hit you as well). Having a full healthbar enables me to go all out on him, which is the way that i like to tackle that fight.
i've always judged the game harshly for those lingering inelegant bits that stick in one's craw, but it seems like every last one can be circumvented. even the stopwatch isn't strictly necessary in clocktower, because with the right start and a whip-cancel out of fall stun, the igor jamboree is completely deterministic so long as you keep the groovinBIL wrote:Akumajou Dracula, game of strategy.Classic balance of tension and flexibility. Still routinely surprised by others' tactics for the historic trouble spots. Rather like the following year's R-Type, in that way, down to the loop tightening the screws a little too much at times (catacombs
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Gave the two-step a go last night, definitely works! Will make the final VS showdown significantly less ball-breaking, thanks again sharc.
wanted a taste of blood and got a mouthful of its own for the trouble. nice. better luck next time, you doped-up sky-ratBIL wrote:As always, had a million little giffable things happen en-route. I know an action game is good when I can't leave my goddamn share button alone.
I can't remember when, but at some point I noticed that as long as you're holding [up+left] from the map screen, this guy will let you past every time. I figured it must be deterministic, since I never saw speedrunners mention getting bad RNG there. That's an excellent tip about jumping to draw the second's potential fireball! I guess by that point, the tiniest input variance will come into play.sharc wrote:the last remaining loop 1 frustration for me is unpredictable deaths when the first phantom bat elects to fast swoop while you're mid-jump. i got curious about any discoveries from speedrunners that might be applicable - seems like you can stroll right under it unharried every time so long as you rev up and book it down the ramparts out of the gate.
Good job!copy-paster wrote:Ninja Gaiden 1CC!
My poor Fio-chan (;`ω´;) Broads should be making sammiches in the kitchen, not upon the Hellish Battlefield!Blinge wrote:also -
Hurry up, get on top of that thing and teabag it before it fades out!copy-paster wrote: Ninja Gaiden 1CC!
Absolutely! Sidescrollers, topdown and beltscrolling are this thread's holy trinity.CaptainAhab wrote:Are we allowed to talk about beat 'em ups here?
I played it a bit, but haven't even beaten episode 1 yet. The game kicks my butt hard, it feels much more difficult than the first.CaptainAhab wrote:Anyone here had a chance to play Curse of the Moon 2 yet?
Amen to that, even though I very much like the aesthetic of CotM. Fat chance of that happening, but I would love to see a CotM3 that's a spiritual sequel to Bloodlines/Vampire Killer.Herr Schatten wrote: I said it before, but I still hate it that 'retro style graphics' are inevitably synonymous with 'using the garish NES palette'. If you don't even try to mimic the other constraints, what's the point? I would have preferred it if CotM2 had upgraded to 16 bit visuals.
Did you take the ghost ship? If so, you'll dodge the godawful Melty Blocks Daisakusen.bottino wrote:But I'm yet to 1cc'ing it (currently playing with Ralph/Sylpha), so I'll hold my judgment of the game until that happens. And boy, am I looking forward to Dracula-Kun's Tetris adventures...
Yep, been riding the scooby-doo cruise ship during my runs, which is kinda boring and occasionally I take a deep dive into the ocean for no reason other than the soporific nature of that stage, but at least it isn't the...BIL wrote: Did you take the ghost ship?
godawful Melty Blocks Daisakusen.
Most definitely. The game really picks up when you enter the castle: there's a great amount of top tier design and strategic action to be found there - stairs fuckery and autoscrolling madness notwithstanding. And I think that it's last stage definitely outdoes Dracula's 1 final stretch, and it was a real joy putting all the pieces of that puzzle together.CVIII is the overindulgent double album following CVII's sophomore misstep. It often recalls, and occasionally outdoes the lean killer debut, back when Berumondo and Dorakyura were playing dive bars and crashing in Konami Man's living room... but with tons of added fluff, of highly varying quality, much of which you'll wanna trim from the playlist.
In that sense, perhaps they took a little note from the Darius series? I wouldn't be surprise if that's the case.Best to go upper 1CC, then lower, IMO. Latter works well as a deliberately punishing, aesthetically glum Second Run. Less so on a first play, where upper's relative friendliness and brighter audiovisuals counteract the game's innately longer haul.
Sailor Moon R has item drops that appear to be influenced by how much health you have when you reach their spawn points and possibly how long it took you to get there. Certain extends also seem to be impossible to receive if you don't use certain attacks - for example, I don't recall ever accruing more than six lives as Chibiusa, despite never dying.BIL wrote:I've never encountered a R2RKMF I really wanted to play for score, nor one where conventional "good play" is subverted, ala Garegga's tactical sucides, but I'd be happy to try one out.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
I go for the 1CC with R2RKMF games. Best one for score in my opinion is Strider 2, because it rewards you for speed and efficiency, which is exactly what any Ninja game should be about!CaptainAhab wrote:I've read elsewhere on these forums that people find going for high scores in run 'n guns like Metal Slug or Contra to be a snoozefest compared to shmupping, but I guess I've found myself playing these side scrolling games for survival first and foremost rather than for high scores. Do you folks go for speedruns or 1CCs then call it a day? Or do you also go for top scores?
Hard Scrolling Action is eternal.LichbannMejolaro wrote:Even though it's not a old game, I saw some people talking about Battle Princess Madelyn (https://store.steampowered.com/app/6039 ... s_Madelyn/), and it look like a modern reimagination of Ghouls & Ghosts. I haven't tried yet, but most of the reviews complain about things that are staples on G&G, like heavy enemy respawn, the character flying away after a hit, and so on...
Also, sorry if this is not the place to post this, but it seemed to fit perfectly the subject of the thread.