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Ramses

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Posts posted by Ramses


  1. I played the Genesis version first when it came out. One small thing I thought was neat in the arcade version is that you don't have to kill Solo (jetpack cyborg guy) on the mountain top in level 2 and if you don't he'll pester you throughout the level. I never realized (until now) that you can actually beat the level without killing him.


  2. The Upper Lands four seasons forest in Secret of Mana

     

    Super Mario Bros. 2 - Level 5-2

    I don't know why, but it always felt comforting to me. It was a good night level.

     

    Conan: Hall of Volta - the tree level (level 2)

     

    Mota overworld in Phantasy Star II

     

    The water level (3-3) in Bonk's Adventure and Piranha River from Bonk's Revenge
     

    • Like 1

  3. 1 hour ago, AtariSphinx said:

    An absolutely forgotten controller.  I love the paddles and the paddle games.  Gamers tend to have a love / hate relationship with them.   Not sure if because they get jittery and don't know how to clean them or if not being used to them.

    I think it's the former—the jittery problems that many of the Atari paddle controllers would get over time. I believe it was an inherent issue with using potentiometers. Spinners are a lot better in that regard.

    • Like 2

  4. On 3/3/2021 at 9:27 PM, Keatah said:

    Absolutely. Having had all the major consoles prior to NES, and several contemporary 8-bit micros like the Apple II, C64, and Atari 400/800, there was indeed always something to play.

     

    It was loads fun experiencing the arcade ports and system exclusives.

     

    So very true. Good to hear others state this as I often thought myself the odd-one-out when it came to two thumbs. There are a few arcade games that translate well, or acceptably well, to the dual-thumb model. One would be Atari Assault. Each tread needs its own forward and reverse control. You also need to split or sway to lob and roll.

     

    But otherwise I prefer a keyboard, mouse, and joystick. Been gaming on the PC like that since the 90's. It's like when I play Descent I'll do pitch, yaw, and fire on the joystick. Roll, throttle, and weapons select on the keyboard. Sliding on either a hat or keyboard.

     

    Adapting that layout to a dual-thumb controller would make me all thumbs!

     

     

    The controller I really miss the most is the paddle/spinner. Yeah, you can just use one axis on the mouse to do the same thing, but the tactile feel of rotating the paddle feels so much better and is more enjoyable. It also seems more intuitive for me, especially when it is controlling steering/turning.

     

    I built a usb controller that features a TurboTwist 2 spinner (with the knob that can be set for more friction, giving it a paddle feel) with three buttons and I am currently in the experimenting phase with a few game prototypes that I've specifically designed for a paddle control. I feel that the paddle went extinct too early and wasn't fully explored as a video game controller.

    • Like 2

  5. 4 hours ago, Rhomaios said:

    I do like the second button. Jump+fire or jump+swing etc. is a great combination for action games. Four is tolerable, but really once you get to the weird N64 and Dual Shock stuff, it just isn't as good as classics.

    Two or three is the sweet spot for me. With three you can have the two for attack/movement combos and one for a special ability or selecting/toggling stuff. You right, four is pushing it a bit and once you go over that, it becomes messy.

    • Like 1

  6. On 5/3/2020 at 12:56 PM, Daj said:

    ...except for the save system. You get one save state slot and apparently it deletes itself when you game over? I want to pick the brain of the madman that came up with this. A lot of arcade games are unapproachable without save states to work out the trouble spots (unless you just credit feed), this is enough to make me pass on some games I was on the fence about. Frustrating.

    It's probably due to the leaderboards. It would be way too easy to cheat. That said, they could have maybe included a separate menu option that allows of multiple reloadable save states, with the caveat being your score doesn't get put up on the leaderboard.


  7. On 7/12/2020 at 12:50 AM, Nintendo64 said:

    That's a good suggestion, but does this game really have unlimited continues though? It seemed like you got unlimited lives and continues when i played Strider 2.

    Yeah, it's got unlimited continues. It wouldn't have been bad if you started back at a reasonable check point like the original.


  8. On 6/21/2020 at 6:46 PM, Duke75 said:

    Ninja Gaiden also enraged me, but not the birds. It's the fact that if you get to the end of stage 5, if you die the game throws you all the way back to the beginning of one of the hardest levels in the game. It's hard enough to get the boss, but then if you lose (which you certainly will if you've never seen him before), you get to go through hell just to get another shot. I read somewhere that the checkpointing on this level was bugged and the developers thought it would be funny to leave the bug in to add to the game's challenge. I beat Ninja Gaiden 2 without too much problem but this game can piss right off.

    It was Act 6 and you had to fight 3 bosses in a row and if you died on any of them you went all the way back to the beginning of 6-1. It was the most infuriating moment in my video game experience as a kid. I remember picturing a room full of Japanese developers watching me play the game and laughing hysterically when I died at Jaquio. At the time, I was convinced that it was impossible and the whole game was made solely just to troll kids because the developers must have hated them so much.

     

    I have less memories of Ninja Gaiden 2, but didn't it do the same thing with its final bosses?


  9. 16 hours ago, M.A.M.E Offender said:

    MO would have to destroy at every game listed, while Ramses and Cynicaster would have to stumble significantly in order for MO to take the crown here.

     

    While I understand it is going to take some fierce and fearless gaming to accomplish this feat, I am going to give it my all!!!

     

    Good luck to everyone in the final week of action!!

     

    MO

     

    I actually think you've got a shot at 2nd as most of these games I either suck at or have no experience with. Most of these are popular titles so I'm expecting great scores from you and Cynicaster. I can't rely on reflexes and I generally only do well on games where I can formulate a strategy that works for me. That takes a long time though and there are too many games to focus on this time. The same thing happened during the holiday round. That's where I really fell.

     

    All of that said, I don't want to sound too much like a defeatist and I'm sure you would be disappointed if I threw in the towel now and gave you 2nd place, so I will try my best to make sure you have to work for it!

    • Like 2

  10. Unfortunately, the tips didn't help me out much with Rygar. I think I just got lucky in my first attempt. It took me over 2 hours of playing to improve my previous score! My main problem with the game is dying due to my attacks not registering a hit. About 50% of my deaths are attributed to this. I'll die to an easy 1 HP enemy that my attack bounced off of.

     

    Rygar: 215,640

     

    0007.png.f39654114c4b39d12f79735f55b8346b.png

     

     

    Pengo: 55,290

     

    0005.png.1ce39006797cd168912dfc748e388d06.png


  11. 13 hours ago, Starpaddler said:

    I agree with MonsterSky. A more frenzied arcade mode, while would be exciting, would be at the expense of building up anticipation, which i felt to be at the heart of the original. If had to pick one style over the other, I’d pick anticipation (anxiety) and go with the less is more approach. That being said if both styles could be integrated, thats a win for everyone.  

     

    I agree. The game that inspired Cloudy Mountain, Hunt the Wumpus, had basically no action at all and it was all about finding the Wumpus (through deduction) without dying. I think that anxious survival element should have a little more focus. Trying to figure out where the tough monsters are and avoiding them until you are ready (or perhaps avoiding them entirely) should be a big component of the game. They should be difficult to defeat if you just barge in on them haphazardly and you should be rewarded for planning ahead. Also, I loved those moments where I had to decide if I wanted to risk shooting an arrow blindly into a room where I thought a dragon might reside.

    • Like 3
    • Thanks 1

  12. 1 hour ago, 1001lives said:

    In what context was Pat talking about these? They look absolutely nothing like the current Amico versions if Pat was trying to say they do.

    I actually kinda like the primitive shape graphics of the Shark! Shark! one. It has a certain charm to it.

    • Like 2
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