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Post by spanky on Jan 24, 2024 18:58:37 GMT -5
The Karate Kid (NES, First Time)
Nothing like killing time with some Grade A NES kusoge! From the developers that brought you Persona! It's been a popular target of derision as far back I can remember - I can recall late 90s NES Scene sites dogging on it. Don't get me wrong, this is pretty bad. Platforms can be hard to make out against the background, most of your standard attacks outside of the kick are worthless and if you caught in between 2 enemies you'll just bounce between them until you die. Did I mention it can be beaten in about 10 minutes? I uh...kinda enjoyed it. There's a straightforward simplicity to it I guess. I also have a high tolerance for this sort of crap. I'll be objective here and say it's a 3/10.
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Post by Apollo Chungus on Jan 24, 2024 19:50:01 GMT -5
Tony Hawk's Underground 2 Remix (PSP; First Time)
I think this is the first time I've played a Tony Hawk game since trying out the PS2 port of Project 8 back in 2022, and that's a funny coincidence since this handheld conversion of Underground 2 was made by the same folks responsible for that port, Shaba Games. This was one of the launch titles for the PSP, and it's a surprisingly solid port of the console game in that it features just about everything from the main game - all the missions, stages, characters, and the many many moves you can pull off. Not only that, but there's four brand new stages that you can choose to do instead of some of the original game's levels, complete with their own unique objectives, cutscenes and whatnot.
It's wild having an expanded version of Underground 2, and one that you can play on the go which runs surprisingly well at 30 FPS (the cutscene animation is a bit jittery though I'd chalk this up to the emulation). I'd almost consider it the best handheld Tony Hawk game, if not for the fact that the controls suffer from not having as many buttons to make use of. That's sometimes a criticism I've heard thrown the PSP's way, especially with the lack of a second analog stick, but I've never really agreed with that. Except here, where you've got weirdness like activating focus mode with a flick of the analog nub, which is also used to move the camera while skating and lets you run around when you're on-foot instead of walking.
I don't feel I have as much control as I'd like to, and I appreciate Vicarious Visions' DS ports of American Wasteland and Proving Ground for streamlining things (such as removing the ability to get off your board) to make for games that are just that little bit more playable to be enjoyed without overcomplicated controls. Otherwise, this is Tony Hawk's Underground 2 with more stuff to do; either you're into that or you're not, and I happily am. I like the open goal structure letting me tackle the various challenges in any order, almost like a collectathon platformer, and while I didn't get as much amusement out of the story's very "Viva La Bam" brand of jackassery, it's still a charmingly inexplicable pile of nonsense that I kinda appreciate.
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Post by Apollo Chungus on Jan 25, 2024 20:17:22 GMT -5
Friday the 13th (J2ME; First Time)
Was feeling a bit bored during the afternoon and decided to try one of the games I'd bookmarked in the Kahvibreak emulator, cuz it looked quite neat. It's an adventure game based on the first Friday the 13th film, where you're coming to work at the Crystal Lake Camp for the summer. However, only hours after arriving, something starts to go wrong and it's up to you to figure out what it is.
This was made back in 2006 by Austrian developer Xendex Entertainment, who have been making mobile games since 2001 and are still kicking! You're presented with a menu of actions to choose from, such as examining specific bits in the room, grabbing and using items, talking to people, moving between locations and checking your inventory to look at or use whatever's inside. It's got a surprisingly seamless design since the actions are presented on a horizontal field and you cancel out of an action by simply scrolling left or right, making for a game that's easy to play on your phone.
It helps that the game itself, though ultimately quite brief, manages to convey a pretty good sense of atmosphere through the handful of pictures showing off the environments and the descriptions that your character gives for all the actions, objects and things you can or can't do. There's plenty of personality expressed through your words, and exchanges are brief enough that there's a decent bit of tension that comes from not really knowing what's going on or why.
You can't die at any point and the game will patiently wait for you to find the right answer, so it's not quite out for your blood as other horror adventure games. But it's a pretty cool adventure and I'm curious to try out more Java adventure games (I know Xendex also did a mobile adaptation of Frogwares' Sherlock Holmes: The Case of the Silver Earring using the same engine so I might give that a look.)
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Post by dsparil on Jan 26, 2024 7:54:45 GMT -5
Another Code: Recollection (I'd say this is one game)
Here's something I haven't experienced recently, the full top to bottom remake. These are basically two entirely new parts and still worth it for anyone that's played both in the past. In particular, the stories have substantial differences. It's nothing like the FFVII remake, but it's a real second version. To a certain degree, it's a matter of taste which set of games is better. The original are more tied to their respective hardware and lose some things away from them, but the stories are more unified and complete here. I say, play all three!
I finished in 11:02:30.
Rating: 8
Edit:
Time Commando (PSX, First Time)
Time Commando was a game I played a whole lot on PC but only the demo. At some point I did end up picking up the full version, but I barely remember it compared to the demo. This turned out to be for good reason.
For anyone that doesn't remember mid 90s ephemera (although the game did end up selling 500k), this is a mixed 3D/FMV action game. Our eponymous time commando does not actually travel through time, but is progressing through historically themed combat simulations to get to a virus that has infected the system. Every two levels, the time period changes and you start back at square one with just your unarmed attacks.
The actual levels are sort of weird with a mix of forced progression and ratchet scrolling. In something like SMB, the inability to go back isn't a huge deal, but it isn't quite the same in 3D-ish game. Move a little too far forward, and you suddenly and unexpectedly might not be able to get at something because the "camera" swooped around to face something else. Going along with this is that the game is just not that well balanced. The difficulty is very uneven and how much damage weapons do to is along entirely tied to the order you get them in. This may be the only game were a space yo-yo does more damage than a laser gatling gun.
There are some good parts, but just I don't think the entire game hangs together well. It's a bit of a shame too, because I do love these multimedia experiments. This was meant to be somewhat of a quick project for Adeline to have something out for Christmas '95 (which it missed anyway) and it sort of shows that it didn't get enough gameplay testing. I can’t really remember what was by blocking point back then, but there’s many possibilities.
Rating: 5
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Post by personman on Jan 27, 2024 12:02:16 GMT -5
Mega Man 3 (3DS via legacy collection, replay)
So for me this has been the best of the classic series and even if one were to disagree it can't be denied that this is where the series solidified its style. Like both 1 and 2 had a lot of assets (mostly Wily Castle bosses) that were in that camp of stuff that looks out of place in the series these days(Which don't get me wrong I love things like that). Now just about everything has googly eyes as it was meant to be. So this one is no less important to the series as 2 I say but now that I've looked this game over again I understand more clearly now why most tend to prefer 2 over 3; even if I still like 3 better myself.
I had forgotten how janky this one is. Many stages have this line of discolored tiles as the screen scrolls, I think the hit boxes for some spike hazards are a little too big, looking at the Cutting Room Floor you can see there is a crap ton of unused assets in the code that weren't removed so much as absent due to errors, the game chugs very often, debug commands are easily accessible and bunch of over stuff. It's wild how sloppy the thing is and you don't even need to look under the hood to see it.
Even without that while I don't mind them I can see people not liking the level design. The terrain is often rocky for not much reason and other times it likes to tuck items out of the way to get you to use Rush which involves stopping everything, going into the menu and bringing up his jump spring or what have you. I'm always switching weapons all the time so it just doesn't bother me and really if they added Rush with all his mobility options then I want the stages to take advantage of it which they do well enough in my eyes. However it can't be denied that 2 had stages that go down much smoother.
However one area you can't argue that 3 does better is its weapons. Yes 2 had the overpowered Metal Blade and it was a blast to use but everything else kinda sucked. I was able to find good uses for nearly everything in this one: The Needle canon is like a machine gun and is a good buster replacement, the Hard Knuckle is tailor made to deal with those asshole Joe enemies swinging the ball and chains, Spark is pure utility and you want to use on this big hopping enemies so you can slip past and avoid damage, Shadow Blade is the Metal Blade but reasonable and hell even the Top Spin is better than it usually gets credit for once I remembered you have to hold the button down when using it.= though it is still tough to get a handle on but point is the kit you gather in 3 is way more useful and fun than 2s and that's a clear win in my book. And on the subject of bosses while 2's cast was fine enough I like 3's bosses a lot more, they just do way more interesting things.
But then you have the Doc robot stages which most of them I don't have a problem with save for the one that takes place in Shadow Man's stage. With the obscene damage all bosses do and the fact you have to fight two of them per stage this can seem like a bad road block that didn't need to be there; especially since losing to the first boss takes you back to the start of the stage. It doesn't get to the dickery of 2's final stretch but I don't think anyone would have complained if these parts were removed. Ironically the actually Wily Castle is the easiest part of the game.
I'm sure I'm not saying much everyone hasn't heard before so I'll stop at that. At the end of day I would say its an extremely close race, 2 is easier to get into at the start but tanks later on. 3 is more interesting mechanically but also has many rougher edges. Much as I think some of it is overrated 2 definitely has a more memorable soundtrack and even though the stages art is more detailed in 3 I can see many finding 2's more charming (though come on, Gemini Man's stage is the weirdest and coolest classic stage ever). Personally I think 3 is the clear winner but objectively I see why 2 has had wider appeal through out the years. Both are fantastic though of course.
Rating-7
Now on to 4 which I swear I have heard the common opinion of change like every two years and I myself can't remember anything about it lol.
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Post by dsparil on Jan 27, 2024 18:05:02 GMT -5
Baldur's Gate: The Black Pits (Switch, First Time)
Short piece of independent DLC made up of fifteen arena style battles. There's a smidge of dialogue mainly pertaining to the various shopkeepers, but this is otherwise nothing but fighting. You can grind completed battles for experience and gold, and the cap of 500k experience does need some grinding to hit. However, the later battles give out loads of experience so you don't need to grind that much. On Core Rules, this is a bit tougher than BG1 in certain battles, but plenty of the harder ones including the last one aren't too bad.
On what happens when importing/exporting, you can't. The Black Pits is siloed off from everything else except its followup attached to BGII; strangely you also can't import characters from BG1 into Siege of Dragonspear only entire saved games. For whatever reason, this functionality was removed although a message about imported characters losing certain container items was erroneously kept. This isn't necessarily a negative since you'd be able to steamroll most of the game as every class only gets two more levels from the higher cap except Paladins who only get one. It's just weird, and I just made a tweaked version of my BG1 party.
I finished in about 5h. It's definitely less, but all I have is the play log. The shortness would make it a good place to play around with classes and party composition though.
Rating: 7
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Post by personman on Jan 28, 2024 12:17:26 GMT -5
Mega Man 4 (3DS, via Legacy Collection, replay)
I've seen people love and hate this one, though I mostly recall negativity heck even someone on this forum a long time ago claimed this game gave them massive depression. I only played through this once on the first collection way back on the PS2 and barely remember a thing about it. Though I do recall someone did a big crazy rom hack that got a lot of attention where I was seeing a bunch of articles about claiming it 'fixed' the game. I can't remember the hack's name but it looked like your typical over designed spiteful rom hack megalomania you'd expect. Fixed isn't the word I'd use no matter how impressive it may have looked (I recall the final stretch having 8-bit versions of Kirby Super Star music in it as well as assets from NES Life Force.)
Anyways its pretty clear to me now why I don't remember much of this one: its just completely derivative. The biggest thing that stuck out to me is the weapons you have all pretty much seen from 2 just better for the most part. Bright Man's is Freeze Man's but overpowered, Drill Man's Crash Man's but with control over the detonation, Ring Man's kinda like Quick Man's, Skull Man's is Woodman's but way worse and Pharoh Man's is Heatman's but worth a damn. Only new ones here are Toad Man's which is a handy screen clear and Dive Man's which is just a dull homing shot then Dust Man's really boring shot that splits which was never useful. Now don't get me wrong its cool that these are pretty useful and I did find pretty good application for them throughout the game but it does just stick in my craw that its so blatantly a second pass at 2's kit for the most part. Hell you can even find some optional tools with a grappling hook and a platform maker, the former being a replacement for the Ruch Coil and the later just being Item 1 from MM2 again. Felt like you could have just replaced Rush all together with these which I did and got good use out of them but further smacks of them just not having any ideas this time around.
The other thing is the stages are just rather dull. The music is just kinda meh, there are barely any twists or gimmicks and Bright Man's power invalidates a lot of it which is kinda fun but you know, maybe wasn't the best idea to make it so damn good. The stages aren't bad but none of them stand out save for Cossak's castle which does have a cool theme and I'm a sucker for snowy nightscapes. And actually Dust Man's stages sticks out thanks to its theme which sounds so forlorn and considering you end up surrounded in a furnace of other robots towards the end it has an eerie feeling of going through Hell from Megaman's perspective, well you know if he can even grapple with the concept being a simple robot himself; course the series bounces back and forth between him being a robot or just a kid we call one. Anyways I'm getting off track point is it was really cool thematically. The game in general looks great for an NES title but only in fidelity its other wise rather generic.
I don't know. On paper this game should be great but there's just something missing. Really feels like they just had no ideas and phoned it in just so they had something to push out that year since by now it was clear these games make money. Doesn't help its big feature with the charge shot being pretty lack luster. It's not bad but it's not great either perfectly milquetoast and forgettable save for like one or two little moments and in some ways that can be seen as worse. I'd tell most people to skip this one unless they're a psychotic completionist like me.
Rating-5
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Post by spanky on Jan 28, 2024 12:26:57 GMT -5
Mega Man 4 (3DS, via Legacy Collection, replay) I've seen people love and hate this one, though I mostly recall negativity heck even someone on this forum a long time ago claimed this game gave them massive depression. I only played through this once on the first collection way back on the PS2 and barely remember a thing about it. Though I do recall someone did a big crazy rom hack that got a lot of attention where I was seeing a bunch of articles about claiming it 'fixed' the game. I can't remember the hack's name but it looked like your typical over designed spiteful rom hack megalomania you'd expect. Fixed isn't the word I'd use no matter how impressive it may have looked (I recall the final stretch having 8-bit versions of Kirby Super Star music in it as well as assets from NES Life Force.) Anyways its pretty clear to me now why I don't remember much of this one: its just completely derivative. The biggest thing that stuck out to me is the weapons you have all pretty much seen from 2 just better for the most part. Bright Man's is Freeze Man's but overpowered, Drill Man's Crash Man's but with control over the detonation, Ring Man's kinda like Quick Man's, Skull Man's is Woodman's but way worse and Pharoh Man's is Heatman's but worth a damn. Only new ones here are Toad Man's which is a handy screen clear and Dive Man's which is just a dull homing shot then Dust Man's really boring shot that splits which was never useful. Now don't get me wrong its cool that these are pretty useful and I did find pretty good application for them throughout the game but it does just stick in my craw that its so blatantly a second pass at 2's kit for the most part. Hell you can even find some optional tools with a grappling hook and a platform maker, the former being a replacement for the Ruch Coil and the later just being Item 1 from MM2 again. Felt like you could have just replaced Rush all together with these which I did and got good use out of them but further smacks of them just not having any ideas this time around. The other thing is the stages are just rather dull. The music is just kinda meh, there are barely any twists or gimmicks and Bright Man's power invalidates a lot of it which is kinda fun but you know, maybe wasn't the best idea to make it so damn good. The stages aren't bad but none of them stand out save for Cossak's castle which does have a cool theme and I'm a sucker for snowy nightscapes. And actually Dust Man's stages sticks out thanks to its theme which sounds so forlorn and considering you end up surrounded in a furnace of other robots towards the end it has an eerie feeling of going through Hell from Megaman's perspective, well you know if he can even grapple with the concept being a simple robot himself; course the series bounces back and forth between him being a robot or just a kid we call one. Anyways I'm getting off track point is it was really cool thematically. The game in general looks great for an NES title but only in fidelity its other wise rather generic. I don't know. On paper this game should be great but there's just something missing. Really feels like they just had no ideas and phoned it in just so they had something to push out that year since by now it was clear these games make money. Doesn't help its big feature with the charge shot being pretty lack luster. It's not bad but it's not great either perfectly milquetoast and forgettable save for like one or two little moments and in some ways that can be seen as worse. I'd tell most people to skip this one unless they're a psychotic completionist like me. Rating-5 I've never really cared for MM 4, dating back to the release of the game. I had loved the first 3 games of the series and a local rental store had gotten a copy...but it was never in. I waited for what seemed like months to play the game and when I finally got my chance...I was very disappointed and I've never been able to fully disassociate that feeling of childhood disappointment with any objective thoughts towards the game. It looks and sounds good but like you said it's all very derivative. The Mega Buster is fine in theory but the game tries to compensate by jacking up the HP of common enemies and some of the bosses are tough to the point where they're not very fun. The password only taking you halfway through the game is complete bullshit as well. At the end of the day it's still a Mega Man game, which means it's better than probably 90 percent of the stuff out there - I just can't put my myself in the mindset of people who claim it's the best of the 6 NES games. Just totally alien to me!
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Post by Apollo Chungus on Jan 29, 2024 13:04:25 GMT -5
Super Kiwi 64: Doomsday (Switch; First Time)
This is a three-level expansion that was added to Super Kiwi 64 in an update on the 26th of January. Macbat (of Macbat 64 fame) has been kidnapped by strange dimensional forces and it's up to Kiwi to rescue them, and there's some neat voice acting in the cutscenes that flesh out the story behind this kidnapping. It's basically two extra levels to play around in, doing the usual thing of collecting crystals and completing objectives to unlock more crystals to collect, followed by a tricky platforming stage and a pretty neat (if visually kinda abrasive) final boss. I dig how the structure between each stage is very different, with one being this huge tube you climb up and the other a wide-open space where you can find and complete things in whatever order you fancy. If you want more Super Kiwi 64, this provides exactly that and I'm cool with that.
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Post by JoeQ on Jan 30, 2024 6:47:55 GMT -5
Feel free to disagree, but I don't think every single piece of DLC should be counted separately. Likewise, episodes for old shareware games or modern episodic stuff.
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Post by dsparil on Jan 30, 2024 11:18:49 GMT -5
Duly noted Independent DLC has been explicitly okay since 2017, and purchased episodes implicitly starting in at least 2018. I think at this point those are here to stay. In this specific case, Doomsday is an independent option when starting a new game not a chunk of levels added in.
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Post by personman on Jan 30, 2024 23:26:47 GMT -5
Mega Man 5 (3DS via Legacy Collection, replay)
So actually I had to play the japanese version of this one since for whatever reason the western version in this port runs awfully but for the sake of clean record keeping figured I'd still list the western title.
This one I have some nostalgia for, for a short while Fry's (what Kroger was called in Arizona) actually rented out games and I got this for a weekend from there. This was shortly after I played a demo of the first X game at a Best Buy and I was absolutely craving the dang thing. But, I wouldn't inherit my brother's SNES for a while yet so this was the best I was going to get and I got the most out of it I could. It did pretty well to tide me over and I had a blast, even got to the end of the first endgame gauntlet too! Boy was it crushing to have to take it back when there was a whole another castle to tackle lol. When I discovered emulation in '02 this was one of the first games I tracked down a rom for.
Self indulgent anecdote aside I recall this one never being mentioned too often and when it is seems people don't like it much. With it fresh in my mind now I can sort of see where some people are coming from because there are some pretty apparent weaknesses with it for sure. Right off the bat the weapons this time are rather goofy with some being borderline worthless like Napalm man's or rather hard to use like Charge Man's who channels some of the awkwardness of Top Man's back in 3. Ironically though the one that seems worthless at a glance I honestly found to be the most useful power in the game with Stone Man's weapon. Seriously it is so good for dealing with annoying airborne enemies and in my experience it just wound up taking care of things I wasn't even aiming for. Seems really awkward and it is really but you shouldn't sleep on it. Otherwise Gyro Man's is nice when you find a good spot to use it but that'll be rare, Wave Man's could be good but is so hampered by the environment Crystal Man's just never worked out for me and Gravity Man's is goofy and fun but a lot of stuff is immune to it, understandably so. As such the kit comes off rather weaksauce this time around but you can tell they were trying to experiment which is nice to see after 4 was such a retread.
Unfortunately what is also weaksauce are the bosses themselves. Most of them are pretty easy and predictable and the charge shot this time around is a bit too strong so like a couple cases its better to just use that than bother with weaknesses. However on the flip side of the coin all these character designs are really freaking cool and may be my favorites of the Classic series off the top of my head. I would have killed for a toy of Napalm Man or Wave Man. In the same vein the stages look absolutely fantastic and in a few spots it looks like they faked parallax scrolling. While design wise I wouldn't hold them too far above 4's it elevates them enough to be more fun I feel. Combine that with a MUCH better soundtrack too, not quite as good as 2's but not far below it; I think my favorite is Charge Man's Stage. The endgame gauntlets were the best yet too and if you managed to unlock Beat its pretty cool how strong that little thing is but it's not an instant win button either. Only thing is the bosses in the Protoman part were a joke but the ones in Wily's section are a good step up.
It is a good deal easier than the last game and yeah I wouldn't call the stages too exciting and the bosses are a disappointment. However none of it is bad and what is weak it makes up for in charm, I just plain liked the look and sound of the stages this game gives you. Not the strongest entry for certain but far from the weakest either, a good step up from 4. I don't get why people seem so ho hum on this one yet I see a bunch of Praise for the last entry, it just makes no sense to me; I get that it's nothing amazing but still a nice time that goes down smooth from beginning to end and hell thats more than I can say about 2! Only reason I rate 2 higher is due to its influence and soundtrack really.
Rating-6
6 is going to be another nostalgic revisit for me since I actually owned that one when it was new. Remember liking it well enough when I had it and played it into the ground but by then I think I was tired of waiting for my chance to have an X game so I grew kinda sour on it; think I even skipped playing it on that old PS2 collection. Without that hanging over me I'm interested in seeing how it stacks up now.
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Post by JoeQ on Jan 31, 2024 10:46:52 GMT -5
Peggle 2: Magical Masters Edition (PS4) - First playthrough, Time: N/A, Rating: 4/5Not much to say, it's more Peggle and Peggle is always fun. Though I think the first game had better and more devious levels. I beat all levels and trials and most optional objectives, and got the platinum trophy. I also beat the two DLC level packs, but they're not substantial enough to count separately. Alphabet Challenge: FPS
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Post by personman on Jan 31, 2024 16:43:49 GMT -5
Mega Man 6 (3DS via Legacy Collection, replay)
Blew through this when I got up today. And well the fact I had no issues sitting through it all in one go could say a couple things I suppose. But for this case its a good thing. I think they were realizing this time around these games had become routine and they needed to shake things up further. 5's weapons were a decent effort but the envelope needed to be pushed more so I suspect they may have seen what was going on with MMX (or was it the same team? I'm not sure) and thought 'Maybe our ticket is to expand the Rush functions into things you can fight with' and so we got the two armors with the Jet adapter and the Power adapter. At first I didn't care for these things at all since at a glance Power Armor seems awful. It has pitiful range and despite how cool it is to punch a projectile at people its weaker than a charged shot. But once I got with the program and saw it as pure utility I didn't mind it and enjoyed make the most of it. The Jet Armor is far more straight forward and looks cool so no issues there and it makes the two final gaunlets a breeze. That is kind of the issue, more and more I saw the levels were designed around these two things primarily so the powers end up taking a back seat and are rather weak again. I only really get any mileage out of Tomahawk Man's with any regularity. That bums me out but ultimately my favorite thing about these games is getting tools and finding ways to use them best and well it does that, it does it pretty well in fact its just via the armors this time around.
However that doesn't excuse the bosses being weak again. In fact they are even more utterly pathetic and you barely need to bother with weaknesses since again the buster is a little too strong. Its such a shame too but because these character designs are awesome! I said 5 were my favorites but no so many of these guys are just cool as hell and are begging to be made into a toy, Knight Man, Tomahawk Man, Flame Man, Plant Man, they're all great! (Also love that Knight Man's stage is dubbed the Capitol of Science... and its just a European castle lol) I love these designs. Even if Tomahawk Man is not actually using a Tomahawk and might be a bit insensitive with the headdress and all but like, its still so cool lol.
Thankfully accompanying them is another great soundtrack and very nice looking stages too. I do miss the surreal abstract stuff you saw in 1-3 but these are still really nice. I think I may even like the soundtrack better than 2s honestly. I'm serious, and that City Nightscape in the first Mr. X stage gets a gold star.
I took to this way more than I thought I would. Sure I have some nostalgia for it but I think it's legit pretty alright. Does it match 2 and 3? Nah, while you can see the effort here there is still just that little something missing and I have a hard time forgiving how pitiful the bosses are. But the emphasis on using the armors to get around, some of the nicest looking graphics on the system and wonderful music it comes pretty close. And call me crazy but I think this is where I would tell newcomers to the series to start if we wanted to limit it to the NES hexalogy.
Rating 7
Whew, I didn't know I was going to blaze through the NES games in one month. And some how I'm not tired of them yet lol. I think I'm gonna work on 7 next which was another one of my favorites! This also wraps up the first Legacy Collection volume and while I wouldn't tell anyone to get this over other versions it really was a nice convenient way to play them on a handheld that's actually like, portable and all. Only get this on a hacked 3DS with hshop if you it suits you just be aware there are issues with 5 and you'll need to change regions. Wonder if that problem is in the Switch version? I'll probably go take a look.
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Post by Woody Alien 2 on Feb 1, 2024 6:49:26 GMT -5
There's a thing I wanted to ask dsparil: is the time listed when we reach the end the one from the current session or the total time we spent playing it before reaching the end? For example, my previous entry Witch-Bot Meglilo: it takes about 35-40 minutes to complete it from beginning to end, but I played it for about 3 hours before becoming good enough to complete it.
I'm asking this because my new entry is kind of strange: it's a free deck building game on Steam called Tournament Ark, for the time being I completed it twice with a listed time of 38 and 41 minutes, but the time I spent playing it before reaching the end is 9 and 12 hours respectively. So how I should count it?
Or does it not count because it has to be completed with all the possible characters? But there are about 20 "archetypes" with around 10 unlockable "backstories" so it would be almost impossible (and tremendously time-consuming) completing it with all the combinations. Here's the screen by the way:
Posting here the description too just in case:
Tournament Ark (Steam, first time, time is in the image)
Free deck-building game that lightly pokes fun at anime stereotypes and the multiverse narrative. The plot is that there are an untold number of fighters on this multiversal ship and they fight in a tournament to defeat the master. It's obviously low-budget with lot of free assets and clashing graphics because of the multiple artists that collaborated for it, but the result is surprisingly complex and well thought-out with lots of strategy, dozens of play styles, tons of possible combinations and synergies, and for being a non-fighting game it emulates well the typical anime battles full of reversals, last-second dodging, sudden power-ups and characters coming back from the brink of death. I'm not that good at deckbuilding games but I do enjoy them somewhat so I think this is a little hidden gem. 8/10
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