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Post by derboo on Sept 12, 2008 10:13:39 GMT -5
I don't really care whether you add that or not, derboo, but the phrase "jump & run" feels off when most reviews would rather use the word "platforming." Oh, I think thats because where I'm from, because we'd rather use the term "jump&run" here, internationally, platforming would indeed be the better term, i agree.
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Post by acidonia on Sept 12, 2008 10:30:21 GMT -5
I see no mention of the weird dragon ball based hack of the arcade Ninja Gaiden that a company called Nics made called Dragon Bowl for the arcades made in 1992. www.vazcomics.org/mamend/D/drgnbowl.htm Screen shots of the bosses and ending of it. I myself found these games to hard like all the aliens and monster they have in them though. Ill have to start playing the ds one again someday though.
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Post by Ryu the Grappler on Sept 12, 2008 10:33:30 GMT -5
about the nes trilogy, i'm not sure but maybe another game may be mentionned : V,I.C.E project doom. It plays ALOT like ninja gaiden, share the same quality and difficulty and have the same kind of storytelling with cutscene. What's diferent is that you're not a ninja and there is a few racing and shooting ministage(which are quite good). But the link is easy to do. I don't remember if it's done by the same company however. Nope, it was published by Sammy and developed by Aicom (they also did the second Golgo 13 game for the NES).
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Post by ReyVGM on Sept 12, 2008 11:14:22 GMT -5
We're learning to press 10+ buttons with individual functions together with up to 3 directional input units for each game nowadays, can it be that much of a problem to adjust to 2 buttons switched around? Sure, as long as the game is something new. But when it's a port of a previous game, swapping the the only two buttons around causes some serious confusion. It's not that you can't get used to it, it's that it was unnecessary in the first place to do so. And in the end, it only screwed Lynx owners that wanted a real NG port on their system. Anyone that had the "pleasure" of playing the game on the real system would have immediately complained about it. Some people are starting to get defensive here, as usual. It shouldn't be a big deal to add something along the lines: "For some reason the buttons are switched around in this port." That's it. No need to go into philosophical details about that being a terrible decision or not.
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Post by zzz on Sept 12, 2008 11:55:08 GMT -5
Some people are starting to get defensive here, as usual. It shouldn't be a big deal to add something along the lines: "For some reason the buttons are switched around in this port." No one's getting defensive. It's just that your complaint about the port is completely needless. This comment... We're learning to press 10+ buttons with individual functions together with up to 3 directional input units for each game nowadays, can it be that much of a problem to adjust to 2 buttons switched around? ... pretty much says it all.
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Post by ReyVGM on Sept 12, 2008 13:13:49 GMT -5
It's not needless. If he complained about the graphics or the controls on the other ports, then he can make a note of it on this game too. The only reason he didn't was because he played it on an emulator/keyboard combo and didn't notice it. I brought it to his attention that the Lynx port had the controls reversed, which pissed starving Lynx owners back in the day.
Anyone that has played a Ninja Gaiden game before, nay, any 2D action game with 2 buttons, is used to attacking with the B button (or the left one) and jumping with the A button (the right one). It's something that's hardwired into your brain, SPECIALLY if it's a port. Anyone that played the Lynx NG3 said the same thing: "Why are the buttons reversed?". Which is the same bonehead decision that was made with the Gamecube Megaman Collection, a collection that while being superior to the PS2 version, isn't the one people recommend due to the reversed controls.
You can't tell me THAT isn't important.
And don't tell me you don't get defensive. On another topic you almost wrote an essay about how all you write is perfect and exactly how you intended it to be; and that no one should tell you otherwise. Unless it's Kurt, of course.
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Post by zzz on Sept 12, 2008 13:43:05 GMT -5
It's not needless. If he complained about the graphics or the controls on the other ports, then he can make a note of it on this game too. The difference here is that we're talking about something as irrelevant as the jump button being on the left and the attack button being on the right. That's not an actual problem, just a matter of preference. WTF?
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Post by Discoalucard on Sept 12, 2008 16:51:07 GMT -5
I'm not entirely sure what's going on in this thread, but I'm with Rey on the button switching - I canceled my preorder for the GC version of Megaman Anniversary way back in the day when I heard the buttons were switched, and certain older SMS games (Alex Kidd, Zillion) still throw me off.
I'll see about adding/fixing some of the other stuff before it officially goes up.
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Post by Shellshock on Sept 12, 2008 17:28:41 GMT -5
Very nice coverage Derboo. This is exactly the kind of article that would fit in my site, and my favorite type! Keep 'em coming.
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Post by Shellshock on Sept 12, 2008 23:09:31 GMT -5
I used to have Ninja Gaiden 2 and also played a lot of 3, and I remember there was a secret button combination on both games to unlock a very cool looking sound test. Complete with sound channel gauges, track titles, and SD characters. You might want to mention it since your article is very thorough.
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Post by ReyVGM on Sept 13, 2008 1:02:33 GMT -5
I canceled my preorder for the GC version of Megaman Anniversary way back in the day when I heard the buttons were switched, and certain older SMS games (Alex Kidd, Zillion) still throw me off. Thank you. Most people don't have the ability to go both ways... when it comes to button switching.
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Post by Sac (a.k.a Icaras) on Sept 13, 2008 2:23:12 GMT -5
Cool article.
I found it interesting to see that Tecmo at 1st tried to try Ryu(Mentioning Irene in the game manual for 1), in Dead or Alive, into the original series continuity, but then changed their minds. That's a shame really as, IMO, it really kills the awesome factor of having him in the game.
Still, it's not like he was ever a feature character, as I remember reading reviews of DoA1 and was expecting to see a mention of the Ninja Gaiden main character being in the game, but most reviews focused on...other things... >.<
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Post by steven on Sept 13, 2008 4:29:06 GMT -5
I don't agree with the fact that you should give an opinion of a game on the article assuming that everyone is going to play it on an emulator. If anything, the emulator deviates from the actual experience one should have on the actual system, even if it's a terrible experience. For example, I've hated some games on a real console, but on an emulator using fast forward and save states I've come to like the game. Should I give out good scores or good opinions of the game because I used functions not intended on the real system? Of course, I'm not expecting you to buy a Lynx or anything, but to not mention the inverted controls just because you can change the keys on an emulator is something I do not agree with. I very much agree with this logic. A quick blurb of it wouldn't hurt, if anything, it'd add to the article. And BTW, I do faintly recall reading in some magazine back in the day about someone bringing up this button-switching issue. Can't remember if it was one of the magazine writers, or a fan writing in. Either way, I'm fairly positive it was there.
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Post by derboo on Sept 13, 2008 21:34:10 GMT -5
As I said before, I'm perfectly fine with mentioning it in a fashion like ReyVGM proposed on this page, something like "For some reason the buttons are switched around in this port.", maybe adding, "which may cause confusion for players used to the standard control scheme"
I just wanted to say that a "WTF? The fucking fucktards fucked up the fucking controls and made the game fucking unplayable" (of course, this is exaggerated) wouldn't belong in an article that has my name on it, since I don't believe in games being unplayable through different button settings (as long as they don't do something retarded as making start and select the main buttons, of course), and I would never call it a major flaw.
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Post by silently on Sept 15, 2008 10:49:40 GMT -5
I see no mention of the weird dragon ball based hack of the arcade Ninja Gaiden that a company called Nics made called Dragon Bowl for the arcades made in 1992. www.vazcomics.org/mamend/D/drgnbowl.htm Screen shots of the bosses and ending of it. Right. I know this game too. Is a complete rip-off of Ninja Gaiden/Shadow Warrior, with the Dragon Ball's background, but everything is the same, starting from the enemies and boss, re-dawned but still acts as the original, until the level design. Ryu is changed into a bad-drawned little Son Goku. An obscure game, but I think it will be mentioned into the article, like the ports of the original arcade
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