Post by ommadawnyawn2 on Nov 21, 2022 14:07:51 GMT -5
Actually beat this one on MD not that long ago. It's a decent hop 'n bop platformer, although when the visuals are the real standout you've got a problem on a system (and in a generation with many, following another platformer heavy one) with so many of them and many of them being more creative than this. All I took note of was those little guys you have to chase and take out quickly to make them drop something, although what they drop doesn't even seem useful so eh. At one point you also become tiny but it's just used for a transition into a player as miniature level. Pretty weak. Then there's the flight+invincibility power up but it's so rare that some might not even find it. Finally it completely rips off Castle of Illusion a couple of times, I think that's worth noting.
Moving onto the controls, they're above average but the jumps are kinda floaty and not being able to aim diagonally can become an issue given the abundance of small flying enemies. The lack of manual vertical camera control leads to some blind jumps. The SNES version does have an NTSC version which should help a bit with some of the slower parts and movement being a little slow in general.
This is also one of those platformers where you need to search for switches and keys to progress which generally doesn't quite work for me, you might as well go full platform adventure/metroid style then in my book.
Not a ton to say really. It's a fairly standard platform with a cute character. Probably too cute. If you look at the box art he looks like he has the standard 90's 'tude but the in game character is overly saccharine in a really unappealing way.
You run and jump and throw acorns and...that's about it really. You have a tail swipe attack you can use while crouching and I kept forgetting I had it. I should have changed the default control as the run button is mapped to X, and the game would have been much more manageable (at least for the way I like to play these games) if I mapped it to Y. It definitely feels like an Ocean title in the sense that it controls OK...but could be a lot better. I found myself missing jumps and colliding into enemies when I really shouldn't have. Everything feels just a bit loose. It would be more tolerable if there were a checkpoint or two in the levels. They aren't super long but it is a pain to restart them from the beginning.
The graphics are solid, with lots of parallax and there are some gorgeous backgrounds here and there. I quite liked the music too.
This game came out in the middle of 1994, in an era where SNES games were starting to push the limits of the system, and this very much feels like something that belongs in the first half of the system's life. There's no real hook for me here, it's just a platformer and that's it. It would have made a decent one time rental as a kid. It's a C.
As mentioned by ommadawnyawn2 , Mr Nutz feels pretty similar to Castle of Illusion, most apparent in the forest and kitchen stages. And that comparison doesn't do it many favours. Visually, Mr Nutz can certainly hold its own, featuring charmingly designed, finely drawn and fluidly animated sprites inhabiting pastel-coloured, parallax-scrolling landscapes. Like Illusion, it takes som inspiration from the animated classics Snow White and Fantasia: If the witch boss didn’t have vulture-like features, it would be a 1:1 copy of the Evil Queen’s old lady-form. And with the bird sprites they didn’t even bother to hide anything. That said, a couple of enemy designs do look a bit out of place. And the different stage motifs, including the decent music compositions, tend to outstay their welcome, due to stages being rather drawn out. And yes, the lack of checkpoints certainly hurts in that regard, spanky . Illusion's stages, on the other hand, are much more focussed and varied, introducing fresh concepts until the very end. I also agree that Nutz’z collision detection is a bit rough: If you’re coming at enemies from an angle that’s ever so slightly too low, you’ll get hurt yourself, even though the same behaviour would be acceptable in any other platformer. To make things worse, the developers really liked their teeny tiny enemies, didn’t they? Yeah... And when climbing vertically, foes will be placed in a manner that you’ll most certainly bump into them from below. The lack of vertical head room does its part and, as pointed out by omma, there is nothing you can do about that: While pressing up will actually trigger a “look up”-animation, the camera plainly refuses to follow. I take that as a sign for a rushed development. That might also explain some sloppy enemy placement and the anticlimactic finale. Honestly, that eyeball-dispensing giant in the clouds would’ve made for a more satisfying final boss than the seemingly bored Yeti.
It’s still a decent time, but pales in comparison to the likes of Castle of Illusion or Magical Quest. C
Last Edit: Nov 21, 2022 19:48:04 GMT -5 by windfisch
Post by ommadawnyawn2 on Nov 26, 2022 18:33:59 GMT -5
Super Punch-Out! So I remember not getting far into this years ago but I figured if I just learned the mechanics properly and maybe used YT to learn patterns more quickly I might enjoy it more. Yep, both are pretty much necessary I feel. With KoachKrab127's guide I eventually managed to get through the game... sort of, as I had to use a lot of save states for the last few fights. Around the Kagero fight or so I kinda just wanted to be done with it. I think three major things play into it: First off the lower perspective and lack of scaling on the opponent sprites make it harder for me to read the gameplay in general. Second I think it could've been a bit more lenient about dodging and blocking mid- enemy combo as well as being able to interrupt enemy moves when it looks like you should, and/or made it easier to refill or keep your meter charged so as to keep knockout punches possible. Third I think power up mode could come into play more by letting you override more enemy moves while in it and allowing for tactics that got you into it faster.
Other additions to the formula are good (the early game feels less trivial for example and gameplay is a bit more flexible/expressive), the game looks and feels nice (the punch sfx and knockouts are rather satisfying), and they managed to make most fighters distinct via their special combos and being weak at certain body parts even down to left or right punches mattering at times. I did find the characterization of the opponents kinda lame at times and the music not as good as in PO1 though. There's a bit more charm to the first game's presentation with its super enthusiastic crowds and Rocky-style training segments.
A curse has stricken the village of Horo-Horo. Their beloved princess has vanished. And without her powers, a plague of giant locusts will ravage the helpless. Talk about sick!
All hope rests on the village's two ninja guardians. Kid Ying and Dr. Yang. Ying is a daring young mystical ninja who often rips apart opponents while riding a psychedelic tiger. Yang is his all-powerful mentor and master of the invincible spirit transformation. Together they must overcome ten Levels of the Dragonbeast, until they find the princess or die trying.
With double Warlock Stages in most levels and intense 3D and 2D zones blasting savage stereo sound effects, you'll be challenged to perform dozens of attack moves and solve magical problems before advancing. And talk about enemies! There's the Carp Meister, who stuns victims with poisonous fighting fish; Tanaka-U-Out, a knock out artist who wallops opponents with a bone crushing hammer; and the Sumo Tag Team, kings of the unbeatable belly buster crunch.
All-powerful sinjin items like the fire staff must also be captured. And if you fail to collect gold coins from defeated foes you won't receive important clues from the Fortune Palace and Char Cheddar Sushi Joint, or be allowed to go for broke at "hidden risk" areas such as the Quiz Hose and Horse Races.
But that's only the tip of the volcano. Which is why your ultimate strength must come not from your might, but from your mind.
Never before have I seen such a terrible fate... I see GOOD THINGS happening in your future!!! - Clearly not referring to next weeks game (hehe)
It's an early one since I'm doing DIY tomorrow....what could possibly go wrong??? Anyway, lets get to it!
There was so much to this game. Offering two play perspectives between moving across towns to enemy lairs allowing it to function nicely as an action game as well as an adventure allowed for such a variety in experiences. Much of the time I'd just spend my time building money to play games at the arcade, giving me my first Gradius experience as a notable highlight there. The towns themselves are a little similar, but that allows you to comfortably move across them and upgrade before you tackle the enemy stages. Visually, it's a feast. Rich in culture whilst having a great comedic touch and different to anything else on the SNES; besides its sequels of course.
I remember renting this game one summer evening. A friend was staying over for the night. I had Mario Kart checked out and tried to renew it, but there was a hold on the game so I had to find something else. I scanned the selection at D. Rose Video looking for something that had a 2-player mode. I saw Legend Of The Mysical Ninja. I knew it had two players, it was made by Konami and hell, it had "Ninja" in the title, so it had to be good right? Well it was, my friend and I spent the evening playing the game and skipping around using passwords I found in an Nintendo Power strategy guide. We had a blast.
I completely fell in love with the game. I rented it multiple times and eventually bought it when I found a copy in a bargain bin in a KB Toys store. I loved the world of the game so much. There were countless houses to visit and tons of shops, mini games and roadside attractions. There was even a carnival level that didn't have a boss, platforming or even tough enemies. It was just there for fun. It was the first game I remember playing that wanted me to waste time in it. The concept of being able to visit an arcade in the game and play a round of Gradius completely blew my mind. I was always a bit of a weeb even as a kid and this game is probably the genesis of that. I was always fascinated by the cultural references and Japanese geography contained in the game. When you're a kid, a lot of it just registers as sort of weird but it went a long way to giving me an interest in Japan. The game is a decent length and it does a good job of making you feel like you're on a journey through places that actually exist.
The core gameplay is rock solid too and I think the split between town and platforming levels works very well. It's gorgeous too, with some very detailed backgrounds, funny enemies and plenty of gratuitous Mode 7 effects. I love the underground roller coaster towards the end of the game where the background starts off completely black but eventually lightens up enough for you to tell that you're looking at an underwater scene and as you get higher it turns to clouds. And of course the music is wonderful. It is pretty challenging but you can grind for extra health items if you need to. I also think the inclusion of two different types of passwords was considerate - one very short one that takes you to the beginning of a world with no items and one extremely long one that remembers your entire inventory.
This is one of my favorite SNES games. I'm not sure if it's the best Goemon game, or even the best Goemon game on the SNES (the 2nd and 4th ones* are amazing) but it's definitely the one I'm most attached to. It's an S.
*It was always painful reading through the import sections of gaming mags and seeing previews for Goemon games that I knew we'd never get..
The only thing I didn't really like was that you could only buy jutsu for each stage. It sucked to have to grind for money, just to have to repurchase jutsu lessons. But I suppose they were overpowered techniques, that could be used to wipe out bosses instantly.
But Konami really went all out for this game. Fantastic soundtrack throughout. So many stupid and fun shops, mini-games, and gags galore. Being able to play 2-player and piggyback off each other. Quiz games, gambling, it was all so lush. In a kind of Neo Olde Edo kind of setting that throws in painting games, quiz game shows, whack-a-mole, cruise ships, and amusement parks. The bosses are unique and fun - and the game is quite long. Its difficult enough, without being overly frustrating. I loved being able to stack armor, sandals, and snacks.
I first played it, renting out the imported Japanese version. I was a bit disappointed that some of the shop/show stuff was localized. But otherwise, it's mostly faithful to the original.
It's been a really hectic couple of weeks so I'm really late. Doesn't matter at this point but I'd give Blackthorne a B. I'm right at the end so I'll ramble about it in the finish thread once I clear it, solid game just doesn't quite reach high enough heights to be more than that. Very typical of Blizzard where they see someone else do something they like, they copy it and add a slight spin on it showing they understand what made the original good but rarely ever carrying it forward or anything.
I remember seeing Goemon in a this huge strategy guide / catalogue for the SNES that I believe Nintendo Power made. It would always catch my eye and I've wondered about it and this just reminded me I never got a chance to check it out. I'll try and get to it this week.
Last Edit: Nov 28, 2022 20:24:48 GMT -5 by personman
"You know, I hate the fact that I am like a 87' Chrysler LeBaron trapped in a human body. Its not fair!"
I've never been a fan of Legend of the Mystical Ninja. There's just something about it I find painful dull and not particular fun. The sequel on the other hand is so much better. I forget which I played first, but it might be a case of playing the improvement and finding the original too lacking in comparison.
I guess I'd have to go with a C but I'd give the sequel an A.
Post by ommadawnyawn2 on Dec 1, 2022 16:54:43 GMT -5
Nice to see some love for Mystical Ninja in here. Having replayed it, my opinion mostly remains the same as years ago - I think it's a solid, not quite great but very charming and sometimes odd game. I can mostly echo the sentiments by spanky and excelsior in terms of the game's overall vibe and the variety of gameplay styles is cool. To be fair the format is mostly from GG2 on the NES but honestly the more numerous sidescrolling parts are the best parts and they make good use of the new hardware with scaling and rotation effects that aren't just gimmicks but actually add a bit to gameplay. I feel most of those and the bosses are the highlights in this sense. Downplaying the FP view mazes was probably for the better although they are a bit too easy here. Some of the mini-games are pretty good, such as the Gradius level and the quiz game, while the rest are just kinda meh. I didn't and still don't care for losing both speed and weapon power with each hit, especially when enemies don't drop the former and you start missing the quickly disappearing dropped items and getting hit even more as you slow down. The jutsu powers are something I kind of ignored my first time but this time I cheated at gambling to afford them without grinding and played around with them a bit. They are cool but sometimes poorly implemented with some being useless for the chapter you're in, and not knowing what you picked as well as losing health from the training is annoying, as is losing them for the next chapter. Near the end you're supposed to have saved up on money to be able to buy the good stuff like gold armor upgrades, which I of course didn't do. Speaking of upgrades I felt the weapon system could've been expanded a bit over the course of the game and the bombs felt weak, although I found some use for them against certain bosses that would be hit twice by each one, and if jutsu moves were persistent that might suffice.
I feel the sequel has a better balance between segments. It also has a hub map with some non-linearity to it, three playable chars which are also more distinct, and the towns give you a breather as you'd expect (enemies in towns can be cool but the controls are a bit worse here and the constant respawning gets tiresome I think), maybe that sounds unfair but older games had those elements by this point. I'd say it's a must play for anyone who likes this one.
I'll give it a (strong) B, although it might be an A in 2-player if both players are good at it.
Mystical Ninja is one I always was interested in, the the wonderful presentation and quirky tone make it a title I should love. But for one reason or another never played much. I guess part of that are the town segments, which don't quite click with me. Gameplay-wise those are not that interesting and it feels like their main purpose is grinding. The platforming bits, on the other hand, do seem pretty good. I tried to play more this week, but the game doesn't agree with my emulator of choice (on the PSP) as it tends to crash rather often. At some point I will try it on my laptop, but since it's an old and loud one and I don't have a gamepad atm, it's not the most desirable playing experience.
Well, going to go against the tide here. I absolutely hate this one.
I cannot stand the town segments, I mean I'm in a town why the hell am I being swarmed by enemies? And so many of them are just obnoxious like the guys who jump and machine gun coins at you or the dudes struggling to hold onto a blue fin tuna which will then flop towards you and do that stupid 'stick to you and drain your health' thing I hate so much. It feels like the game is balanced towards co-op and maybe if you had somebody with you to try and keep the massive mobs at bay perhaps its much better but on your own its really frustrating. Especially since a hit will downgrade your weapon AND your speed which makes the slightest mistake feel twice as harsh and just stressed me out. They can be cheap as hell too since you have such a long recover time from a hit leaving you open to getting nailed again and potentially stun locked to death. I seriously went into a store, bought all my upgrades then two assholes waiting just outside the door threw little vases at me immediately taking all that away and nearly swiped my last life from me. I may just have that bad of luck more than anything.
Then the platforming sections are okay but just plain nothing to write home about. I found them way too hard at first but once I figured out you can throw coins to attack the bosses were more reasonable. Only saving grace I can give it is its charming as hell and I dig how its like a road trip of Japan. I want to stick with it more to see more of its silliness but I got to the Tengu mountains or whatever and said uncle. I got sick of trying to fight to earn my upgrades back just to wind up loosing them since some jerk will throw a lantern at me from the corner of the screen with perfect precision. I guess they wanted you to take advantage of the gambling mini games to keep yourself well off but I've never been into that.
Giving it a D. I really want to like this but I just can't stand it. But to be fair I won't say its a legitimate bad game because honestly I may just be bad at it. The only Goemon game I ever played was the second N64 one which I remember liking quite a bit so in the least it looks like the series got better. I never finished that one, should try it sometime.
Last Edit: Dec 3, 2022 13:07:39 GMT -5 by personman
"You know, I hate the fact that I am like a 87' Chrysler LeBaron trapped in a human body. Its not fair!"
Post by ommadawnyawn2 on Dec 3, 2022 19:10:15 GMT -5
Something I did was try to picture them as invaded towns with the NPCs huddling inside the buildings, an interpretation I read about Zelda 1 at some point. But again, the sidescrolling parts work better overall.
You might not have noticed something about recovery which is that if you let go of the d-pad and press it again right after taking a hit, you don't do that annoying bounce after landing. It's weird and I didn't even spot this until halfway through the game or more, but I enjoyed it more after learning that.
While not something that would affect my grading here, there are also game genie codes to keep the weapon and speed upgrades at all times.