On the 360 version there's an achievement that has to do with the hidden levels in Magic Sword. What's the deal with those, do they warp you ahead to skip certain levels or are they just alternate paths with the same amount of levels in the end?
Sunday night I managed to slog through this with a mountain of credits on the PSP port. The control issues really became apparent about halfway through the first level. Auto aim (shooting in the direction you're facing) is virtually useless since the game scrolls upwards so 2/3 of the time you need to be shooting straight up. However you've got to constantly move in all directions to avoid enemy fire, so most situations with manual aim you're forced between dodging or shooting, but not both. Manual aiming works but as mentioned before doesn't turn fast enough. This is made worse by an odd glitch where when you respawn and are in your few seconds of flashing invincibility hitting the shoulder buttons causes it to go apeshit, detecting many more button presses than what you actually did.
So... is it just the PSP version or is the last boss an invisible off-screen rooftop menace that you never see? All I saw was a mountain of grenades thrown off the "king's" palace when I got close to the steps. I honestly thought the game had glitched up but after a few minutes of blind fire the right grenades quit, then the left.
Does the ending purposely have a bullet take you out only respawn and clip through the palace walls? Does a real arcade board or a better emulated version also sometimes display this "PLEASE WRITE" (wait) message like in the above picture?
Well I finally figured out what the issue is with the minis version of Guerilla War.
All of the other 8-way shooters in SNK's mini lineup have two display options; original and stretched. Original has the screen centered pillarboxed by marquee art. Stretched removes the marquee art and increases the horizontal size by just a tiny bit. That is, all of them but Guerilla War (and Chopper I).
For some reason on those two the Original setting has the same pillarboxing but zooms the screen into a nearly square image that cuts off the top and bottom of the screen. The final boss was in the cut area, and the "please write" message was actually a high score initial entry message.
Stretched displays the whole screen, but for some reason elongates it into a tiny ribbon. It honestly looks like a 16:9 image turned vertically and displayed on a horizontal 16:9 monitor. In other words, unplayable shit. I don't remember if this on SNK Arcade Classics Vol 0 has the same issues but I'd assume so.
Well, January came and went, and it occurs to me that Ogre Battle might've been a bit much right out of the gate. So, for Fwbruary, let's knee-jerk to a simpler direction.
-Any one of Quintet's Heaven and Earth trilogy games on SNES. These include SoulBlazer/Blader, The Illusion of Gaia/Time, and Tenchi Souzo/Terranigma. All are great, relatively quick action/RPGs. Score some points.
Last edited by celerystalker; 02-02-2017 at 09:45 AM.
For the players choice, I did Tiny Toon Adventures (NES). I was well on my way to a 1CC, but then I got slaughtered on the last stage.
I love me some Heaven an Earth trilogy, especially Terranigma. Unfortunately, I won't be able to give Terranigma the time I would like to so I will probably try The Illusion of Gaia.
Now, I do have a question: Is it okay to use certain kinds of patches? Obviously, I would expect anything like ROM hacks and cheats to be forbidden, but what about things like Terranigma's 60 Hz patch or the font patch that makes the text easier to read? How about translation patches?
⃟Mario says "... if you do drugs, you go to hell before you die."
Guerilla War (NES)
This is one I'd never played before and it feels like a fast-paced version of Ikari Warriors. It got a bit repetitive towards the end so I turned it into a game of Shoot The Hostages.
I bet it plays like a different game with the original two-joystick controls. Is the arcade version considered the best? I'd like to check it out at some point.
Also, Che died a lot.
Well, the original isn't a twin stick shooter, but rather uses rotary joysticks that move like regular 8-way sticks, but twist at the top to click into different firing positions, allowing you to walk and shoot in different directions. As far as being the definitive version, it definitely has better graphics, and the control can't be replicated, but the NES version is still pretty highly regarded and is longer. It really is the successor to the Ikari line, which also used those rotary sticks, as did a nice handful of other games.
Looks like a lot of folks realized just how shitty Guerrilla War was treated on PSP last week... but it sure is fun on NES and arcade. Anyway, new week, new games!
-Rastan (Arcade, Master System, PS2, Xbox)
-Any Psychic Force fighter (not the PS1 puzzle game) (Arcade, PS1, Dreamcast, PS2) including the game based on the anime X on PS1.
-Player's choice: pick any game whose title ends in a single letter. Examples might include Maken X, Makeruna Makendou Z, Wonder Project J, Mega Man X, etc.
hes gone nearly full taito!
I started Illusion of Gaia today and I am presently in Itory Village.
Also, I hate this gem:
Seriously though, blast this goddamn gem. I spent ten minutes walking in an out of the cave before that noodle armed fisherman managed to pull the pot out of the water.
⃟Mario says "... if you do drugs, you go to hell before you die."