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SBGC Daily 1 Credit Redux: The Top-Rankers Edition
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Tue Jun 28, 2011 11:18 pm    Post subject: SBGC Daily 1 Credit Redux: The Top-Rankers Edition   Co-Op: Renfrew, The King Reply with quote

SBGCD1CR

We had this going at least once on SB before, and a similar thread on the old IC forums. Right now, I've got a lot of free time and a lot of old games I want to delve into, so I figured I'd start another one. It would also be interesting to have a general, if rough, measuring stick of our gaming abilities in a variety of genres. I'd like to focus on little-known and largely unplayed games this time, so the experiences and discussions will be fresh. Most of the games will probably end up being MAME-oriented, but I'm not going to rule out arcade-styled console/PC games, at least if they emulate easily.

Here are the rules, adapted from wpham's old thread:

1. Post a FIRST and (optionally) a BEST score for each game, preferably with the characters/ships/whatever you used, if the game gives you a choice.

FIRST SCORE = No practice runs, no resets. I will not modify these.

BEST SCORE = Practice as much as you want beforehand, reset all you want. I will update these if you post an improved personal score.

2. Continuing is not allowed in any case, nor is using more than one credit at a time.

3. Research of games (movelists, strategies, etc.) is fine in all cases.

4. Scores for each game will be collected at the bottom of this post, in their respective categories.

5. Suggest another game! Try to pick something that's not well known and that most people wouldn't have already played.

6. We will specify a version of the game to be played if there are significant gameplay differences between regions and/or hardware.

7. Unless otherwise specified, default settings must always be used.

8. I'll try to post one new game per day, but I can't guarantee an exact schedule.

9. Just because I've posted a new game, doesn't mean you can't still submit scores for a previous one. Though I would encourage people to stay current to some degree.

EDIT: Curated thread to crop an overly huge image.

2nd EDIT: Updated rules to accommodate both first and best scores, unlike the old thread.

=============================================

OUR FIRST GAME IS: WARZARD/RED EARTH (Arcade, CPS3)

(No passwords allowed, must start from Lv. 1. Must not enter any two-player matches.)





=============================================

(SCOREBOARD MOVED TO GALAXY ODDITY THREAD)


Last edited by Sniper Honeyviper on Sun Sep 25, 2011 1:44 pm; edited 141 times in total
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Tue Jun 28, 2011 11:51 pm        Reply with quote

Yup, that's what I meant.

The movelists are pretty small until you level up a substantial amount, though.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jun 29, 2011 7:46 am        Reply with quote

Excellent! howardcneal might want to crop that image, though. (Never mind: I did it for him.)

Note that you receive a massive EXP bonus from hitting the falling stone slab in the bonus stage after Gi Gi. It appears after you destroy the wall moais, with a DANGER indicator. The timing is difficult, though.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jun 29, 2011 10:14 pm        Reply with quote

Ymer wrote:
Are we allowed to look up move lists and the like online or is this to be a completely blind thing?

No, feel free to do all the research you want beforehand. I can assure you we won't have too many more fighting games, since almost none are single-player oriented. Well, there's Monster Maulers and Metamoquester...

Since this is our first game, and I started the thread rather late yesterday, I'm going to hold off till tomorrow morning (EST) to post a new one.

I would pick Dead Connection, but it was already used in the old thread.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jun 29, 2011 11:20 pm        Reply with quote

end of the world wrote:

Fun fact: Blade's name was originally going to be Jihad.

I find him to be the toughest enemy in the game, moreso than Valdoll/Scion because he's got so much health, blocks constantly and is less susceptible to super jump abuse. His extreme-damage attacks (mirror projectile, full-screen armor burst) don't telegraph like Valdoll's, either.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jun 30, 2011 5:10 am        Reply with quote

Our top scorer for Warzard/Red Earth is end of the world, beating me out by a good 200,000 EXP. I'm sure we've both had plenty of prior experience with the game, though (sorry, everyone else).

cake wrote:
As it came up in a different thread, I would like to suggest Taito's Crazy Balloon.

Suggestion acknowledged!

TODAY'S GAME IS: CRAZY BALLOON (Arcade)





Stage 6 ate all my lives. Is the narrow shortcut path even possible? I love how the game's early enough (1980) that it doesn't feel at all detached from the medium's carnival-attraction origins.

I wouldn't be surprised if this was a direct inspiration for the Kururin games, though it's not like it introduced the concept of "don't touch the walls."

After you finish your for realz run, start the game and don't move for a while for a neat bonus. (You'll die in the process.)

EDIT: I've determined that moving around near the differently colored spikes grants more points, even if you can't get past them.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jun 30, 2011 2:08 pm        Reply with quote

Smithee, I'll take you off ignore if you don't post any more shock images in the axe without prior warning (i.e. URL instead of img tags).

Everyone else, your scores have been updated. I didn't find it a difficult game at all, at least until level 6 (I now know that the game loops after this). The trick is to think in terms of diagonal lines, since the most obtuse positions of the balloon string usually match up with the curves. It was pretty funky when the entire stage started moving, which must have taken some difficult programming for 1980.

Also, a guide to getting Warzard running in MAME (copied from a PM I sent):

Quote:
To play Warzard/Red Earth, you'll need these files: wzd000.chd, redeartn.zip, and possibly redearth.zip and warzard.zip. You'll also need to let the disc image copy itself to the virtual CPS3 board, but you can speed this up with frameskip/throttle. Oh, and put roms into the "roms" folder.

Just put wzd000.chd in the roms folder with everything else, then start the game (under the Red Earth or Warzard listing, but not the NO CD one.)

After a menu selection, the game will begin copying itself to the CPS3 board. Unfortunately this takes about a half hour, but you can use frameskip/throttle like I mentioned. You won't have to do it again, at least.

I've posted another game in the 1 credit thread, but I'll still put up your score if you post it.


Last edited by Sniper Honeyviper on Thu Jun 30, 2011 2:17 pm; edited 1 time in total
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jun 30, 2011 2:40 pm        Reply with quote

I probably should have mentioned this before, but Shmupmame v2.2 is really what you want to be using for everything. (Not v3.0b, which is inferior in every way aside from supporting Espgaluda.) Cuts out input lag in a good armful of games, while providing expanded interface options.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jun 30, 2011 11:46 pm        Reply with quote

Yeah, to be honest, I'm not entirely satisfied with the no practice runs rule myself. Gonna make some changes, gonna instate another suggestion of cake's (the first & best rule).

So if anyone wants to post their best scores for Warzard and Crazy Balloon, go ahead.

EDIT: Done. Check the top post.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jul 01, 2011 12:37 am        Reply with quote

For our first "best score" listing.



I can probably do better than this, but the tension really starts to break me down after level 6.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jul 01, 2011 5:29 am        Reply with quote

Our top scorer in both categories (so far) for Crazy Balloon is myself!

TODAY'S GAME IS: THUNDER DRAGON 2 (Arcade)

A wonderful, yet sadly overlooked NMK shmup with a hilarious announcer.

PROTIP: Shoot the letters. There are also slight differences between the player 1 and 2 side ships.





First score:
- Sniper Honeyviper: 721770, Player 1 ship

I foolishly withheld my bombs in Stage 3, forgetting how liberal the game is with handing them out.

(Best score to come)
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sat Jul 02, 2011 6:15 am        Reply with quote

Currently I have our top first score in Thunder Dragon 2, while howardcneal holds the only score so far on its "best" listing. Although I will admit to having a good deal of experience with the game in the past--I selected it, after all.

TODAY'S GAME IS: GUNDHARA (Arcade)

A very nice, strangely obscure overhead run-n-gun from Banpresto. Quite similar to Mercs, with the added feature of being able to lock your aim in place.

PROTIPS: The kick is useless. (EDIT: notbov has informed me that it cancels bullets, so disregard this.) Juggle the pigs in Mission 2. There are no time limits (as far as I know), so don't rush it. Jerry and Jinn are identical, aside from these things:
- Jinn starts with the shotgun instead of the vulcan
- Jerry's bomb fires straight ahead, while Jinn's is a close-range burst

There are also English settings in the dip switches, so you can bear witness to the nonsensical scraps of plot. (kids get kidnapped to start WWIII)



First:
- Sniper Honeyviper: 322830, Jerry


Last edited by Sniper Honeyviper on Mon Jul 04, 2011 4:25 am; edited 1 time in total
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Sniper Honeyviper



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PostPosted: Sat Jul 02, 2011 4:33 pm        Reply with quote

This is why I added the best scoreboard, you know!
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sat Jul 02, 2011 4:51 pm        Reply with quote

Yeah, until you figure out what all the bullets look like, the game suffers from serious Garegga syndrome. Those microscopic blue ones are the worst.

Also, your hitbox is in a weird place.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 03, 2011 6:30 am        Reply with quote

Seems like you guys didn't receive Gundhara too well, so this time I'm going with something more "friendly."

TODAY'S GAME IS: GHOSTLOP (Arcade/Neo Geo, unreleased prototype)

1P story mode.

PROTIP: Score well enough on the first match, and you'll get to fight the Grey alien.



First:
- Sniper Honeyviper, 40386

(note: unlike many arcade games, ghostlop does not use the last digit of score to designate the number of continues used!)
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 03, 2011 4:26 pm        Reply with quote

Loki Laufeyson wrote:
will you take suggestions for future games, sniper?


I wrote:
5. Suggest another game! Try to pick something that's not well known and that most people wouldn't have already played.

:(
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 03, 2011 6:14 pm        Reply with quote

It's in the first post, Loki.

Youpi, as with any combo-oriented puzzle game, it depends on the situation. If you think you're going to get killed on the next fill, focus on simply clearing the board, taking out as many ghosts as possible. Otherwise, it's often advisable to let them pile up on one side, so you can bounce off the other side to chop a huge clump down at once. The nice thing is that scoring and survival often go hand in hand! But without enough risk-taking, you'll never hit your opponent hard enough to win without a time-out.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 03, 2011 8:58 pm        Reply with quote

Yeah, from what I can tell, it's fairly complex how the game judges your performance for score. One of the categories on the results screen is "average," which could mean a lot of things.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Jul 04, 2011 4:25 am        Reply with quote

oh man, I never realized that the kick cancels bullets! that certainly changes things.

it's still useless as an attack, though. sure, you get more points, but all but the weakest grunts take multiple kicks to kill, giving them ample time to strike back.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Jul 04, 2011 5:35 am        Reply with quote

TODAY'S GAME IS: POPEYE (Arcade)

Miyamoto's forgotten early masterpiece, which I would almost describe as Castlevania meets Donkey Kong. The Famicom version was one of the first three games released for the system.

PROTIPS: It's much safer to be above Brutus than below him. You can punch the bottles, as well as the vulture in stage 3. You'll need spinach to punch Brutus. The farther score items fall, the less they're worth. Detailed tips at KLOV's page.



First:
- Sniper Honeyviper: 33400

I haven't gotten any suggestions so far on this page--if you have any, just post them! Remember, I'm not limiting the thread to arcade games.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Jul 04, 2011 5:12 pm        Reply with quote

Youpi wrote:
That mixed-resolution look is pretty unusual for an early 80's game, wonder what't the story behind the decision.

Yeah, I've been wondering about this myself. Nintendo had a few other arcade games with mixed resolution, such as Arm Wrestling and (Super) Punch-Out. Atari used it quite often as well. Unless it's as boring as you guessed, is there somewhere that explains how the hardware was able to accomplish this interesting effect?

cake, you should give the original E.C. Segar comics a chance. They're very much a product of the same delightfully unhinged era of early cartooning that birthed Little Nemo and Krazy Kat.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Tue Jul 05, 2011 4:20 am        Reply with quote

TODAY'S GAME IS: I, Robot (Arcade)

The first videogame ever with 3D filled polygons (consider that this was the year after Popeye!). Also contains Doodle City, still an amazing chill-out paint program (my old thread). Has nothing to do with Asimov or Will Smith.

PROTIP: The start buttons zoom the camera in and out, activating score multipliers at the cost of visibility. It can be zoomed twice for a maximum of 2x points. More detailed info at KLOV.

In the off chance you have an analog joystick (like a flight stick), you might want to use that, since the game was designed for it.



First:
- Sniper Honeyviper: 65744

Note: If you're going for a best score, I'd recommend restarting the game after every run, since some bonuses are only awarded after beating a stage's previous record.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Tue Jul 05, 2011 11:07 pm        Reply with quote

Change Air Blade and Robo-Kid are a little too well-known around these parts, but I'll consider them after the list's gotten longer.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 06, 2011 5:06 am        Reply with quote

TODAY'S GAME IS: Gunbarich (Arcade)

The third game in Psikyo's Gunbird series, and one of their last non-mahjong works, is a very interesting Breakout-like with shmup and pinball elements. Not the most obscure thing, I know, but it usually gets overlooked in favor of their standard shmups.

You can apply a considerable amount of english to the ball after a hit with the flippers. This means that those aggravating one-block-left situations can be quickly remedied, with enough skill. I haven't really been able to determine how the two characters are different, but I had much better luck with Marion. I think Grutan hits harder but has less control.

Whenever the ball has a trail behind it (after a flipper hit), it can be guided. Left and right move it slightly, up and down make it swerve dramatically. The red powerup is particularly important, since it gives the ball piercing capability when in the trailing state.



First:
- Sniper Honeyviper: 1118300, Grutan

Best:
- Sniper Honeyviper: 3889200, Marion

The Mexican band on the high score table is amazing.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 06, 2011 6:29 pm        Reply with quote

Schwere Viper wrote:
Charming little number, this one. They really just went into mahjong games after all their great shmups? What a waste.

Not quite. Psikyo had been doing the Hot Gimmick mahjong series for a few years already (which includes a Capcom/Psikyo crossover on the Dreamcast). They closed in 2003, but quickly re-formed as X-Nauts, who continued to use the Psikyo name. The only new shmup they put out was the awful Sengoku Cannon, though.

Now X-Nauts is gone, so I don't know who owns all the rights now. Maybe Taito? They published the PS2 ports.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 06, 2011 11:23 pm        Reply with quote

As far as I know, hitting one of the 2x jars grants a double-point bonus for the rest of the stage, or the bonus lasts very long, at least. So it would be good to hit one as soon as possible.

Also, finishing fast and having three lives makes your end-of-stage bonus substantially larger.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jul 07, 2011 5:06 am        Reply with quote

TODAY'S GAME IS: Tac/Scan (Arcade)

A experimental early vector shmup from Sega, pleasantly hypnotic in its gentle repetition and the level of concentration demanded. Much like I, Robot, it's quite complicated by 1982 arcade standards, which is likely part of the reason it failed.

Instead of controlling merely one ship, you steer an entire fleet. The first button fires, the second button fills an empty slot with one of your reserve ships, if one has been destroyed. You start with 8 reserves. As well as earning extends through score, you can snag floating ships into your formation by catching them in a slot. In the tube-flying stage, keep your ships within the green lines.

The original cabinet used a dial controller, like those found on Arkanoid. Unless you've got one of those, I strongly recommend using the mouse.

First:
- Sniper Honeyviper: 134500


Last edited by Sniper Honeyviper on Thu Jul 07, 2011 6:48 pm; edited 1 time in total
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jul 08, 2011 4:38 am        Reply with quote

Only two participants yesterday? Did the vectors scare you guys off? Anyway, all your suggestions have been considered, but I'd like to feature a personal favorite first:

TODAY'S GAME IS: Satan's Hollow (Arcade)

Seems to be well-known among vintage arcade collectors, but I've never seen it mentioned anywhere else.

A dramatic reworking of Galaga, unrelenting in its pace and escalating difficulty. If you think you can get through a tight pattern, you can't. Just strategically use the shield button. Keep in mind that enemies don't have any "dead zone" that stops them from firing up close. Clear out the huge waves as fast as possible, but take it slow on the lighter ones to build up your bridge. For detailed instructions, consult KLOV or the attract mode, and I can assure you you'll need them. (Also look at the amazing control panel.)

When one of the lesser devils or Satan is about to appear, just fire a bunch of shots off, about half the time you'll catch them before they can do anything.



First:
22365

Best:
62785
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jul 08, 2011 8:00 pm        Reply with quote

Ha ha, thanks for pointing that out Smithee.

cake, I don't find it a terribly difficult game until the invisible enemies start showing up. You just need to get all three gun barrels as soon as possible, and make judicious use of the shield (remember that you can ram enemies with it). I admit that luck is a big factor, though. And no, I don't know how the JP changed score. I definitely didn't enter those initials.

Anyone know if there's an earlier game with a graphical day/night cycle?
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sat Jul 09, 2011 4:18 am        Reply with quote

Participation seems to have dropped off...would more people join in if I started featuring popular favorites, or do my selections just suck? I mean, we had a ton of scores for Crazy Balloon. Anyway, here's Loki's suggestion, and our first non-arcade game:

TODAY'S GAME IS: Aquaventure (Atari 2600, unreleased prototype)

In my first run, I assumed this was just an endless version of Jaws NES' single-screen scuba stage, but there's some actual structure and progression to it. It goes like this: Move down a number of screens, grab the treasure at the bottom, then head back to the top and touch the mermaid to advance to the next level. The red spiky walls will kill you. Interestingly, you have four lives instead of the usual three.

You don't get points for clearing a stage, just for shooting fish and grabbing the treasure. I guess if you really want to farm for points, you can hang around in each level until the air is about to run out, though you won't have much time for this after the second level. I'd almost be willing to label this as an early "survival horror" game--with your limited air supply, it can get seriously claustrophobic and tense. Shame it wasn't released.



First: 20875 (not pictured)

Best: 136750
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 10, 2011 7:25 am        Reply with quote

Thanks for the responses, guys. I'll keep the thread going as long as I can. Schwere, didn't you read where I explained that Aquaventure has more than one screen?

This is such an incredible find I'm hopefully going to give it a huge thread of its own in the future, but here you go:

TODAY'S GAME IS: Gunbuster (Arcade, unrelated to the Gainax anime)

The first FPS with simultaneous movement and vertical aiming, predating Doom by a year. I can't think of another game so radically ahead of its time, and it's unfair to call it a lightgun shooter, since you always have full movement control. I'm sure the reason it's forgotten is because no Japanese person in 1992 would've been able to figure out circle-strafing. The controls, the scaling, the level design, the early 90's Katsuhiro Otomo/Terminator-inspired visuals (from Taito, of course), are all perfectly executed. It really has to be played to be believed. The only thing it's lacking is a versus mode, but that's unreasonable to expect from when the FPS "genre" didn't exist.



Many will be confused by the unusual setup and gobs of Japanese text, so here's a little guide:

- Make sure MAME has mouse support enabled for the lightgun (actually a positional gun, in this game's case).
- Map the joystick to the WASD keys, or whatever you want.
- Map buttons 1 and 2 to the left and right mouse buttons.
- Disable button 3 (service button that freezes the game).
- Your controls are all set. The four characters are identical aside from their secondary weapons. From top to bottom, they are Rocket, Laser, Fire, and Spark.
- Upon starting your first mission, you'll be given a quick tutorial. After it ends, you can walk around the small room that makes up the first stage, firing at the boss. To turn, swing the cursor to the far left or right of the screen.
- Like your gun, your secondary weapon (button 2) has infinite ammo, but reload times and power vary between characters.
- There are some forced-scrolling stages later in the game where you can only move left and right (turning/aiming is not restricted.) These should be pretty obvious.

First game was spent figuring out the controls and stuff.

Best:
- Sniper Honeyviper: 632500, Fire

Definite room for improvement, I took all the easy low-scoring paths. Good luck to you all.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 10, 2011 4:06 pm        Reply with quote

Yeah, the "huge room full of enemies" levels of Gunbuster are the low points of the game, but at least they're not completely unfair. You can shoot down all the missiles coming your way, and take cover behind pillars. I found my FPS instincts served me well.

I should mention that there is a minor graphical glitch in the emulation, specifically, the floating green mines in level 2.

cake wrote:
I've been reading up on Aquaventure, as I was wondering why it was never released, and it seems like maybe there are two versions. Some articles about the game mention that the revenge fish are indestructable (which they aren't in the version I've been playing) and some screenshots look different (the text which is yellow in Sniper Honeyviper's screenshots is white instead). If anyone has found the version with white text or indestructable fish, can they point me at it?

I have a version with a CCE logo on the idle screen, but no white text or invincible fish.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sun Jul 10, 2011 11:25 pm        Reply with quote

Maybe Schwere can post a link in the axe to where he got the white-text rom?
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Jul 11, 2011 2:30 am        Reply with quote

It's two players to a side, hence the "Red Team." And I'm pretty sure it's only co-op, not versus. It's like Lucky & Wild in that the second gun is just along for the ride, with the first player doing all the movement control.

I find Fire (third character) to be the best, his subweapon isn't really any weaker than the laser, and leaves lingering pools of flame that can decimate slow-moving bosses.

The spider boss is still a death trap for me, although constantly circling around the line of machinery prolonged my life.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Mon Jul 11, 2011 4:48 am        Reply with quote

TODAY'S GAME IS: Mad Planets (Arcade)

Found out about this from the new Insert Credit post. "Asteroids on crack" would be a not-inaccurate description, if not for your ship's lack of physics. Shame it gets nearly impossible after Round 5, or at least a lot more luck-dependent.

Set up the controls like this: Joystick goes to WASD or your four keys of choice, button one goes to left mouse button, the dial's analog goes to the mouse. Move with the stick, aim with the analog, fire with the button (hold it down for rapid, tap it for long-range shots).

If a formed planet has any moons orbiting it, it's invincible, though you can leech some minor points off it. When all the moons are destroyed, it'll turn red and become "mad," which means it can be killed, but will quickly home straight in on you. There are also comets, which spiral around a bit before homing in. The little white and blue dudes are astronauts, who can be picked up for points. They'll probably be substantial contributions to your score.



First:
8941

Best:
15606


Last edited by Sniper Honeyviper on Mon Jul 11, 2011 9:54 pm; edited 2 times in total
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Sniper Honeyviper



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PostPosted: Tue Jul 12, 2011 5:25 am        Reply with quote

TODAY'S GAME IS: Beast Busters (Arcade), a relentless gun shooter from SNK's pre-Neo years.

Definitely intended to be a quarter muncher, which is why I wouldn't expect anyone to get too far on one credit. Still, I made it to the second boss on my first try, and the balance and pacing are much better than in Operation Wolf and most other gun games of the era. It's also nice that there aren't any hostages to avoid shooting--they'd have been zombified anyway.

The gun and both buttons should go to the mouse. Button 1 shoots, button 2 throws grenades. You technically have limited ammo, but it's so plentiful that you'll easily be able to hold the trigger down through the entire game.

There's actually a sequel on the Hyper Neo Geo 64! Looking forward to playing it when that system's emulation finally gets perfected.



First:
1005080

I admit it: I'm picking all these mouse games because I'm too lazy to set up the table + HDTV for my arcade stick. I'll stop after this one.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 13, 2011 6:06 am        Reply with quote

Only our two usual participants checked in yesterday, but I'm still going to keep this trainwreck rolling along nonetheless.

spectralsound's suggestion:

TODAY'S GAME IS: Tube Panic (Arcade)

(AKA Tunnel Vision: The Game)



I had never heard of this! I guess this could be described as a primitive Afterburner, not yet evolved from the primordial soup of space invaders and abstract death-voids. You can speed up and slow down by moving forward and back: there's limited fuel, and greater bonuses for finishing a stage fast, but momentarily slowing down for safety is necessary. Speed does not affect fuel consumption. There's also a little mothership-docking challenge between levels for a fuel refill, with a special bonus if you land in the exact center.

This being 1984, the scaling and rotation are hardly perfect: sprites have an unfortunate tendency to flicker out of existence for up to a full second, especially bad when dealing with bullets. Amazing they got it to work so convincingly that early, though.

First: 71915
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 13, 2011 3:44 pm        Reply with quote

Yeah, sorry Mech, you were on ignore for reasons I don't remember. Don't take it personally! I'm happy to have you participate!
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Wed Jul 13, 2011 7:20 pm        Reply with quote

Use edge|emulation to find roms that work with recent versions of MAME.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Thu Jul 14, 2011 5:04 am        Reply with quote

You're supposed to use the mouse for MAME gun games, Levi! I won't add your Beast Busters scores until you do.

TODAY'S GAME IS: Cosmic Ark (Atari 2600)

I would explain the controls and objectives and everything, but there's a great vintage video right here that does just that!





First: 12220. Like many games of its era (1982), it gets very hard, very quickly after a certain point.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Jul 15, 2011 5:19 am        Reply with quote

One more Atari pick.

TODAY'S GAME IS: Game 1 of Demon Attack (Atari 2600). An unnerving Space Invaders-style shmup, with a bit more devious personality to the enemies.

Another vintage strategy video:



As the video shows, the first few waves before the enemies start splitting are deceptively easy. I like that your ship has the exact shape as the one from Centipede/Millipede.



First: 6270


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