Jump to content
rllmuk

DeDeDe

Members
  • Content Count

    1,016
  • Joined

  • Last visited

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

1,588 profile views
  1. DeDeDe

    Apple Arcade

    @Nate Dogg III Unsurprisingly, a lot of people don’t seem to care about Apple TV, so it’s been difficult to get concrete info. As @Super Craig mentioned above, it should be possible, theoretically... But I’ve also seen some people say that the Switch Control setting on tvOS is more limited, and so the same method doesn’t work. Then there’s also the fact that it seems not all 8Bitdo controllers work with the above method, too...
  2. DeDeDe

    Apple Arcade

    I'm not sure if everyone is aware but it seems that Apple didn't just add support for PS4 or Xbox controllers.You can pair other controllers as well, such as 8Bitdo controllers. I found a thread on reddit a few days ago detailing the process: I've tried it myself with the (very nice) SN30 Pro +, and, at least in my limited testing, it works flawlessly. A lot of games don't recognize the button names, so the A button is really the B button on the controller, etc. Nevertheless, it's a nifty option if you prefer 2D games, for example.
  3. @bum Yes, it is, and I imagine it's probably the best way to play it. Super IV—what a strange title choice, thinking about it— is in many ways a remake of the NES original, and it would be interesting to compare the two.
  4. If we’re going for a spooky/horror theme next month, how about something a bit different? The original Luigi’s Mansion could be interesting.
  5. It’s great to see more people playing this game. My code is 3908 1232 2851. Oh, and @CheekyLee:
  6. @Qazimod Hmm... Let's take a closer look at that list: Link's Awakening (Game Boy) Golden Axe (Sega arcade game with home ports/sequels) Castle of Illusion (Sega platformer) Tobal #1 (1v1 fighter directed by Seiichi Ishii, who had been in charge of game design on Virtua Racing and Virtua Fighter when he worked at Sega) Parodius (arcade game which had the best home ports on the Sega Saturn) Daytona (Sega racer) ESWAT (Sega platform shooter) Captain America (scrolling fighter arcade game which had the best home port on the Sega Mega Drive) Maybe it's just a coincidence, but I'm starting to sense a pattern here...
  7. I've been playing the Game Boy and Game Gear "ports" for the past week, and it's been a surprising experience. I was surprised the most by the fact that despite being relatively obscure 15-year-old games, both versions have been covered relatively well. (This is probably due to the success of the Marvel movies. I feel bad for the people who have gone back to play the LJN games on the NES.) I was also pleasantly surprised to find out that the games were not as terrible as I'd expected. I wouldn't describe either the Game Boy or the Game Gear versions as "solid," as some YouTube videos or blogs seem to think, but they're not horrible games, all told. Both versions are basically the same game, with some minor differences here and there, and follow roughly the same beats of the original arcade game. The big difference is that the game is played on a 2D plane, which makes it more or a platformer--and, to give credit where it's due, the developers tried to build the games accordingly. It's not obvious at the beginning, but the more you progress, the more you are encouraged to explore the levels. (Especially since most of the recovery items are not found on the main "routes.") And it's especially evident when you get to Red Skull's base. In the arcade game and the console ports, the game invites you to destroy the giant walls on the way to face Red Skull. In the Game Boy and Game Gear versions, however, it's impossible to do so, and you have to find a way to get around the walls. It's an interesting approach, and the way that it makes you think differently about combat is intriguing as well. Unfortunately, the developers don't seem to have had enough time to test the controls and the combat. In both versions, there are times when the game does not register the button combinations needed for aerial kicks or projectiles. The Game Gear version is even more frustrating because you can't damage enemies while you're invulnerable (blinking) yourself. The Game Boy version fares badly when compared to the GG game on paper: the lush, colorful graphics are a dull monochrome slab, it suffers from slowdown, and many of the levels are cut down. (The underwater shooting level in particular verges on the hilarious.) However, I thought the music was slightly better on the GB, and controls felt slightly more responsive.
  8. It's probably due to the license. Data East was an interesting company inasmuch as they got the licenses for a lot of high-profile IP, but there were various cases were the license was limited to a certain country or region. Most of them involve pinball machines, true, but it's really interesting to see the chaotic nature of game publishing in the mid- to late 80s. Going through the list of games made or published by Data East, I'm amazed at how many of them I've played. I remember Side Pocket the fondest, although Windjammers is probably their best game. It's also amazing to see how many lawsuits they were involved in. Anyway, I've played through the original arcade game a couple of times now. (The game records how many coins you used to beat the game, and I couldn't let my initial score of 20 stand, really.) What's interesting about Data East games is that somehow they turn out to play not exactly as you'd expect to. There's a certain peculiar feel to games such as Joe & Mac or Fighter's History, for example, and it's the same here. Captain America and the Avengers is a brawler, but not in the Streets of Rage sense. You take a risk by taking on enemies on the ground head on, so you spend a lot of time jumping, always keeping enemies at a distance. It doesn't help that blocking isn't very effective, and the long-range attacks are a tad too slow to activate. So it feels more like you're supposed to be "dancing" around the stages, walking around enemies and jumping around, and I felt it was made really for two or more players. It’s an enjoyable game with great presentation (the end boss is impressive) and nice music, but @Alexlotl’s criticisms are spot on. Anyway, I'm planning to try the Game Boy version next. The SNES, GB, and Game Gear versions were actually developed not by Data East, but by Mindscape, so I'm not sure I should be looking forward to it.
  9. This is my experience as well. The last few cups are definitely aimed at a higher level, and it doesn't help that the AI of the bots was also made more aggressive in turn. Still, it’s been a fun experience overall. I'm having more fun with this than with Super Circuit, and it's down to the combo system and the just-one-more-go nature of two-lap races. I really wish it had time trial and battle events as well, though. Randomness is a fundamental element in modern Mario Kart games, but it’s exacerbated in Tour. The fact that everything has to come together at the right time, including fevers/frenzies, can become frustrating, and I suspect that multiplayer is not going to make it any better. More variety would be more than welcome.
  10. @joffocakes Amazing stuff. I've been slightly obsessed with the rankings this week, and I've only managed a little over 18,000 points. Breaking the 20,000 point barrier is incredible, but I have someone in my friend list who got 26,000 points, and that seems unfathomable. I've changed my mind about this game, mostly. It's really fun. I really struggle with New York Minute in all its variations. though.
  11. I felt a little bad about giving up on ESWAT, (basically, I can only spend around three or fours hours a week on gaming, and I just couldn't stand being inside the Mega Drive ESWAT world any longer) so I decided to try out the Master System port. I'm not sure I'd agree with @Qazimod about the SMS port being the most fun, but I'd agree that it's an amazing experience. Hilarious, actually. It starts with the cover art for the game: The game tries to fool you briefly with its moody title screen: But after that, it's incessant, relentless, visceral, wall-to-wall action that really took me aback. This is nominally a port of the arcade game, although it doesn't take long for the SMS port to take a divergent path. There are three big changes to the main design: a life bar (you only have one life), the ability to shoot diagonally, and the relentless pace. Words really can't do it justice. Enemies come at you with such a force that you can't help but laugh in gleeful panic. Sadly, there's no real nuance or complexity to the game, it's broken in places, and the very average sound and graphics are very disappointing. I think the Master System could do much better, but at this point in their history, Sega’s development teams had their hands full with SMS and Mega Drive games, and the rushed development cycle is evident in the final product. Still, even though I prefer the arcade version, the SMS version was a fun diversion.
  12. I started playing the Mega Drive version soon after completing the arcade original, making slow, but steady progress as the month went on. But I decided to stop playing at the start of the fifth level (which looks to be one of the final boss's lairs). I just can't go on. ESWAT is not a bad game per se, but it is a frustrating one. The Mega Drive game is in many ways the better game. You can argue about the music and the graphics, but as a whole the MD version is more inventive and more varied. The problem is that it's a game that was made for the home, and yet it has strong arcade sensibilities. The further you get into the game, the more it feels like a memory test, and the fact that it's so old-fashioned about continues or even saving progress is even more frustrating now that I don't have a lot of time for gaming. I was stuck for the longest time at the boss in the second level--a couple of don't-call-them-Terminators that ambush you in the sewers of the prison you break into. After dying at their hands for the umpteenth time, I had an epiphany: I couldn't play this game like the action game it seemed to be. ESWAT for the Mega Drive is like a Robocop-themed Ghosts 'n' Goblins, inasmuch as each set-piece is a puzzle that has a limited set of answers, and that you have to execute with a limited set of skills. I can see where @spanky debrest is coming from, but I’ll have to side with @Alexlotl and @bum.
  13. Yeah, I'd agree with this. I feel like Apple Arcade has really taken the wind out of this mobile Mario Kart's sails. Not in terms of quality, but just approach and variety. I like this Mario Kart. I had some problems at first trying to adapt to the controls, but once I chose gyro controls, it's been smooth sailing since. (I wish the game could be played in landscape mode, though.) The courses chosen for the cups have been very good choices so far, and the music is great. There's a place for a game like Mario Kart on the App Store. I think freemium is a viable strategy. But I'm not excited about it (and I don't own a Switch, or have even played a Mario Kart game in years.) This game feels like it was developed at a stock-holders' meeting. It's really a shame. I was expecting more from Nintendo's efforts. I didn't take to Dragalia Lost, but that was a step in the right direction, I think. I've been quietly addicted to another F2P game made by Nintendo--Rusty's Real Deal Baseball on the 3DS, and that's a really compelling, really fun game. Nintendo can make great mobile games. But this Mario Kart is too conservative, even by their standards.
  14. DeDeDe

    Megadrive Mini

    I've translated the song lyrics, but I have to admit that it's not my forte. It doesn't help that this song is a parody of company and school songs that are very common in Japanese culture. (Featuring a three-chorus structure with a couple of antiquated grammatical parts, lyrical patterns that shift in an obvious manner, and pompous hyperbole throughout the song.) You can sing along, too:
  15. @Qazimod Given how many people gave up on ESWAT, I fear any GnG/Makaimura game would fare even worse in the club. Anyway, if we were really going for a change of pace in October, I think Heiankyo Alien would be really interesting... To me, the game has a certain “autumn” feel, and it’s arguably a game that influenced a lot of games in Japan, yet somehow remaining somewhat obscure.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.