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bronzeshield

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Everything posted by bronzeshield

  1. Star Voyager won't take you more than 4-6 hours, and Robowarrior can be beaten on your first try with enough patience. Are your playthroughs spoiler-free?
  2. Ooh, I hope not, because I just beat it: You can't really see it, but I won 6-4 6-0 against the CPU (on Level 5 difficulty, Speed 3). Beat this one a couple years ago, so I just had to remember how to play. Aww, thanks. I try!
  3. Very kind of you! We shall see -- Sky Kid keeps taunting me in my dreams (not really) (but it sort of does). But I have that real cart of Laser Invasion and it's supposed to be a good one (never really played it). Sort of. At least for me, knowing what to do was the first 25% of the game, and actually executing was the latter 75%. The big choke points are that one sadistic jump in the last level, and the final boss fight (which is the only difficult boss fight), but the next-to-last level is also quite demanding. It's a miserable experience with a vague whiff of a good game somewh
  4. Ah, let me give you an annotated version: "Time to take care of Star Voyager, as I've been doing for many years now [I've beaten the game for NA/VGS for a bunch of consecutive years], because I am just a marvelous warrior [humorous quote from the ridiculous end-of-game credit crawl, see below for my screenshot from 2018]: Last night I started this on a lark [I was riding a small bird at the time], got excellent RNG as I only had to search 3 planets to get the two super items, but then my emulator crashed [this is a quote from the Bhagavad Gita, also said by J. Robert Oppenheimer
  5. Time to take care of Star Voyager, as I've been doing for many years now, because I am just a marvelous warrior: Last night I started this on a lark, got excellent RNG as I only had to search 3 planets to get the two super items, but then my emulator crashed. Today I had essentially perfect RNG, as the two super items were on the first two 2 planets I checked, but then I only beat the game by the skin of my teeth and had to fight like a cornered rat to make it. I'm guessing the thing that saved my run was (if I'm correct) that your base treats each attack separately, so that the
  6. You've got it! This and Golden Axe use background tiles for most (all?) characters and enemies. The results aren't a feast for the eyes in motion, but since they look quite plausible in screenshots, maybe it was a calculated decision for exactly that reason. I beat a pile of SMS games last year and Altered Beast was one of them. I think it only took a day or two to go from getting my ass handed to me to 1CC'ing the game, so you're probably close!
  7. Doing just fine, and it's kind of you to ask! Partly I'm a bit burned out on NES, especially since my EverDrive N8 crashes at random times, which really takes the wind out of my sails for games with no save function. I've been playing other consoles this year -- PlayStation, 3DO, Atari 7800, Saturn -- because it gets me down to own these things and never seem to touch them. Also my laptop's screen is dead, so I can't play RPGs while sitting on the couch watching TV with my wife (as I like to do). Otherwise I'd probably have gone after Dragon Warrior III this year. That said, I h
  8. It probably won't affect our win condition for future threads, but it was intriguing to find out today that Pipe Dream has a kill screen -- or, more accurately, a kill score: At 32:16. If you slow it down, the crash happens when the score hits about 8.38 million, and since 2^23 is 8388608, it's clearly related to that.
  9. I'm surprised I'm in the Top Ten! Consistency has its perks, I guess.
  10. Yeah, I don't think it's well-known at all. When I beat Alien Syndrome I mapped it out pretty systematically and ended up saving everyone, so it was only once I watched a video playthrough to compare notes that I realized the benefit I'd received on my own playthrough.
  11. I thought the SMS port was deeply, deeply flawed, but there was something I respected about its tough difficulty and tricky maps. Did you save all the hostages? If you do, you get an extra item drop at the final boss that makes it much easier.
  12. I bought that game, played it for about 2 minutes, and then put it on the shelf. Haven't touched it since. I could tell right away that it was going to lay me out.
  13. I beat this one in 2016 (it's actually the only Game Boy game I own CIB). It's a decent way to get your introduction to Koei. It's a pretty stripped-down version -- kind of a mashup of the first two Nobunaga games, as I understand it -- but it's quite playable. It's kind of a bastard on Hard but still beatable, especially if you're willing to save-scum and exploit the AI's shortcomings. I found it helpful to keep extensive handwritten notes on who everyone was and their stats, since otherwise it gets confusing!
  14. Are you planning an untimed one, like for the SNES effort? Either way I'd love to have a reason to finally take out that bastard beagle in Snoopy Tennis...
  15. I have both (just got a nice flat-screen Sanyo with component inputs for free), but I beat it last year on a curved-screen Toshiba. I thought light guns acted weird on flat-style CRTs? Maybe it's only some light guns that do so?
  16. No, I think it's an interesting game too, but 1CC'ing it is quite an achievement -- and that's coming from someone who's beaten the game too! I can imagine that it's possible, but man, getting the kind of consistent response from the Zapper necessary, and with the brutal event timers/RNG element...I'm impressed. Maybe it'd be easier if I played on a smaller TV? I played on a 21" CRT from about 6-7 feet away, and the main problem I had was getting consistent hit detection with anything right at the edge of the screen.
  17. You 1CC'ed Gumshoe?! Daaaaaaaaaaaaaaaaaaàaaáâäãåāaaamn.
  18. Right, I've consulted that before, but the language they use -- "Fire the Zapper while the Game Over screen is displayed to restart the game on the last phase attempted" -- doesn't really do a good job of spelling out exactly what you need to do (which contributed to the collective misunderstanding about needing to shoot rapidly, etc.). As I recall, if it doesn't register your shot in the right place within a certain amount of time, you're back to square one.
  19. The manual does mention how to continue (as WashYourFace notes), and I'd read the "spam the trigger" thing elsewhere and it seems to be widely believed. But neither of those really gets it quite right: you have to shoot the words GAME OVER (as i recall) to continue, so some aim is required (and spamming the fire button is of no help). Even if it weren't in the manual, I'd still question whether it constitutes a code, since shooting the only significant onscreen object in a game with one-button input is a pretty obvious course of action.
  20. Gumshoe is tough, but since you have infinite continues it's manageable. I don't know how many hours I put into it last year, but probably only about 10-12, I'm guessing -- yeah, I just looked at my notes and it was just over 10 hours over the course of 3-4 weeks. The main factor for me was physical fatigue in my hands and trigger finger -- the game just wore me out after a while -- plus my ability to gradually get a better sense of the right strategy for the last level. The last boss is pretty unforgiving, though, and I still don't have a 100% handle on what triggers the bonus areas
  21. Interesting discussion. I'd say one thing that annoys me is when reviewers focus on quantitative aspects of the game -- things that can be measured -- and assume there's a relationship between those things and how enjoyable the game is, which is really all that matters to me. (That's using a definition of "enjoyment" that includes "the rewards of mastering a tough challenge": a game doesn't have to be fun at every moment to be rewarding.) Sure, things like a steady framerate usually correlate with more enjoyment. But there are lots of other things that can be measured, like the amoun
  22. The only thing I liked about Rad Racket was "YUK A RAT", which granted is pretty awesome. Otherwise it's a lot like black-box Tennis, just not as awful. It's been almost 7 years since I played it, though. I managed to figure out a winning pattern for the tennis game in Quattro Sports -- the details might still be on NintendoAge somewhere, from when I beat it in 2014 (and again in 2016). I think the biggest "aha" moment was getting the hang of serving aces? I seem to remember something about the game being really counterintuitive. Ah, I found it: "When serving, the key is to alwa
  23. There's one, and only one: Family Tennis by Namco, on the Famicom. It uses the engine that became World Court Tennis on the Turbografx-16, which (ridiculous localization aside) is very very solid. Plus the characters are (thinly disguised) real-life players from the 1980s, and play a lot like the actual players. Navratilova's volleys are sick. There's a fan translation that came out pretty well (full disclosure, I was one of several who worked on it). All the other NES tennis games suck to varying degrees. The Japanese version of Racket Attack is slightly better since it has upgraded soun
  24. Hey, thanks for this. I think I'd read much the same before, but something about the way your advice was phrased made it "click this time and I ended up beating Sword Master today. It comes close to being a sleeper classic, but that platforming is so janky -- on my winning playthrough, both of my continues came after I basically plunged through a platform. The hitboxes in this game are very odd indeed.
  25. Nice! I was working on that but got stuck on Level 4. The double-jump seems to require frame-perfect timing and release, but I was kind of getting the hang of it until that gauntlet of three floating eyeball things. Did you use the trick where you change to the mage and deliberately get knocked back in order to remove one of the eyeballs, as seen in some YouTube playthroughs? Or something else?
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