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Messages - adadad

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126
Podcast Discussion / Re: RFN RetroActive #7 - Ninja Spirit Discussion
« on: July 09, 2009, 09:00:22 PM »
By the way I just wanted to mention the fantastic opening, the defining part of the game for me. Minimalist main menu with the slightly eerie music, press Run and therein lies a cutscene of epic proportions, the music slowly fading as the piss-streaked lightning closes on our hero, and from nowhere, a lone wolf rushes onto the scene, pauses for a second along with the music when suddenly the earsplitting, crackly sound of HAVING A LOBOTOMY-----



OWWWWWW!!!!!!!!!


127
Podcast Discussion / Re: RFN RetroActive #7 - Ninja Spirit Discussion
« on: July 07, 2009, 09:25:12 AM »
I have a feeling with this game that it's going to be the falling section in right before the final boss that puts people off. It's the only time where the cheap arcade kill label really applies but I can only imagine how frustrating that would be in the arcade without the benefit of being able to pause and check GameFAQs.

If anyone can make it past that point without looking up how first I'll be extremely impressed!

Anyway my favourite bit of the game was that boss who chases you up and down the trees in the forest level. Aside from that though, I didn't find there to be much memorable about this game - perhaps the explanation for the lack of a sequel. As pointed out the TG16 generally feels like a halfway point between generations, and this game similarly works as a mid-generation bridge between Ninja Gaiden and Shinobi.

Also Jonny your comparison to a shmup makes sense as this game was from Irem, who are of course most notable for the R-Type series.

128
Podcast Discussion / Re: Radio Free Nintendo: Episode 150
« on: June 22, 2009, 09:33:20 AM »
Great episode guys, you picked James' best rants, I loved the golf game diatribes last year and the Disaster skit, definitely I remember that time last year there were great highpoints in episode 100 and 103, then there was E3 which slightly put me off the podcast due to all the slightly tiresome angst and confusion over Nintendo's showing, and it felt a bit tired for a while, but then I distinctly remember there being a big bounce back in August and the podcast once again became compulsory listening. I had a lot of good laughs at James' Angry-Videogame-Nerd-esque rants (coincidence that both are called James?) and I'm definitely going to go back and listen to some of those again. It was especially great reliving the Disaster skit, I listened to that repeatedly back when and it's still as funny as ever as evidenced by the ever growing pee stain on my trousers.

Anyway, cheers for all the hard work guys, definitely agree with you Jonny that the Retroactive stuff has been a success, I love Retronauts too (Jenn Frank is the total star of the show for me though I gotta admit) and there's definitely some of that spirit there so congrats on the achievement.

Quite jealous of Greg by the way, next time there's a spare ticket for a special free event in a hotel overlooking Piccadilly Circus if you wouldn't mind inviting me I'd be only too happy (of course if I don't have money on my oyster then you're out of luck buddy).

129
Podcast Discussion / Re: RetroActive #7 Poll - TurboGrafx Edition!
« on: June 21, 2009, 09:54:22 PM »

I'd like to nominate Ninja Spirit.  It's a platformer for the TG-16 meaning it's perfect because no one's ever played it before.  ;D  It's fairly similar to Ninja Gaiden, but much more playable from what I hear (read:  it doesn't have a bat**** insane difficulty level).

It may not have the difficulty in the main gameplay but that falling through the sky with the ninjas coming up at you...jesus christ. I must've tried that 50 times before looking it up on the internet and finding out how to get into the perfect position to not get hurt. Talk about money guzzling arcade games, that bit is cheaper than chips.

130
Podcast Discussion / Re: Radio Free Nintendo: Episode 150
« on: June 21, 2009, 09:49:02 PM »
**** yeah, it is embarrassing how excited I got while downloading this little minx...

131
Just listened to the latest podcast, pretty interesting discussion of the game. Inspired me to play it today and I was surprised yet again by how good the core combat mechanics feel. It's satisfying. I'm willing to put aside the fact that I just lost all my lives and got sent all the way back home for that reason. Roll on the next Retroactive!

132
Podcast Discussion / Re: Radio Free Nintendo: Episode 148
« on: May 31, 2009, 06:06:08 PM »
I like how Greg put me on the spot in the beginning hahaha.

Wow he really did! Good job dealing with that, enjoying the show so far.

133
I just wrote up a blog post about this game, since I'm in the middle of a franchise re-play.  Here it is, if you'd like to read it.

http://community.livejournal.com/gameoftheyear/5650.html

Good article, I agree with your assessment. Swordfighting is the best aspect of the game and the overworld is primarily padding.

Towns were always baffling. Just plain freaky places, some villagers turning into bats before your eyes out to kill you whilst two doors down the street a lady of the night (practicing in broad daylight!) is always willing to service Link! Lot more exciting than the bumpkin-riffic village of Ordon from Twilight Princess.

134
I really enjoyed Zelda 2 when I was playing it back in 2007, as I said in the earlier thread I had more fun with this than with Twilight Princess due to its different mechanics and challenging but fun combat. Unfortunately I don't have access to a Wii or NES so I can't play along this time, but I was wondering, can you guys tell me how far into the game I was and some idea of how much there is to go after that till the end? I never had a sense of how much there really was to do or how lengthy the quest would be and I'm quite curious.

I got the candle and hammer and finished the exploration of the caves in the south west...and I remember a task involving looking for a hidden place in a graveyard, but after that I don't think I had gotten to a subsequent temple.

The NPC interaction stuff is needlessly complicated due to the poor translation so that aspect I found surprisingly difficult, a complete contrast to the overly cloying usage of coloured text to indicate a message of significance in the 3D Zeldas. Wish they would find a compromise between these two extremes.

The temples were generally quite enjoyable, I love the statues at the entrance, I seem to remember they'd give you health most of the time when you attacked them but once the statue came to life and attacked? Would really like to play this again. Of course the music is fantastic which really helps the fun gleaned from the dungeons, but it's more than that. It was talked about on RFN about how Zelda was made for 3D before it was technically feasible, but in this case I feel the 2D approach Zelda 2 took lends itself to an entirely different form for the dungeons that disposes with that line of thought - I don't find this game to anticipate 3D. The 2D scrolling screen makes these dungeons feel far more like Metroid or Prince of Persia than what would now be called Zelda. This is because the modern 3D Zeldas greatly take advantage of their extra dimension and dungeons are a linear set of rooms, each generally a self contained puzzle or event with an occasional manipulation of a central mechanism in the hub of a level (Water temple in OOT). Zelda 2 is bound by its lack of items and reliance on combat instead of environmental puzzles, and navigating the dungeon feels more engaged with the RPG and action elements of its DNA, RPG-like grinding and combat, as opposed to the puzzle/adventure aspects which became more prevalent in more recent years. The layout of dungeons is also altered too, and I mentioned Metroid earlier because of the side scrolling dimensions meaning rooms can only have four possible exits (left to right, right to left, or lifts going up or down) and the difference in perspective necessitate a lack of complexity in layout and add the need to backtrack. Backtracking, whilst kept down to an extent, is far more prevalent here than with the overhead perspective. Similarly the repetition of graphics in the backrounds etc. and the abundance of enemy encounters (resulting in a scarcity of architectural uniqueness) makes navigational memory a pertinent tool to get through the dungeons. Sharply at ends with the traditional notions of seeking out the map and compass in order to gain advance knowledge of notable locations in a dungeon, i.e. the boss' lair.

Anyway I guess I'm taking a long time to get to a short point; overall I enjoyed the differently emphasised gameplay aspects in this game to other Zeldas, but that doesn't by any means make it a great game, yet such a departure inevitably has repercussions beyond merely the limited scope of the game itself for the series as a whole. Significant without being magnificent. For this alone I feel it deserves praise as I'm sure many are with me in agreement that there is a staleness to the Zelda series due to its predictability.

I find it interesting that the discussion in this thread has addressed the flexibility of linearity in the game, and there's a parallel with the game in its context as a member of the Zelda club, as I found that coming at this game after experiencing the monotony of the series as a whole since Link to the Past notarises its differentiating factors - note that I'm only saying this in reference to certain recurring tropes, most notably the dungeons, as they form a sizeable bulk of each game's content. Link's Awakening was my first and consequently most enjoyable Zelda for me personally, and all further entries with the exception of the mild kick in the balls jolt of the third dimension continued along the same tropes predictably mechanically and structurally despite a number of aesthetic and cosmetic changes. Coming to Zelda 2 in 2007 after the establishment of the series as a whole is what makes this whole retroactive discussion so worthwhile. Suddenly the precedent for a different approach to dungeons, to an overworld, to combat, to life and death and to perspective is set in stone and stands to me as a great source of potential for the future.

How does this game stand to impact upon the future of the Zelda series and the next entry in the series? Does the promise of change and the roughness of Zelda 2 suggest a refinement of its core mechanics might be in the works? Too drastic some might say, but look what a shift in emphasis did for the Resident Evil series.

Ok that's enough soliloquising.

135
Podcast Discussion / Re: Radio Free Nintendo: Episode 145
« on: May 11, 2009, 09:31:51 PM »
Quote
not getting or not enjoying something that everyone else seems to like

True but then again I think SGNG is the opposite of that, most people don't like it though some like it.

I'm not so sure about that - how did it win the poll if it was so maligned?

136
Podcast Discussion / Re: Radio Free Nintendo: Episode 145
« on: May 11, 2009, 07:16:52 AM »
Interesting to hear Jonny's Super Ghouls 'n' Ghosts thoughts elaborated on some more, and major props to Greg for asserting there as being more than nostalgia to it. I'd never had any prior experience with SGnG before it came out on the VC (used to be an Amiga gamer back in the day) and still found it immensely enjoyable without any rose tinted glasses. I do however understand where Jonny is coming from, and I expect everyone knows the feeling of not getting or not enjoying something that everyone else seems to like - I don't think I ever will understand how anyone can enjoy Banjo Kazooie for example.

I think SGnG's appeal was summed up very well last episode; uncompromising but not unfairly so, it is incredibly satisfying when you're doing well at it, and even when you're not it is still fairly fun.

I found out a little while ago that my brother, who is not good at videogames, and is a real sore loser, actually went through and completed the first run of SGnG. I can only imagine how mind numbing it would've been to watch him do it, and how long it must've taken him, however I have to applaud the fact that he persevered with this game to a far greater extent than he does with pretty much any other game - to my knowledge he's never beaten a single Robot Master in a Megaman game, never made it to the second stage of NES Ninja Gaiden, he's never ever completed a Zelda game, the list goes on and on. Anyway I've never been sure if this giving up trait is to do with difficulty/frustration or just a lack of interest but regardless; SGnG evidently held some incentive for someone who very frequently will not persevere with a game, despite the fact that I informed him that he would be sent back to the start as he approached the end and wouldn't see the end credits first time round.

Anyway I'm only part way into the episode (fell asleep some ways in), but it sounds very good so far, great to have the regular crew back - after all Greg can't say 'ahoy-hoy' in his plaintive yet playful way if he's the one introducing everyone. Looking forward to Excitebots, why oh why no european release date?!

137
Podcast Discussion / Re: RetroActive #6 Poll - NES
« on: May 10, 2009, 08:56:51 PM »
i got frustrated with startropics and I deleted it and never looked back.


I understand this because I did pretty much the same thing, but I still felt that the game had some charm and humour. With the SD card channel, now does seem like a good time to go back and give it another try since there's no longer a pressing need to delete it for the purpose of freeing up harddrive space. Whaddaya say? Now's a better time than ever to 'look back' I'd say.

138
Podcast Discussion / Re: RetroActive #6 Poll - NES
« on: May 09, 2009, 02:41:20 PM »
I'd recommend this game only to people with a tolerance for NES games. It's nowhere near as playable and accessible as games like Super Mario Brothers.

Seconded. None of the other games in the poll feel as archaic as StarTropics (although I can't speak for Wrecking Crew).

I like River City Ransom but it feels a bit aimless and repetitive - it is a fun game however played co-op. And as some have mentioned already, whilst I love the Megaman series it's been discussed a hell of a lot. Hence I'm plumping for Zelda 2; I found it enjoyable, slightly frustrating, and it's also a fairly divisive entry in the Zelda series.

Most notably for me, I remember feeling when I played it on the VC that it was more enjoyable than Twilight Princess. And to think, I paid 10 times less for Zelda 2!

139
That is exactly what I was referring to.  You must realize that my entire concept of SGnG is limited to what happens in the first level.  I had never even seen the second level until this past weekend, when I forced myself through several continues until finally beating the first boss (thanks to the green armor).  So now I've seen a bit of the second level as well, though I doubt I'll ever finish it.  I tried it several times until finally quitting in fury from trying to climb the ladder at the base of a ship as the deadly water climbed up and a flying pink blob attacked me as I hung helplessly to the ladder, unable to attack it and unable to jump to safety (because of the water).

Maybe you could try watching some videos on youtube to help get through the second level? There're a lot of useful playthrough videos.

I guess my problem is I don't have the bracelet until I get the fifth chest in level 5, which is in the middle of the ghost part.

I simply CANNOT beat the red gargoyle (on a regular basis) with anything other than the arrows.  He jumps up in the air and avoids my shot every damn time.  I'm not sure if I'm doing something wrong or if I'm just extremely unlucky.  (Probably the first one.)  So when I lose the to boss of level 7 (which I do--a lot) I have to reacquire the arrows, which is just annoying because sometimes it will take a dozen tries before it finally appears.

I take it you mean level 7 here? Yeah you know I can see your problem, I had no idea but apparently the NTSC version of the game is harder, I'm watching this video (http://www.youtube.com/watch?v=hDkKUbFNL0E) of a PAL run through on the hardest difficulty setting and there is no flying gargoyle. My suggestion would be to get the knives and then as soon as you get the special armour the special magic dragon attack should be able to take down the gargoyle relatively easily (you can see it being done in this video but you wouldn't start with the magic armour obviously - it would come from the chest right just as you encounter the gargoyle: http://www.youtube.com/watch?v=ZNldb7b0P0s). At least if you take this into consideration you wouldn't have to restart so many times waiting for the arrows alone? I feel bad for you though because that must be a real pain in the arse. I hope Greg is playing on the Japanese VC so he gets the true masochistic experience. It's possible some of the other weapon's magic attacks might be of use too.

Edit: Holy ****, search 'SG'nG Torch Run', talk about brutal.

140
The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

I think the last part of the 7th level requires some pretty tricky jumping (in fact, it's really the only tricking jumping part of the whole game).  First you run against two of the bird heads that shoot fire balls, which--if you get unlucky--can trap you quite easily.  Immediately after that, the section with the ghosts can be difficult to get past because they spawn from all directions.

Ok I will concede on these points, but if you're playing the 7th level with the bracelet then those bird heads are easy - with the magic armour your attack destroys their fireballs. Ghosts were occasionally a problem, I guess the trick is just to run as fast as you can, but they're extremely predictable, because there's the swirl of mist to indicate where one will appear, and if I remember rightly, once the ghost has started on its trajectory it stays on it then in a straight line.

141
I'm not surprised Windy likes this game.  I strongly disagree with both of you that the restrictive jumping makes the game better or somehow imbues it with a special kind of player accountability, especially when enemies frequently appear in your trajectory after you hit the jump button.  (This is particularly common after the second jump, when you are fully committed.)

This discussion reminds me of how Resident Evil fans used to claim that its poor controls and awkward camera angles made it a better game.  Then RE4 fixed those flaws, and the series reached new heights of greatness.  I can certainly see a lot of promising elements in SGnG, most of which were also in Ghosts 'n Goblins too.  But this series could never become anything I would consider great or even fun with such awful controls.

I don't quite understand your take on it Johnny, firstly why would you go around jumping all the time directly into enemies? Sure you have to jump up their height sometimes to attack them and you have to be careful about it but that's it. I think the game is designed well enough that this never becomes an issue so I'd be interested to know what is giving you difficulties. The only part of the game where I could ever consider your comment to be slightly true (I say slightly because I never had any particular difficulties so it's hard for me to relate) is in the second half of the first level with those pink things that start small and then swell up.

Secondly I find the jumping controls to be a bit of a breath of fresh air. It's nice and simple with some mastery to it and once you know how the system works then you know that every jump is the same distance, there is no question of how far the player can jump and as a result the platforming sections are a lot more fun than games that require tricky pixel perfect platforming. It's just a change in emphasis and I don't think it's fair to equate this with tank controls. There's no worrying about Arthur's momentum to make a jump and it's rare that you're required to ever push the limits of how far you can jump platform to platform if you see what I mean. I find it a relaxing turn of pace from something like Super Mario Bros. Actually let's just say I found SGnG a hell of a lot less frustrating than SMB and especially the Lost Levels (you think SGnG is hard compared to this mofo?!), not because of the difficulty but because there's a pure platformer and there's SGnG, and for the most part I prefer the Ghouls and Ghosts style - it's an entirely different sort of game.

Ok that's that done and dusted. No offence Johnny.

142
Podcast Discussion / Re: RFN RetroActive Game Nominations
« on: April 26, 2009, 08:13:14 PM »
I'd like to nominate Kid Icarus, but at the same time a little bit wary that you guys will **** all over it. I never played it back on the day and only picked it up on the VC when it came out, and it instantly became one of my favourite games ever. Great atmosphere, the first level is some of my favourite game music ever, and although some elements of it feels archaic at times, and the Eggplant Wizards had me cursing like Gordon Ramsey, I think it's great. Both the platforming and the RPG elements are balanced just right so that after the extremely difficult first few levels (was it on purpose to make the most of that great song?) there is a tangible sense of satisfaction as your abilities increase and the game becomes easier.

Another good NES game that isn't exactly obscure is Zelda 2. Mixed opinions on this one, I like it but have never finished it. Difficult game, can get frustrating, but when it's good it's definitely good. Plus prostitutes giving you health? The precursor of a hallmark of the 3D Zeldas - scantily clad great fairy jagged behemoth babes are waiting for you on your N64!

Finally, StarTropics. I'm still playing this one as with Zelda 2. Quite tough! Uh anyway I understand a lot of people have affection for this game, in fact was it one that has been talked about already on RFN? Hmm. Anyway I think it's OK so far and would be happy to try and get back into it with an excuse.

143
Podcast Discussion / Re: Radio Free Nintendo: Episode 142
« on: April 23, 2009, 07:53:33 PM »
What I find especially interesting about this Super Metroid conversation is that I had all of the exact same experiences - only mine were with the original NES Metroid.  I'm really shocked to hear that most of you guys consider it to be an unplayable mess.  All of the exploration "show but don't tell" gameplay elements in Super Metroid were done in Metroid 1 as well, just with a little less flash. 

Wow, that must have taken a lot of resilience! Have to say Metroid is the only purchasing decision I regret making so far on the VC, I just can't get into the game at all. I can see the potential and want to like it but I hate the fact that after I die I reappear but with only a tiny modicum of health, and the idea of killing enough enemies to regain that health without getting killed first, especially if you have several health tanks, is unbearable. You basically have to put in a password everytime you die past a certain point! I suppose it'd be ok to play on an emulator with savestates but I haven't done that. Honestly I thought Kid Icarus was a far far superior game. The exploratory levels in that were far more manageable.

Having said that I don't mean to condemn the Metroid series at all because I've played most of them now and enjoyed them all, especially Super Metroid and the Prime trilogy. Definitely found that there is something oddly engaging about Super Metroid that makes it stand out in a class of its own.

Also bear in mind I'm coming at all of these games as completely fresh on the VC because I wasn't into console games before the N64/PS1 era. I can definitely imagine your prior knowledge of Metroid could mean you could avoid some of the annoying aspects of the game that I couldn't get past in order to really enjoy it.

144
So I've started my second way through the game.  I'm up to level 3 and finally got the bracelet.  Due to its limited range, it kinda sucks.  Do I have to keep it until the end of the game, or can I get another weapon and then just grab the bracelet on the last level?  Speaking of which, what happens if I get to the end of the game and I don't have the bracelet--does it send me all the way back to the beginning again?

You can change weapon and it's not a problem, you only have to have it at the end of the last level. If you do for some reason beat the boss with a different weapon it'll send you back, but only one level. So the last level with all the annoying flying, swooping orange guys.

I'd recommend forgetting about the bracelet until the final level and then if you can get good at the level it should be relatively easy after a bit of practice to get the bracelet and get to the boss. You just have to make sure you explore fully in order to get all of the treasure chests in the correct order (it's a simple linear order so this isn't usually a problem). I'll give you some help now by telling you that there are 5 chests, the first one is useless as it is always a weapon and the subsequent four give the armour upgrades etc and finally the bracelet on the last one. After you get the bracelet it is worth trying to keep the magic armour for the bosses as the weapon is more powerful with it (difficult to see the difference as the attack looks almost the same). As you can probably imagine already, the laser firing, fire breathing last but one bosses are a bitch with the bracelet - as you said earlier the arrows are very useful for them as you don't have to get in harm's way to attack.

Hope this helps!

145
As ridiculously defensive this must sound, I didn't find repeating the game to be too bad. It was a huge shock of course but when I started again it was satisfyingly easy (OK, easier...). Anyway it definitely ensures that the player has mastered the double jump and then some! Bit like what the guys said on RFN about Super Metroid not making the most of it's final sequence, I'd argue that the final boss here is too easy and simple after such a hard, artificially doubled endeavour!!

146
As long as there aren't any levels as difficult at 6-2 in Ninja Gaiden I'll be fine.  :)

That's the truth of it really, there's nothing as tough or cheap as 6-2 and everything else you said about the difficulty is spot on. Not at all easy but very rarely is this game unfair.

I like the pace of the game too, it's very slow (part of this is because I'm playing it PALwise unfortunately) for the most part. The non-negotiable jumping means you have to be careful and calculating about it, especially with double jumps, otherwise you'll get killed. It's oddly satisfying having a slow paced platformer that demands mastery of the jumping mechanics. Somehow it's not particularly frustrating dying and going back to the start of a level. I think most of that is due to solid level design basically. The difficulty ramps up very gradually through the level (most obvious examples are the two onrails levels, the rafts one and the weird alien lifts stage) and there's that great sense of accomplishment when you finally make it to another checkpoint.

Helps as well as that the music is good, got a uniquely old fashioned feel to it, like a mixtape made for a Russian funeral.

On a final note, that level with the crazy lifts, it's so kooky with grapes on the ceiling and human hearts apparently sellotaped together on the floor. It felt quite out of place stylistically I think, and I'm glad after that it goes back to more typical castles and dungeons. There are enough bio-alien environment R-Type clones around that I was relieved they didn't carry the torch for that theme any further. Speaking of dumb shooter comparisons, the final final boss - bit Lords of Thunder anyone?

147
Podcast Discussion / Re: RetroActive Poll #5 - Remix Edition!!!
« on: April 18, 2009, 12:08:53 PM »
Looks like Super Ghouls is going to win.  Just how hard is it?  I remember renting it in 5th grade and liking it, but its been a long time.  I haven't actually played any of the games in prep for the show, and I may play this one if it wins.  Has anyone beat it recently?

Seriously though, playing through this in just 1 week? It must've taken me about 2 months to fully complete (to be fair most of it was that bloody boss - the final boss was peanuts compared to him) and I was on the lowest difficulty!

Ok I officially retract that statement; I just played through it to the end in one sitting and according to my play history it took 1hr 44mins including the credits etc., so maybe 2 months was both an exaggeration and just because I was pretty **** at it.

148
Podcast Discussion / Re: RetroActive Poll #5 - Remix Edition!!!
« on: April 17, 2009, 08:27:03 PM »

I have played it, and it's just a joke.  It's not a very good shooter at all.  I recall vudu calling it mediocre.  That's higher praise than it deserves.  It's worth a look for the spectacle, sure.  You don't see this much concentrated Japanese weirdness just anywhere, but that's all it's good for.

Couldn't disagree with you more! Anyway maybe it's just me but I think it's a shame Aniki didn't win if only because it seems to be pretty divisive and who wouldn't want to hear a heated argument between say, James and Greg about its quality? Ah well, I'll be joining in with Super Ghouls and Ghosts regardless, it's good stuff and I bought it on VC months ago. Been watching a speed run of the game on Youtube, makes it look easy!

By the way can anyone confirm; if, the first time through the game you get the bracelet and finish the last but one boss with it, will it let you through to the final one or do you get sent back anyway? I know second time round if you do it without the bracelet it sends you back, but only to the start of the 7th stage. I can imagine some lucky sod out there somewhere on their first ever playthrough completing it first go and being completely ignorant of the whole 'whoops back to the start' thing.

149
Podcast Discussion / Re: RetroActive Poll #5 - Remix Edition!!!
« on: April 15, 2009, 09:51:36 PM »
Looks like Super Ghouls is going to win.  Just how hard is it?  I remember renting it in 5th grade and liking it, but its been a long time.  I haven't actually played any of the games in prep for the show, and I may play this one if it wins.  Has anyone beat it recently?

I never played it back in the day and played and beat it for the first time on the VC. It's not THAT hard, it has a very addictive style I think. I'm not quite sure what to compare it with difficulty wise, but for me it's comparable to R-Type 3 in the way your goal is simply to get to the next checkpoint and it is essentially never conceivable of getting through multiple levels on your first go. Ever. Tougher than Megaman I and II if that helps. The spacing between checkpoints are just right so that they're practically all a big challenge but not too repetitive or slow moving (this is something Cho Aniki is guilty of). Every minute of this game is packed with enemies and events that necessitate a lot of skill to overcome. There are practically unlimited continues which is handy, and the game is fun enough that repeating it the second time round doing a more difficult version is still entertaining. The biggest problem for me was the last but one boss, I don't know why I had so much trouble with it but regardless I don't ever remember feeling that the game's difficulty was cheap. It's doable.

Seriously though, playing through this in just 1 week? It must've taken me about 2 months to fully complete (to be fair most of it was that bloody boss - the final boss was peanuts compared to him) and I was on the lowest difficulty!

Great game. Still think Cho Aniki should be given a chance, it is definitely not a mediocre shooter as someone else called it.

150
Podcast Discussion / Re: Radio Free Nintendo: Episode 140
« on: April 11, 2009, 06:33:28 PM »
Hey guys, is there going to be another podcast this week what with Easter and all?

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