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Post by Ex on Mar 25, 2019 8:32:09 GMT -5
just doing a single run through the arcade mode I didn't play through the Arcade mode, I played through the Story mode. But if you want to call the Story mode "Arcade mode" fair enough. The Story mode allows the player to choose a different fighter every time they beat their opponent (aside from the ninja initially). Eventually you end up with a selectable roster of characters for each upcoming match. I did mix and match between the fighters as such. I didn't see any appreciable difference in how the fighters performed; they didn't feel wildly different. There are more moves from the mainline series than you might think, btw. It's not just punching and kicking. That may be true, but I never saw anything beyond punching, kicking, and occasional throwing. Even the computer AI only performed those specific moves. Also the AI was so weak that it consistently fell victim to low-kick spam attacks. Basically just kick the AI in the shins over and over until they fall out the ring.
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Post by Sarge on Mar 25, 2019 12:14:54 GMT -5
Thinking of 8-bit fighters, did anyone here ever put much time into TMNT: Tournament Fighters? I had that one when I was a kid (actually, still do), and thought it was quite good. Better than the Genesis version, easily. (The SNES version, not so much, because that game might be the best non-SF game on the system.)
I did put some time into Golden Axe Warrior last night. I got through the first three dungeons, and I need to figure out where to go with this "magic rope" now. I have one distance-attacking weapon, the Scroll of Thunder, from Gillian the dwarf, which I assume was actually supposed to be Gilius Thunderhead.
Right now, I have to run like heck from the blue enemies on the overworld. Those guys are insane. I'm also hoping for a new weapon soon. The combat is just as fiddly as I remembered it being. I also suspect that there's a defense-boosting item I need pretty badly, because enemies are starting to hit like Mack Trucks.
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Post by Ex on Mar 25, 2019 12:22:21 GMT -5
Thinking of 8-bit fighters, did anyone here ever put much time into TMNT: Tournament Fighters? Yes and I agree it's quite good too. I also suspect that there's a defense-boosting item I need pretty badly, because enemies are starting to hit like Mack Trucks. A lot of the crucial items are hidden outside dungeons, tucked away into secret recesses of the overworld. You're probably missing the Knight's Shield right now. When you find where to get it, it'll cost you $250. You'll have to grind for the money. If you're playing this game without a walkthrough like I was, well you're in for some "fun" bud. Making it to the 5th dungeon was enough for me. I'm currently playing through my final SMS title for this thread today. Playing it in bits and pieces between actual work. Might have it finished today.
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Post by Sarge on Mar 25, 2019 12:29:36 GMT -5
I've found a shop (actually, a couple, I think) that have the shield for sale. If it works like Zelda, though, that won't boost my defense, just increase the amount of things I can block. So my guess is the hammers/axes that the blue goons throw will plink off at that point. Given that there's a Chain Mail entry, this also makes me think there's at least one defense item like Zelda has. Maybe I'll find it in the next area; apparently it's time for me to climb some mountains.
While there might be some small changes in the formula, I'm actually surprised at just how closely it follows the formula of the original game. Even a lot of the superficial details are the same. I mean, this very much feels like Zelda with the serial numbers filed off... although much more finicky in nature. I'm interested to see how bad the dungeons are going to get, because the last one wasn't easy!
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Post by Ex on Mar 25, 2019 12:37:12 GMT -5
If it works like Zelda, though, that won't boost my defense, just increase the amount of things I can block. Being able to block things you normally can't block, that counts as extra defense in my book. ;p There are actual armor upgrades though. I found some pink armor that did upgrade my defense in the way you are describing. It also seemed that every time I beat a dungeon, my defense increased gradually. There are more powerful swords as well. I got the second level sword before I quit playing. It did more damage, but it still had a piddly attack range.
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Post by Sarge on Mar 25, 2019 12:44:32 GMT -5
Well, that's good to know. I could really use a new weapon that isn't limited by my magic!
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Post by Ex on Mar 25, 2019 15:01:37 GMT -5
And there's number 10 down: 18. Deep Duck Trouble Starring Donald Duck | Master System | 1993
"Deep Duck Trouble Starring Donald Duck" is a platformer developed by Aspect, and published by SEGA in Europe in 1993. From what I can tell "Deep Duck Trouble" was originally first published on Game Gear in Japan in 1993, just barely before the Master System version released in Europe. I assume the Master System version was in development simultaneously with the Game Gear version. The Master System version was also published by Tec Toy in South America in 1994. The Game Gear version also saw publishing in Europe and the USA in 1993. Apparently a second Game Gear run was published in USA by Majesco Sales in 1994. And finally Tec Toy published the Game Gear version in South America as well, in 1994. This game was widely available to say the least. Anyway, so Uncle Scrooge ended up pilfering a cursed treasure on a remote island. The curse made Uncle Scrooge turn into a duck balloon. He needs Donald's help. Donald must return the cursed treasure to where it was found, by retracing Scrooge's steps across a treacherous island. Donald will face jungles, volcanoes, oceans, ice caverns, dangerous ruins and more to do so. Besides normal platforming stuff, Donald sometimes has to solve simple puzzles. Oh, and yes there are boss sequences as well. Gameplay here is nothing outside conventional platforming. Donald can run and jump, he can land on (most) enemies to defeat them. Donald also has the ability to kick things up into the air, to attack enemies or trigger switches. (This works similar to Scrooge's attack in the NES "DuckTales".) Donald can take two hits before he dies (third hit kills him). He can find ice cream cones and turkey meat (a duck eating turkey? kinda morbid) to replenish his life. In one stage Donald can swim (with SCUBA gear), the rest of the time water kills him. (Water kills the duck, don't think too hard.) In some stages Donald rides on things, like logs or carts. Oh, and if Donald eats a chili pepper, he'll go insane and run nonstop till he hits a wall. In rampaging as such, he can break blocks and kill enemies. There are quite a few boss fights, but most of them involve Donald just running away through an obstacle course. Only the final boss is an actual boss fight. +You can't do these sweet graphics on a NES! +Donald's sprite is a wealth of humorous expressions.
+Consistently varied level design keeps things fresh.
+Fun little puzzles to figure out at times.
+The silly ending actually made me laugh.
-Horrendous amounts of slowdown bog the fun.
-The difficulty is definitely on the low end.
-A few design elements are overused (how many times are we gonna block-skate spikes Aspect?)
-The final stage's log ride is trollishly unintuitive at first.
-Ducks can swim damn it!
If you're looking for a quality platformer on the Master System, I would recommend "Deep Duck Trouble". This game's graphics almost look 16-bit, and it has plenty of stage variety. The controls work well, and rarely did I die in a way that wasn't warranted. Not that I died much, as the difficulty is geared towards kids. Makes sense, this is a kid's game! I do wish the slowdown wasn't as bad as it is, but sometimes that works to one's advantage while navigating enemies. I also would have liked to beat on bosses, not retreat from bosses. All the same, this is an audio visual feast for SMS, and quite the charming little adventure. While I'm not huge on Disney platformers, "Deep Duck Trouble" was worth my time. If you enjoy the Master System and Donald Duck, I bet it'll quack you up. (sorry)
Ex's time to beat: 1 hour 15 minutes
Ex's rating: 7.5/10
- And that my fellows wraps up March's Club Retro theme for moi. Here's what I beat: Deep Duck Trouble (Platformer) 7.5/10
Dragon Crystal (Roguelike) 7/10 Fantasy Zone (Shmup) 6/10 Ninja Gaiden (Platformer) 6/10 Power Strike II (Shmup) 7/10 Rastan (Platformer) 6/10 Sonic Chaos (Platformer) 8/10 Sonic the Hedgehog (Platformer) 6/10 Sonic the Hedgehog 2 (Platformer) 7/10 Virtua Fighter Animation (Fighter) 6/10
See you all next month in some dank ass dungeons.
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Post by Sarge on Mar 25, 2019 15:32:18 GMT -5
My understanding is that the Game Gear version has a bit less slowdown. Of course, you give up screen real estate, so yay, tradeoffs!
7.5 is fair. I looked, and apparently played it early in 2017 and gave it a 6.5. And I griped about the slowdown as well.
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Post by Xeogred on Mar 25, 2019 19:58:33 GMT -5
Quack the write up! ... I think I'd like to check that one out after Sonic Chaos. Seriously impressive graphics as mentioned.
It's interesting and neat how the Game Gear and Master System apparently had a lot of crossover? I guess the Game Gear was maybe more powerful? Sounds like it in some cases. The only crutch being the smaller screen space.
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Post by Sarge on Mar 25, 2019 20:00:33 GMT -5
Game Gear is literally the SMS with slightly improved colors. Ports between the two were really easy from an architecture standpoint, it's just the play field you had to watch out for. www.smspower.org/Development/GGVDP
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