Post a screenshot of the retro game you just finished!

I one-credited Wing Force!

0000

I was recomended this one earlier today when I asked for more Raiden clones and it’s pretty rare for me to one credit games the same day I first play them so like hell I’m not going to brag about it. Wing Force wears its influence on its sleeves, wheter it’s the first stage over a humble pastoral abode (complete with cows) or a 2nd stage that bring to mind’s Truxton’s space station. The closest thing the game has to a standout gimmick is that collecting a power-up not only upgrades your shot type (among a selection of 4) but also gives an armor that protect you from a single hit.

Derivative doesn’t mean bad though, and Wing Force is certainly a cut above many of the game it could’ve potentially contended with. There are a lot of amusing background animations and trick to go with them - for instance, in the 2nd level, there’a sequence where a nuke is loaded on a device and dropped to earth, but if you manage to destroy in time, you’ll get a 1-up. In the third level, you can destroy some device, which will cause all nearby parked vehicles to be sucked into a hole. There are also a variety of funny hidden characters you can trigger for additional points. Bosses don’t look like much of anything but have mean patterns that’ll keep you on your toes and the 2nd loop is a proper difficulty increase.

“Potentially”, because Wing Force ultimately never saw a wide release despite having the semi-famous name of Atlus attached to distribution. From a purely detached fiscal perspective, it makes sense - it’s a short and easy game in a competitive genre with no gimmicks or outstanding production values to set it apart. Had it been mass produced, it would’ve certainly bombed and caused at least one salary man to commit sudoku. But it’s a fun and well-made game, and it would’ve been nice to have the developer’s handiwork appreciated by more than a handful of emulator users some 20 years after the fact.

4 Likes

It was never released at all, a single known PCB that is thought to have been used in a location test turned up in a non working state on YAJ and luckily Shou won then promply fixed and dumped it for use in MAME.

Very cool, nice work! I’ll have to check this one out, it looks badass.

Finally got a 1CC of Blazing Lazers!

5 Likes

Finished GG Aleste (1cc) tonight.

2 Likes

I just wanted to quickly add that GG Aleste marks my 50th retro game finished since 2017 when I got back into collecting retro games.

I already had a SMS, Xbox, Gamecube, Game Gear, PSP, Wii, and a GBA 101, but I made a conscious effort to really start collecting then, along with getting some old computers like C64, Amiga, Tandy etc.

It’s been a wild ride!

Full Chronological List

(Retro only)

  1. Tyrian 2000 (PC) 1cc
  2. Jackal (NES) 1cc
  3. Super Mario World (SNES)
  4. Super Mario Bros. (NES)
  5. The Legend of Zelda: A Link to the Past (SNES)
  6. Super Mario Bros. II (NES)
  7. Super Mario Land (GB)
  8. Disney’s Aladdin (SNES)
  9. Super Mario Bros. III (NES)
  10. Stargunner (PC) 1cc
  11. Jumpman (C64)
  12. Top Gear (SNES)
  13. Super Bomberman (SNES)
  14. Super Bomberman II (SNES)
  15. Sonic The Hedgehog (Genesis)
  16. R-Type (SMS) 1cc no-hit run
  17. Castle of Illusion Starring Mickey Mouse (SMS)
  18. Alex Kidd in Shinobi World (SMS)
  19. Land of Illusion Starring Mickey Mouse (SMS)
  20. Halo II (Xbox)
  21. Donkey Kong Jr. (NES)
  22. Donkey Kong (NES)
  23. Mega Man (NES)
  24. Mega Man II (NES)
  25. Gun-Nac (NES) 1cc
  26. Super R-Type (SNES)
  27. Life Force (NES) 1cc
  28. The Legend of Zelda (NES)
  29. Gradius (NES) 1cc
  30. R-Type III: The Third Lightning (SNES)
  31. New Super Mario Bros. (NDS)
  32. Giana Sisters DS (NDS)
  33. Brute Force (Xbox)
  34. Shinobi (SMS)
  35. Wolfenstien 3D (PC)
  36. Wolfenstein 3D: Nocturnal Missions (PC)
  37. Wolfenstein 3D: Spear of Destiny (PC)
  38. Doom (PC)
  39. Doom II (PC)
  40. Doom: Ultimate Doom (PC)
  41. Doom: Sigil (PC)
  42. Doom 64 (N64)
  43. Heretic (PC)
  44. Jurassic Park (GG)
  45. Alex Kidd in Miracle World (SMS)
  46. Bomber Raid (SMS) 1cc
  47. Wonder Boy (SMS)
  48. Power Golf (TG16)
  49. Blazing Lazers (TG16) 1cc
  50. GG Aleste (GG) 1cc
6 Likes

Just finished Kirby 64, both the regular final boss and the true final boss! Beautiful game with fantastic art design for the system and great boss fights.

3 Likes

Just finished Fantasy Zone on the TG16 1cc!

3 Likes

Finished Paper Mario: Sticker Star last night, what a cool game! The entire game really revolves around your ability to acquire, manage and use different stickers effectively, both in combat and to solve puzzles in the superbly designed environments.





It’s a rare big game that decided to go with a unique vision while also being unwilling to compromise on that vision, and I found it to be a tighter designed game than its two follow-ups.

2 Likes

(Yeah I know Crazy Taxi is an endless score attack game and this isn’t a very impressive score either but you get a special commendation and credits if you score over a certain amount of points in the arcade rules. I consider that close enough to “beating the game”)

image

I don’t like Crazy Taxi much. Heresy, I know! If you hang out in the discord, you’ve probably seen bitch and moan but if you don’t, my problems with the game is the following.

In regrettable Sega fashion, if you want anything better than a mediocre 2k score, you need to master secret moves that are accomplished by various combination of shifting gears and hitting or releasing the accelerator, The three big ones are the Crazy Dash (a boost), the Crazy Drift and the limit cut (basically do a boost while you’re already boosting).

To do a drift, you shift to reverse and back to drive again while still holding the drive. To do the boost, you release the accelator and then shift to r, and then shift back to d and press the accelerator at the same time (the manual and ingame instructions claim you do one after the other - and if it was done that way, it wouldn’t be so problematic. But they’re wrong)

The problem I have with this is that the inputs are very similar and the timing is not only stupidly strict, but particular. If you do it the d-r-d shift too quickly, the game won,t recognize the boost. You need to wait like half a second between inputs for it to work. You can do the boost from a standstill but it’s rather unclear when the game will recognize while you’re in the process of picking up a customer, etc etc.

As a dyspraxic person, having to press multiple buttons at the same time is often unpleasant. Strict timing windows are very unpleasant. So you can imagine that the game having key techniques that are executed almost identically and require pressing multiple buttons at the same time in strict and unintuitive timing is a nightmare. And it hits especially hard because all of this weirdness just feels so unnecessary - I really don’t see how anyone could argue Crazy Taxi would be a much worse game if boosting from a standstill was executed by simply flooring the pedal as soon as the direction arrow, (or something like that) and certainly there’s no point to the game actively lying about how those techniques are executed.

The core of wearing in and out of traffic and doing stunts to increase your tips is fun enough, so perhaps one day I will like Crazy Taxi. But today is not that day.

1 Like

I wonder how much of the controls for boosting etc were exposed on the arcade cabinets? Likely the only reason they’re as difficult as they are is so the average player would timeout much faster from not knowing them. You wouldn’t exactly stumble upon most of them!

The last time I played it was on Gamecube, just trying to do the crazy box challenges, which demand you know all the tricks. I think I still couldn’t do the final challenge…

Also no matter how you set it up on console, you’re gonna get massive cramps from the trigger usage. On DC where the triggers are much lower than modern controllers it was even worse.

1 Like

This is exactly it/what my response to that particular thing was going to be. Crazy Taxi is one of the few arcade games I got really good at and most of the advanced controls are designed around the arcade controls. I’ve found that you can have tighter controls with a controller, but things like the limit cut are a bit easier to do “naturally” with the shift knob and peddles.

Finished Fantasy Zone on the SMS tonight! I was never able to beat this as a kid, and to be fair I’m not sure I could now… But I’m using auto fire now. :stuck_out_tongue:

It’s still a super fun today, and I love playing it from time to time.

I still have my original copy from new, you can tell the cartridge has seen a lot of use.




2 Likes

Continuing on my Fantasy Zone kick!

I’ve finished this game on the TG16, SMS, and now the Arcade original! Man, what a difference the arcade version makes! Holy cow… it’s easily twice as hard as the SMS and TG16 variants!

There are more enemies, they shoot more often, and the bullets fire faster. Starting on stage 4, you almost have to be running around with a 7-way shot or you just get pulverized in no time. On later levels, you have to know exactly what you’re going to buy in the shop, or you’ll run out of time and get nothing.

The boss rush at the end of the game is especially difficult:

  • The 2nd boss fires his volley so fast that you barely have any time to react at all. It’s easy to get caught by a cluster of random bullets.
  • The 5th boss bullet speed is crazy, so you can easily get trapped into a no-dodge situation where you’re just screwed
  • The 7th boss speeds up so fast, that’s it’s almost impossible to kill him unless you die first and then buy the 7-way for extra firepower

And of course the final boss’ minions move very fast, so timing your bombs can be super tough.


That said, this is probably the best one of the bunch so far. It’s just so fast and frantic… you trade off the accessibility and fun-factor of the TG16/SMS ports for just crazy action and quarter munching, and I think I like it better that way. I understand why they would make the ports easier though. I played and absolutely loved the SMS version as a kid, and I bet this high difficulty would have turned me off of the game.

Also, they REALLY don’t want you to continue playing another loop. The 2nd loop is way more difficult, and it takes away any extra lives you have. One hit and it’s game over. AND. they no longer spawn shops… no more buying anything. Absolute death sentence. I got back to the 3rd stage at least.


2 Likes

This one is so charming:

Donkey Kong (94) on GB. It really forms the basis of a few other games I’ve played.

I feel like Super Meat Boy and Captain Toad, in particular, are modern takes on this formula. The last levels were excellent too.


I also marathoned through the first 6 Mega Man games + Mega Man X recently.

I feel like they’re all pretty amazing. There’s not a weak game in the bunch per my tastes. Even the weakest entry, Mega Man 4, is still a top tier platformer.

I’m currently playing through Mega Man 7 right now, and I think that game is also pretty brilliant. I’m not sure why people don’t like it. Honestly, I place it above Mega Man X so far.

1 Like

Holy shit! Nice work! I have been meaning to get back to the series after beating 1 and 2 a couple years back. 1 was amazing.

Why Captain Toad ? (I liked Captain Toad)
DK94 is one of those game I really want to play, I need a Super Game Boy !

Level structure.

It’s all about bite sized self-contained levels with lock and key and switch -activated puzzle elements and varying degrees of hazards.

1 Like

it’s very worth it - magical game.

1 Like

Finished Tsumi to Batsu (Sin and Punishment) last night!


Didn’t realise it was a co-production with Nintendo R&D1:


And an English release was seemingly ready to go at the time, which I guess is obvious given the full English voice acting. Shame NoA and NoE both passed on it.

4 Likes