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MattyP
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I’m still loving playing all the model 2 games. And now moved on to sega water ski! 

I was totally expecting it to be basically the same as super G, but it’s a pure score attack game. I’ve just about worked it out now, although for some reason I’m rubbish at tricks when turning left which is screwing me over a bit. 

Really wasn’t expecting it to be so good, but it must be exhausting on a real cabinet!

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Currently playing Final Fantasy 6 on the SNES.

 

I’ve never been a massive JRPG fan but some of my favourite SNES music is from the likes of Secret of Mana and Chrono Trigger, so the idea that I’m missing out on a load of great music has always kept me wanting to play more of these games.

 

I had tried to play this a number of years ago but I bailed at the Banen Falls boss. I got to that point and the boss could basically 1 shot me and after numerous attempts I finally beat him…basically because he never did the 1 shot move. This made me really annoyed that I was waiting for a game of chance to roll my way so I immediately stopped.

 

So when I started again this week I said to myself that I would take my time, explore a bit, grind a bit and get into the move sets of the characters. I just got to the Banen Falls boss…and I wiped it out in 2 hits! 
 

I can’t quite get my head around this. I don’t feel like I’ve done anything extraordinary to what I probably would have done when I last played and I’ve half convinced myself that it must have been something else that tripped me up!

 

Still, I’m really chuffed that I made it through this section with relative ease as I now feel a bit more confident that I will see the game out.

 

One thing I find a bit jarring is the super deformed main character sprites vs the realistic enemies sprites in the battle sections. Why it’s it like this? In the over world the enemies as super deformed and then move to realistic, so why don’t the main characters?

 

I’m really enjoying the music too and have the main overworld theme well and truly stuck in my head.

 

Was also quite shocked by Cyan’s story (so far). Was a real tear jerker!

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I only completed FFVI for the first time a couple of years ago but it’s probably my favourite of the series (of the ones I’ve played.) Some encounters can be rough without preparation but the unique character skills (well, some of them) can be very helpful. :) 

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I absolutely rinsed FFIV about 20 years ago on emulation, but keep meaning to replay it on the Super NT. It seems there’s a translation fix-up/bugfix patch for it now, by the same people who did the excellent Final Fantasy IV Namingway Edition. These keep the character of the original translations, but fix up some mistakes and minor mistranslations, while also fixing heaps of bugs and adding a few optional QoL improvements.

 

Problem is, I have a backlog of stuff to finish on Switch already, and I’d probably get more out of playing Xenoblade 3 for the first time than replaying FFVI. Perhaps if I ever get an Analogue Pocket…

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I think FFVI is the only one I've ever finished, having played most of them and given up on at least two of everyone's favourites (VII and X) right at the death because I was under levelled and too fed-up to grind/learn. The end boss in VI is proper spectacular though so I'd be interested to read more if you do stick it out. The party construction is potentially quite non-linear from what I remember so that might go some way toward explaining difficulty spikes/troughs.

 

I'm going to attempt to complete the Mega Drive Mini 2 because I'm a dope and have been watching too much Game Center CX recently. I like the notion of banging my head against old games I've never played to achieve a meaning less goal. Of the original game list I'd only beaten Ristar and Sonic CD so there are about 50 to go, most of which are new to me. Should be interesting. But not today:

 

Bare Knuckle 3 (Mega Drive). Shit. Actually, probably above average but given the other games in the series this is really poor and I was playing the preferred Japanese version. Cheap trial and error bits, timed bits, bits on a conveyor belt, bits in a lift as enemies drop in groups from the sky - all here. I have started this several times over the years and given up after a few stages so it's nice to have an opinion on the later sections at least - and I did get to play as a boxing kangaroo which was undeniably fun - but even Yuzo Koshiro couldn't save it for me.

 

Now onto Yumemi Mystery Mansion (Mega CD). An odd choice but I watched the GCCX episode on it recently and even though he finished it I had no idea wtf was happening, how it plays or really what to expect. I know it's short and odd which is interesting enough.

 

 Edit - and finished. What the honest fuck was that? Is it genius? Wow. 

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I completed FFVI on the GBA (managed to buy it new/sealed for regular RRP before the price went stupid) and I have to say that I found the story far superior to the lauded FFVII. Not that I dislike FFVII (it's awesome) but I get the feeling that VI would have been just as big if it had been on the PS1 and rendered in the same (then) cutting edge 3D.


 

Spoiler

It's the only FF I can remember where the villain actually succeeds of sorts and the second act of the game with the ruined world surprised me.

 

But if you level and grind out the best equipment, it can be dead easy. I seem to remember acquiring multiple ribbon accessories (prevents all status ailments) and also an accessory, dropped by a powerful dinosaur enemy in one of the wooded areas, that reduces MP cost for any spell to 1. Combine the latter with the Ultima spell and everything just falls.

 

One thing I would warn people about is not to play the PS1 version, at least not on original hardware. The load times are atrocious and transitioning between battles and menus from main game screen is agonising. You do get new, added CGI bits though which is nice. I assume the load times are negated through an emulator (unless it's a problem with the game itself).

 

GBA port is well-worth playing though for the extra dungeons (they added these into all of the GBA re-releases iirc)

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26 minutes ago, Colonel Panic said:

The SNES version of Prince of Persia. Annoying, but the levels are short enough to keep you playing. 
 

One I rented many time as a kid, but never even played when I got the SFC version on the cheap oh… 15 years ago. 


What do you find annoying about it?

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I loved SNES Prince of Persia so much. A whole new PoP game with 7-8 more stages, expanded combat and gorgeous music.

 

It's the best but I got my fill in the early 2000s when I cheerfully worked my way to the final stage with loads of time left..to find an incomprehensible level I gave up trying to understand, let alone finish.

 

Keeping on the SNES front, that new 'Twin Stick' mod for Pocky and Rocky is a lot of fun, especially with a Saturn controller instead of a SNES one.

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12 hours ago, Colonel Panic said:

It feels like there’s a pile of lag behind inputs and it’s a little bit fiddly. 


Is this your first time playing PoP?

 

The animation blew everyone’s mind back in the day but the system comes with some restrictions. An animation has to play out before you can do something else, which can give the appearance of lag, but it’s not really. This can lead to scenarios where you’ll run to make a jump and even though you press the button as you get to the edge, the button input won’t happen until the run animation has hit its end point and ultimately make you fall to your death. The way round this is to move to the edge of the jump you want to make, turn around run back (kinda like a longer jump preparing to hit the board), turn around and run at the gap and you should be in the right place for an animation to be at the end and you jump at the right point.

 

Oh and you ALWAYS have to use the step animation when on thin platforms as to guarantee that you don’t fall off.

 

This can all be a bit fiddly but it is something that you get used to as you play and something I would consider inherent to the game.
 

If it’s something you can’t get past then the game’s not for you but I will say that the system’s design does allow for you to do everything you need to, it’s just about learning and getting used to it.

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Revenge of Shinobi (MD). Another one I've meant to play for years finally started on the MD Mini II. It's fun if a bit wooden for want of a better word (there's a lot of edging forward pixels at a time to bring an enemy into shuriken range before they see you) and if it weren't for the health bar it could be quite brutal. Biggest issue is the tight timing for the double jump though which is utterly maddening and guaranteed not to trigger when you really need that extra distance. GAH. Still, a killer Koshiro soundtrack cures all ills.

 

I like to dabble with something more arcadey alongside games like that so currently poking around with Robo Aleste (MCD) too, although with no continues (!) I can see I've met a significant problem already in my mission to beat every game on this wee console.

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49 minutes ago, Colonel Panic said:

Not my very first time, but probably the first time where I’ve really tried to get stuck into the gameplay. 
 

What you’re saying makes a lot of sense. I’m definitely willing to persevere. 

I adore SNES PoP but need to properly get into it, the time concept is great for the time restricted gamer :D

I agree about the controls but I find them fine, similar to Flashback where some movements feel more inferred than having the character motion bolted to your arm arcade style....which I do actually like the idea of comitting to the movements.

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Atari 50 Anniversary Celebration. And it's brilliant ❤️ Reignited my passion for gaming. I do love games that are easy to pick up and addictive..

 

Also been tinkering with MAME and playing some Outrun and Donkey Kong. Forgotten how difficult the old arcade games can be. Playing the US version of DK and the barrels can drop you when you are half way up a ladder whereas the Japanese version they can't..hmmmm fun though and very frustratingly morish.... :)

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I found myself playing the Mega Drive port of Lemmings the other day. Fired it up just to show my 6 year old son what a Lemmings game was, but found it surprisingly very playable. The sound effects have taken a hit (no "Oh no!", and the lemmings go through the exit with an odd farting noise), but the graphics and gameplay are intact, and the controls aren't at all bad, provided you're using a 6-button MD pad (or, in my case, an 8bitdo M30). I managed to get about 18 levels in without getting annoyed at the controls, then accidentally triggered the Mega Everdrive's menu and broke everything.

 

Makes me want to get Lemmings working on something with a mouse, though. Are there any modern interpreters that use the Amiga graphics and sound, rather than the "superior" Windows graphics?

 

 

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Being playing around with the Amiga A500 Mini over the past few days, the base unit isn't great, but once you get the firmware updated and get WHD loader installed the unit takes on a different life have a bit of a trip down memory lane playing some old titles. Trouble with Amiga games is you do need to read the manual for a lot of them to know all the button presses etc..

 

 

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On 29/11/2022 at 18:21, MattyP said:

Atari 50 Anniversary Celebration. And it's brilliant ❤️ Reignited my passion for gaming. I do love games that are easy to pick up and addictive..

Is that the new compilation thing?

 

Been tempted by that as I see they finally put some Jag games on a compilation. Why on earth they chose the shocking Club Drive over other games is a mystery.

 

Tempest 2000 though! I used to own a Jaguar purely that one game.

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34 minutes ago, megamixer said:

Is that the new compilation thing?

 

Been tempted by that as I see they finally put some Jag games on a compilation. Why on earth they chose the shocking Club Drive over other games is a mystery.

 

Tempest 2000 though! I used to own a Jaguar purely that one game.

It is. And Tempest 2K is great on it. Fantastic way of playing the game these days without having the old hardware.

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Finished Final Fantasy 6 on the SNES. So, so impressed with the game.

 

I mentioned that I’m not a fan of JRPGs or more importantly, random battles and turned based combat but I have to say this all fell to the way side due to the amazing setting, character building, adult themes, exploration, music etc. 

 

I always remember people talking about Bloodborne, and how crazy it was that Castle Cainhurst was a completely optional area.  It’s actually one thing I love about the From games, and I actually considered it quite unique to their games.
 

Playing this I’ve realised that it isn’t just their games and FF6 has it to the max! I felt that the entire 2nd half of the game was optional where you’re left to do what you want, when you want and how you want.

 

It made me realise something about the random battle system, which is, I don’t actually mind them apart from one scenario; the dungeon type area where you’re trying to figure out where to go. Some of the dungeons are quite puzzling and I did find myself getting annoyed when I was flicking switches, moving/changing environments trying to understand my way through and I would get constantly pulled into a battle and away from the puzzle itself. Still, it’s hardly a deal breaker.

 

I think I ground myself too far at the end as I was pretty OP for the final boss, but TBH I don’t mind as I liked the planning behind levelling my characters to take on the final area and it did all work like a charm!

 

I’ve finished it and I already feel like I’d like to play it again as there was so much I didn’t experiment with. What a tremendous game!

 

 

 

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Chrono Trigger does something similar - it’s linear up to about half way, then everything becomes non-linear and optional. Which is when the real fun-with-paradoxes stuff starts.

 

I would recommend you avoid Final Fantasy IV based on your feelings on random battles in dungeons. It’s gruelling.

 

I would recommend Phantasy Star IV if you haven’t played it. Very different to FF6 and CT, but definitely sharing the podium with them when it comes to the pinnacle of 16-bit JRPGs. It does have random encounters but they’re really streamlined, and the dungeon design is wonderfully friendly.

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1 hour ago, Alexlotl said:

Chrono Trigger does something similar - it’s linear up to about half way, then everything becomes non-linear and optional. Which is when the real fun-with-paradoxes stuff starts.

 

I would recommend you avoid Final Fantasy IV based on your feelings on random battles in dungeons. It’s gruelling.

 

I would recommend Phantasy Star IV if you haven’t played it. Very different to FF6 and CT, but definitely sharing the podium with them when it comes to the pinnacle of 16-bit JRPGs. It does have random encounters but they’re really streamlined, and the dungeon design is wonderfully friendly.


Oooh, thanks for the heads up! I was eyeing FFIV as a potential based on this experience. Also FFV (with an English patch) as I figured they were so close by, they were likely to be very similar.

 

Another question…I know it’s considered this by a lot of people but is FFVII the best FF game?

 

Not to gush too much about retro gaming but I love the fact that there’s still so much out there (for me anyways) that I’ve not played that when I do, they jump into some of my favourite games for a system.

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4 hours ago, Goemon said:

It made me realise something about the random battle system, which is, I don’t actually mind them apart from one scenario; the dungeon type area where you’re trying to figure out where to go. Some of the dungeons are quite puzzling and I did find myself getting annoyed when I was flicking switches, moving/changing environments trying to understand my way through and I would get constantly pulled into a battle and away from the puzzle itself. Still, it’s hardly a deal breaker.

 

Totally. I think in some newer RPGs they just "turn battles off" for certain rooms. :D It was a bit of a pain when I did my classic Persona playthrough threads (and extra disorienting with P1's first-person exploration!)

 

1 hour ago, Goemon said:

Oooh, thanks for the heads up! I was eyeing FFIV as a potential based on this experience. Also FFV (with an English patch) as I figured they were so close by, they were likely to be very similar.

 

Another question…I know it’s considered this by a lot of people but is FFVII the best FF game?

 

VI ended up being my personal favourite but I think VII is more widely-popular.

 

I played V (on a GBA emulator) for the first time this year and it was a lot of fun; it uses a job system, so your characters gain specialist skills, but then you can learn those skills as unique things to equip whilst learning other jobs. So I had a Blue Mage that could also use the Monk's Barehanded fighting style, for instance. The combinations you can come up with are awesome.

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8 hours ago, Goemon said:


Oooh, thanks for the heads up! I was eyeing FFIV as a potential based on this experience. Also FFV (with an English patch) as I figured they were so close by, they were likely to be very similar.


FF4, 5 and 6 are wildly different, really (I’ll abandon Roman numerals to make this less confusing).

 

Jeremy Parish’s retrospective on Super Nintendo Works helped me properly understand FF4. What it’s remembered for is being the first JRPG with buckets of dialogue, character development and cutscenes. This is indeed all present, if a bit primitive compared to later SNES JRPGs. But what about the actual gameplay?

 

Basically, each dungeon is like a challenge scenario using the familiar job classes from FF1/3. The game is constantly moving the goalposts to set up each challenge, adding and removing characters from your party, setting dungeon specific rules (e.g. no metal items), resetting the protagonist to a L1 weakling, giving you dungeons full of a specific element type, etc. This all happens for plot reasons, so it seems organic enough. But what you then have is basically a puzzle - what tactics or party setup do you need to get through this dungeon with the restrictions you’ve been given? Combat is how you put that solution to the test, and the encounters are relentless.

 

It’s kind of methodical fun once you learn to think of it that way, and it feels good to work out what is clearly the “intended” solution. If you don’t think of it that way, then you’ll get angry at the game constantly fucking with your party each time you think you’ve found a good strategy. But that’s the entire point!

 

That said, by the end of the game the encounter rate is utterly wearing, particularly with the battle transition noise. I finished it, but I had to really push myself to do the last 4hrs or so.

 

If you do give it a try, I very much recommend the Namingway Edition patch, which gives you a game with the same kind of vibe as the Woolsey FF2 US translation, but with the entire game present and all relevant dialogue restored. 

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I’ve been playing some V-Rally 3 for the GBA (on the Micro), and it’s still really impressive. What they achieved on that hardware is really remarkable. The most important thing about the 3D engine is that it adds undulation, which feels critical in a rally game. The frame rate is solid, too.

 

It’s not just a technical showpiece, either. There’s a fair amount of variety and depth in there. It’s still very arcadey in the way it plays, but it’s nice to see course variety and the inclusion of rally cross. There’s even an in-car camera!

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Had my very first satisfying bash on the original arcade version of Taito's Rastan earlier.

 

I didn't play it very much back in the day because there were always other coin-ops I could squeeze much more time out of, and I was very much sorted with the Master System version at home. 

 

I'd dabbled with emulating it on modded SNES Classic running MAME years back - but not having access to DIP switch settings and putting up with horrific input lag (thanks mainly to my old Plasma telly not being able to gracefully process 720p video) made it feel impossible to get into.

 

But tonight I got to play it with no compromises and couldn't put the controller down, eventually getting to the dungeon area of Stage 4 on the five credit limit I'd assigned myself. 

 

I learned the following:

 

- The rope swinging / jumping sections are often tight and seem unfair (especially the dungeon varieties), but they look worse than they are

 

- Certain items / buffs / pickups get dedicated indication icons, a touch I really enjoyed for some reason. And maybe this is due to playing on Easy but the drop rate of very helpful items was nice and high, providing you don't dawdle too much

 

- Enemy sprites can disappear off screen as easily as they appear on screen - and this can be used to your advantage in certain places

 

- The aesthetics holding up was almost a given, but the game itself feeling like almost as much of a console adventure than an arcade coin muncher (at least on Easy, aided by outdoor sections having well placed checkpoints) was a very nice surprise.

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