Game Vids You Watched Today

as a Double Dragon “head,” i have been at least morbidly curious about this newest game that came out. from the start, i was turned off by the game in multiple ways, the in-game character designs (tiny, inarticulate, big-headed sprites) turned me off the most. the gameplay also struck me as fairly “not Double Dragon”. this really pained me, because i love this series, and i always want to support it, but if we’re being honest, there are maybe 3 to 4 “actually good” Double Dragon games in its entire history, and more-modern takes have ranged from improvements on an established idea, to totally-off-base (imo) fan fiction pet projects. i just couldn’t justify buying this game, but seeing a Replay Burners video of the game pop up, i decided to give it a look, finally, and see if maybe there’s something worthwhile in there.

well, i remain unconvinced.

what i didn’t like:
the graphics - i just hate them. i hate the way everyone looks, although in the profile pics, i think the characters look pretty good. too bad you spend 95% of the time staring at ugly bite-sized goblins instead.

the gameplay - maybe the combat in this looks ok - it has a lot of juggling and grouping enemies together to eliminate a bunch at once, but it doesn’t really seem like " a Double Dragon game" to me, in terms of its gameplay. the enemies all have life bars, too! how dare they!

i think there is a line of thought that goes “Double Dragon was the best belt scroller until Final Fight arrived and improved on all its formulas.” while i think there’s something to that, i also think that DD has a specific type of game feel that is specifically meant to be a totally different experience. moves often feel slow and deliberate - often, you need to specifically memorize how many hits, or what combo of hits, will knock an enemy down or kill them. now, if you play any beat’em up long enough, you will begin to memorize those things regardless, but lifebars change the focus and the feel of how you are interacting with the enemies around you.

the aesthetics/feel - the game stops the player wayyyy too often. knock out more than two enemies at once? the game will literally pause to tell you how cool you are and show you a picture of a hot dog or hamburger or something. if you’re playing well, this means the game is pausing every 10-30 seconds or so. oh, dialogue? yeah, the game is going to stop you on the playfield so you can read some dialogue in the middle of a stage.

again, i feel like beat’em ups have built in breaks that create a specific flow. the breaks happen when 1. you knock all the enemies on screen down for a moment and can reflect on your next move 2. you defeat all enemies on screen and walk over to the next encounter 3. you complete the stage. pausing the game every half a minute or so just takes me out of what is happening.

the music - for lack of a better description, the music has that maximalist kind-of-chiptune-kind-of-Virt style to it where it is playing all the notes and yet none at all. the first stage’s BGM has nods to both Stage 3 and Stage 1 (from DD1) in it, but messes up the best parts and then fills in the gaps with a bunch of noodling. to its credit, they composers do seem to understand which DD tracks are cool and iconic, but they just don’t know what to do with them. maybe some folks will like it, but it’s not for me.

anyway, there is a chance that if this game ever goes on sale for $5 i will buy it, because Double Dragon, but i’m left feeling a little bewildered by the game after watching this

what i kind of liked: the idea of multiple gangs occupying different parts of NYC does feel like it’s getting back (a little bit) to the original Fist of the North Star origins, which i respect. it’s always kind of funny to see how much “the apocalypse” does or does not play a role in these games. it often feels kind of arbitrarily used or ignored, as a backdrop.

i also kind of like that all the enemy bodies remain on screen when you defeat them.

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ahh, the ocremix school of music

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well at least he cried when I did

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apparently you can just write an NES game without proper vsync if you’re sufficiently determined

genuinely fascinating piece of engineering

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YoYo’s Puzzle Park (EU) / Gussun Paradise (JP) PS1

Yo! Noid (NES) - Capcom reskins a JP platformer for Domino’s

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I’ve never particularly understood Rainbow Islands. It just came out on Arcade Archives and the way they were playing in their demo video confused me at first, it looked like they didn’t know how to use rainbows to climb

but watching further, it started to look like this was some sort of score-milking process. So I looked for a high score video and

yeah this game is even weirder than I’d thought. = P

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I’ve played a lot of Bubble Bobble and Parasol Stars over the years, but I’ve barely touched Rainbow Islands. I didn’t realize that it had variety to its music instead of just playing the same song endlessly like the other games. This song is pretty good.

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Oh gosh. I didn’t know about that either. I did know that they had to change the main tune a while back for copyright reasons; it’s audible in that high score video I linked that uses the original arcade board; the Arcade Archives video has the replacement track playing.

Music wise in most original cuts of the game play a mix of the song “Somewhere Over The Rainbow”, from the Wizard of Oz film (just in an arcade-style tune). This song plays pretty much on every level, for some this may get on your nerves quick, for others like me it never gets old. The music does change on specific levels and every boss level has this awesome threatening boss music. Interesting to note if you’re playing this on the Taito Classics Collection for PS2 or Xbox the music is changed as Taito never had the rights to copy “Somewhere Over The Rainbow”, so the music was altered to avoid a possible law suit, the level music really isn’t as good in these versions of the game and feels a lot less happy not complimenting the feel of the game.

and

The arcade release soundtrack sounded very similar to the song “(Somewhere) Over The Rainbow” from the TV musical “The Wizard Of Oz”. This soundtrack made it into the Japanese versions of the Famicon and Mega Drive releases as well as the European and US releases on Commodore 64, Amiga, Atari ST, ZX Spectrum and Amstrad.

In later releases, such as the Sega Master System, NES and PlayStation, the music was changed subtly to prevent any copyright infringement.

According to Rainbow Islands - Finally! (Arcade Archives) | ResetEra , the song will be in the public domain in 15 years.

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the microscopic world… i think a lot of games would benefit from having graphic swaps that bring out the already inherent “swarming petri dish” quality

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this is the ideal game form. you may not like it but this is what peak performance looks like.

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John Romero drops by Big Box PC Game Collectors video meet-up, shows off his Apple II art collection, tells stories about Apple II and Final Fantasy programming legend Nasir Gebelli.

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Oh wow, that title screen. Dinamic had some title/loading screens around the 80s. Some of the less err risque ones I found on Mobygames:

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Fernando Martín Basket Master (Amstrad CPC)

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Phantomas (ZX Spectrum)

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Vampire aka Phantomas II (Commodore 64)

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Meganova (Amstrad CPC)

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Los Pájaros de Bangkok (ZX Spectrum)

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Rescue from Atlantis (Amstrad CPC)

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Don Quijote (Amstrad CPC)

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Abu Simbel Profanation (Amstrad CPC)

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I’ve decided that using voice models from 20 year old games to make meme videos is the only use of AI voice acting that I approve of.

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when someone calls me shiftless and corrupt :lovepigs:

GioGio’s Bizarre Adventure: Golden Wind (PS2)


JoJo’s Bizarre Adventure: Phantom Blood (PS2)

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