striderlikes

You have now learned one of the Select Button II pro-strats

I’m not sure what this is referring to specifically (amazon jp will ship books outside of japan at reasonable cost), but I’m acquaintances with Zekuu, the guy behind Game Area 51, and he wants me to translate some of his books at some point. I don’t know if it’s going to happen due to how incredibly dense and huge all of them are, but we’ll see. Would love to see it happen. They’re all about kind of uniquely laser targeted at sb arcade heads.

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cannon dancer and the karate tournament both display a love of super-bright lurid colours

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The Cliffhanger: Edward Randy is a game that although it doesn’t play exactly like Strider, takes many cues from it w/r/t creating a game whose level design can best be described as creating a series of set pieces rather than a coherent whole (which is something Strider still arguably does).

It is also the best game.

Hagane
You are a robot ninja who runs on exploding rooftops.

The movelist is suprisingly deep. When you get used to it, you’ll realize you don’t actually need to fight your way through the first level.

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strider-likes…
hm?

##warning: babble zone

occasionally I dwell on swording in platformers. it comes up in a variety of ways. Strider (in every incarnation?) is very clearly different from stiffer swords(wo)man games like Valis and Actraiser (and Rastan?), where movement (esp. jumping) is largely defensive (dodging), moderately navigational (platforming, although such games often have a degree of maze-like structure to some levels), and lightly offensive (generally about positioning in order to hit a certain point). It stands in even starker contrast to more “floaty” fare like Monster World and other titles which build more upon the trends of arcade platformers of the mid/late 80s, featuring movement as mostly navigational.

I don’t know how many subsets we can get into of slash-em-ups/run’n’swords/et~cet~er~a, but there definitely seems to exist at least a third kind that I think we see in Zoom’s Genocide series (Fourth in Zelda II, fifth whatever, sixth blah blah). Borrowing from run-and-gun design (and brawlers?), these titles convey a sense of pressure coming from hostile forces, while not necessarily using conventional “threats” like enemies constantly respawning from off-screen. The player gets a certain sense of push/pull in their progress through a stage, usually with multiple elements of the game (not necessarily consequential ones) encouraging aggressive forward action, and in these games movement becomes largely an offensive act.

In Strider, I see a particular evolution (concentration? origin?) of this third type, one keeping the pacing but placing a large (if not equal) emphasis on all three aspects of moving as player agency. Offense, defense and traversing of terrain are frequently and sometimes even simultaneously considered when the player chooses among their movement options, and this gives a sense of fluidity to the character’s actions that resonates beyond how they work with the level and enemy design. In other games, you generally acclimate to the protagonist’s range of ability in the world over the course of play, involving varying amounts of trial and error. But it seems like games discussed here give a (somewhat illusory) feeling of pre-existing skill/mastery which immediately sets them apart.

(the relatively huge range of the sword in the original arcade game, compared to contemporaries, certainly doesn’t hurt)

I, uh, shit. kind of forgot where I was going with this.
I guess I’m trying to help create an outline of what some of these games have in common so that I can more easily come up with other examples. But I don’t have any yet. damn.
oh well.

sorry
just frustrated by backwards way I research things + constantly stumblring across echoes of people ∞ly more tuned in than I will ever be. tracing web-threads of mentions through boundless networks brushed me past your gift of Undertale to zero, pinning length of yarn between two more illuminati… don’t think much of it.

Good lucky with Zekuu collab. Maybe some kind of patreon/kstarter thing can lead to digital, multilingual implementations of this work. to be Moonglow, not sure why stuff like that + GDRI + archive.org + etc hasn’t coalesced into larger multinational megaproject. I guess everyone subconsciously senses the high risk of personality conflicts.

You are doing god’s work here.

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Had a post but it’s all gone now. I’ll have to write something again later. :boh:

Good stuff Creep! It has been so long since I have played a Strider that I couldn’t recall what would actually “define” a Striderlike so your past provided a good wireframe. Honestly the thing I always remember about Strider is it having lots of slopes.

Edit: diplo please do a blog post about the islami-futirist cityscapes of osman

#+1

I was about to ask about moon diver. Haven’t gotten a chance to play it but I remember it looking kinda cool from a trailer. Can’t remember why but I remember strider coming up when I last saw it talked about like it had some devs from it or just really inspired by strider.

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i have moon diver! i can’t remember much about it though.
i actually totally forgot it existed until you mentioned it just now.

has anyone played the european-developed strider ii for master system, mega drive and a bunch of computer formats?

i always thought of hagane as a shinobi-like rather than a strider-like. but that might just because it looks way more like a mega drive game than it does a snes game. i’m sure there’s another snes strider-like, too. psycho dream, maybe?

If ever a question 'bout Strider is raised - ask/look here - http://stridercitadel.b1.jcink.com/

Would y’all consider Shatterhand to fit in the above list?

Shatterhand seems more like a Ninja Gaiden-like. Or Batmanlike. There should be a name for these NES action-adventure games, following in the wake of Castlevania. Power Blade. Kabuki Quantum Fighter. All that jazz.

This may be a stretch, but El Viento has always reminded me a bit of Strider. They’re both fast-paced, bombastic, setpiece-laden things.

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Oh yeah, the Cocoron dude. I think I wrote something about that connection on the old IC wiki…

Ooh. Been a long time since I looked at Osman aka Cannon-Dancer, or The Karate Tournament. There don’t seem to be video or screenshots in this thread so uh yeah I’m doing it

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(Put the The Karate Tournament stuff in the fighting game thread, auto-link below vvv)

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Moon Diver was directed by Strider’s director, Kouichi Yotsui.

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Regarding Osman, there’s a striking sentence in its Wikipedia article which I have not been able to find much–or anything–about:

The game’s bizarre plot supposedly mocks director Kouichi Yotsui’s experience at Capcom after Strider.

Their summary of Osman’s plot is

It is the late 22st century, and the world has come under the control of a single federal government. One day a new threat known as Abdullah the Slaver appears, causing widespread terror and panic. The fear in men’s hearts incites the abandonment of all economic activity. The federal government, which is the foundation of capitalism and modern civilization, has become nothing less than an insidious idea that corrupts the foundations of society itself.

It destroys the idiosyncrasies and variations among national viewpoints, stifling them in the name of “freedom” and its own internal ideals.

There are perhaps hints regarding this period in Yotsui’s life here

Yotsui’s team developed their game with the idea that it was a “competition” with the other two projects (Masahiko Kurokawa’s consumer version and Tatsumi Wada’s manga), and that theirs was “most important”[4]. Although there was tension over the long hours he demanded from his team, Yotsui felt that if they would just do as he instructed, they would be fine, and was unsurprised when their game ranked first at a game show.[4]

Nevertheless, Yotsui’s Strider Hiryu ran behind schedule[4]. Yotsui believes it underperformed in the sales department[10], noting that rumors within Capcom attributed its poor sales to that delay[4]. He left Capcom not long afterward. In an interview several years later, Yotsui confided when asked about the popularity of Strider that he “never felt that Strider became successful”, but that he always felt that he and his team were “in the middle of creating a very interesting game”.[13]

and

Osman elevated the gameplay of Strider Hiryu to a new level[4] and bears a noticeable and striking resemblance to its predecessor[4][16]. Despite this, Yotsui remembers being “tired” during its development, calling Osman “self-parody” and intentionally “kind of strange”[4]. It did “alright” in Japan but fared worse overseas[16].

But I don’t get much out of that aside from him probably blaming marketing and upper management for forcing the game–well, both games, ultimately–out before he felt they were ready, and holding back some of his ideas. In other words, the usual game designer complaint.

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Cannon Dancer is coming to Nintendo Switch, PS4, PS5 and Xbox for the first time ever, with a planned release in Q1 2023.

After being released during the 90s fighting-game hype Cannon Dancer, also known as “Osman” in the US, slowly began to fade out of arcades due to the small number of units. Over the years, the title became a video game legend, with fans around the globe interested in getting their hands on it. Almost 30 years later, ININ Games has teamed up with two key members of the original development team to finally bring the game to modern home consoles: the game designer Kouichi Yotsui (also known as “Isuke” and famous for his work on “Strider”) and the artist Takashi Kogure (better known as “Utata Kiyoshi”).

About Cannon Dancer:
Cannon Dancer is an Action Jump & Run set in a dystopian late 21st century, in which the world is under the control of a single federal government. One day, a new threat known as “Abdullah the Slaver” - an evil sorceress who wants to take control of the world - appears, causing widespread terror and panic. This fear incites the abandonment of all economic activity and corruption in the government, which now undermines the foundations of society itself. Judicial Affairs Director, Jack Layzon, fears the worst and summons a lone assassin.

The player controls a Cannon Dancer called Kirin; a top-class agent in a mercenary unit known as "Teki”, and a highly skilled martial arts fighter. As he travels, he has to face not only Abdullah the Slaver and the government forces but also the other members of the Teki, who want him dead for personal reasons.

Features:

  • Ported on modern consoles for the first time in history
  • Classic retro games mechanics, praised for their speed and agility
  • A total of six stages set in different, exotic locations
  • Three different types of power-ups
  • Tons of bosses and enemies
  • Variety of wondrous retro scenarios and graphics with bright and even psychedelic colors, related to the final bosses of each stage
  • Rewind feature
  • Save and Load feature
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New genre dropped