Frog, that's like saying that the record company was right and John Fogerty really did plagiarize himself.
PaQuote:
Gunforce II and In the Hunt were both done by the future members of Nazca.
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Frog, that's like saying that the record company was right and John Fogerty really did plagiarize himself.
PaQuote:
Gunforce II and In the Hunt were both done by the future members of Nazca.
Ah, ok. That makes alot of sense now. And yet I still likeGunForce II better. MetalSlug really did takeeverything from GFII except the ability to have 2 gens and diagonal shooting though.
Undercover Cops used to rule. I used to play it in the arcades all the time.
There's nothing quite like smacking thugs with a 15 foot steel girder.
Have you played the Japanese version?Quote:
Originally Posted by negitoro
The main difference is that the 'ultimate' moves (which do insane damage) were removed from the US/'Asia' versions!
Gunforce and Ninja Spirit both rock. It's too bad they were know for just R-Type, which isn't even that good compared to other shooters IMO.
Gunforce was right up there with Contra, Gunstar, Mercs IMO. Gunforce made pretty good use of jumping on to different machines.
Ninja Spirit was also right up there with Shinobi and Strider as well. The spirits are a brilliant play mechanic. You can use them as shield and to stand on them or as weapons. Plus you had a weapon for every situation. The grappling hook was the most. The stage with the trees and the ninja's on kites was the best. Climbing with the hook as well as deflecting ninja stars by swinging it in circles. The Dynamite or whatever it was could be used as mines. The game was just flat out great. WAY better than Ninja Gaiden.
Having grown up in Hong Kong (and owning the subsequent SFC port) I think I've only played the Japanese release. Why did they go and remove the moves ? Still, who needs power moves when you can use a big fish ? ;)Quote:
Originally Posted by Seven Force
I've never beaten Ninja Spirit because I always get stuck in the level where you fall down the long ass shaft.
Maybe if I played it today, it'd be easier, but back in the day I thought it was impossible.
Too bad they never made a TGL sequel.
Didn't some former Irem coders make an R-Type clone for the Neo-Geo?
Hi. My first post in these boards. Irem (classic Irem) has always been one of my favourite developers, so let's see if I can add some info here.
Firstly. Irem IS dead. The current Irem Software Engineering is not the same company. They just bought Irem's name and game copyrights. So Final and Delta have not *real* pedigree. Original authors of R-Type went to SNK to develope Neo-Geo's Pulstar under the Aicom label. Aicom was actually an old company (they were there in the 8-bit era), but it was bought by SNK which restructured it. It is said that part of the Pulstar / R-Type team worked in Pulstar's *sequel* Blazing Star.
I've always wondered why Neo-Geo's Last Resort has that Irem graphic style. It's not too preposterous to think it was developed by the Gallop team. Who knows.
PC Engine's R-Type (I and II) were not developed by Irem, but Hudson Soft. CD-ROM2 version was, though. It's curious, since they didn't take the code from the hu-card version, they reprogrammed it.
Xing's Arcade Gears Image Fight & X-Multiply was also released for PS.
Daiku no Gensan (Hammerin' Harry) had a sequel on SFC, not FC. It's an amazing game, too. Another interesting thing with Irem's SFC games is how many of them seem to have been developed by Western teams (Dinawars / Dino City and Nitro Punks / Rocky Rodent come to my mind).
Street Combat has been mentioned. It is not an Irem game. Its Japanese name is Ranma 1/2 Chounai Gekitouhen and was produced by NCS Masiya.
Gussun Oyoyo was omitted in Neo's report. Even if it's not in MAME yet, it was one of the most successful Irem titles in Japan. So much, that it was the most licenced game after Irem's death. It had versions on SFC, SS and PS by Xing and Banpresto, but none of them was a direct port. Irem Software Engineering's Gussun Paradise is part of this saga, but with Bubble Bobble style gameplay and 3D effects.
Two other omissions are Shishensho II and Thunder Blaster (Japanese names), from 1991. The latter, a vertical shooting game with good graphics.
Irem, of course, had its own internal development teams. One of them was Nanao, author of Meikyuu-Jima and R-Type Leo. Another one is Tamtex, author of Fire Barrel and Shishensho II.
- Recapitulador -
Thanks for clearing up the Irem Software Engineering thing. I was wondering about that.
I didn't know about the SFC Hammerin' Harry before this thread but there was a second Famicom game in 1993.
http://www10.xdsl.ne.jp/~yoshi225/fa...3/daikgen2.gif
I thought I mentioned Thunder Blaster under its Western name Lethal Thunder but I guess I forgot to put it in.