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/vr/ - Retro Games


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File: 122 KB, 425x600, ghoulsghostsbox.jpg [View same] [iqdb] [saucenao] [google]
1440960 No.1440960 [Reply] [Original]

Am I right in thinking that this game plays better than Super Ghouls 'n Ghosts on the Super Nintendo?

I recall Super Ghouls 'n Ghosts having some obnoxious slowdown issues.

>> No.1440981

yes its the best in the series
sgng is one of the worst/easiest

>> No.1440983
File: 55 KB, 400x386, COVER-Daimakaimura.jpg [View same] [iqdb] [saucenao] [google]
1440983

>>1440960
I really adore the boxart on both this version and the Supergrafx's.

>> No.1441017

>>1440960
>I recall Super Ghouls 'n Ghosts having some obnoxious slowdown issues.

It's not just that, the whole pacing of that game is just total shit. I beat this game on the Capcom Classics Collection port which had all slowdown removed and the game still felt painfully slow and drawn out. Every single level in this game amounts to either you waiting in place for a hazard to pass, or making a precise double jump to land on tiny platforms. That's all there is to it. Boring, boring, boring.

>> No.1441028

Contra Hard Corps > Contra 3
Castlevania Bloodlines > Super Castlevania IV
Ghouls 'n Ghosts (Genesis) > Super Ghouls 'n Ghosts
Streets of Rage > Final Fight

Genesis does what Nintendon't.

>> No.1441040

>>1440981
No, it is a great game, but I actually think it is the second worst in the series after Ultimate. Not because of some deficiency, but simply because how meticulously perfect 1 and 3 are.

>>1440960
But yes, the SNES original of GnG3 does run like shit. Compilation versions run flawlessly, though, and there you can see it's almost a perfect game indeed.

>>1441017
I disagree wholeheartedly. Waiting for hazards to pass part is untrue, you do not. Actually, unless you hesitate awkwardly, the whole thing never makes you stop and wait, ever, period.

As for precise double jumps, the whole point of a double jump is to allow you to control your air movement. You can augment the jump by doublejumping at any point, you can make a jump of any length from one full jump and up to two full jump distances and in-between, and you can even change directions mid-jump.

I am forced to assume you were never too good at the game, because what you describe is not something that actually happens in the game and must be a product of some special kind of playstyle.

>> No.1441045

>>1441028
Daimakaimura is a CPS1 game, not a Genesis game. There is a Megadrive/Genesis port, but it's a secondary version.

>> No.1441076

>>1441028
>I saw my friends die. Even though the war ended 20 years ago, for me, the war never ended.

>> No.1441096

>>1441045

Point is, it wasn't on SNES. The most SNES got at the time was an extremely poor-running Super Ghouls 'n Ghosts.

Later compilations ain't retro.

>> No.1441107

>>1441040
>the whole thing never makes you stop and wait, ever, period.

Stage 1: tsunami from the background
Stage 2: autoscrolling raft segment
Stage 4: mode 7 cage spin/teetering raft segment
Stage 5: avalanches

I was obviously exaggerating when I said the entirety of the game was spent waiting, but it's still a major slog compared to other platformers. I pity the speed runners who decided to take up this game.

>> No.1441135

>>1441107
I pity speedrunners period

>> No.1441572

>>1441135
The craze will die out soon. Twitch plays are getting the kids attentions these days.

>> No.1441629

>>1441028
>Bloodlines > IV
you dun goofed

>> No.1441665

>>1441076
It's really sad, isn't it?

>>1441135
>>1441572
There was a speedrunning community LONG before internet streaming was a thing.

>> No.1441721

>>1441629
hahaha super castlevania 4 isnt better than anything. Its pretty and that is about it.

>> No.1441961

>>1441040
The weapons are really unbalanced in SGnG. Daggers and lance are fine as usual, but bow is so much more versatile than the other weapons that it is ridiculous, especially against Red Arremers and most of the bosses.
Also, the only thing double jump introduces is pinpoint platforming sectors that have to be memorized (like in the first level and the lava cave) and enemies that are out of reach unless you double jump (or have the bow). That combined with lots of gimmicks (ie. >>1441107) and so fucking long levels makes the game a chore to play.

The second game had also hard platforming (best example being probably the tongue section in third level), but they were based on timing jumps while avoiding randomly respawning enemies which was still fair because you could shoot in four directions.

>> No.1441994

>>1441107
The raft segment is what kills the game for me. Just thinking of that long, boring stretch makes me not even want to play the game, and is probably why I will never get to 1cc both initial loops.