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/vr/ - Retro Games

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File: 2.84 MB, 750x538, 1u1.webm [View same] [iqdb] [saucenao] [google] [report]
3447764 No.3447764 [Reply] [Original] [archived.moe]

Retro webm thread?
Retro webm thread

>> No.3447795
File: 1.78 MB, 854x480, SMelevator.webm [View same] [iqdb] [saucenao] [google] [report]

PuLiRuLa is the quintessential quirky japanese belt scroller/beat 'em up. It reminds me of the simpson games, kinda.

Webm related is the best elevator stage ever.

>> No.3447804
File: 2.95 MB, 750x556, 2016-08-21 17-58-432.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3447819
File: 1.79 MB, 800x600, 441.webm [View same] [iqdb] [saucenao] [google] [report]

Those are some cheap throws

>> No.3447848
File: 1.82 MB, 640x420, Lady In Wading - Difficulty A.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3448006
File: 1.18 MB, 640x480, world driver championship n64.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3448247
File: 2.82 MB, 319x233, world rally fever.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3448281
File: 2.71 MB, 640x452, PilotwingsD.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3449774
File: 2.89 MB, 750x560, 2016-08-24 13-33-49.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3449830
File: 1.38 MB, 640x474, emerald hill.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3449860

what bad ass game is this?

>> No.3449870


>> No.3449872


Elevator Action Returns

>> No.3449874
File: 582 KB, 533x480, castlevania 2 gb.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty sure that is Elevator Actions Returns. You might know one of it's predecessors, Dexter's Laboratory: Robot Rampage.

>> No.3449876

>Elevator Action Returns
$300+ on ebay BAKA. I'm guessing it's a sequel to the NES game?

>> No.3449879


What game is that? Graphics look amazing for Playstation. Even has moving mouths. Few games have those.

>> No.3449905

This is a blue board.

>> No.3450472
File: 2.90 MB, 700x468, 2016-07-26 00-43-11.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3452283

I prefer this one...


>> No.3452296


it's good but it doesn't have the same impact as throwing enemies through glasses.
I also don't like that you aren't fighting while the elevator is scrolling up. It stop for the action.

>> No.3452563
File: 840 KB, 480x360, quack.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3452570
File: 3.00 MB, 640x360, asd.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3452582
File: 163 KB, 931x668, Switchblade.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3452605
File: 2.10 MB, 640x558, Pink Typhoon.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3452680
File: 1.96 MB, 640x420, Solaris.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3452692

This looks too good to be an actual Atari game.

>> No.3452707

And I have to ask for sauce.

>> No.3452803

>And I have to ask for sauce.

Pulirula, an arcade game by Taito (had many console ports as well)

>> No.3452812
File: 2.78 MB, 512x448, plokcutscene.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453165

I see people complain that Quake is inferior due to you fighting single enemies as opposed to hordes in Doom, but how can you say that after seeing the evidence of good level design?

>> No.3453171

It is. It's the most advanced Atari 2600 game.

>> No.3453305
File: 2.92 MB, 320x240, mission complete.webm [View same] [iqdb] [saucenao] [google] [report]

In general you want to ignore /vr/'s "opinion" about FPS (doom memer opinion). It's pretty much a complete joke. Every FPS has its own strengths/weaknesses and is enjoyable for different reasons, but this doesn't register with the doom babbies because their gameplay ability is severely gimped.

>> No.3453415
File: 1.95 MB, 597x464, DanDare.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453439
File: 2.95 MB, 320x240, TIME CRISIS INTRO.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453448

I can't bring myself to show interest in this game. I enjoyed Doom 1 and 2, I love Quake 2, but Quake and Quake 3 do nothing to me. Maybe it's these gameplay videos. To people that played the game it probably looks like examples of skill. To someone that hasn't, it looks like the game is retardedly simple and forgettable.

>> No.3453450
File: 2.73 MB, 640x480, GOOD MORNING 1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453453
File: 2.82 MB, 640x480, GOOD MORNING 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453457
File: 2.91 MB, 640x480, GOOD MORNING 3a.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453461
File: 2.84 MB, 400x300, GOOD MORNING 3b.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453464
File: 2.97 MB, 550x412, GOOD MORNING TAG.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453468
File: 2.96 MB, 640x480, SOUL EDGE... and pacman.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453471
File: 2.92 MB, 600x450, XEVIOUS3DG.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453479
File: 484 KB, 597x464, cruising on broadway.webm [View same] [iqdb] [saucenao] [google] [report]

This is the most addictive retro game I've played in a while, even though objectively it's shit.


>"the last attract screen looked ridiculous, but we'll get it right this time, I promise"
>repeat 5 times

>> No.3453528

So pretty, what's this?

>> No.3453563
File: 2.13 MB, 320x240, Advanced VG cast.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3453564

Huh this is kinda like a proto-City Connection

>> No.3453575

This isn't genocide 2, is it?

>> No.3453604 [DELETED] 
File: 2.94 MB, 384x224, JOJO1.webm [View same] [iqdb] [saucenao] [google] [report]

Mad Stalker

>> No.3453610
File: 2.87 MB, 384x288, JOJO1.webm [View same] [iqdb] [saucenao] [google] [report]

Mad Stalker (PC Engine CD)

>> No.3453852 [DELETED] 

>Quake and Quake 3 don't require skill
>Doom and Quake 2 do
You are hilariously imbecilic. The original Doom games in particular are brain dead as all fuck on anything apart from Nightmare and I know for a fact your dumbass can't run those games on that difficulty. At best, all you can do is run around and shoot dumbass lumbering imps that pose zero threat with a shotgun and feel special about it. I suggest you log onto Quake Live right now and see what happens to you, even on public servers.

And no, those webms aren't really a demonstration of 'skill', just fun little gameplay examples. This is however:


Doom will never be as mechanically rich a game that Quake is no matter how hard your idiotic doom babby ass tries to meme. The fact that you don't understand this is yet another indication of how pathetically clueless your "opinion" is regarding FPS. Go back to Halo where you came from kiddo.

>> No.3454006

Bless you, sweet anon.

>> No.3454126

>Quake and Quake 3 don't require skill
>Doom and Quake 2 do
great straw man, or bad reading comprehension, I said none of these things.

>> No.3454186

>dont come

>> No.3454192

Its not the PC engine version though but X68000

>> No.3454202
File: 2.90 MB, 500x374, SWTA.webm [View same] [iqdb] [saucenao] [google] [report]

My bad then. Which X68k emulators are the best?

>> No.3454204

always the ones you don't use

>> No.3454367

Is the play station version any better? Don't feel like getting into PCE/X680000 emulation.

>> No.3454478
File: 2.86 MB, 768x564, enforcer - fullmetal megablaster.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3454729

The "doom babby" nerd is one of the most retarded posters on /vr/, don't worry.

>> No.3454762

i don't think that's a real position
i'm imagining people in real life doing it and it's hilarious

>> No.3455402

without the hud this would look like a late 80s anime, very tight

>> No.3455417

>without the hud
it's annoyingly difficult to find games where you can disable the hud completely

>> No.3455429


>> No.3455462


personally i wanna see a three-way memeoff between the doombabby guy, australia-kun, and sevenleaf

we can always go more retarded

>> No.3455485

But X68K emulation is actually really easy, the only time it gets hard is when you're trying to run Street Fighter and need to keep switching out disks. Plus if you wanna good mech game the X68k has Aquales too.

>> No.3455486 [DELETED] 
File: 127 KB, 1230x283, 100 percent irrefutable truth.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3455626


>> No.3455765

>fighting single enemies

on easy maybe

>> No.3455769

even on higher difficulties you fight at most 30 single enemies at once

>> No.3455839 [DELETED] 

And in Doom 1, on any difficulty except NM, you're pretty much never in ANY danger whatsoever because of how brain dead the game is. Just the fact that you're able to take on slaughter wads really tells you how useless Doom enemies are. Doom II is pretty much useless as well. It wasn't until Plutonia where shit started getting good (and Doom kiddies here are unable to play that and call it bad because they're that clueless lol). Doom community wads are great however the original game especially is a ridiculously boring game to play in 2016 and I really don't understand how anybody could think otherwise.

Ultimate Doom fucking sucks and is overrated beyond belief. It was a great defining game for the time, obviously, but anybody who finds its gameplay interesting in the [current year] is seriously devoid of brain cells. It has long been vastly surpassed by its immediate sequels, its own community wads, and the many '90s doom style FPS's that came out following its release, like Duke, Blood, Quake and Shadow Warrior. Doom II is pretty fucking boring, too, but not nearly as boring as the first one and at its best is a much better game than the original. keep on memeing tho kids.

>> No.3455842
File: 1.46 MB, 640x480, eva64.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3455843 [DELETED] 

I said nothing about Doom, why are you?

>> No.3455853 [DELETED] 

>whole conversation stems from Doom v Quake comparison
>w-why are you speaking ill of Doom ;_;

>> No.3455858 [DELETED] 

you can shit on Doom for all I care, but the exchange was about enemies in Quake. You're sounding a bit like the game touched you inappropriately, which is reflecting poorly on you

>> No.3455862 [DELETED] 

>you can shit on Doom for all I care
Idk, I get the impression you care quite a bit :)

>> No.3455871 [DELETED] 

holy shit, shut the fuck up, we get it, you really hate doom

>> No.3455914 [DELETED] 

I don't hate Doom lol. I hate memeing Doom babbies that don't understand FPS. They make Doom look really, really bad. The Doom community you have on this board is basically the Halo XBL generation. Sometimes you gotta hit 'em with some truth nukes and put 'em in their place. Fan made Doom expansions like Scythe 2 are probably my favourite single player FPS experiences ever btw. Doesn't change the fact that Doom 1 is a boring af game to anybody that isn't a retard.

>> No.3455952 [DELETED] 


>> No.3455962 [DELETED] 

This is why you kiddies are hilarious. You've just implied doom 1 isnt retardedly easy on any difficulty apart from nightmare kek. Its genuinely baffling to me how one can be so bad at video games, and this is the gameplay standard that the majority of the doom general seems to be at.

>> No.3456475
File: 1.26 MB, 400x296, exile c64.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3456486


I need play this again.

>> No.3457285
File: 547 KB, 640x350, wow.gif [View same] [iqdb] [saucenao] [google] [report]

I don't have a webm, but I have a cool gif.

>> No.3457336


>> No.3458229

thanks for fixing the world

>> No.3458950
File: 2.86 MB, 640x400, stunts5.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3459131
File: 2.98 MB, 640x398, quattro (1).webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3459269
File: 2.60 MB, 512x448, still better than the computer versions.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3459342
File: 2.57 MB, 512x448, dkc2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3459396
File: 481 KB, 512x448, mmx.webm [View same] [iqdb] [saucenao] [google] [report]

Notice anything wrong here?

>> No.3459618

whats that?

>> No.3459631

No foot parts? how?

>> No.3459673

In the hunt

>> No.3459680
File: 59 KB, 1000x1192, ignorant_babby_award.gif [View same] [iqdb] [saucenao] [google] [report]

>being this much of an underage casual

>> No.3459736

dumb penguinposter

>> No.3459773
File: 2.23 MB, 512x448, equinox.webm [View same] [iqdb] [saucenao] [google] [report]


I mashed random buttons on the password select screen until I got a valid one. Whatever I entered, it said that I had beaten Chill Penguin but didn't have the leg upgrade.

>> No.3459829
File: 2.45 MB, 512x448, gameplay optional.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3459868

Yeah I think I'll give it a shot.

Saw the PS1 version and it looks like shit.

>> No.3459883

>younger anon bros ask what a game is
>neet emperor neckbeard scoffs at them
personally i find it cool that a younger generation is finding these older games interesting m8. get over yourself and fix some more toilets or something

>> No.3459986
File: 1.40 MB, 752x595, rex.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3460195
File: 662 KB, 640x420, Rabbit Transit.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3460221

FUCKING CASUAL. Learn to dash, slide and head bop.

>> No.3460246

I wonder what emu that is running on?
Looks more stable than epsxe.

>> No.3460291
File: 2.99 MB, 1920x1080, ExhumedSanctuary.webm [View same] [iqdb] [saucenao] [google] [report]

From my speedrun

>> No.3461064
File: 2.07 MB, 512x448, SimEarth exodus.webm [View same] [iqdb] [saucenao] [google] [report]


You should lower the resolution, it's hard to see what's going on.

>> No.3461072
File: 2.93 MB, 400x350, Phalanx.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461078


>> No.3461095

i know how it feels to have these terrible hangoverrs

>> No.3461163


>> No.3461172

What the fuck happened?!

>> No.3461176

the dominant intelligent species on the world built a tons of space ships to board them, and leave the planet, an exodus. It's one of the few things that can be considered a "victory" in the game

>> No.3461247
File: 2.75 MB, 512x448, bake at 250 degress for 10 million years.webm [View same] [iqdb] [saucenao] [google] [report]


What >>3461176 said. Civilization will leave the planet if they're technologically advanced enough.

I don't like this game much, it's an intelligent design game disguised as an evolution game. Also, it's dull as shit. But boiling the Earth to death is fun.

>> No.3461256

>intelligent design game
gaia theory. Also, "you must lower etc" is bullshit, at least how I remember it. The game had no requirements like that on other platforms. It was a toy, with no obvious goal. It was more about messing with the parameters and watching the results

>> No.3461272
File: 485 KB, 640x420, trashing ET cartridge.webm [View same] [iqdb] [saucenao] [google] [report]


>Also, "you must lower etc" is bullshit, at least how I remember it. The game had no requirements like that on other platforms.

Makes sense, though. If the temperature is too high, the oceans will boil off. I don't think it's something that would self-regulate, since the oceans store heat and carbon dioxide.

>> No.3461276

>If the temperature is too high, the oceans will boil off
sure, nothing against that. But what if I want that? The game/toy was about experimentation. Telling me I must or must not do something runs counter to that

>I don't think it's something that would self-regulate, since the oceans store heat and carbon dioxide.
which is a discovery the player should make

>> No.3461286
File: 1.99 MB, 512x448, ALTTP glitch city.webm [View same] [iqdb] [saucenao] [google] [report]


You're right, I just misunderstood what you meant.

>> No.3461390
File: 2.94 MB, 431x360, Radikal Bikers.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3461391
File: 2.31 MB, 622x468, Harry the Handsome Executive.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461424 [DELETED] 
File: 2.69 MB, 512x448, Super Star Wars.webm [View same] [iqdb] [saucenao] [google] [report]


pretty gud. Did it get a console release?

>> No.3461438
File: 2.49 MB, 512x448, Super Star Wars.webm [View same] [iqdb] [saucenao] [google] [report]


pretty gud. Is that the arcade version?

>> No.3461446
File: 2.97 MB, 283x250, Rad Racer.webm [View same] [iqdb] [saucenao] [google] [report]

This game is beautiful at times.

>> No.3461613
File: 237 KB, 640x420, Escape from the Mindmaster.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461720
File: 2.86 MB, 508x313, Star Wars.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461784
File: 555 KB, 320x240, MFW I throw my jackass father off a cliff.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461790
File: 536 KB, 320x240, MFW my jackass dad survives and throws me into a volcano.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461791
File: 563 KB, 508x341, MacPlaymate.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3461816
File: 2.95 MB, 320x224, Advanced VG2 OP.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3461824

>do you think i'm beautiful?

all the NOPEs

>> No.3461847
File: 202 KB, 508x338, MacPlaymate2.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3461861


>> No.3462036
File: 2.33 MB, 1024x819, RO.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3462167

... this game intrigues me.

>> No.3462397
File: 2.34 MB, 480x432, Mega Man V - vs Mars.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3462437

What's wrong, not anime enough for you?

>> No.3462443
File: 720 KB, 735x569, dkjr.webm [View same] [iqdb] [saucenao] [google] [report]


If it helps, there's a few costumes you can dress her up in.

>> No.3462502
File: 2.67 MB, 480x432, legend of the river king.webm [View same] [iqdb] [saucenao] [google] [report]

Anyone with a 3DS that unironically calls games "comfy" should drop $5 on Legend of the River King.

>> No.3462535
File: 1.46 MB, 480x432, Pingu.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3462541
File: 413 KB, 480x432, Amida.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3463363


>think EVA looks like a great game
>don't want to play it until I've watched the series
>never watch it

>> No.3463374

What the hell I love /vr/ now

>> No.3463408
File: 1.79 MB, 718x514, eva642.webm [View same] [iqdb] [saucenao] [google] [report]


You might be disappointed with the game, but the series and The End of Evangelion movie are worth watching. It's a classic by now.
The N64 game is alright, but mostly due to the presentation, gameplay-wise is very barebones. Still probably the best non-VN Evangelion game.

>> No.3463418

does it still work like shit emulated

>> No.3463469
File: 1.19 MB, 480x432, Spartan X (Kung-Fu Master).webm [View same] [iqdb] [saucenao] [google] [report]


You can still get the first episode from Ambrosia Software. They, Bungie and John Calhoun are the only classic Mac devs worth shit.

>> No.3463674
File: 1.99 MB, 480x432, Mega Man V - vs Neptune.webm [View same] [iqdb] [saucenao] [google] [report]

I wish Dr. Light hadn't bothered "upgrading" Mega Man's weapon.

>> No.3463689
File: 2.22 MB, 420x263, pol vs sjw.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3463839

A Pingu game where nooting is an actual in-game mechanic? How come I haven't heard of this before?

>> No.3463846
File: 2.37 MB, 640x480, Wetrix.webm [View same] [iqdb] [saucenao] [google] [report]


It's Japan-only, I think. But you don't need to speak Japanese to play it. And yes, there's a dedicated noot button.

>> No.3463861
File: 3.00 MB, 400x300, KIKAIOH.webm [View same] [iqdb] [saucenao] [google] [report]

There is a PS1 Pingu game, with a "noot-noot" button. I never understood that game, but at least let me noot.

>> No.3463867

Come one, /pol/ can do better than spam hadoken

>> No.3463901

You'd think that. :^)

>> No.3463935
File: 2.63 MB, 478x429, MGS.gif [View same] [iqdb] [saucenao] [google] [report]

Sorry, no webm. It's 12 minutes too long.

>> No.3463993
File: 1.72 MB, 480x432, Taruru-to 2 (Magical Taluluto).webm [View same] [iqdb] [saucenao] [google] [report]


>Fraps counter in the top right

Shit, sorry about that.


To be fair, that weapon looked OP.

>> No.3463996
File: 2.87 MB, 532x400, ultimatefun.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464006
File: 2.74 MB, 640x480, museumh.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464069
File: 1.68 MB, 564x427, Alien Highway - i swear this game is better than it looks.webm [View same] [iqdb] [saucenao] [google] [report]


They should have made a nine-headed Blue Eyes Ultimate Ultimate Ultimate dragon, complete with stains from Kaiba jacking off onto it.

>> No.3464105
File: 571 KB, 609x366, Dragonstomper.webm [View same] [iqdb] [saucenao] [google] [report]

Kind of stunned that a game like this was released in 1982. There's no leveling up, though.

>> No.3464110
File: 859 KB, 512x470, tetris.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464127

They weren't even fused... what kind of bullshit is this?

>> No.3464134

Wait! I played the english version and the legs weren't there! Is it only in the japanese?

>> No.3464206
File: 2.54 MB, 504x448, worlds greatest miniboss.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464291


>> No.3464409
File: 2.89 MB, 370x324, REEEEEEEEEEEEEEEEEEEE.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464520
File: 2.39 MB, 504x448, shaqfu.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464535


Wow, that looks like very poor luck on your end, I've never seen him spam shield attacks like that before. Hell, I don't even remember if he's done that at all for me.

>> No.3464546
File: 2.94 MB, 590x448, Spilskinanke Piranha Phantom.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464552
File: 2.74 MB, 512x384, Valparaiso Phantom Auricom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3464559
File: 2.94 MB, 512x384, Sagarmartha Phantom Qirex.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3464570
File: 2.63 MB, 512x384, Odessa Keys Phantom AG-Systems.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3464598
File: 1.90 MB, 480x432, Noobow.webm [View same] [iqdb] [saucenao] [google] [report]



I think he only uses the shield if he scans you all 3 times.


Pretty damn impressive, I'm terrible at the /vr/ WipEouts.

>> No.3464606
File: 2.90 MB, 524x398, retroarch 2016-06-01 16-02-20-175.webm [View same] [iqdb] [saucenao] [google] [report]

Other than the Piranha Spilskinanke one which was genuinely hard the other 3 I made a while ago back when webms were new and I've gotten a lot better since then. I should really remake them.
This is a more recent one I made for a previous /vr/ thread in specific.

>> No.3464660
File: 2.22 MB, 504x448, kirby supastar - that is what you are -.webm [View same] [iqdb] [saucenao] [google] [report]


Even then, you still did a perfect lap on Phantom.

>> No.3464669
File: 2.98 MB, 408x306, Vostok Island Phantom Piranha.webm [View same] [iqdb] [saucenao] [google] [report]

Nowadays I try for 5 perfects. I've been playing a lot of ballisticng, which is trying to be in the vein of the wipeout ps1 games, and the speed makes phantom feel clunky and slow now in comparison.

>> No.3464695

if only ballistic ng was done. Seems to still be in development, and missing crucial things like 3d cockpits

>> No.3464696

why were they copying the ps wipeout visuals anyway, instead of just keeping the physics? Was there a sound decision behind it beyond "retro"?

>> No.3464708
File: 1.17 MB, 515x342, Scarab of Ra.webm [View same] [iqdb] [saucenao] [google] [report]


Too many failed attempts at WipEout killers out there.. PS1 visuals are probably the only way it can stand out.

>> No.3464717

problem is, they're trying to be killers. You do not build something like this to outperform wipeout. You do it because you enjoy wipeout.

As for the ps visuals, they are already in place on the wipeout games, and work for their time. As messy as HD's physics are, it does show that there's more to this "future" than low complexity meshes with diffuse maps. The ability to indicate tracks as metallic or concrete, portray trees and bushes as things resembling trees and bushes, having an audience and grandstands, lighting effects to suggest fog or haze, they all have a meaningful impact on the game, and are kind of discarded in an attempt to become a carbon copy of something that looked the way it did for technical reasons. It's a missed opportunity, to actually take the idea of wipeout and run with it, instead of making a clone. If want I to play something like wipeout, there are 3.5 games for that already, and they look quite well on the various environments. ballistic is contributing very little to that.

>> No.3464752
File: 2.85 MB, 606x447, Zub.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464760

what encoder/codec settings did you use to get it to compress well seemingly losslessly?

>> No.3464785


It's just WebM for Bakas. The game has few colors, a low framerate, and large areas of black and static pictures, so it compresses very well. Generally the more primitive the game's graphics, the better it can be squeezed down..

Here's an extreme example.

>> No.3464787
File: 1.65 MB, 1280x840, 3d tic tac toe.webm [View same] [iqdb] [saucenao] [google] [report]


Forgot to include it.

>> No.3464947
File: 1.29 MB, 512x364, blues journey.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3464948
File: 129 KB, 878x672, cockroach.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465006
File: 1.91 MB, 512x370, LeagueBowling.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465015
File: 2.89 MB, 480x336, blazing star intro.webm [View same] [iqdb] [saucenao] [google] [report]


>tfw no roach bf

>> No.3465043

What game is this?

>> No.3465071


>> No.3465080
File: 2.37 MB, 1380x768, sub-zero.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465093
File: 1.37 MB, 584x438, the super spy.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465147
File: 1.95 MB, 768x564, Wizball.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465176
File: 1.34 MB, 768x564, i can't get that fucking theme song out of my head.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465287
File: 2.85 MB, 768x564, Get Off My Garden.webm [View same] [iqdb] [saucenao] [google] [report]

I haven't played this game in 12 years, when I downloaded it off some C64 ROM site. I had only played it once, because honestly it's not that good. But it made me smile then and it still does now.

The developer, Ian Gray, didn't make any other notable games of his own, though he would go on to port the Dizzy series to the C64.

>> No.3465315
File: 2.64 MB, 768x564, Get Off My Garden pt 2.webm [View same] [iqdb] [saucenao] [google] [report]


As far as I can tell, all the "waves" are parodies of other games. For instance, there's an Attack of the Mutant Camels parody where if you shoot the camels, their heads will fly off and drip blood onto the robot. Maybe that's in the original game, I've never played it.

>> No.3465325
File: 1.59 MB, 768x564, Get Off My Garden pt 3.webm [View same] [iqdb] [saucenao] [google] [report]


Oh, and I learned what a bong was from it. So it has that going for it.

>> No.3465561

Norway lies in Europe.

>> No.3465661
File: 1.25 MB, 584x438, ss2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3465972
File: 1.16 MB, 640x480, Josette.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466276
File: 1.48 MB, 420x289, Exterminator.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466448
File: 2.19 MB, 632x430, Speedy Slug.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466578
File: 2.73 MB, 420x315, the only space shooter i can beat.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466597
File: 2.98 MB, 512x384, Porto Kora Phantom Icarus.webm [View same] [iqdb] [saucenao] [google] [report]

cockpits are mostly done though, although I'm not sure what you are talking about when you say 3d.
The main dev was previously working on a different project that was basically as you described, wipeout 1 physics with modern graphics. Making tracks and ships was simply too much work for a 1 man team and he just wanted to focus on gameplay, so he kind of scrapped the project and began ballisticng. He can pretty much make tracks in one or two days now if he sets his mind to it.

>> No.3466604

that is some bullshit secret placement

>> No.3466626
File: 1.84 MB, 472x432, Yaiba.webm [View same] [iqdb] [saucenao] [google] [report]


Well yeah, you've had to have found a lot of secrets to get to that level.


I wonder how the dev is going to handle the soundtrack.

>> No.3466632

Damn, Sailor Mercury straight up murdering bitches

>> No.3466709
File: 37 KB, 960x720, [PSX] Quiz Nanairo Dreams - Nijiiro Machi no Kiseki [SLPS-00875]-0266.png [View same] [iqdb] [saucenao] [google] [report]

Quiz nanairo dreams

>> No.3466791 [DELETED] 
File: 2.73 MB, 368x278, gearheads.webm [View same] [iqdb] [saucenao] [google] [report]

I'm running out of games.

>> No.3466872 [DELETED] 
File: 2.38 MB, 368x278, gearheads.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466879
File: 2.38 MB, 368x278, gearheads.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3466883


>uploaded the wrong vid, again

shit. i'm not deleting it a 3rd time.

>> No.3466887

>I'm not sure what you are talking about when you say 3d
take a look at wip3out

>> No.3466906
File: 2.87 MB, 512x384, Terminal Phantom Qurex.webm [View same] [iqdb] [saucenao] [google] [report]

The soundtrack is partially tracks made by himself, partially tracks made by some people in the community. Seems like half the people in our community right now are goddamn musicians. There is also a custom playlist.
I just opened it up, still don't really get what you mean. Maybe the tilting? I don't use first person cockpits very much so I wouldn't really know what to look for. All in all, I wouldn't describe cockpits in any wipeout or clone of such as "crucial"

>> No.3466916

the cockpits in wo3 are 3d models. the camera moves very little inside of them, but it does. I play xl and wo3 pretty much exclusively in cockpit mode and the inclusion of the cockpit model made a world of a difference

>> No.3466929
File: 875 KB, 1912x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

So you would want less camera tilt in the cockpit models or more? I'm sure thats something that could probably be done, but nothing really more since the dev has kinda moved on from these.

>> No.3466967

last I checked the dev page they said cockpit models are still missing. Guess they're getting there. Looking good. Next up, getting the hude out of the way and making the cockpit functional (i.e. put thrust, shield and speed there)

>> No.3466978
File: 2.92 MB, 512x384, Manor Top Phantom AG-Systems.webm [View same] [iqdb] [saucenao] [google] [report]

Not sure if that will happen or not, but I'm pretty sure all the cockpit models are in, at least for the mainline 8 ships.

>> No.3466980

unlikely to happen, because it's not in the game they're copying. NFS, by the way, had it. NFS4, anyway. Cockpits were functional, and one of the HUD settings allowed to disable everything. So you could actually focus on the race itself

>> No.3467021

looking for cockpit footage I stumbled upon this video https://www.youtube.com/watch?v=m6VjDmeeBQY
and I'm not surprised. No idea how old it is, and what has changed since then, but the fan game tendency to have bullshit difficulty and a learning mountain pass instead of a curve, is extremely common. These games are made by people that obviously enjoyed the original games, and mastered them. They can't imagine going back to zero, and actually learning how the game works, they can't imagine seeing a track for the first time, learning it. They can't imagine the time when Vector on XL felt fast. The comments on track design in that video are particularly valuable, even if they're somewhat exaggerated for effect.

>> No.3467043
File: 2.82 MB, 512x384, Protoype Zone With Guest Star AG-Systems.webm [View same] [iqdb] [saucenao] [google] [report]

That video is somewhat correct but there are a couple things to note about it. Utah Project isn't considered the hardest track in the game, it was temporarily moved to the 8th spot since new players were simply have too much trouble with it. A lot of the tracks mentioned (zephyr ridge, omega harbor, utah project) are being remade apparently to.
The difficulty curve seems hard but it's honestly difficult to judge because the campaign mode has not been finished and was actually removed temporarily until a new one is made, but I found it wasn't much harder than the typical wipeout game. By the 20 hour mark I was running zen speedclass, which is 2 speedclasses higher than this games equivalent of phantom, with little troubles. By this point regular zen has become to slow and I've resorted to other means.
The real problem is that for people not like me who want to play a campaign and stuff and have a gradual difficulty arc, they currently don't have anything to do until online multiplayer and eventually a real permanent campaign is added. For people like me though that just do TT's all day, I can't complain.

>> No.3467061

>Utah Project isn't considered the hardest track in the game
which makes its position more questionable. I think that was what he was trying to say. It's played "too often" for being a late track.

>I found it wasn't much harder than the typical wipeout game. By the 20 hour mark I was running zen speedclass, which is 2 speedclasses higher than this games equivalent of phantom, with little troubles
you're a wo3 veteran, don't ever forget that. You bested phantom, something that makes a beginner's eyes bleed. You're picking up ballistic where wo3 dropped you off. Imagine a less seasoned player though, and the difficulty becomes impossible, as the game gives you little chance to "learn". Granted, the use case of a newbie playing ballistic may just not be that common, but it's still an indicator of unbalanced game design. I don't really blame the devs, really. It's way too easy to get caught up in your own abilities, to forget that others don't have them (yet). I think one of the hardest things in game dev is tuning difficulty for beginners. You never are one, no matter what stage your game is in.

>> No.3467312

Never understood Joseph's stand.

"Oh look, I can stop time. I can restart days. I can make you a living book. I can beat the shit out of you in nano seconds. I can control a bullet to do whatever I want it to do. My stands is fast as fuck, strong as fuck, durable as fuck. Mine can make goddamn black holes."

"So Joseph, master of the ripple, one of the main characters of the manga, and overall badass, what awesome thing can your stand do?"

"It uhh....well, if I break a camera, the tentacles that come out can kind of tell me things in advance. Maybe. Doesn't work all the time. But purple tentacles, that's cool, right?"

>> No.3468438
File: 2.58 MB, 1920x1080, 1454954805736.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3468457
File: 2.98 MB, 512x384, P-Mar Project Phantom Piranha.webm [View same] [iqdb] [saucenao] [google] [report]

the reason why it was being played "too often" for a late track was because it wasnt a late track, it was the second track in the game for the longest time, which explains the strange data he gathered.
I do agree with him that its currently unfriendly to new players, but remember the game is niche, currently unadvertised, so new players aren't necessarily getting into it right now. I'm sure by 1.0 a campaign system will be in place to put new players through the works and all the speedclasses just like wipeout 1, 2, and 3 did with their campaigns, which should introduce a proper difficulty curve. The current system which is just based around medals in the racebox, is pretty barebones and bad,
I mean, it should be. If it isn't then I would have to change my stance on the devs priorities.

>> No.3468535
File: 2.78 MB, 504x448, woody vs buzz.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3468854

You make sense. You also bring up good points why I strongly dislike early access, alpha and whatever it's called this week. You're given the option to play a game in its "worst" state. By the time the game's done and ready, you'll no longer have the ability to experience it for the first time. The alpha robbed you of that. It's why I'm currently just keeping an eye on the game, not testing or playing it.

>> No.3468858
File: 2.03 MB, 320x200, shock_000.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3468865

this needs a name

>> No.3468897
File: 1.88 MB, 320x200, terminator future shock.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3468910

is it a bugthesda game, or actually playable?

>> No.3468940

daggerfall engine...
finished both Future Shock and it's sequiel "Skynet", plays better than fallout 3-4

>> No.3468968
File: 2.99 MB, 512x384, Sampa Run Phantom AG-Systems.webm [View same] [iqdb] [saucenao] [google] [report]

That's fair. I personally couldn't wait and just wanted to run TT's and go fast in 60fps, but if you are looking for a traditional wipeout experience I would wait until a campaign is added.

>> No.3469057

since you know your wo shit, what's your opinion on something like an actual league/championship thing, with qualifying, or starting positions based on ranking, and races of non-arcade durations? Think wo could work as a "serious" AG racer, or does the formula require the emphasis on arcade?

>> No.3469146
File: 2.94 MB, 512x384, Arridos IV Phantom Piranha.webm [View same] [iqdb] [saucenao] [google] [report]

I think an ag racer like that is certainly doable and it's an interesting concept, but I don't think it fits with wipeout gameplay ideals. The 5 lap set is as far as it should be pushed, endurance races would create a need for watered down tracks and qualifying/starting positions go against the quick up tempo gameplay of wipeout.
If someone is thinking about doing that, I'd recommend trying. But not with the wipeout name.

>> No.3469151

>endurance races would create a need for watered down tracks and qualifying/starting positions go against the quick up tempo gameplay of wipeout
How so? And what race duration do you consider "endurance"? I mean, wo 2048, as much as I hate it, tries to paint wo as a spiritual successor to F1-like racing. They're doing 1-2h races. Endurance usually is in the 6-24h range in reality. I definitely understanding the reasoning behind the 5 laps bursts that wo is pulling, but, you know? Bit of a difference between 3 minutes of speed rush and getting into the zone over the time of 30 minutes.

>> No.3469153

These must've scared children back then

>> No.3469158

the uncanny valley was a different place at that time

>> No.3469159
File: 3.00 MB, 426x240, Tekken 3 Attract.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3469165
File: 3.00 MB, 426x240, Wipeout 3 SE Manor Top.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3469167

Hmm I should've kept reading this thread and quote this instead

>> No.3469168 [DELETED] 
File: 1.10 MB, 1219x695, Kick a bold.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3469173
File: 2.78 MB, 512x384, Altima VII Phantom Qirex (Classic).webm [View same] [iqdb] [saucenao] [google] [report]

Zone is a bit of a different beast alltogether, and infact one of it's biggest flaws is the long wait time between the speed you want to actually be at. The better you are, the longer you must wait.
As for endurance races, just take a look at some of the tracks used in endurance races in actual F1. It's nothing ever really too crazy, and thats because the longer you drag out an event the more opportunities you are giving the player to make mistakes. Imagine playing Odessa Keys for over 3 hours straight in a single race. Would drive players mad, so tracks would have to cater around this endurance playstyle in order to lower that exponential difficulty curve of having a longer race. This is fine, except that wipeouts main stable is tight, twisted, and precise track design that can only be properly raced on with wipeouts tight, twisted, and precise physics. And then we get into the subject of pit lanes and stuff, which would need to be really reworked for endurance to be a viable concept. Same with weapons, same with hyperthrust. You would have to change so much to accommodate F1 style races that it wouldn't be a wipeout game by the end anyways. Qualifiers and start positions could work on their own if thrown into wipeouts current tournament method, but it could also destroy a lot of the difficulty, especially in 1 and 2097. Win first in one race, get first starting position in the next. One of the big challenges in those 2 games is being places in last with an AI that is perfect for the first lap, and slowly making it past all of them. Being placed first from the start would destroy that, and again would require some rethinking of wipeouts gameplay design.
I've been thinking of trying this but I am too stubborn to move from mednafen.

>> No.3469194

>Zone is a bit of a different beast alltogether
When I said "in the zone" I meant the state of mind

>It's nothing ever really too crazy
Monaco. That thing is right up there with the worst of wo in terms of difficult and fuck up opportunities. Racers compensate for it by learning to be steady. It's a different form of racing.

>Imagine playing Odessa Keys for over 3 hours straight in a single race
Probably not 3h, but a solid 30min? Definitely. It makes the pits a necessity. After 10 laps the race becomes different

>Would drive players mad
I'd call this a player problem, really. The stress is nothing out of the ordinary. If anything, after about 20 or so laps the biggest problem is focus, which increases the mistake rate. You usually compensate it by going a certain pace. This is the time when you enter "the zone". When you don't focus on moving any longer, it's like muscle memory, but different.

>You would have to change so much to accommodate F1 style races that it wouldn't be a wipeout game by the end anyways
I somewhat agree with that point. Not so much with the changes you mentioned, they're not necessary as players would simply adapt. But it would definitely not be a wipeout any longer.

>Qualifiers and start positions could work on their own if thrown into wipeouts current tournament method, but it could also destroy a lot of the difficulty
The majority of the "difficulty" currently is rubberbanding combined with the job to plow through the field within 2-5 laps. Makes for excellent arcade racing, but constantly emphasizes these opponents aren't your peers. They're just dummies.

>Win first in one race, get first starting position in the next
alternatively, start in opposite order. And, hate to bring it up again but, that "problem" comes from the short races and the whole "get through the field" setup. Make it a longer race and starting will not mean too much any longer, as shield management and constant pace take priority

>> No.3469198

>some rethinking of wipeouts gameplay design
I strongly believe the foundation is rock solid. The physics, the weaponry, the shield management, the track design, the speed, none of that needs to be adjusted. The game's afraid of exposing its players to anything but a "taste" though. The moment you finally are about to get into the zone, the race is over. The game's afraid you'd be too exhausted. It's perpetual qualifying and single player challenge, without ever pretending to be competitive racing between player and bots. I do understand wipeout is likely not the place for this, but I really wished ag racing would find a place outside of the arcade (on top of the arcade, not a substitute)

>> No.3469240
File: 2.90 MB, 512x384, Hi-Fumi Phantom Piranha.webm [View same] [iqdb] [saucenao] [google] [report]

That would again just take us back to the pit lane problem again though. Shield management isn't much of a thing when you have a pit lane that can heal you as you drive through it with little time cost. For any competent problem it wouldn't be a problem. Pit lanes exist in wipeout for players who fucked up royally and need an opportunity to heal and players who are unlucky and got shitted on by weapons. Pit lanes would have to be changed to make them more of a necessary maintenance than a "crutch."
I don't imagine there would be need for much "pacing" either, especially with pit lanes in an unchanged state. 5 laps is basically a time limit to get from last to first, increasing this time limit 10x will just lead to the player eventually hitting first and then cruising for the rest of the race, hitting the pit lane whenever they make too many mistakes. Wipeout isn't made for these long races, so extending them like this to the 30 minute mark just breaks a lot of gameplay features.
Players would certainly not adapt either. Veteran players like me would get bored, newer players would get frustrated and confused at the length. It's pointless in a game like wipeout, since wipeout is a game about being perfect, not making mistakes. Having endurance runs defeats this design choice, as mistakes are marginalized.
I could see an endurance race f-zero, if anything. Certainly more than a wipeout one.
In order to do TT's you have to be "in the zone" from the start. I'm not sure how the game is afraid of exposing players, or what it is even afraid of exposing them to.

>> No.3469248

>pit lane problem

>Pit lanes would have to be changed to make them more of a necessary maintenance than a "crutch."
nah, they're fine. They're already in inconvenient positions, and they don't recover your shields fully on a quick pass-through. So it's still a management thing for the racer

>I don't imagine there would be need for much "pacing" either, especially with pit lanes in an unchanged state
for the player. You can't pull 20 minutes of qualifying laps. With races of that duration it's much more important to race steady laps instead of fast ones.

>5 laps is basically a time limit to get from last to first, increasing this time limit 10x will just lead to the player eventually hitting first and then cruising for the rest of the race
correct. As I hinted, I am not too fond of this mechanic, because it exposes wo as not-a-racing-game

>Wipeout isn't made for these long races, so extending them like this to the 30 minute mark just breaks a lot of gameplay features
agreed. With the way its rubber-banding and winner-takes-all is implemented, it's not suitable for actual racing, sadly. You can probably guess this is something I'd like to see a game like ballistic explore. There's opportunity to actually expand on wo, without destroying its essence

>Players would certainly not adapt either
they'd frequently crash after about 10 laps then, and eventually lose the race.

>Veteran players like me would get bored
not if they fuck up in lap 15 and need 3 laps to get back into position. Teaches beautifully the cost of mistakes.

>confused at the length
never heard that one before

>wipeout is a game about being perfect, not making mistakes
and that's much more crucial on a long run, as mistakes accumulate. Your shield gets damaged, forcing you into the pits, requiring you to fight for position, weakening your shields and so on.

>I could see an endurance race f-zero, if anything. Certainly more than a wipeout one
oh, you do not want to go there

>> No.3469249

>In order to do TT's you have to be "in the zone" from the start.
that's focus, not the zone

>I'm not sure how the game is afraid of exposing players, or what it is even afraid of exposing them to
afraid of forcing them into stamina runs, giving players the opportunity to fuck things up when they drift into a habit. The game cuts off before that happens, keeping the cycles short.

>> No.3469262

Sorry for turning into /wipeout/ but I played Special Edition again after getting redpilled, and it seems the really awful delayed swishy swashy physics only applied to some teams. Auricom was the worst offender, while Piranha and Assegai was fairly responsive. This should be good news, but too bad for Wipeout 3 you have to clear everything with every ship.

>> No.3470267
File: 2.13 MB, 954x560, 2016-08-19-1551-58.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3470701


>> No.3470712
File: 2.26 MB, 504x444, fatty whale.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3470724
File: 2.83 MB, 940x560, 2016-08-22-1816-32.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3470813
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>> No.3471245
File: 1.82 MB, 656x676, 2016-08-17-1634-49.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3471249
File: 2.45 MB, 850x596, 2016-08-19-1419-49.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3471250
File: 2.17 MB, 852x638, 2016-08-19-1807-41.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3471804

>>3471249 (what is this one?)

Got any DonPachi or DoDonPachi or Giga Wing?

>> No.3472303


It's all from the same series, in order:

>>3471245 Rayforce (Galactic Attack)
>>3471249 Raystorm
>>3471250 Raycrisis (Raycrisis - Series Termination)

>> No.3472483


>> No.3472724
File: 31 KB, 600x723, thicc.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3474054
File: 80 KB, 499x340, peru.gif [View same] [iqdb] [saucenao] [google] [report]

watch death and rebirth and then the end, then the last 4-5 episodes

>> No.3474128
File: 2.95 MB, 768x576, Eva261427821707381.webm [View same] [iqdb] [saucenao] [google] [report]


Death isn't a proper re-telling of the series, more like a profile for each pilot. The events are all mixed up and not in a logical order.

>then the end, then the last 4-5 episodes

Watching EoE before the ending of the TV series? No way.

The only way to watch it is all 26 TV episodes, Death and Rebirth (optional, but recommended) and then EoE.

>> No.3474147

lol Dragon's Lair

>> No.3474281

>Elevator Action
>Not for casuals

The real casual detected.


>> No.3476156
File: 2.15 MB, 480x360, Hover racing yaroze.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3476645

looks like F-Zero in 3D with deliberate glitch abusing. What system?

>> No.3476650


Net yaroze, it's an indie game for ps1.

>> No.3476657

looks pretty solid, and as far as I understand ps indie is rare. That said, they really need to improve on their culling code, if they want to encourage this kind of shortcut. As it is, it looks like the engine's breaking. Maybe it's deliberate, but it's certainly not good looking. Just the pop-in effect, mind you. Track, craft and physics look pretty solid.

>> No.3476659


They could only do so much on the Yaroze, I thjnk Hover racing is the most complex game I've seen on it.

>> No.3476663
File: 2.75 MB, 640x426, golf (1).webm [View same] [iqdb] [saucenao] [google] [report]

it's the PC version

>> No.3476674

>They could only do so much on the Yaroze
how so? In what ways was it limited to a "normal" SDK?

I mean
>The Net Yaroze lacks many of the features the official PlayStation Software Developers Kit provided, such as advanced hardware debugging, special software, certain libraries, and Sony's extensive technical support
sounds kind of harsh, but debugging can be done in emulators nowadays, libraries can be re-written, not sure what "special software" is.

>> No.3476683
File: 2.81 MB, 428x360, Hover - Knight Town.webm [View same] [iqdb] [saucenao] [google] [report]

Definitely inspired by F-Zero, but whit a unique touch.

>Like in many other futuristic racing games, the craft can be given extra cornering ability with the side-boosters. But here Hover Racing does something a bit different. Instead of just having a side-booster on each side, there are two on both sides, so that's four side-boosters in total, each individually controlled by a shoulder button. Mastering this is the key to fast times. One of the vehicles doesn't even have a rudder at all, meaning it has to be controlled with side-boosts alone.

>> No.3476698


I know right!? They need to go back in time and fix this!

>> No.3476706

>Definitely inspired by F-Zero
not a bad thing, at all (and I say that as someone who doesn't like F-Zero much)

>but whit a unique touch.
That's the important thing. Never plain copy. Taking heavy inspiration is totally fine, but a total clone is a wasted opportunity.

Yeah, that's a pretty solid idea, I like it. The control scheme itself is not perfect, since it seems like it moves a lot of the controls into a small place, and someone in the craft would have more distributed controls at their hands, but the concept itself is very smart and creative, because of the varied techniques involving the thrusters, like front steering, rear steering, fast steering and strafing

>> No.3476708

are you suggesting ps dev kits don't work anymore, and ps development is prohibited now?

>> No.3476712

frankly, it looks more F-Zero than the actual 3D F-Zeros, because it openly embraces the hovering, with all its consequences, and uses tracks that take advantage of it, instead of being weird gravity twisters

>> No.3476745

Neither. I'm pointing out that it doesn't matter where they fucked up making that game, bitching about it now and asking questions about how it was made don't matter.

>> No.3476752

yeah, fuck talking about games on a message board dedicated to games, nothing really matters. Post some memes, will ya? Those are always useful

>> No.3476756

It makes more sense than trying to figure out why a 20 year old game looks shitty. It looks shitty because that's how games looked back then. It doesn't matter if your modern emulators can debug shit because they didn't exist when the game was made.

>> No.3476775

>looks shitty
where did I say it looks shitty? Oh right, you can't read and are instead just putting words in my mouth. It's almost surprising you're writing something resembling english.

>It doesn't matter if your modern emulators can debug shit because they didn't exist when the game was made.
Hell yeah, that's the spirit! Want to do a zelda clone? Got to use tiles and asm. Do battlezone? Don't even dare think about using an ide. Whenever you're inspired by an old game, it's most important that you forget any kind of advancement we had since then, and suffer the exact same problems, making the exact same mistakes as they did, it's the authentic way. And of course it's absolutely prohibited to develop for old platforms, or talking about it, especially on a board dedicated to old games and platforms.

You tards would be funnier if you wouldn't waste so much space and air.

>> No.3476810

>>3476775 Right here, fuck boy >>3476657

Inspired by =/= 1:1 clone

Nice troll attempt, kid. 1/10 for making me reply

>> No.3476826

>Right here
I commented on the culling, not the quality of the visuals as a whole. Actually, I did
>looks pretty solid
what a damning statement, definitely reserved for the shittiest games in existence

>Inspired by =/= 1:1 clone
you just told me the use of emulators and ides is verboten, because the folks that made games a couple decades ago didn't have them. make up your brain cell

>> No.3477125

Few early 3d games manage to hit uncanny valley for me, and this is one of them.

>> No.3477171

>it looks like the engine's breaking. Maybe it's deliberate, but it's certainly not good looking

Nice try, trolliolio

>> No.3477281
File: 2.53 MB, 728x422, N64 racer.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3477331
File: 2.28 MB, 425x256, N64 racer (2).webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3478076

>early 3d
fuck off

>> No.3478082

the camera doesn't tilt on the banked turn

>> No.3478584
File: 2.88 MB, 480x360, Hover with a twist.webm [View same] [iqdb] [saucenao] [google] [report]

The whole game had to fit into the consolse RAM, as in, it's only 2 MB. It features multiple tracks/cars/modes, a lengthy soundtrack, splitscreen multiplayer and 60 FPS. It's pretty damn fucking cool.

I enjoy ever F-Zero in it's own way, but when I want ti play classic F-Zero in multiplayer, I resort to this.

>> No.3478838

>The whole game had to fit into the consolse RAM
Is that a hard requirement of Net Yaroze, or could the SDK somehow be bent to deal with discs?

>> No.3478848
File: 2.75 MB, 1278x974, GITS.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3479548


>> No.3479553

>George's getting upset

>> No.3479560

not particular hard, but damn such good boss design.

>> No.3479578

I somehow wish Metal Gear, with all its spionage, military and story-heavy tone, it wouldnt have gone so far into that spirtual, fantasy, paranormal direction.

>> No.3479583

hm, I beat all Xs but cant remember this somehow. X2 or X3? Which stage?

>> No.3480149

Still the best.

>> No.3480440

ya shoulda pulled up more over those jumps to skip the chicane

>> No.3480448

is flying through the scenery glitching or fair?

>> No.3480470

its glitching, but its fair at this point
hyperthrust while on jumps like that is completely fucking broken its hilarious
try it on Terramax

>> No.3480474

>its glitching, but its fair at this point
what does that mean? I suppose you're saying, everyone's aware of it, and everyone can do it, so it's fine? I know I can, but I avoid it, because it breaks the visuals, like the game telling me, I'm not supposed to do it. Sure, there's no penalty, but do I need one? Also noticed ballistic ng is actually taking that aspect and repeating it. I'll never understand glitch players. That style of playing is just entirely alien to me. It's a complete disregard for the spirit of the game, sticking hard to the letter of the rules of the engine. Just doesn't sit well with me.

>> No.3480481
File: 299 KB, 1680x1050, 20160721013332_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Snake actually cracked down on skillcutting in the recent updates to BallisticNG, mostly because Luna was so fucking broken by it.
there are actually a few cuts that dont even take you through the scenery in w3o.

>> No.3480484

I'm perfectly fine with taking cuts through jumps, that Net Yaroze game earlier had it as major game mechanic, even. My problem is specifically with clipping through objects that are, by reason, not by rules, solid.

>> No.3481013

This is some deep shit.

>> No.3481567
File: 846 KB, 160x144, gb demoscene.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty sure that was the hard requirement of Net Yaroze. But there were other limitations. It also granted assess to an online forum of other Yaroze developers, where you could share and discuss your games. Now, being in the 90s, internet wasn't all that fast, so games shouldn't get to big if you wanted others to play it.

>> No.3481587

what you describe there is not so much a limitation, as it's common sense getting in the way. The file size for download, I mean. I do believe you that the ram thing was a hard requirement by net yaroze. Probably lack of disc functions in the sdk or something

>> No.3481776

gran turismo 0.2 was a fine game

>> No.3481793

don't you dare compare Stunts with Gran Turismo. Stunts is actually a good game

>> No.3481824


The miniboss right before Magna Centipede in X2, the one that gets more powerful if it scans you beforehand.

>> No.3483678


>> No.3483757

I can't tell if that's meant to be impressive or a demonstration of the "hold right" meme.

>> No.3484291

do you see jumps, necessary to avoid dangers? Or other coordinated movement? If you do, it's not "hold right", if you don't, it is.

>> No.3484315

Good suspension

>> No.3484340

suspension of disbelief, maybe

>> No.3486360
File: 2.05 MB, 960x560, 2016-08-31-2350-42.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3486429
File: 2.19 MB, 746x560, 2016-09-01-0017-11.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3486487
File: 2.86 MB, 640x512, extreme nothing.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3486518

god I love extreme sports games

>> No.3486623
File: 2.80 MB, 512x448, Plok - Shell Minigame.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3486639
File: 2.00 MB, 936x680, 2016-08-16-1613-26_1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3487715


Me too.

>> No.3487942
File: 3.00 MB, 640x360, TECHNOLOGY.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3488192

What is the title of this game? Thanks!

>> No.3488809

they're different games. always will be. quake had a bit more "AI" that the doom games. I feel like enemies were smarter and played to their roles in quake. doom was hunt you to the end and shoot as frequently as the developer allowed you to. Quake would have been too hard with hordes of enemies. also, there might have been hardware limitations. quake with hoards is serious sam with better level design if you're curious how it would've played out.

>> No.3490468

Wut's this?

>> No.3490517


>> No.3490915

Looks like Albert Odyssey Gaiden for Saturn

>> No.3491018

>Snake actually cracked down on skillcutting in the recent updates to BallisticNG
Only because people like me kept finding ways to destroy his tracks via hyperthrust abuse and making videos of them, and then him finding the videos and patching them. The physics are still very light in the air, only thing that changes is that the respawn system is a little bit more harsh. If any new tracks are released/old tracks updated there will be more things for me to break.
I actually wanted to show off the chicane in that webm.

>> No.3491262
File: 2.88 MB, 320x240, NEWGOE.webm [View same] [iqdb] [saucenao] [google] [report]

More TECHNOLOGY please

>> No.3491302

more than just a stricter wusswagon
theres now higher invisible walls and a force thing to try to keep you on the track, i dont know if you can really skillcut anymore

>> No.3491530


>> No.3492618

>level design meme

>> No.3492864


>> No.3492868

I Loved this thread.

>> No.3492918

what game?

apologies for my ignorance

>> No.3492930


>> No.3492953

You still can, you just have the break the speed limit of said forcewalls. I've got video for proof.
This was a good while after the latest update that "fixed" jumps. It's certainly harder, but still easily possible.

>> No.3492967
File: 2.91 MB, 640x480, Blood.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3493224
File: 2.86 MB, 512x448, Whizz.webm [View same] [iqdb] [saucenao] [google] [report]

This is not sped up.


"Speedy Slug", as the title says. It's not worth playing, just another C64 showcase for pretty graphics with no thought put into making it fun.

>> No.3493324
File: 2.47 MB, 768x564, The Bod Squad.webm [View same] [iqdb] [saucenao] [google] [report]


The people who trot out that fake Miyamoto quote about DKC don't know shit about mediocre gameplay with great art.

>> No.3493340


Unfuckingstoppable. Like the Blood version of gun kata.

>> No.3493392

I don't have a webm but I still want to contribute a real looker of a C64 game.

With music by Thomas Detert.

>> No.3493403


I was actually going to record a webm of that, but the game wasn't in my C64 archive.

>> No.3493586
File: 2.86 MB, 768x564, MoonShadow.webm [View same] [iqdb] [saucenao] [google] [report]

Would be one of the best games on the system if it wasn't for the game giving you one life in a Metroidvania.

Music: https://www.youtube.com/watch?v=ziQv-BcjOLI

>> No.3493656
File: 2.01 MB, 641x397, Flummi's World.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3494152

That's the weirdest thing I've ever seen.

>> No.3494889
File: 602 KB, 508x339, Splat'ers.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3494929

I remember getting this game before ever seeing the series, and being disappointed given the cover.
Decent game in the end though, and dat intro: https://www.youtube.com/watch?v=x0UBycyZb6w

>> No.3495309
File: 2.40 MB, 660x427, Cyberdyne Warrior.webm [View same] [iqdb] [saucenao] [google] [report]

From the devs that would go on to make Mayhem in Monsterland.

>> No.3495336
File: 2.86 MB, 655x459, Another World.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3495343

Requesting Mayhem in Monsterland and International Karate +

>> No.3495440
File: 2.71 MB, 500x342, Mayhem in Monsterland_.webm [View same] [iqdb] [saucenao] [google] [report]


I can't do IK+ because I'm not any good at it, but here's Mayhem in Monsterland.

>> No.3495776
File: 2.86 MB, 480x432, Hunter x Hunter.webm [View same] [iqdb] [saucenao] [google] [report]

I wish I could read Japanese. Without knowing what the cutscenes are saying, I can't get past the first level.

>> No.3495793
File: 1.21 MB, 160x144, Tezhong Budui 2 - Jidi (Teshu Budui 2 - Jidi).webm [View same] [iqdb] [saucenao] [google] [report]

Have the same problem. The game seems to be some sort of metroidvania and sadly you can't find nothing about it on the English internet.
And while the cutscene look amazing, in game is kinda poor.

>> No.3495803

Also on a PS2 Taito collection and Saturn

>> No.3495821

Oh my god I would have an aneurysm

>> No.3495946
File: 2.91 MB, 460x414, Harry Potter & the Chamber of Secrets.webm [View same] [iqdb] [saucenao] [google] [report]

GBC Sorcerer Stone theme > Hedwig's Theme

Too bad they fucked up the music in the 3nd game.

>> No.3496061

i'm scared now

>> No.3496070

I have never heard of these,
they look sleek, but are they any good?

>> No.3497751
File: 1.35 MB, 673x445, Ace of Aces.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3497762

that looks pretty boring.

>> No.3497767

>that looks pretty
it does. They wanted a bit too much in the forward view though, killing the frame rate

>> No.3497875
File: 2.74 MB, 673x445, Stunt Car Racer.webm [View same] [iqdb] [saucenao] [google] [report]


Wish I could show off the later levels, but I have no clue how to use bombs.

>> No.3498026

Thank you. That's a shame, I love the visuals and overall fluidity of that game.

>> No.3498028

Reminder that the PS2 Taito collection is censored, so if you want to experience it it's best to get the Saturn or arcade version.

>> No.3498029
File: 474 KB, 640x420, Juno First.webm [View same] [iqdb] [saucenao] [google] [report]


I liked what I played of it, but I could only win a match by mashing random buttons.

>> No.3498032

Best vidya shotgun.

>> No.3498039

wasnt there two versions of this game ?
Man i fucking hated that ice bird

>> No.3498040

It plays like shit, I sorta have buyers remorse lol

>> No.3498041

Fucking bastard cousin stole and lost my copy of this game.

>> No.3498047

holy crap, I didn;t even know you could do this

>> No.3498060
File: 115 KB, 720x390, ik_moves.jpg [View same] [iqdb] [saucenao] [google] [report]

You need to memorize which sequence does what. It plays very differently from your standard fighting game.

>> No.3498092
File: 1.83 MB, 480x432, Pokemon Diamond (Telefang).webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3498280
File: 2.08 MB, 832x642, Dark Star.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3500110
File: 2.51 MB, 320x240, kawasaki.webm [View same] [iqdb] [saucenao] [google] [report]

here's a little clip of Kawasaki Superbike Challenge
there's barely any footage of this game on the internet even though it's kind of impressive for a polygon game on a stock Genesis

particularly, there isn't that much footage of it running in the turbo graphics mode it offers (which isn't the default for some stupid reason), which makes the framerate actually pretty good

God, I love this game.
it's got so much polish for a damn Net Yaroze game, and it's a constant 60fps

>> No.3500138

>turbo graphics mode
what changes does it make?

>> No.3500143

the scale of the track is completely fucked, and the decorations have nothing to do with the actual track. Why bother using a real track layout when you fuck up everything else?

>> No.3500156
File: 2.95 MB, 320x240, kawasaki-2.webm [View same] [iqdb] [saucenao] [google] [report]

it adjusts the FOV and makes the player bike sprite smaller
That's about it -- makes a world of difference though.
Here's the standard graphics mode for comparison.

honestly, there are pretty much fuck-all games from this period that have accurate track layouts to real life, particularly not on a home system
just being vaguely the same shape was enough

most of the scenery models are re-used, maybe because ROM space, maybe because laziness
it's a fun game with nice graphics for the machine, I can't be arsed to give a shit about that

>> No.3500180

>there are pretty much fuck-all games from this period that have accurate track layouts to real life
Indy 500, definitely, though you could argue it's not a "home system". Also Accolade's stuff from 6 years before. Even as a line scroller it's closer to reality than this. In 1994, you got stuff like Indycar and NASCAR Racing, which are straight up simulations, you have Microprose Grand Prix, also with very accurate track models

>I can't be arsed to give a shit about that
Problem to me is taking real tracks and fucking them up. Nothing wrong with using fictional tracks, nothing wrong with downscaling details. But adding tunnels and elevation changes for the sake of visuals, turning chicanes into long esses, that's plain fuckery and disrespect for the track, as it's turning what are track-identifying parts into plain disappointment.

>> No.3501461

Man. I played Scarab of Ra so much as a kid. The simplicity and the brutal randomness with which dungeons were generated that made it enjoyable for so long. You knew it was unfair going in, which probably helped.

>> No.3501471
File: 1.45 MB, 700x536, 19053.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3502095

boy I have a stye and you post this
how do you know

>> No.3502110


Someone try that in PGXP.

>> No.3502123
File: 2.86 MB, 1280x720, R4 pgxp.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3502231
File: 127 KB, 768x720, help.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3502645

so many loading screens playing this crap must suck

>> No.3502660


>> No.3502706
File: 2.80 MB, 1015x764, I Love Airports.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3502757

Oh Japan, you so crazy.

>> No.3502791

Is this No Man's Sky?

>> No.3502817 [DELETED] 

why do you ask such bullshit questions? You know the answer, you're not being funny, you're not being insightful. You're just being a memeing piece of shit

>> No.3502835

What game is this?

>> No.3502862 [DELETED] 

If you read it in another way, it might be insightful.

>> No.3502875 [DELETED] 

not, not even then. It's not even a trivial statement, it's not a new insight on NMS or old games, it's just bullshit noise. Thanks for reminding me though about the "quality" of posts on here. Memes, fads, "implications" that aren't worth a half stinking shit, endless shallow repetitions of the same useless junk. Fuck you and people like you.

>> No.3502887

The mouse cursor at the bottom of the screen?

>> No.3502901
File: 443 KB, 640x420, Stell-A-Sketch.webm [View same] [iqdb] [saucenao] [google] [report]


You're being a dick for no reason.

>> No.3502907 [DELETED] 

The reason was a bullshit meme post. If you tolerate that shit, you're part of the problem. Be sure to coat your response with a shit ton of retarded memes, just to fit in. You know you want to.

>> No.3503317

Is this Star Citizen?

>> No.3503647
File: 347 KB, 640x400, BEHOLD.webm [View same] [iqdb] [saucenao] [google] [report]

I finished this game yesterday and thought this was pretty disturbing.

>> No.3503682


>> No.3505541 [DELETED] 


>> No.3505780

>time runs down as the text scrolls

>> No.3506403

negaverse creeps don't count as people

that's a sexy jiggle

wow, that is an amazing looking N64 game.

I do need to play this game at some point, this cave part looks hard though

It's pretty clearly a time attack, and given they did it in sub-30 seconds it's on point for a sonic zone run.

this was a solid game, but I hated the second to last fight

>> No.3506405

jesus that emulation

>> No.3506410

actually, it's darth vader

>> No.3506420
File: 24 KB, 320x320, 849776-gfs_34550_2_4.jpg [View same] [iqdb] [saucenao] [google] [report]

You don't know comfy until you've played stranded kids.

>> No.3506436


damn, another game to make me want either a supercharger or a harmony cart.

>> No.3506441

that planet sure is buggy

>> No.3506489

that deserved a jaunty point'n'smile.

>> No.3506787

Wonder Project J2

>> No.3506821

hmm... needs more airport

>> No.3508448

Let's keep this around for a little while longer.

>> No.3508620
File: 2.18 MB, 584x368, AutoPilot1.webm [View same] [iqdb] [saucenao] [google] [report]


i made almost 50 here, I'm running out of material.

>> No.3508648
File: 2.25 MB, 584x368, AutoPIlot2.webm [View same] [iqdb] [saucenao] [google] [report]


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