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What a nice board!
It's a conspiracy >>>/hikki/

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Somewhere near the woods lies a gas station, neatly placed seemingly in the middle of nowhere; however, it is far from desolate. For there anons from all around gather inside a room. A room filled to the top with arcade machines. There, anons enjoy the evening drinking, calling each other faggot and just having a good old time.
>What is this?
Anons pick a game and play it until they beat it or lose. An arcade game that doesn't take long to complete and rewards skill. Once finished they post their score and see who did the best. They give others advice, share what they think of the game, call each other casuals, say which character of the game they would fuck and more.
>How much time do I have to play it?
2 weeks or until a winner is announced (new threads are posted at around midnight UTC-8).
>Where do I get it?
Arcade and SNES versions in a single zip:

I had this huge writeup for Gain Ground ready to go, but whatever. Here's that game if anyone wants to get bonus points:
>Six vote appear out of no where
Completely natural I'm sure.
Replies: >>80515
Only the first four appeared out of nowhere. The last two trickled in over time. The weird thing is Gain Ground losing one vote.
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I played the first tmnt which was just a pure punch & run game, more interesting if you do attempt to 1cc as it explodes the enemy count until you die, even passing the few levels will have you stutter step throughout the game so you don't spawn too many enemies, etc.

But this game is just fucking retarded in comparison with the small minor changes, arcade version for clarification
>instead of the jump attack (the one where you press instantly) to instantly kill someone, you hold forward + jump attack
>leo & raph's forward jump attack doesn't move forward but mike & don's forward jump attack moves forward
>walking forward (only forward), causes you to 'run' and allows you to do a shitty run attack, you can choose to not run by moving diagonally
>there's also a weird neutral jump attack where holding the jump button allows you to float really high in the air, then you can stop gravity by attacking again in the air, like it's dmc3 or some shit
Replies: >>80553
The SNES version of Turtles in Time is actually a better game. The arcade version is a literal button masher with moves being unreliable at best. The SNES version tightens the controls and hit detection. The music is also not made to be blared from two speakers at full volume so thats a bonus too.
Replies: >>80642
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The arcade version really only has graphics and sound going for it. I got this score by shamelessly feeding and farming robot spawns (read: I couldn't hit the UFO boss worth a goddamn). I played Hyperstone Heist afterward. It's basically an alternate version without time travel, but they repurposed some content like the pirate ship becoming a ghost ship, and there are some new areas and bosses. Most importantly, it maps the run function to a button and has enemies that can block everything except running attacks. In the end, I'd have to say that Streets of Rage is more my speed.
unless i'm completely mistaken, this is the exact same thing except the jump attack doesn't ohk. Sure there's differences in general but moveset-wise in particular when calling it a button masher, that's just wrong because you mash buttons less if you kill shit in one hit
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So I started up Gain Ground because Turtles in Time is designed to devour your credits instead of giving you a good time. The link's up in the OP.
<in the future, humanity is wide open to alien attacks because they're lazy and stupid
<government builds a fuckhuge holodeck with different settings and eras programmed in to teach lazy fucks the art of war
<naturally, they put a single AI in charge of administration and assume it'll all work out
<in a shocking turn of events nobody could have predicted, the AI seizes control of the simulation and takes a bunch of players hostage
<now three of the least lazy human warriors are tasked with rescuing the hostages and defeating the AI
>levels are all single screen, with obstacles, enemies and an exit zone
>the player selects one warrior at a time and guides them to the exit while defeating enemies
>many levels have hostages to rescue by running over them and taking them to the exit; you can only rescue one hostage at a time
>hostages become playable characters after being rescued, and everyone is at least slightly different in terms of stats and abilities
>if you kill all the enemies in a level, you immediately clear it and get a special bonus that massively escalates for every consecutive time you do it
>clearing a level this way prevents you from rescuing any more hostages, so leave one guy alive till you save them all
>every ten levels is a boss fight, and there are 40 levels total; the Master System and Mega Drive versions each add a different set of 10 new levels
>the PS2 remake has something called Extra Mode that I haven't unlocked yet; it might be a new set of levels
Replies: >>81007
I had Gain Ground on Mega Drive, it was one of the only games my brother would play with me. Of course I had to carry him through the game, but it was great fun. Shoutout to rocket guy 1 and rocket guy 2 for getting me out of some shitty situations, also rifle guy for being a dependable standby on almost every stage.
i fucking love gain ground
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SMS version cleared, gonna start on the Mega Drive next. The stage clear bonuses are limited to 500 points for both time and all kills, I guess because it's an 8-bit system with a tiny amount of RAM. Incidentally, the arcade version caps the Special Bonus at one million points.
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Mega Drive version cleared. Homing weapons are a bitch and I ended up feeding the last boss all my guys before blowing it up. The extra modern day stages were pretty cool; took me around 30 attempts to do a perfect clear of the stage set in the arcade. I'll probably cheat my way through the PS2 one just to unlock Extra Mode.
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Fucked up the last image, which was supposed to be my score.

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