Author Topic: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)  (Read 2071 times)

schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #30 on: February 13, 2017, 07:25:00 AM »
Another note. Unlike the nes version, you can walljump continuously up onto a pillar and get on top, instead of having to jump back and forth between walls to get on top. Try it!

Really? I did this all the time in the NES version. One little "minigame" I liked to play was to ascend to the top of the wall after beating a boss before the score counter finished ticking and froze the screen. You can also do this against the first boss as a way to safely jump over him without taking damage.

lukester

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #31 on: February 13, 2017, 12:55:15 PM »
Another note. Unlike the nes version, you can walljump continuously up onto a pillar and get on top, instead of having to jump back and forth between walls to get on top. Try it!

Really? I did this all the time in the NES version. One little "minigame" I liked to play was to ascend to the top of the wall after beating a boss before the score counter finished ticking and froze the screen. You can also do this against the first boss as a way to safely jump over him without taking damage.

I meant a standing pillar. Not a wall. As in physically getting up onto the edge of a pillar.

Maybe I'm wrong, but I could never get it to work.

Michirin9801

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #32 on: February 13, 2017, 01:27:05 PM »
I meant a standing pillar. Not a wall. As in physically getting up onto the edge of a pillar.

Maybe I'm wrong, but I could never get it to work.
It's doable, but it's not easy...

schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #33 on: February 13, 2017, 02:18:58 PM »
Yep, it works on all wall-like surfaces. And it's not easy, but it's satisfying to pull off!

Zero_Gamer

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #34 on: February 13, 2017, 02:37:58 PM »
Nes version for me again. Nes music is better, no flickering BG, and better controls on the NES. PCE controls seem stiff.

gex

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #35 on: February 13, 2017, 07:22:53 PM »
Most of us likely played the NES port of Ninja Gaiden first (myself included). And because of its sufficient controls, that just became the norm for how a Ninja Gaiden game "should play". So when we play it on the PCE, instinct kicks in and we give it a biased opinion

jperryss

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #36 on: February 14, 2017, 12:10:18 AM »
I meant a standing pillar. Not a wall. As in physically getting up onto the edge of a pillar.

Maybe I'm wrong, but I could never get it to work.
It's doable, but it's not easy...

I think Lukester is right. The pillars in NES NG1 do not have a top that you can stand on. Yes you can wall jump to the top and over to the other side, but you can't actually stand on top them.

Magister

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #37 on: February 14, 2017, 04:51:25 AM »
Really? I did this all the time in the NES version. One little "minigame" I liked to play was to ascend to the top of the wall after beating a boss before the score counter finished ticking and froze the screen. You can also do this against the first boss as a way to safely jump over him without taking damage.

I think everybody did this.  To this day when I play the game I still do.
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Arkhan

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #38 on: February 14, 2017, 07:08:39 AM »
Really? I did this all the time in the NES version. One little "minigame" I liked to play was to ascend to the top of the wall after beating a boss before the score counter finished ticking and froze the screen. You can also do this against the first boss as a way to safely jump over him without taking damage.

I think everybody did this.  To this day when I play the game I still do.

it's like how everyone tried to catch the things in SMB3 when you beat the bosses, or the orbs in Castlevania.

"lets go for stupid freezeframes!"
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #39 on: February 14, 2017, 08:50:12 AM »
Ha, I'm glad I'm not the only one then. I also enjoyed doing a backflip in Rondo after killing a boss. Every freezeframe looked like Richter was practicing his high jump!

schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #40 on: February 14, 2017, 08:53:50 AM »
I meant a standing pillar. Not a wall. As in physically getting up onto the edge of a pillar.

Maybe I'm wrong, but I could never get it to work.
It's doable, but it's not easy...

I think Lukester is right. The pillars in NES NG1 do not have a top that you can stand on. Yes you can wall jump to the top and over to the other side, but you can't actually stand on top them.

Hm, it's been a while since I've played it, but I'll whip them both out tonight  :^o and give them a try. Is there an ideal pillar for a test?

Magister

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #41 on: February 14, 2017, 10:59:57 AM »
Ha, I'm glad I'm not the only one then. I also enjoyed doing a backflip in Rondo after killing a boss. Every freezeframe looked like Richter was practicing his high jump!

I had the most fun with the freeze frame in Super Castlevania IV since you could pull off a lot more with the whip.
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schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #42 on: February 14, 2017, 03:14:32 PM »
All right gentlemen: shit has been whipped out, and test results are in.

In the first stage of both games, I can cling to the side of those red and white signs that have what looks like the "Coca Cola" logo on them and jump repeatedly to land on the top of them.

However, if you go to the end of the first section of 2-1, there's a pillar right before you ascend a ladder to the next area (to the left of Ryu here. In the PC Engine version, I could repeatedly wall jump on the right side of this pillar and ultimately land on top of it, but in the Famicom version, I just shoot up in the air, then fall back down and cling to the wall at the top. It's like there's an invisible wall that keeps you from jumping at the top of the pillar and landing on top of it. The tiny platform to the right of Ryu in that video exhibits the same behavior, though strangely in the PC Engine version, you can't cling to the side of it.

It's odd that in the Famicom version this sometimes works, like for the Coca Cola signs, but other times it doesn't. Anyway, my apologies to lukester for getting it wrong!

As for my opinion on these two games, what immediately disappointed me about the PC Engine version are the choppy parallax, the smaller sprites (making the game feel more zoomed out), and the soundtrack. But they're minor complaints, and the updated graphics might make up for it. I mean, just look at the bar scene in stage 1-2 of the Famicom version: hot pink floor tiles and wallpaper?  :shock:

EmperorIng

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #43 on: February 14, 2017, 04:10:00 PM »
You seem to be missing the bad perspective and lower quality of the sprites in general on the PCE version. Note Ryu's height relative to poorly-placed tables in the bar itself. "Updated," lol. Ryu has been "downsized."

To say nothing of just bizarrely dumb choices, like changing the ruins you fight Malth into a construction zone... except for the top floor, which is still ruins. While a few backgrounds are improved, the game's inconsistencies and errors in the art style make it look like a rush job.

schadenfreude

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Re: Ninja Ryuukenden(PC-Engine) Vs. Ninja Gaiden(NES)
« Reply #44 on: February 14, 2017, 05:01:59 PM »
I only played the first stage and a bit of the second stage, so take it as you will. "Updated" not "lol" — you have to admit the backgrounds look better; the original game looks pretty ass at times, like in the bar, as I said. Not so great for a Famicom game that came out at the end of 1988. And I did mention that his sprite is too small. Actually, the moment I booted up the game for the first time, it was the first thing I noticed that felt wrong to me.