Author Topic: Cadash ports  (Read 2824 times)

gex

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Cadash ports
« on: February 09, 2017, 09:30:27 AM »
Any other Cadash fans out there? I believe the arcade is the definitive port. But between these, are there any hardline opinions? I have my own, but curious as to what other people think :D



esteban

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Re: Cadash ports
« Reply #1 on: February 09, 2017, 09:54:51 AM »
I prefer the TG-16 to Genesis.

I haven't played much of the arcade for at least a decade... so I can't comment.

:)
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Necromancer

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Re: Cadash ports
« Reply #2 on: February 09, 2017, 10:04:35 AM »
Arcade isn't a port.  It's the original, no?

The FEKA version looks closer to the arcade, but I prefer the Turbob version for its brighter colors and all four characters.
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EmperorIng

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Re: Cadash ports
« Reply #3 on: February 09, 2017, 10:38:02 AM »
Arcade is indeed the original.

Neither port does the original justice, imo. They both share problems, and have their own unique problems.

The original is very tense, difficult action-platformer game. Even with giving yourself the option of early grinding, the game can easily overwhelm hasty or unprepared players with death - even those with the false security of killing pig-men for five minutes at the opening screen. That being said, the game was still designed for a methodical player to beat without grinding any experience points. The arcade original's four characters almost act as a set of difficulty levels, with the Priest being the easiest, due to her long range + invincibility spell, and the Mage being one of the hardest with his low HP and poor attack - mitigated somewhat by his incredibly useful offensive spells, at least on the enemies that are not immune to magic!

The giant level maps give the worlds a feeling of being interconnected, and I like the variety of the adventure - between rescuing a mermaid, or avenging a dog's dead owner ("Now you have avenged my people, woof woof!"), or slowly mapping your way through the final labyrinthine castle. All the while carefully managing your resources by stocking up on herbs, finding the two hidden elixirs, and spacing out trips to the inn (as the prices rapidly increase to beyond your means very quickly).

There are some things I am not a fan of in either port. For one, both remove the time limit and the increasing price of inn stays. This essentially removes the tension of knowing which paths to take (and what risks come with them) and completing levels as quickly and efficiently as possible. IMO, that's a large part of what makes the arcade game enjoyable. Further, removing the inn price increases means that the games are extremely easy because a full heal/MP restore is merely a trek back to the nearest inn. I like that the inn's in the arcade game give the foolish player the belief that they are a resource to be freely used, whereas a more experience player will push him or herself to the edge to make those early cheap visits to the inn count.

There are also minor things, like removing the secret artifacts in the crypt level (like the charmingly goofy little version of your sprite you carry around on your head), or making the mermaid scales an item you pick up, or having to necessarily compromise on the huge maps. They are less important, but they give the game its flavor.

The PCE version really should have been a CD port, as being limited to the HuCard just makes too many compromises: the graphics lose that nice grittiness by being too colorful and tiles too cartoonish, and the screen transitions are a little lame. While all four characters are there, the priest isn't as powerful as her arcade incarnation (flail doesn't seem as effective... just me?).

The MD port gets rid of the two most interesting classes, and its hit detection seems a bit worse than the PCE port and arcade.

While in some sense it's novel to see the attempt to port the game and have two different ways to play it in English (though lord knows how Working Designs "modified" the HuCard, if at all), unlike other Taito ports of that era (Darius II, New Zealand Story MD*, Kiki KaiKai), Cadash didn't make the transition very smoothly.

Now that I've talked up the arcade game so much, let me recommend you boot up MAME and play the US version of Cadash if you are interested. If that is too hard, the World version is easier (as it locks inn prices at 5000 gold) and lets you carry 8 herbs at a time instead of 4. The US version's translation can be a little stiff, but the World translation is hilariously unintelligible ("Thank you for the important thing!"). The World version is a good way to get acclimated to Cadash and go for the tougher JP/USA settings  O:)

*the MD port has some issues, mainly the lack of warp points (that does hurt), though TNZS stands as an interesting console port of the prototype/location-test layout of the game, which makes it unique

Michirin9801

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Re: Cadash ports
« Reply #4 on: February 09, 2017, 10:59:47 AM »
I've only ever played the TurboGrafx-16 version, but not for very long as I couldn't really get into it... The graphics in it are nice, but the music really doesn't do the soundchip justice, but the real problem I had with the game is that I found it to be too confusing...

ccovell

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Re: Cadash ports
« Reply #5 on: February 09, 2017, 11:09:15 AM »
Yeah, Taito's own arcade ports like Cadash, New Zealand Story, Volfied... had really, really weak sound drivers.  NES PSG+, basically.  That's the first thing I noticed with all these games, and many of you here too, probably.

fragmare

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Re: Cadash ports
« Reply #6 on: February 09, 2017, 11:19:04 AM »
I think the general consensus around here, and in the gaming community at large, is that the TG16 version is slightly superior to the Genesis version.  And I agree with them.

Most of my complaints with the game lie with the original arcade game, so I really cannot fault either port for them.  One thing about the TG16 version that's always bugged me is whoever did the sprite art could NOT compensate for the adjusted aspect ratio for shit (or just didn't).  the sprites WERE redrawn for the TG16/PCE version... just not properly.  The fighter looks like he's wearing Hammer Pants for crying out loud.  :/

If you're going to take a 4:3 320x240ish arcade game and opt to use the 256x240 mode on the PCE, but you forget that all the sprites should be ~20% skinnier... you're in for a bad time, as a sprite artist.
« Last Edit: February 09, 2017, 11:21:50 AM by fragmare »

Medic_wheat

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Re: Cadash ports
« Reply #7 on: February 09, 2017, 11:34:01 AM »
I have only played the TG-16  game some I can't conspire to the arcade original. With that said I greatly enjoy it as a whole.

Digi.k

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Re: Cadash ports
« Reply #8 on: February 09, 2017, 12:29:46 PM »
I used to hate the sound of the pc engine version but I've grown to enjoy it.  It's got a nice sombre tone to it.


The ninja is the best character to begin with.

All the other characters take a bit more time to level up before they can take a beating. 
« Last Edit: February 09, 2017, 12:34:52 PM by Digi.k »

TR0N

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Re: Cadash ports
« Reply #9 on: February 09, 2017, 05:36:21 PM »
Prefer the TG16 port at the most since it has the ninja and priest.

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DragonmasterDan

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Re: Cadash ports
« Reply #10 on: February 09, 2017, 11:13:48 PM »
There's a port/emulation on the OG Xbox version of one of the Taito Legends discs.
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Gypsy

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Re: Cadash ports
« Reply #11 on: February 10, 2017, 12:47:01 AM »
There's a port/emulation on the OG Xbox version of one of the Taito Legends discs.

Taito Legends 2. It's in the Xbox and PC version.

The first Taito Legends should be the same across platforms.

Black Tiger

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Re: Cadash ports
« Reply #12 on: February 10, 2017, 03:11:50 AM »
I don't know if Taito Legends 2 was released in North America. I know that I had to import it at the time, but maybe it got a release later on?
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crazydean

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Re: Cadash ports
« Reply #13 on: February 10, 2017, 03:28:05 AM »
I don't know if Taito Legends 2 was released in North America. I know that I had to import it at the time, but maybe it got a release later on?

According to hardcore gaming, it was only Europe.
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_joshuaTurbo

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Re: Cadash ports
« Reply #14 on: February 10, 2017, 03:53:54 AM »
Turbo version because Ninja and Priest.  Why on earth was the Meager Drive not able to fit in these characters?  Is the Sega 16-bit wonder truly that feeble in comparison to OBEY?

I know the answer is yes, but I just like poking the FEKA Bear...