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    08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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    File: 1776077560808851.jpg (1.19 MB, 4624x3472)
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    this shit wayyyyyy harder than castlevania 3 (us). This game makes any castlevania look like a fucking game for babies. this game does NOT fuck around. im slowly learning this shit but sometimes the game just randomly FUCKS you
    >>
    Yeah but it has less focus on platforming and it's more on shooting enemies. CV has a better balance between combat and platforming
    >>
    >>12899761
    CV doesnt have inescapable damage if an ogre AI doesnt randomly decide to be a fucking bitch so many chokepoint moments in this game that rely on good rng

    also without turbo you have to master constant firing of your knife in 30fps and its like frame perfect to fire the highest firerate and if ogres are charging you i swear it eats the fucking inputs
    >>
    i couldn't beat the last stage
    >>
    The entire series is designed like that OP but you should play the arcade version original for the first 2 games.
    >>
    >>12899789
    doesnt run on the wii also I played it before it has way less soul

    genesis port was absolutely great for ghouls n ghosts from what ive played.
    >>
    >>12899775
    That's fine you aren't really contradicting me
    >>
    Reminder this port is shit because Capcom handed it off to Micronics, literally Japan's LJN that produced only licensed kusoge. I have no idea why people ever bother with this version beside as a novelty, it's so fucking awful it made Capcom start doing ports inhouse again.
    >>
    >>12899761
    >Yeah but it has less focus on platforming and it's more on shooting enemies

    If anything I'd say the amount of platforming is more or less the same (Castlevania was very careful in how it copied GNG), but the first GNG has more platforming than the first CV. People remember the platforming more in CV because that's where they died a lot, but if you look at a map of the whole game you'll notice how little there actually is.
    The other thing is though, some of the later CV games focused on platforming more so people also apply that logic or those memories to the first CV too

    >>12899846
    For 1986 it's still a great Famicom game compared to the competition especially for the time (in the precise same genre you had Ninja Hattori-Kun or Legend of Kage) ; and it sold like a a lot.
    I very much doubt the "bad quality of this port" is what enticed Capcom to start developing games on their own. Sales data for Capcom Famicom games are very incomplete but as far as we know, GNG was their biggest success in Japan.
    and then Trojan isn't exactly known for its programming qualities either
    >>
    >>12899784
    A Japanese Vtuber I frequent started playing it recently, and it has been a real struggle. She's been stuck on the last stage for a really long time. The game is really brutal.

    https://youtu.be/I_RrgEhqiqw?t=359
    >>
    >>12899803

    The arcade version looks amazing, ur retarded for preferring a shit shovelware low quality port. And no one has ever said that CV3 is harder than GnG.
    >>
    >>12900757
    arcade versions are soulless quarter munchers. home console games are fair and fun and significantly more soulful. sorry that you're a brainlet, champ
    >>
    >>12899753
    "Artificial difficulty" might be a meme, but it applies in this game. Difficult is: "you can win if you're skilled and have good reactions", this game is far far more like "winning requires RNG manipulation and knowing the magic pixels and timing to not get screwed over."
    It's less about being good at games and more about knowing how to get "a run" consistent down to the frame.
    >>
    >>12900703
    The game is just poorly programmed, wanna know the reason the game only runs at 10fps, to hide the sprite flickering due to Micronics not knowing nor working around the limitations of the NES
    >>
    >>12899846
    >literally Japan's LJN
    LJN wasn't a developer, they were a publisher
    For example Friday the 13th was developed by Atlus and Nightmare on Elm Street was developed by Rare
    >>
    >>12899846
    Micronics? More like MicroDICKS!
    >>
    >>12899846
    >literally Japan's LJN
    Developer-wise, they're more like Tiertex. If we're talking about the LJN of Japan as a whole (publisher-wise), then look no further than Bandai.
    >>
    >>12899803
    >genesis port was absolutely great for ghouls n ghosts from what ive played.
    There's one caveat you should know before you ever revisit it again. It's actually HARDER than the arcade original, because its hitboxes are much less forgiving. SuperGrafx is more arcade-accurate.
    >>
    >>12902873
    i dont like the feeling of spamming the coin button to get continues feels like cheating meanwhile console version gives you infinite continues therefore its legal and i get to say i beat the game
    >>
    >>12903106
    >spamming the coin button to get continues feels like cheating
    If it's any consolation, some cabinets had free play modes.
    >>
    >>12903107
    i asked chatgpt and it says arcades literally almost never had free play dipswitch turned on because of the massive overhead costs of running an arcade. So yeah, infinite money is cheating on arcade emulators. The NES release of GnG was basically the only time kids even had a chance of seeing the end screen of this game, it was nice of capcom to have infinite continues they knew how hard this game was.
    >>
    >>12904823
    Not true. It was in the freeplay section of this place called Nickel Nickel in socal back in like 97-98 between Moonwalker and one of the old 4 player X-Men games. I 'member cuz I was there.
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