Nazario Rinaldi
[x68000] Buster バスター - Longplay
updated
The game is pretty interesting, more info can be found on http://www.hardcoregaming101.net/huang-di-zhuolu-zhi-zhan
Developers are looking feedback on their game. Please leave your impressions in the comments.
I have to play this more, but I'll write my first impressions:
What i like:
- Pixel art is absolutely amazing
- Difficulty is high
- Impacting an enemy will stop you for a second but you will not lose health
- Rolling into an enemy will break his defense, adding some strategy to gameplay
- You can jump on enemies and make damage
What I didn't really like (personal opinions):
-is it a two buttons game, this complicates some actions. For example you have two different jumps in this game. A standard one where you just press the jump button and an higher one where you have to press jump button + up. I missed several times power ups and hearts because of this. A separate button would have been easier to use. Same thing for rolling move. That is button + down .
- the camera moving left and right, up and down as the character turn direction or jumps. It confuses the action that is frenetic in this game.
- the range of punch should be slightly larger
- music is nice but very repetitive and after a while becomes boring
I sucks with keyboard...waiting for my physical edition
For some reason the beautiful animated computer graphics cutscenes have not been recorded, I'm sorry. There is a princess to save that was visible in the cutscenes.
The artstyle of this game is very colorful and well done and the game tries to create a diversified gameplay between the platform stages.
Unfortunately the jump in 3 dimension is quite difficult to perform since commands respond poorly, but the game has some interesting ideas even if their implementation is not very good.
Edit: blue wings the special airforce has been recently re-released by the developer so it's easy to find nowdays
STAGE 2: W3TFL00R
STAGE 3: ?D43D1M4
STAGE 4: PT1F3L1X
STAGE 5: M4J0RT0M
STAGE 6: F1R3W4LK
This game is pretty tough.
It's not very original and doesen't excel from a technical, artistic and level design point of view. Nonetheless it's quite entertaining.
Personal vote: 6,5-7
It would seem that windows was not much popular in Japan at the time
Thanks to Daniel, Yuki and Famibe for this :-)
This game is absolutely amazing for me, 10/10 . The pixel art is just WOW!!
Finally an arcade game in an indie scene dominated by metroidvania.
The game is short and that's perfect for an arcade game since the purpose is to complete the game without dying.
Can't wait for a physical edition for nintendo switch
Would love a switch physical version!
Explore a crumbling, nightmarish landscape, slice through enemies, and spring deadly traps in order to escape the evil that awaits ...
inmostgame.com
Here emulation has some bug so sprite for grasshopper is not visible.
Captain Claw has three types of gameplay modes: single player, custom levels, and multiplayer. The single player mode contains the main storyline.
At the end of each level the player will either collect a piece of the map or defeat a boss to receive a gem from the Amulet; odd-numbered levels have map pieces, while even-numbered levels have boss fights and gems. The exception is level 13, which has a boss fight and rewards the player with two gems. Receiving gems also triggers a cutscene.
The custom level loader allows the player to run custom content made by the player or others, but does not provide a method for editing levels in-game. The multiplayer mode allows the player to connect to the Internet and play with up to 64 other people. In the multiplayer mode, the player has to kill as many enemies as possible and gain loot for points to rank up. It also allows for players to race each other to finish a level as quickly as possible.
From Wikipedia
Probably the best pc platformers of the 90s. It's still a fabolous game
Kamaitachi no Yoru (かまいたちの夜), which translates to "The Night of the Sickle Weasel," was the second sound novel created by Chunsoft after the release of Otogirisou. The game was originally released for the Super Famicom on November 25, 1994 and has since been ported to several consoles and mobile devices. The game would later spawned a series of sequels beginning in 2002 with the release of Kamaitachi no Yoru 2 on the PlayStation 2. A remake called Kamaitachi no Yoru: Rinne Saisei was also released in 2017 by 5pb for the PlayStation Vita that redid the game's presentation to be more like a traditional visual novel, with the characters being fully illustrated instead of being represented as blue silhouettes.
Aksys Games released the iOS version of Kamaitachi no Yoru in North America in 2014 under the title "Banshee's Last Cry," marking the first time the title was available in English. The localization, which was headed by Jeremy Blaustein, altered the story's 1990s Japanese setting to that of contemporary British Columbia. An Android port of Banshee's Last Cry was also advertised by Aksys but never materialized and the iOS version no longer works as of the iOS 11 update in 2017.
Story
The game follows Toru (Max in the English localization) and his girlfriend Mari (Grace in English), who are suddenly drawn into a horrible murder mystery while on vacation at a skiing lodge (in Japan in the original, and Canada in the English version). The story unfolds as the characters attempt to solve the mystery. Additional murders occur if the player is unable to find clues, and the story culminates in a number of endings befitting a horror tale.
Gameplay
The game will often present a number of different choices to the player.
The game will often present a number of different choices to the player.
Similar to Chunsoft's previous sound novel, the gameplay involves the player reading the text from the game screen and making decisions which will affect the outcome of the narrative. The choices and consequences form a big part of the gameplay, with the narrative often branching out in completely different directions depending on what choices the player makes. Even seemingly minor decisions can have a big impact on how the story unfolds with the game containing over 40 different endings.
When the player completes the main story with a certain number of endings, two additional stories are unlocked: the occult chapter and spy chapter. When all three stories are finished with every possible ending, two more stories that serve as self-parodies also become available. Fulfilling one final requirement allows the player to unlock a parody of Chunsoft's Torneko no Daiboken.
The additional stories cover a wide variety of themes, and are mostly unrelated to each other and the main story. The same set of characters appear in each narrative but the settings differ in significant ways.
Description taken from "Giantbomb"


