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09-24-25 04:26 PM

5 Posts Found by Freezie43110

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10-25-17 02:41 AM
| ID: 1349440 | 160 Words

Freezie43110
Level: 6

POSTS: 5/5
POST EXP: 2053
LVL EXP: 791
CP: 416.4
VIZ: 1944

No, it does not help. I wrote the review as I intended to with no desire for critique. I understand your intent, but it does not come across as helpful; rather, it sounds a bit judgemental, moreso because you offered advice that I had already followed.

I did generally organize the content according to the review score list, with the exception of consolidating directly related scoring groups into paragraphs.

I prefer reviews to be concise, rather than long-winded. All too often I see reviews that give out plot spoilers in the story section because the reviewer said much more than they really needed to about why they gave it a high story score. You may prefer your reviews to be a bit more girthy, and you are quite free to write your own reviews in such a manner. Additionally, if someone is dissatisfied with my review, then they are free to peruse other reviews or simply play the game themselves.
No, it does not help. I wrote the review as I intended to with no desire for critique. I understand your intent, but it does not come across as helpful; rather, it sounds a bit judgemental, moreso because you offered advice that I had already followed.

I did generally organize the content according to the review score list, with the exception of consolidating directly related scoring groups into paragraphs.

I prefer reviews to be concise, rather than long-winded. All too often I see reviews that give out plot spoilers in the story section because the reviewer said much more than they really needed to about why they gave it a high story score. You may prefer your reviews to be a bit more girthy, and you are quite free to write your own reviews in such a manner. Additionally, if someone is dissatisfied with my review, then they are free to peruse other reviews or simply play the game themselves.
Newbie

Affected by 'Laziness Syndrome'

Registered: 01-09-12
Last Post: 2891 days
Last Active: 2396 days

09-16-17 01:45 AM
| ID: 1347646 | 419 Words

Freezie43110
Level: 6

POSTS: 4/5
POST EXP: 2053
LVL EXP: 791
CP: 416.4
VIZ: 1944

Likes: 1  Dislikes: 0
Usually you only see fighting games and shmups ported from arcade to console, so a platforming psuedo-fighter is a bit out of the ordinary. During the time this came out, a lot of people only knew Capcom for Street Fighter and Megaman. Biohazard may have been catching on soon, but Capcom was still open to doing some odd things.

Power Stone is a simple 1vs1 3D beat-em-up of sorts. Matches are short and frantic brawls with no blocking and minimal HP recovery; whittle down your opponent as fast as possible, and then move on to the next one. Different characters have slightly different nuances to their hitboxes, damage, and attack speeds, but ultimately the same strategies will work for all of them. The titular Power Stones will drop during combat, and collecting them gives you a huge advantage. You can also use the environment by chucking stage objects, climbing poles, launching your opponent into hazards, picking up weapons, etc. Battles do tend to just degrade into nabbing all three stones, using your super form's special attacks to whittle down your enemy's HP, and then finish them off with one of your form-ending attacks. The penultimate boss and final boss do require a slightly more defensive play style due to having massive priority and a tendency to no-sell throws, but they're otherwise squashed like any other character.

The game's cartoonish graphics are just fine for their time, and they don't seem to have degraded through the port from arcade. Every character has a quickly recognizable design and amusing animations to match their varied personalities and fighting styles. Some animations do look a bit awkward, though, and the fire effects from various special attacks and weapons looks a bit bad.

The music and sound effects are nice. Each stage has its own music that helps set the theme, but most aren't overly catchy. Impacts from attacks sound nice and firm, letting you know that you or your opponent just did something decisive. This being early Capcom, there's also some amusing Engrish to behold.

There isn't much plot going on. The opening announcer explains in his best Engrish that adventurers want the Power Stone, so pick one and go treasure hunting. This being an arcade game, you came here to goof off, not see an epic drama.

Overall it's a fun distraction to make an arcade mode run or do a few matches with friends, but you'll probably get bored after a few too many rounds or a run with each character.
Usually you only see fighting games and shmups ported from arcade to console, so a platforming psuedo-fighter is a bit out of the ordinary. During the time this came out, a lot of people only knew Capcom for Street Fighter and Megaman. Biohazard may have been catching on soon, but Capcom was still open to doing some odd things.

Power Stone is a simple 1vs1 3D beat-em-up of sorts. Matches are short and frantic brawls with no blocking and minimal HP recovery; whittle down your opponent as fast as possible, and then move on to the next one. Different characters have slightly different nuances to their hitboxes, damage, and attack speeds, but ultimately the same strategies will work for all of them. The titular Power Stones will drop during combat, and collecting them gives you a huge advantage. You can also use the environment by chucking stage objects, climbing poles, launching your opponent into hazards, picking up weapons, etc. Battles do tend to just degrade into nabbing all three stones, using your super form's special attacks to whittle down your enemy's HP, and then finish them off with one of your form-ending attacks. The penultimate boss and final boss do require a slightly more defensive play style due to having massive priority and a tendency to no-sell throws, but they're otherwise squashed like any other character.

The game's cartoonish graphics are just fine for their time, and they don't seem to have degraded through the port from arcade. Every character has a quickly recognizable design and amusing animations to match their varied personalities and fighting styles. Some animations do look a bit awkward, though, and the fire effects from various special attacks and weapons looks a bit bad.

The music and sound effects are nice. Each stage has its own music that helps set the theme, but most aren't overly catchy. Impacts from attacks sound nice and firm, letting you know that you or your opponent just did something decisive. This being early Capcom, there's also some amusing Engrish to behold.

There isn't much plot going on. The opening announcer explains in his best Engrish that adventurers want the Power Stone, so pick one and go treasure hunting. This being an arcade game, you came here to goof off, not see an epic drama.

Overall it's a fun distraction to make an arcade mode run or do a few matches with friends, but you'll probably get bored after a few too many rounds or a run with each character.
Newbie

Affected by 'Laziness Syndrome'

Registered: 01-09-12
Last Post: 2891 days
Last Active: 2396 days

05-28-15 04:51 AM
| ID: 1171324 | 577 Words

Freezie43110
Level: 6

POSTS: 3/5
POST EXP: 2053
LVL EXP: 791
CP: 416.4
VIZ: 1944

Hippodrome follows the tale of a generic barbarian dude fighting in a world tournament to prove that he is the strongest; his dreams are very quickly crushed, though.

The game is essentially a very simple fighting game. Each match is your character versus one (or two, in one case) creature or character from popular mythology. Your abilities are limited to a floaty jump, a standing block, and swinging your weapon in one of several different ways. Blocking and attacking are done with the same button, while jumping is done with its own button. After each match, you are awarded both points and prize money. Money is used to purchase three alternate weapons, a health buff, or a power buff. The purchased weapons persist through lives and continues; the two buffs seem to randomly stay, vanish, or return after each continue.

The music and sounds are immediately forgettable. The music is bland and not easily heard over the din of battle. Character noises consist of generic masculine grunts and war cries. Enemy noises consist of the same if humanoid, or serpentine hisses if monstrous. You will not be missing out on anything if you mute the game so that you can listen to your own playlist.

For its time, it looks just fine. There are not many frames of animation on the player character, but they get the job done for your limited moveset. The more complicated hybrid mythical creatures seem to have received most of the artist's and animator's love; each beast has multiple moving parts and segments to keep an eye on while you learn their patterns, tells, and (often overpowered) special abilities. Human opponents tend to lack much animation, and this actually makes them more difficult due to a lack of tells on their upcoming attacks.

If this was a true arcade playthrough, then you would likely spend several quarters learning an enemy's warning signs on each attack before you can beat them. Most attacks have a very brief wind-up that is unique to that attack. However, the more humanoid opponents tend to have few warning animations, so you may attempt to block an expected swing only for them to use an unblockable grab or projectile. Many of the later opponents in particular have no tells, and simply perform their attacks or have all of their attacks tied to one tell.

Forced difficulty is abundant, as is expected of an arcade game. Enemy hits often drain several of your health pips, while your default, unupgraded weapon deals one per connected swing; better weapons can deal more damage, but they often have less reach and slower speed. These are fatal traits against most of the foes you will face. It is easiest to just save for the long-reaching halberd so that you can punish foes from afar. Enemies also possess many unblockable grabs that have unclear hitboxes. Coincidentally, unblockable attacks deal the most damage. Lastly, you do not get invincibility frames, and are free to be juggled infinitely.

This game tried to be a tactical fighter, but it failed by giving so many advantages to the enemies and by cheaping out on the warning animations. Do not play this if you like fair fights that reward good timing and speedy reflexes. If you do not mind the later enemies spamming unblockable projectiles and rushing in for fatal grabs that bring you to 2HP, then see if you are a hard enough warrior to conquer the Hippodrome.
Hippodrome follows the tale of a generic barbarian dude fighting in a world tournament to prove that he is the strongest; his dreams are very quickly crushed, though.

The game is essentially a very simple fighting game. Each match is your character versus one (or two, in one case) creature or character from popular mythology. Your abilities are limited to a floaty jump, a standing block, and swinging your weapon in one of several different ways. Blocking and attacking are done with the same button, while jumping is done with its own button. After each match, you are awarded both points and prize money. Money is used to purchase three alternate weapons, a health buff, or a power buff. The purchased weapons persist through lives and continues; the two buffs seem to randomly stay, vanish, or return after each continue.

The music and sounds are immediately forgettable. The music is bland and not easily heard over the din of battle. Character noises consist of generic masculine grunts and war cries. Enemy noises consist of the same if humanoid, or serpentine hisses if monstrous. You will not be missing out on anything if you mute the game so that you can listen to your own playlist.

For its time, it looks just fine. There are not many frames of animation on the player character, but they get the job done for your limited moveset. The more complicated hybrid mythical creatures seem to have received most of the artist's and animator's love; each beast has multiple moving parts and segments to keep an eye on while you learn their patterns, tells, and (often overpowered) special abilities. Human opponents tend to lack much animation, and this actually makes them more difficult due to a lack of tells on their upcoming attacks.

If this was a true arcade playthrough, then you would likely spend several quarters learning an enemy's warning signs on each attack before you can beat them. Most attacks have a very brief wind-up that is unique to that attack. However, the more humanoid opponents tend to have few warning animations, so you may attempt to block an expected swing only for them to use an unblockable grab or projectile. Many of the later opponents in particular have no tells, and simply perform their attacks or have all of their attacks tied to one tell.

Forced difficulty is abundant, as is expected of an arcade game. Enemy hits often drain several of your health pips, while your default, unupgraded weapon deals one per connected swing; better weapons can deal more damage, but they often have less reach and slower speed. These are fatal traits against most of the foes you will face. It is easiest to just save for the long-reaching halberd so that you can punish foes from afar. Enemies also possess many unblockable grabs that have unclear hitboxes. Coincidentally, unblockable attacks deal the most damage. Lastly, you do not get invincibility frames, and are free to be juggled infinitely.

This game tried to be a tactical fighter, but it failed by giving so many advantages to the enemies and by cheaping out on the warning animations. Do not play this if you like fair fights that reward good timing and speedy reflexes. If you do not mind the later enemies spamming unblockable projectiles and rushing in for fatal grabs that bring you to 2HP, then see if you are a hard enough warrior to conquer the Hippodrome.
Newbie

Affected by 'Laziness Syndrome'

Registered: 01-09-12
Last Post: 2891 days
Last Active: 2396 days

05-27-15 12:56 AM
| ID: 1170999 | 625 Words

Freezie43110
Level: 6

POSTS: 2/5
POST EXP: 2053
LVL EXP: 791
CP: 416.4
VIZ: 1944

Cyvern is one of a million arcade shoot-'em-ups, but it's a fun one. Rather than ships, you choose from one of three cybernetic dragons to take on the unnamed threat with. Each fits one of the archetypes of a schmup with their weapon damage and spread: red Altair is good all around, and he possesses the only homing shots once upgraded. Blue Schwarz covers the entire screen in weak shots, and her weak, rapid lightning chain Banish will lock onto enemies that are not too close to her. Ferious may be the smallest and a friendly shade of green, but he has a narrow, powerful shot barrage and an aimable beam of destruction as his Banish.

The game looks good for its time. Animations are smooth, characters and enemies look nice, and the effects of the dragon's elemental shots are interesting. Enemy death explosions do occasionally hide same-colored shots, and this was likely intentional on the part of the designers, but I will elaborate on that later.

The music is catchy while playing, but it's nothing that you'll be humming later. There are a few memorable sound bytes, such as each dragon's unique death roar or the joyful tune that you hear upon defeating a boss.

There doesn't seem to be any plot to speak of, at least judging by the senseless opening cinematic and arcade cabinet's graphics. The entirety of the plot is the default "There's an alien military so go shoot it up". The game loops itself upon victory with an animation of your chosen dragon attempting to "roost" in the launch ship from the beginning, only for it to come under fire. You then play through the same set of levels, but with more enemies and trickier shot patterns.

As for those shot patterns... this IS an arcade game, and it was designed to eat your quarters. Bosses often have aimed shots that come out with no warning while their normal pattern spreads are still on-screen. They also take a lot of punishment, even by bullet hell standards; expect to spend more than a few minutes on each one unless you're playing as Ferious. Enemies can shoot backwards too, whereas you can not. There are also segments filled with enemies whose sole job is to suicide rush you for a contact damage kill, and they are not above launching from the BOTTOM of the screen.

On the defensive side, you do not have much going for you. Altair has an aimed burst shot once he has picked up a few weapon upgrades, but it fires where an enemy currently is rather than where they might be soon; it also does not do much damage. Schwarz's Banish hits pretty much the entire screen in front of her, but it still will not save you from enemies that spawn on the sides or behind. Ferious is VERY vulnerable to enemies that he has missed due to how narrow his spread is. Each character does spawn on each life with two bombs, but they are more suited to clearing bullets than doing damage. The game is generous with power-ups that raise your weapon level to maximum, and in a rare moment for schmups extra powerups past the max level do something other than give you points: if your Banish meter is not full due to using your more powerful attack, weapon powerups fill the meter by a good amount. Make use of that.

While the game is fun, it's full of artificial and unfair difficulty; get used to hearing your chosen reptile cry out in pain right before you shove another virtual quarter into the emulator. You may like the brutal difficulty, but be thankful that you are not using real coins to experience it.
Cyvern is one of a million arcade shoot-'em-ups, but it's a fun one. Rather than ships, you choose from one of three cybernetic dragons to take on the unnamed threat with. Each fits one of the archetypes of a schmup with their weapon damage and spread: red Altair is good all around, and he possesses the only homing shots once upgraded. Blue Schwarz covers the entire screen in weak shots, and her weak, rapid lightning chain Banish will lock onto enemies that are not too close to her. Ferious may be the smallest and a friendly shade of green, but he has a narrow, powerful shot barrage and an aimable beam of destruction as his Banish.

The game looks good for its time. Animations are smooth, characters and enemies look nice, and the effects of the dragon's elemental shots are interesting. Enemy death explosions do occasionally hide same-colored shots, and this was likely intentional on the part of the designers, but I will elaborate on that later.

The music is catchy while playing, but it's nothing that you'll be humming later. There are a few memorable sound bytes, such as each dragon's unique death roar or the joyful tune that you hear upon defeating a boss.

There doesn't seem to be any plot to speak of, at least judging by the senseless opening cinematic and arcade cabinet's graphics. The entirety of the plot is the default "There's an alien military so go shoot it up". The game loops itself upon victory with an animation of your chosen dragon attempting to "roost" in the launch ship from the beginning, only for it to come under fire. You then play through the same set of levels, but with more enemies and trickier shot patterns.

As for those shot patterns... this IS an arcade game, and it was designed to eat your quarters. Bosses often have aimed shots that come out with no warning while their normal pattern spreads are still on-screen. They also take a lot of punishment, even by bullet hell standards; expect to spend more than a few minutes on each one unless you're playing as Ferious. Enemies can shoot backwards too, whereas you can not. There are also segments filled with enemies whose sole job is to suicide rush you for a contact damage kill, and they are not above launching from the BOTTOM of the screen.

On the defensive side, you do not have much going for you. Altair has an aimed burst shot once he has picked up a few weapon upgrades, but it fires where an enemy currently is rather than where they might be soon; it also does not do much damage. Schwarz's Banish hits pretty much the entire screen in front of her, but it still will not save you from enemies that spawn on the sides or behind. Ferious is VERY vulnerable to enemies that he has missed due to how narrow his spread is. Each character does spawn on each life with two bombs, but they are more suited to clearing bullets than doing damage. The game is generous with power-ups that raise your weapon level to maximum, and in a rare moment for schmups extra powerups past the max level do something other than give you points: if your Banish meter is not full due to using your more powerful attack, weapon powerups fill the meter by a good amount. Make use of that.

While the game is fun, it's full of artificial and unfair difficulty; get used to hearing your chosen reptile cry out in pain right before you shove another virtual quarter into the emulator. You may like the brutal difficulty, but be thankful that you are not using real coins to experience it.
Newbie

Affected by 'Laziness Syndrome'

Registered: 01-09-12
Last Post: 2891 days
Last Active: 2396 days

01-20-12 02:08 AM
| ID: 533535 | 272 Words

Freezie43110
Level: 6

POSTS: 1/5
POST EXP: 2053
LVL EXP: 791
CP: 416.4
VIZ: 1944

Sunset Riders is yet another arcade to SNES port, but a pretty good one. There aren't many differences from the arcade version other than the obvious limited continues as opposed to coin-based continues, a difficulty adjustment menu, and an Easter egg where a boss gives his hat to Cormano doesn't occur in this port.

A fairly fun but difficult game, it plays like a Western-themed Contra clone. Shoot fast, jump over terrain dangers, and slide under incoming shots to survive. You will likely fall short of glory a fair amount of times, even if you've memorized where enemies spawn and the patterns of the bosses.

The story is quite simplistic, which is commonly expected for arcade games. A villain and his cronies are squeezing the Wild West for as much dirty money as they can get, so up to four bounty hunters decide to take them out.

The music is surprisingly good, if a bit repetitive; especially the unique boss themes. This plays in the game's favor due to how long those particular bosses may take. The level music may grind on your ears, but by the time it becomes annoying you should be finishing up the level.

Hit detection is occasionally off when your character is transferring from different heights and layers, but it otherwise functions well.

If at all possible, play with a friend. The extra bullets really help during boss fights. One of you can chip at the boss' health while the other keeps the respawning minions off your backs. Two shotgun buddies can easily take down any boss with little trouble so long as both remember to dodge.
Sunset Riders is yet another arcade to SNES port, but a pretty good one. There aren't many differences from the arcade version other than the obvious limited continues as opposed to coin-based continues, a difficulty adjustment menu, and an Easter egg where a boss gives his hat to Cormano doesn't occur in this port.

A fairly fun but difficult game, it plays like a Western-themed Contra clone. Shoot fast, jump over terrain dangers, and slide under incoming shots to survive. You will likely fall short of glory a fair amount of times, even if you've memorized where enemies spawn and the patterns of the bosses.

The story is quite simplistic, which is commonly expected for arcade games. A villain and his cronies are squeezing the Wild West for as much dirty money as they can get, so up to four bounty hunters decide to take them out.

The music is surprisingly good, if a bit repetitive; especially the unique boss themes. This plays in the game's favor due to how long those particular bosses may take. The level music may grind on your ears, but by the time it becomes annoying you should be finishing up the level.

Hit detection is occasionally off when your character is transferring from different heights and layers, but it otherwise functions well.

If at all possible, play with a friend. The extra bullets really help during boss fights. One of you can chip at the boss' health while the other keeps the respawning minions off your backs. Two shotgun buddies can easily take down any boss with little trouble so long as both remember to dodge.
Newbie

Affected by 'Laziness Syndrome'

Registered: 01-09-12
Last Post: 2891 days
Last Active: 2396 days

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