Even with passwords, DJ Boy would still be middling crap.
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Even with passwords, DJ Boy would still be middling crap.
Um, you didn't read where I said that the biggest problem with DJ Boy isn't that it doesn't save, but that you get only one life to play through the entire game, with no extra lives or continues allowed? Or that I think that shmups should have high score save and unlockable level select, but that no, saving isn't required in them?
Apparently you didn't understand that I was being facetious.
The core gameplay of DJ Boy is mediocre at best (and that's being generous). You could add a million lives and a million continues, and a password system, and a battery save, and it would still be a pretty lame game.
And Verytex is an old meme here.
(The biggest problem with DJ Boy is that it is a crap game. Passwords wouldn't change that.)
I thought the Verytex part was a joke, but not the DJ Boy part.
I agree entirely, that would not make it a good game. It would, however, make it slightly less annoying. I mean, even if it's only 15 minutes long once you've memorized the whole thing, how many Genesis games, exactly, have only one life for the whole game, with no way to get extra lives, continues, or even continue/level select cheat codes? Can't be many! I would say that that design decision is one of plenty that are examples of how DJ Boy isn't a very good game.Quote:
The core gameplay of DJ Boy is mediocre at best (and that's being generous). You could add a million lives and a million continues, and a password system, and a battery save, and it would still be a pretty lame game.
Really? Can't remember seeing it before.Quote:
And Verytex is an old meme here.
DJ Boy didn't require any memorization, the boss patterns are obvious. I enjoyed playing it when it was new even though I thought it was a weird title. Anybody who says its core gameplay is completely mediocre needs to look hard at the supposedly great River City Ransom. I wasn't just joking when I brought that one up.
Anyway, in the months before Streets of Rage, there wasn't much to choose from for beat-em ups on the 16-bit consoles and Turtles Arcade had just then come to NES. DJ Boy was a slightly above average game in a very underrepresented genre in that context. I bought it and played through it repeatedly, but it was a single day affair before I knew everything about it.
It goes back a ways.
Holy crap, I can't believe how long this site/forum has been around, and how long I've been on it.
I agree with this. DJ Boy isn't a game I would really recommend today. It doesn't hold up like Golden Axe does but it served its purpose at time, and I didn't regret buying it. The rollerskating theme was something different as well. Yes, Rollergames did come out on NES around that time but it's not the same experience artistically or gameplay-wise because of all the jumping parts.Quote:
Originally Posted by sheath
As per the OP's legitimate request, discussion moved from the Genre by Genre Saturn-PS1 thread:
I side stepped and shot a lot when I played paintball. I frequently dodged paint volleys while killing people by doing this. In a gun fight moving and shooting can be very beneficial, although if your opponent is already set up and aimed at you when you start moving you should expect to get shot. You still need to have proper form, i.e. you can't expect to shoot better than your opponent(s) if you are twisted and not holding the gun with both hands, but it is a lot different with ranged weapons than it is hand to hand or with melee weapons. I have explained this in detail before and you have called my description "ridiculous" without any reasoning. The simple fact is, if you walk around your opponent they will just continue to face you and you will have achieved nothing. Therefore "sidestepping" as you describe it has nothing to do with a real or simulated fight.
The real issue in any close in fight, hand to hand or weapon's based, is to control your opponent's limbs while leaving one or more of yours free to attack. For this your feet need to be stable below you and flexible enough to move but you will never get beside or behind an opponent unless you use a technique to control their limbs in the process. The easiest of these are counteractions to an attack. Regardless, the motion is more of a "passing through" in which you will feel as though you are going to hit knees and will very likely slam shoulders and hips in the process of moving to your opponent's side or back. The other aspect to hand to hand or weapon's based combat is in regard to whether you are on your opponent's inside or outside. On the inside you have control of their limbs from the inside, forcing them to throw longer wider attacks that are therefore slower. On the outside you have forced your opponent's limbs to one side or the other. See the diagram below.
http://www.martial-arts-dallas.com/i...queDiagram.jpg
The opponent has punched, you don't want to be in front of that fist so you use either hand to move it or you move in straight, or slightly left or right while controlling that limb and preparing for the other three, the head, the elbows or the shoulder (or a weapon) and intend to land a blow in the same instant or set up for a take down. If, like Soul Calibur, you walk around the opponent even while they are punching they will simply attack you in your new position un-hindered, you will have achieved nothing.
And he cries bias, I actually don't care all that much for one on one fighters of any kind. I prefer beat-em ups, 2D or 3D they all have 3D movement but not necessarily 3D attacks. I have mentioned Shenmue's 70 man battle, Spikeout Battlestreet and Golden Axe Beast Rider man times on these forums, these are the best group fighting games I have played bar-none and all have aspects of side stepping and countering systems that are better than any "true" 3D one on one fighter in your book.