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#Contra returns best weapons
dritaseries · 2 years
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Contra returns best weapons
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#CONTRA RETURNS BEST WEAPONS FULL#
can you enjoy Contra with friends, but you can also show off your best weapons and skins. Yes, the super weapons from the old contra become permanent weapons in your arsenal. In addition, thanks to its various game modes and temporary events, this game always has the incentive you need to play one more game. Contra Returns is a sequel to the classic game Contra, which. As some characters are better at handling hordes of flying enemies. Although some veterans won't be happy, especially with the reduced level of difficulty, the game has remained faithful to the original in certain key aspects. Thanks to the plethora of online game modes, not only can you enjoy Contra with friends, but you can also show off your best weapons and skins.Ĭontra Returns is a fun sequel to one of the greatest video games of all time. In addition to the classic 'story mode,' you can enjoy 'challenge mode,' 'arena mode,' 'duo mode,' and even a 'PVP mode.' In PVP mode, you can compete against other players online. The most interesting twist in Contra Returns is its inclusion of several different game modes. You can also unlock more than 20 different weapons and tons of skins to further customize your games. When you start playing Contra Returns, you only have Bill Rizer (the protagonist of the original game) at your disposal, but as you play and beat levels, you can unlock Lance and many other characters exclusive to this sequel. In the options menu, you'll also find some interesting alternatives. On the right side, there are buttons to jump, shoot, and activate special attacks. On the left side of the screen, you'll see the movement crosshairs, which you can also use to crouch and aim up. The controls in Contra Returns are very similar to the original game, although there are some obvious changes to adapt it to touch screens.
#CONTRA RETURNS BEST WEAPONS FULL#
Of course, this is how you advance through scenarios full of enemies, shooting nonstop to kill them all. The game keeps the same 2D side perspective that made it so famous. Contra Returns is a sequel to the classic game Contra, which offers a gaming experience inspired by the original but with a few changes designed to bring this game to a wider audience.
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midnightactual · 11 months
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To return to the concept of Yoruichi being like Satoru Gojō:
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vs.
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Like, you feel me on the visual connection I outline so succinctly, right? What is presented and perceived versus what is really there?
Yoruichi is very good at presenting an impression of being relatable and engaging with people in a social fashion, of creating an idea in their heads that she is known to them, but the truth is there is always distance between what they believe and the actuality of herself. One is usually engaging with one's own idea of Yoruichi, not with Yoruichi herself. (See: Soifon's idolization, disenchantment, and surprise at seeing new layers.)
Yoruichi will be "fake" with you and also use it as a weapon against you if need be. It is in fact her default response to such an extent that it isn't even necessarily deliberate—you are simply interacting with the surface layers, and if you view them as all there is to her, that is your mistake. She doesn't "have" to fool you.
This is sufficient for people to think they "know" Yoruichi in some meaningful sense, contra say Kisuke who remains mysterious in part because he does not seem to like deeply generating these false impressions—his faking is "obvious" and he is much more of a bleeding heart with his heart much closer to being worn on his sleeve, suggesting a lot of what he does is an active self-protective mechanism, whereas with Yoruichi it's much more deeply entrenched and passive armor.
The truth, however, is actually that both of them are equally mysterious, and in a very real sense Yoruichi's method is much more dangerous precisely because it lures one into a false sense of safety and familiarity. "I know Yoruichi, she's pretty nice." What is actually under the surface is thus never questioned.
This is not to say that Yoruichi doesn't care, or she's being transactional; instead, just as with Gojō, her perspective is simply different. To tie some things together, this:
Gojō has thus become a mere observer on the sideline. Granted the ability to see everything, life become more of a movie than reality, with Gojō being the only one in the theater.
is equivalent to:
One track mind, one track heart If I fail, I’ll fall apart Maybe it is all a test ’cause I feel like I’m the worst So I always act like I’m the best If you are not very careful Your possessions will possess you TV taught me how to feel Now real life has no appeal It has no appeal, it has no appeal It has no appeal, it has no appeal It has no appeal
and meanwhile this:
Or, as the master himself would phrase it: "When granted everything, you can't do anything." Thus, Gojō literally has to blind himself and his powers in order to perceive others as actual people. And I think it's fair to call that quite tragic.
is equivalent to:
See, now I’m thinking: maybe it means you’re the evil man. And I’m the righteous man. And Mr. 9mm here… he’s the shepherd protecting my righteous ass in the valley of darkness. Or it could mean you’re the righteous man and I’m the shepherd and it’s the world that’s evil and selfish. And I’d like that. But that shit ain’t the truth. The truth is you’re the weak. And I’m the tyranny of evil men. But I’m tryin’, Ringo. I’m tryin’ real hard to be the shepherd.
It all fits together, you see?
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petty-crush · 6 months
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“Resident evil 3” (2020)
What a glorious romp. Resident Evil 3 (henceforth RE3) starts with good times, adds more good times, and is over with pretty much nothing boring put into it. A remarkably focused and fun game.
This also means it’s pretty short. It’s kinda like a music EP, it sprints out the gate and never slows down. I consider it this a superb move, one that makes RE3 rather re-playable.
For the first time in the series, Resident Evil has a side character that is actually fun. In fact, those sections with Carlos are possibly the best parts of the game. Somehow they got “Contra” peanut butter in my Resident Evil chocolate.
There was never a moment playing with Ashley (Resident Evil 4), Ada or Sherry (Resident Evil 2 & RE2) or anyone else that was as fun as Carlos blasting away at the zombies with machine gun fire.
In fact I dare say I rather liked this part more than the entire play through of Leon or Claire in the preceding Resident Evil 2 (2019) remake, aka RE2. It’s a smooth update, almost like “Street Fighter 2 Turbo”.
A lot of this enjoyment was based on playing RE2 (which Carlos’ first section is based on) and knowing how I would want to blaze through the police station while still experiencing it in a new way. I even remembered the same safe combinations.
Mowing down zombies with machine guns in short sprint levels that are stilly moody and creepy is fun.
Jill’s sections are enjoyable as well, and here the RE3 team are trying new ideas.
I was compelled and thrown off kilter at the opening sequences in Jill’s apartment, entirely in first person perspective. It’s an unusual gambit but really drew me in.
I really enjoyed the jewel puzzle stand, where each new piece gives a different unlockable item. It makes it more fun to constantly return to it, knowing there are multiple rewards.
The puzzle pieces in general are pretty sparse, but this is a deliberate decision to increase the pacing of the game, and it completely works.
This also allows the personality of the game to shine through. The implication that the design of Mega man for the American nes release is a popular character in this universe is hysterical.
Other jolts of personality are the letters in the game (particularly the “love” letter about the sewer creatures, and their “character flaws”), the rolling of a certain head, and Carlos inflecting a nasally nerdy voice trying to fool the voice ID door code.
These moments underscore the decision of the game designers; this is more an action romp, of agreeable meat headiness. Of bravado charm.
Carlos himself is clearly based on Keanu Reeves’ John Wick and (to a lesser extent) Jill takes a grab from Milla Jovovich’s Alice in the Resident Evil film series.
Indeed, the shorter run time allowed the developers to fine tune the game and add their goofy humor.
I’ve mentioned this run time again not to complain, but to make clear this is a game that is more interested in fun, re-playability, and the utter lack of slogging through sections (first part RE2 mostly had, but was almost totally lacking concerning the 2nd and 3rd part).
This is a decision that comes from the top down. Even if many players will feel thwarted.
The biggest improvement between RE2 and RE3 is that the boss battles in the latter are excellent. Frequently surprising, often different, it is a series of challenges I look forward to setting new personal bests on.
I like Nemesis more than Mr X. His action figure type variants, with new weapons, are delightful.
X was good, but he largely only worked in tight spaces and was more annoying than scary after initial encounter. Since RE3 has a much bigger landscape it makes sense that this giant would be faster, can jump, use flamethrowers etc.
The enemies are in general all improvements over RE2. The sewer frogs do indeed have more personality than the clumps in RE2. The eyeball whips are more freaky than the garden bodies. The hunters, wow, what a sick bastard of an enemy.
The zombies are about equal, there is notably less body decay animation for them in RE3, but this is a decision based on having them in bigger numbers with more light. All is forgiven when the hospital hordes come battering in.
My few complaints are that the final form of nemesis is a step down (I’m over giant blobs as end bosses), there could be more impact weapons (shotguns, crossbows) in Carlos’ sections, and there are no extra modes.
The last part is somewhat mystifying considering RE2 had four mini scenarios and that engine execution was not half as fun as this one.
But in general this is a serious improvement over RE2. Honestly it’s more like a side story, as it compliments and fills in extra details to the environment of RE2, and contains none of the slog that is the back half of that game.
I’ve been advocating for short games with no filler for a while and here the bullseye is hit perfectly.
-/-/-///-
Nice to see the weapons and other rewards are unlockable through points. Why make a bazooka only for those who beat hardest difficulty in under 2 hours? What’s even the point then?
Though, again, why is there no infinite ammo for shotguns or explosion weapons below a bazooka, or weapons that are completely different than the main ones?
—//-\\_\__
I loved the remix parts in Nightmare mode (the return of Brad was hilarious and shocking) but I kinda wished it was playable below that difficulty. A sewer frog leading a pack of dogs is awesome, why should I have to bust my hump to get there?
-/-/-/-/-
I’ve never played 1999/PS1 Resident Evil 3: nemesis (REM). Honestly doesn’t matter, this was a total blast. I’m sure that enthusiasts who know REM by heart were mad, but that’s not the entry point for me playing RE3.
-/-/-/
Frankly I would much rather play 3 games exactly like this than remake a perfect game like resident evil 4.
Make them cheaper price wise and pump them out.
Maybe even with some dinosaurs in crisis…
—/-/:-//—
Hell, have a whole game of nothing but Carlos doing short parallel missions.
Maybe one where he keeps running into Mr X but this time he can actually die and you get ammo for taking him out
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mellowswriting · 4 years
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Helping Hand
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pairing || Din Djarin x fem!Reader
summary ||  The clasps on bras should not be so fucking difficult. It’s a good thing Mando doesn’t mind lending you a helping hand.
word count || 4,873
warnings || SMUT! p in v sex, kinda rough tbh, desperate Mando, cockwarming, a singular spank, love confessions bc I am soft for this man 
a/n || this was uh...something! I firmly believe that Mandalorians waste zero time once they find their person. Once they have them, they have them. No such thing as rushing to a Mandalorian, especially our TinCanMan. also, this gif destroys me
Main Masterlist  |  Join the taglist!
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The second you saw the bra as you perused the marketplace, your face lit up. The fabric was rich in color and ridiculously soft and you knew the second you had your hands on it that you were buying it. It wasn’t too expensive, a few credits more than what you’d usually be willing to pay for clothes, but hey, you deserved to splurge every now and then. You practically bounced with excitement as you made your way back to the Crest where Mando and the little green kiddo you adored waited for your return. It was nice to get some time to yourself, time where you didn’t have to chase after a rambunctious kid or have to squeeze past Mando’s huge frame in the small spaces of the Crest, but what could you say?
You missed your boys. 
The ramp lowered as you drew closer and you smiled. Mando must have seen you approaching. The sight of him standing in the cockpit with the sleeping child cradled in his arm made your chest bloom with happiness. You paused on your way to set your bag on your bunk, distracted by the uncomfortable looking angle he held his arm at, and let out a quiet laugh. Mando’s silent tendencies left you to observe the way he held himself to discern how he was feeling, and after months of living with him, you could gauge him easily by the tilt of his helmet, the way he held his shoulders. You may not be fluent in Mando’a, but you were fluent in your Mandalorian. 
“He wakes up the second you lay him down, huh?” You asked, a teasing smile on your face. The sharp way he looked to you only confirmed your suspicion and you bit your lip to hold back another chuckle. “Here, let me.”
The child didn’t even stir when you fluidly slipped him from Mando’s arms and slowly settled him into the metallic cradle he slept in. Mando sighed loudly behind you, the sound roughed slightly by the modulator. “How are you so good at that?”
“It’s what I’m here for, isn’t it?” You turned and almost knocked back into the cradle at the proximity of the beskar-clad warrior, a mere few inches between your chests. Heat flared across your face. “It’s just, uh… just lotsa practice.” 
Mando hummed quietly and you instinctively looked to his shoulders and his hands, trying to gauge his mood. They were relaxed, the tension he always carried about him eased for the moment. Content, if you had to guess. It made you smile up at him, brighter than any sun in the galaxy. There weren't many times you saw him without that ready-to-action tension that plagued his surely sore muscles - almost always when the three of you were in the Crest, safe together as you hurtled through space. He turned just as quickly as he had approached you, stepping out of your space to set the coordinates to Nevarro, and you felt like you could finally exhale. 
Bag in hand, you practically stumbled into your bunk and pulled out the pretty bra you were so excited to put on - inky black, accentuated with intricately designed lace and a harness-like back. You pulled off your clothes quickly, stripping down entirely bare to slip into a soft pair of sleeping shorts. It would take a while to get back to Nevarro; you might as well be comfortable for it. The process of undressing while the Crest drew away from solid ground used to have you half naked and on the ground from the jostling, but thankfully you had grown proficient at balancing yourself through the rough takeoffs. 
A quiet sigh escaped you at the brush of the luxurious cloth against your bare skin, deft fingers latching the clasps at your back. It was a welcome change to the usual bras you wore. The straps were a bit too loose, allowing the cups to droop slightly from your breasts, and you fumbled to tighten them. It was just out of your grasp, your fingers grappling uselessly for the elusive adjuster as you huffed in annoyance.
“Need a hand?” Mando’s voice behind you made you startle almost comically and whirl around, one hand pressed against your chest where your heart was battering against your ribs. How in the hell did he always manage to move so silently? Heat bloomed up your neck and across your face unbiddenly. Sure, it wasn’t the first time he had seen you in some state of undress - living in such close quarters and the fact that Mando apparently never learned how to knock had him walking in on you often. But there was no denying the difference in you standing before him dressed practically in lingerie. 
“Uh, y-yeah, if you could?” You stuttered, internally groaning at your sudden inability to speak. The thick tension of the air could have choked you as you stared Mando down awkwardly until he twirled his finger, silently commanding you to turn around, and you could just die. “You just have to slide the, uh, adjuster up towards my shoulder.”
Mando said nothing and before you could move your hair out of his way, one gloved hand gathered it to settle over your shoulder and you had to tamp down on the shiver that tried to wriggle up your spine. He fiddled with the straps silently, leaving you to wrangle with your bordering on desperate need to climb the giant man behind you like a tree and lose yourself in the pleasures you could bring each other. 
You weren’t blind, nor were you stupid. Far from it, actually. Reading people was a gift you had possessed from a young age - one’s intent could easily be sussed by the specific light in their eyes, the slightest change in their tone, the barely-there shift in their body language. Mando may not speak often, you may not be able to watch for the arch of an eyebrow or the quirk of a lip, but you could still read him like a book. 
The fear of complication warred with your need. The child was a beacon of light in your life when you thought there could never be anything but swallowing darkness. He was a reminder of the little things that made everything else worth it - every coo, every small smile as he slept, every time he came running up to you or Mando on his little legs. Even when you were having to explain over and over again that no, he couldn’t eat the buttons off of the comlink, he brought you more joy than you could imagine. 
It didn’t help that every day spent flying through hyperspace left you growing closer to the Mandalorian. Even when there was nothing but silence between you, it was comfortable, companionable. The final straw? Mando slept in your presence. The first time it happened had been entirely accidental. He was exhausted after a strenuous bounty, one that ran far longer than they fought for, and the second the coordinates had been set, Mando collapsed into the pilot’s seat and promptly passed out. Knowing that he was comfortable enough to fall asleep without second thought, that he trusted you enough to be vulnerable like that around you...you never felt more like you belonged.
And Mando? When he woke several hours later, feeling far more well-rested than usual, he saw you curled up in the seat next to him with the child cradled in your lap as the blur of hyperspace reflected in your eyes. You had smiled at him, sleepy but bright nonetheless, and he had never been more grateful for the helmet that hid his face. You were too smart, too observant - you would be able to read the love on his face plain as day.
That little green womp rat and his beskar covered father saved you when you thought there was nothing left. The idea of losing that made you nauseous. The idea of how complete your little family would feel if you gave in made you tempted. 
It was complicated. 
A modulated grunt of frustration came from the man behind you as he couldn’t get a solid hold on that damn adjuster and you bit back a laugh. A Mandalorian, a warrior - bested by some plastic and fabric. Something fell to the ground, landed on the metal floor with two quiet thwaps, and before you could glance down to see what it was, warm bare fingers slid between the strap and your skin. This time there’s no stopping the almost violent shiver that racked your body, paired with an embarrassingly sharp exhale, and Maker your resolve was crumbling to pieces. 
“Tell me when.” Mando rumbled once his nimble fingers finally wrapped around the plastic, his modulator vibrating right in your ear in the most delicious way. The strap tightened slowly as his fingers slid up, the cup of the bra finally flush against your skin, and your voice was hoarse when you whispered ‘when’. 
Instead of simply reaching for the other strap, his warm palm made a lazy path across your skin, pausing for a breath between your shoulder blades before slipping under the thin fabric. He repeats the movement, tightening the strap until you clear your throat and manage to say in a stronger tone, “T-there is fine.” 
Mando hummed, his fingertips gliding over the soft skin of your shoulder and holy hell, his chest was practically pressed to your back and there was no way he wasn’t being a giant tease. “Just fine?”
“Perfect,” You corrected, your voice breathy, eyes threatening to flutter shut as that hand trailed over your shoulder to trace along the line of the cup of your bra. Goosebumps followed Mando’s touch, raised as your body’s desperate testament to the need that had vibrated through you. You just barely caught a glimpse of those tanned hands, hands you had seen a few times as he took care of the more delicate aspects of cleaning of his weapons, and you whispered, “You’re p-perfect.”
Mando gripped your hip suddenly, your soft flesh soft a beautiful contrast to his calloused hands, and it was the dip of his fingertips underneath the hem of your shorts that made you lean back into him fully, your head tilted back against his shoulder. A rumbled moan vibrated from his chest and into your back, felt all the way through his chestplate, as you “You want this, sweet girl?”
You nodded quickly. “H-how? How can we…”
“Leave it to me,” Mando murmured, preoccupied with the heat of your bare skin under his hands as he finally broke, finally explored the body of the woman he had fallen in love with in the months since his clan had expanded to three. “Just...tell me you want this. Please.”
Mando’s voice was rough and desperate even through the modulator and you nodded without a second thought. You knew you were in for it just from the way he pushed you further into your bunk to let the door slide shut behind him. No fanfare, no fuss. Mando was certain. He was going for what he wanted, and it lit a fire in you. 
You sat on the edge of the bed, your heart racing as Mando methodically unclasped his armor, his visor trained on you with each piece that came off - and it hit you. This was actually happening. 
Finally. 
You grinned up at the t-shaped visor of his helmet and pulled him closer by the hem of his duraweave pants, his grunt of approval stoking the flames of your need. He pulled his shirt off fluidly and your hands froze where they were trying to undo his pants as you admired the sight of so much bare skin. 
“So handsome,” You whispered before kissing just below his navel, smiling into his skin at the way his hand buried in your hair. Mando hummed under your gentle touch, under the trail of your tongue against his skin. It had been so long, too long since he had any form of gentle touch, you knew that. Touch starved, that was the term. 
You would fix that. 
You trailed your hand over his ribs, fingertips leaving goosebumps in their wake when your nails scratched him lightly. Finally having your hands on him had you almost giddy, your heart flying in your chest as you slowly kissed down his stomach to the tent in his pants, nerves and need warring in your belly. You wanted to learn every piece of your Mandalorian - his scars and their stories, where to kiss when you wanted to hear those intoxicating groans, his favorite places for you to bite and dig your nails into. You wanted to break him in the best possible way, destroy that headstrong restraint and discipline so he could destroy you in return. 
All it took was a teasing press of your tongue against the outline of his cock to make him snatch you up off of the bed with a firm hand at your jaw and you couldn’t help but smile. His helmet tilted slightly as he took you in, grinning at him like the cat that got the canary, eyes sparkling with excitement, and he gripped your shorts with his other hand hard enough to pop the hem. 
“Off.” Mando rumbled and you immediately shimmied out of them as quickly as you could with his hand still holding your face firmly. The second the fabric no longer hindered his access, he ran his hand over your ass, greedy fingers digging into the firm flesh of one cheek. “Such a good listener. Aren’t you, sweet girl?”
You pressed closer as you nodded, desperate to feel his body against yours, and your eyes fell closed at the warmth of the skin to skin contact of your chest against his. As much as you loved the bra you wore, you wanted to feel nothing between you. It was easy to slip off and Mando’s hand instantly left your jaw to trace along your breast. It amazed you how gentle he could be; those big hands capable of incapacitating, capable of killing, gently palming your skin and tweaking your nipple. A breathy chuckle met your ears and only then did you realize you were arching up into his touch. 
“I won’t be gentle.” Mando warned. 
You grinned, heat shuddering down your spine at the roughness of his tone. “Who says I want you to be?”
You were on your back before you could even blink, the impact against the bed pulling a gasp from you. Mando made an image painted by the gods: stood over you, chest heaving with each harsh breath, cock straining proudly against his pants. That was the last thing you saw before his hand slapped against the light control on the wall and the entire bunk plunged into darkness. 
A hand wrapped around your ankle and yanked you against a pair of firm thighs, forcing out a yelp that morphed into a low whine when your legs were spread wide. Without your vision to guide you, you had to rely on your hearing, your sense of touch, and the low clank of metal on metal and rustling of fabric had you confused until his warm, entirely naked body slid over yours and you heard the first tones of Mando’s voice - unmodulated, raw and low in your ear. 
“You need me, huh? You need this?” Mando growled, sliding down to grind his cock against you, and he grinned impishly at the desperation of your whimper, at the way you angled your hips to try to slide him inside of you. “Let me take what I want and I’ll give you what you need.” 
You could have cried out when he pulled back, could have begged him to stay and fuck you already, but the feeling of his lips latching onto your neck made your voice melt into unintelligible groans. You buried your hands in his hair, memorizing the soft way the curls fell through your fingers. The combination of his teeth and tongue were sure to leave a mark, one you would wear with pride for anyone to see. It was the first of many lovebites he left on your skin, trailed down your neck and over your chest and delivered between significantly gentler bites and licks to your breasts. Your hips moved entirely of their own volition, legs wrapped around his waist to rub against his stomach. 
Mando’s hands found your hips and pressed them down, pressing you flush to the bed hard enough that you knew you would have bruises, ones you would relish as long as they lasted. You had never felt more desperate to be touched, tension rocketing tighter and tighter in your core. 
“So needy, mesh’la.” Mando rumbled as he shoved you further up the bed. He delivered a sharp bite to your thigh and you jumped, a laugh bubbling up from your chest at the suddenness and the way he eased the mark with his tongue. You carded your fingers through his hair again and his chest rumbled, almost as if he were purring. Just as you were about to comment on it, tell him how cute it was that he reacted so beautifully to your touch, his tongue slid through your wet heat. 
“Fuck!” You exclaimed, the grip you had in his curls tightening harshly as you tried to roll your hips to grind against his face, but he pinned your hips with sure hands. Not to be hindered, you pressed your heels into his back and still managed tiny hitches and Mando chuckled at your determination. His tongue rolled over your clit, over and over until you were crying out at the sparks of pleasure radiating through your core.
His mouth left you for a split second, just long enough to slick his fingers with his spit, and his tongue descended back to your clit as two fingers rubbed tiny circles against your entrance. You were almost incoherent in your begging, your voice slurred, words cut off in the middle - and then two thick fingers slid into your cunt, his lips wrapped around your clit, and you thought your heart stopped with the intensity of it all. 
After what could have been an eternity or a mere half second, Mando pumped his fingers slowly and your entire world imploded around you. The groan that left your lover was exhilarating. He mumbled against you, something about the tightest fucking cunt he’s ever had, before his tongue went back to town, flicking over your clit as his fingers curled into that sweet spot deep inside you. Your back arched of its own volition, your entire body tensing as Mando rocketed you to your climax.
“Can’t wait anymore.” Was the only warning you got before he pulled away, leaving you to flutter around nothing, and a high whine left your throat as Mando leaned over you and yanked your thighs up to hook further over his hips. His lips fell to yours and you groaned at the taste of your arousal, your hand cupping his jaw and reveling in the scratch of his stubble against your skin. The heavy weight of his cock pressed against your thigh until he angled himself to press right against your entrance, and - 
“Wait!” You gasped and Mando froze entirely. You reached between you to grasp his cock, groaning at the thick girth that you knew would split you open beautifully. “Let me... let me make you feel good, too.” 
“Won’t last, mesh’la,” Mando growled, his forehead pressed to yours as he fucked into your hand despite his words. For just a moment you thought you had him, had gained some modicum of control as you stroked him with a firm hand, but he batted your hand away to pin above your head. “Need to bury my cock in your tight little cunt.”
“P-please! I need it, I need you to fuck me full.” You mewled so prettily for him and Mando broke. 
The sound that left him was pulled from his very core, an almost feral growl radiating from his chest and leaving you shuddering underneath him, ready to beg until he finally shoved his cock into you, but before you could get a sound out you were flipped you onto all fours. You tried to steady yourself, to press your weight into your hands so you could grind your ass back against him, but a rough hand shoved between your shoulder blades until your face and chest were flush against the blankets beneath you. 
“You want me to claim this cunt?” Mando breathed into your ear as he settled his chest against your back, gliding the head of his cock through your slit teasingly. A dark chuckle followed your pitiful whine. “Oh I think I will. Stuff you full of my cum so everyone knows who you belong to.”
Mando pulled back and steadied a hand at your hip, the other pulling your cheeks apart as he finally slid home. Inch after devastating inch filled your cunt, the familiar stretch on just the right side of painful. A sinful, wrecked groan came from behind you and despite yourself, despite being face down ass up for a warrior, you felt powerful. 
“S-so fucking tight,” Mando stuttered out as he gave a small push forward, pressing even further into your heat despite being buried to the hilt already, short, aborted thrusts as he tried to let you adjust to his girth. 
“Please, please, please,” You huffed out with each exhale, and if you were in your right mind you might have been at least slightly embarrassed by the desperation of your begging, but you were aching for him to move. You clenched around him, reveling in the punched-out sound it drew from him, and finally, finally he drew back halfway to shove back into you sharply. 
Mando didn’t fuck you - the word ‘fuck’ wasn’t enought to encompass the way he drove into you over and over, shoved you further into the sheets with his teeth buried in your shoulder. You wanted to be destroyed, and Maker did he deliver, pressed against that sweet spot deep inside you and making your writhe beneath him. It took a moment to find your voice amongst the harsh thrusts, but the sound of you whimpering ‘Mando…’ over and over had your lover delivering a sharp swat to your ass before yanking you up by your hair and bracing your ass on his thighs, his pace unfaltering. 
“S-such a sweet little thing,” Mando stuttered, one hand holding you by your neck, keeping you flush against him, and the other sliding down to toy with your clit, those calloused fingers rubbing in tight circles until you pressed your head to his shoulder and wailed. “Sound so pretty for me.”
You wanted to tell him how good he felt stretching you out, how much you loved this, how much you loved him, but there was no speaking when his thrusts punched the very air from your lungs. So you buried your hand in his hair and tightened, rolling your hips into every push of his own. The sharp pull of his hair seemed to egg him on and his hand slid up from your throat to tilt your head and capture your lips with his. 
The angle was awkward, the kiss all teeth and tongue, and you wouldn’t trade it for anything. Mando drank in your every moan, every whine, and sang out his own in response, poured them out in a never ending stream that left you washed out in pleasure and pride. You reduced him to this. The tight clench of your cunt around him left the strong warrior slashed down to his most base instincts, left him to bury himself in you over and over as if he couldn’t bear to hold back. 
Your begging was almost incoherent, words broken off halfway with each harsh thrust, but it all melted into one low cry when Mando toyed with your clit and ground against that sweet spot against you and you broke. The only thing that kept you upright was Mando’s strong grip on your body as your pleasure crested, sparked out all across your body and left you weak in the aftermath of ecstasy. Your hand fell loose in his hair, still tangled in his curls but just barely staying put. 
Mando laid you down almost sweetly, flipped your weak body around to lie on your back and settled between your thighs. He growled low in your ear when you hooked your ankles over his lower back and whined so prettily for him as he pushed himself deep into your cunt - right where he belonged. His thrusts were shorter, stunted in his relentless chase for release inside of your body, leaving you hanging in the precipice between pleasure and overstimulation. 
“Feel so good,” You whispered in his ear, gasping when he buried his face in your neck and latched onto your skin with rough presses of teeth and tongue. The pace of his thrusts stuttered when you clenched around him, urging him to let go.
“Where?” Mando grunted low into your skin, unable to find the words to finish his thoughts but you knew. You knew what he wanted, the desperate want you both shared.
“Inside!” You gasped out in a rough voice, almost desperate in tone, and locked your legs around his waist tighter, using the newfound leverage to meet each of his thrusts. “Please, please cum inside me.”
The choked off sound in your ear was downright addictive and paired with the airtight grip on your hips as he pressed flush against your body and flooded you with his release....well, you wouldn’t be able to live without it, without him. Mando collapsed, crushed you underneath his weight with his cock still nestled in your tight heat. Maker, he was heavy but you never felt safer. He panted in your ear, the ghost of each breath curling across your skin like a loving caress and you could feel the curve of his lips where he smiled against you, a smile you matched. 
Your fingers buried in his hair once more, scratching against his scalp in slow, gentle circles, and the delighted whimper he gave sounded like it came from anyone but the rough and tumble warrior who just railed you into oblivion. One of his hands writhed up between your chests to cup your breast, the gun-calloused skin of his palm a harsh contrast to the soft, unmarred skin of your chest. 
“Mando…” You chuckled in a tone of warning when those fingers tweaked your nipple, sending sparks echoing across your skin. 
“Din,” He grunted in your ear before taking the lobe between his teeth and worrying it with his tongue, only pulling back when you made a small noise of confusion. “Din Djarin. You should know the name of the man who claims you.”
Your heart stuttered, racing to match the pace of your thoughts. This...this was a huge deal for him, you knew that. Your arms tightened around him almost of their own volition as it hit you - this union meant as much to him as it did to you. 
Mando - Din was yours. 
You were his. 
“Cyare,” Din whispered at the small noise that left you, propping himself up on his elbows to hover over you despite not being able to see you. You followed his movements as best you could, not wanting to jostle around enough for his softening cock to slip from your body.  “Are you okay? Was...Was this not-”
“No! No, I...damn it,” You stumbled over your words in your rush to reassure him, reaching up to hesitantly place your hands on either side of his face, giving him plenty of time to stop you in case you crossed a line. He didn’t. Rough stubble met your fingers and you laughed wetly in disbelief. You couldn’t believe your luck. “I love you. I have from the start.”
Din’s breath caught in his throat and he pressed his face back into your neck as he returned the sentiment, his words muffled and cracking under the weight they carried. You giggled at the way his tongue met your neck, surely adding to the multitude of marks he already left there, but tilted your head back for more access nonetheless. He was right - he laid his claim on you, buried his seed as deep inside you as he could and left the imprint of his teeth across your skin for all to see. 
“A clan of three, right?” You said before kissing his temple, yours eyes slipping closed as your exhausted reared. 
“Yes, sweet girl. A clan of three.” Din rumbled. The vibration of his chest only lulled you further into slumber and the last thing you heard before the sleep overtook you was Din whispering, almost to himself, “My own little aliit.”
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autisticandroids · 4 years
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anyway ok so lets talk about ruby SPECIFICALLY in my good s6 au. this ruby concept is almost the same as @lesbiansamwinchester‘s ruby lives au but has some key differences, mainly ruby doesn’t redeem herself in s5. lucifer raises her in sympathy for the devil because she really was the best of those sons of bitches and she deserves it but she spends all of s5 conflicted in her loyalties because while she really DOES want lucifer to win she is also In Love With Sam, Unfortunately, and gets more and more uncomfortable with sam being lucifer’s vessel and shit. and then she finally betrays lucifer in like, two minutes to midnight or swan song and he IMMEDIATELY kills her (very important: lucifer must already be possessing sam when this happens). then she’s brought back like. face down in a ditch 300 miles away. that’s how ruby ends season five.
anyway watch this video to set the mood. ruby stuff in season six:
- so at FIRST she is actually running around with a ragtag group of lucifer loyalist demons led by meg. meg kind of hates her for betraying lucifer for sam but also you know sam’s dead and ruby won’t do it again and most importantly they need EVERY pair of hands on board for this. so ruby is kissing huge amounts of ass mostly meg’s, like, meg is making her wait on her hand and foot in an apron. it’s comically villain homoerotic. you know. like ruby serves meg tea in a maid outfit for no other reason then as like. ridiculous humiliation that’s also intensely, weirdly horny. like the lucifer crowley dog stuff in s11. actually meg literally makes ruby wear a dog collar with a little tag that says like, “ruby. if found, please call 666 and return to owner (meg).” i cannot stress enough that this is just STUPID horny for NO reason. you guys know what i mean. it’s basically sorority hazing but up to eleven because demons, and also forever. also meg makes ruby kiss her hand at least once. or like no she makes her kiss her boot. i am having too much fun i’ve gotten distracted.
- ruby finds out sam is alive and immediately ditches. like she just fucks off to nowhere and they can’t figure out where she went. anyway this samruby reunion takes place like, before the first episode definitely, maybe a few months.
- i do like @lesbiansamwinchester‘s thing where ruby tries very hard to be sam’s moral compass but also imo she fucks up, very bad, and a lot. and soulless sam can’t really catch her at it so they end up doing a lot of very fucked shit actually. but she tries very hard because she cares about sam and she wants him to think well of himself y’know. and she wants to be someone who sam would think was worth following.
- re: that last point. many thoughts. head full.
- when sam and dean finally see each other again ruby is there and dean is like what the FUCK. like he did see that she betrayed lucifer for sam at the last minute but also he hates her and doesn’t trust her, and he actually kind of suspects that whatever’s wrong with sam might actually be HER fault. 
- this post is relevant.
- okay but i’ve decided that the cas/meg kiss DOES in fact happen in this au because i do kind of love it and also more importantly, with the addition of the insane meg being ruby’s shitty ex vibe that i am jamming into this au with both hands, it is just. chefkiss. ruby and dean look at each other in horror while sam is just like huh? i’m sorry but imagine being ruby and being forced to watch your horrible ex get kissed dommily by castiel. god this is funny i love this. again this is all in subtext because we are imagining cw censors and i’ve used up my one allotted gay kiss for the season by having anna make out with a random woman at an orgy to prove that all angels are degenerate pansexual hedonists, you know. (is this homophobic enough for the cw? i hope so!) also: an orgy which balthazar organized and cas refused to attend, to be clear. 
- dean is actually garbage enough about the whole ruby thing that sam and ruby fuck off by themselves for a good while like, maybe three or four episodes, leaving dean alone or sometimes with cas. during this time dean gets a little bit involved with the angel revolutionaries.
- anyway when sam gets his soul back he’s like, torn, between dean and ruby. he feels guilty for how he behaved towards and thought about dean but he would ALSO feel guilty just kicking ruby to the curb.
- HOWEVER when he gets his soulless memories back he does kick her to the curb because she has done some REALLY fucked up shit while trying to be his moral compass like she is BAD at it.
- once ruby is left all alone in the world, guess who shows up in a flutter of wings and ambiguity! it’s anna! 
- she is here to ask ruby if she wants to spy on hell for the angel revolution. ruby accepts because everyone else hates her right now. if anna wants to take her in under cas’ banner (and not tell the winchesters because they’re technically on the same side but what’s a little subterfuge between friends) ruby will take it.
- ruby and anna DO get to have some fun agent runner/agent lesbian subtext, as a treat! at least when anna isn’t busy eating food out of lisa braeden’s fridge like villanelle and other nuts things. 
- like i do wanna be clear anna just. appears in lisa braeden’s kitchen, slowly, wordlessly eats her leftovers while staring her down, and then flies away. this contributes to lisa’s impending mental breakdown. MY season six is about the madness of the suburban housewife, among many other various things.
- also i want to be clear that raphael’s side is actually like, funneling weapons to the lucifer loyalist demons to try and get them to defeat crowley but it’s all very hush hush, like, raphael would NOT want his underlings to know that he has organized this, like, they can barely stand to work with naomi. the fact that raphael had naomi organize help for DEMONS is unthinkable. anyway it’s basically celestial iran-contra.
- ruby is actually one of the last people to stick by cas even when like, anna and balthazar are betraying him, because like. whomst among us has never wanted to become god a little. and also, ruby is weak to authority figures we KNOW this she might be down to accept cas as her heavenly father a little, she’s NOT a rebel. but most importantly she sticks by him because, you know, i love sam and he’s mad at me for kinda betraying him and you [REDACTED] dean and he’s mad at you for kinda betraying him like we’re all winchester derangement syndrome patients here, and also like. i get it. sometimes they don’t know what’s good for them. sometimes in order to love you have to betray a little bit.
- ruby doesn’t turn on cas until he breaks sam’s wall. but by then it’s too late and there’s nothing she can do really.
- the parallel where it was dean who stabbed ruby in lucifer rising and it’s sam who stabs cas in the man who knew too much is actually intentional this time and WAY more aggressive. actually there are tons of cas-ruby parallels. i think meg should call ruby a whore like one episode before crowley calls cas a whore just to hammer it home. i think the thing where soulless sam runs away from dean’s judgement and is running around with ruby while dean is sulking about it but also running around with cas is super aggressively obvious. god i love that ruby’s existence makes it super obvious that cas is dean’s [REDACTED]. that’s so fun. 
- this has been an intensely hypertextual romp and it’s apparently nearly fifteen hundred words, good god. anyway, special thanks to @lesbiansamwinchester, @pietacastiel, and @seragamble, all of whom brainstormed with me
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queen--of--maggots · 3 years
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Did the SPK know that Near killed Mikami?
Matsuda stated at the end of the manga that Near might have killed Mikami with the Death Note. There are several hints that this is the case and barely anything, which speaks against it. If you are interested, check out the analyses by casuistor and mikami about this topic.
Let’s just say he did it. Killing Mikami is something Near could have done without involving the SPK. This raises the question, were they aware of it or not? Considering their behavior, they knew it. But before I come to this, I’ll start with the arguments which speak against it. There are two legit reasons why he wouldn’t have involved them.
First, they could have moral concerns and, in the worst case, stop the cooperation with Near. This is not very likely, though. Near would have chosen people who value the results over the means. It is clear from the beginning that solely clinging to the law will be impossible if he follows in L’s footsteps. Therefore, surrounding himself with people who have a problem with illegal actions seems contra-productive. We can also see in canon this was not an issue. Halle and Rester abducted Misa. They even admitted that they would have used the force of arms if she would have been uncooperative. They didn’t protest either when Near wanted to imprison Light in a private facility. (Near has the same right to do this, you have the right to kidnap someone and held them captive. None.) Also, Near’s defeat would mean they are all going to die. This and the fact that Mikami would face an execution anyway if convicted probably help to overlook the immorality of sacrificing his life. Morals in general are a good thing, but are they worth dying for? I guess moral concerns can be ruled out.
The second reason is the risk, which comes with involving more people. The more people know about the plan, the higher is the chance of someone slipping information, accidentally or not. If the Task Force finds out what Near has done, they would most likely quit their cooperation. It would also give Light the opportunity to make it look like a complot against him since Near could have used the Death Note and the manipulation ability to fake the evidence he needs. So this argument is legit. But wait. It is legit for Halle and Rester. Gevanni on the other hand... Gevanni was the one who made the fake Death Note. It is physical pretty much impossible to duplicate the book exactly in one day since it does not only involve writing names but copying the book itself. (I wrote something about the topic here.) The best he could possibly have done is a mediocre copy, which wouldn’t fool Mikami. Also, Gevanni must have been aware that Mikami would probably test the Death Note before going to the warehouse. He observed him for weeks and knew him well. Unless Gevanni is incredibly stupid, he can only come to the conclusion that Near’s plan is doomed to fail. So, informing him about the manipulation is less risky. Otherwise, facing potential death could make Gevanni’s behavior unpredictable, and Near doesn’t need something like this endangering his plan.
What about Rester and Halle? Rester helped with the Death Note copy, but it is unclear how much he knew about Mikami. Keeping certain information restricted to certain people is a better strategy than telling everyone everything, especially after the incident with the spy. Therefore, it is likely that Rester only had basic information about him. If this is enough to figure out that Mikami won’t fall for this trick can’t be said with certainty. What can be said is that Rester’s behavior in the warehouse indicates that he knew it too, regardless. The way Rester and the SPK in general handled Mikami is wrong on so many levels, which can’t be a coincidence. Let take a look at the mistakes.
After Mikami tried to kill them a minute ago, Gevanni and Rester handcuff him, but with his arms in front of his body.
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While handcuffs in front of your body restrain the movement of your arms, you still have a good range and mobility with them. If you handle a potentially dangerous person, which applies to Mikami, you put their arms on the back first before handcuffing them. This makes the arms almost useless.
They do not search his long coat for Death Note pages or other weapons, like a knife, nor do they check outside for something like this. (His briefcase is still outside. It could contain a weapon or real Death Note pages.) Up to Kiyomi’s abduction, Mikami only showed Gevanni what he and Light wanted him to see. How can the SPK be sure that Light’s plan did not involve a plan B in case something goes wrong? How do they know that Mikami did not come up with a plan B on his own after realizing he lead Gevanni to the Death Note? Maybe it is not very likely that Mikami prepared a trap or that he had something in his coat, but how can they be sure without checking? They can’t. This situation could decide between life and death. Searching his coat and outside takes a few minutes, death is permanent.
They do not force Mikami in a position, which would give them more time to react in case he does something, neither do they force him to hold his hands in a position where they are visible. Mikami is standing for the most part. This is the worst possible position. It allows him to charge at someone or make a run for the door, giving the SPK almost no time to react. Usually (if the handcuffs are on the back), he should have been forced to lie on his stomach. Or, since it is not possible with the hands in front of him, they should at least have made him sit in a way, which allows seeing his hands at any time.
Rester doesn’t aim his gun at Mikami. In fact, he put it back into his holster. The only one with a gun is Gevanni, who doesn’t pay attention to Mikami.
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If Mikami would do something, Rester and Halle have to draw their guns first, unlock them, aim, and shoot. Gevanni has to turn around, aim and shoot (if his gun is unlocked). This, plus the few seconds they need to realize what is going on, would take way too long in this situation.
When Mikami gets angry at Light, no one tries to intervene. Look at his face, look at his anger.
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How do they know his aggression won’t result in an attack? He is potentially still dangerous. Yet they let him yell at Light without trying to calm him down or stop him otherwise, like threatening him with a gun, for example.
Now the biggest mistake, no one is paying attention to Mikami. Gevanni stands behind Near and only watches Light. After handcuffing him, Rester is the responsible one. He stays close at first, and it looks like he’s holding onto Mikami’s coat. Shortly after, he is only standing behind him, later he moves a bit away, and when Light tries to write their names down, he goes to Near, leaving Mikami completely unattended. (Why though? Standing close to Near won’t save him.) After Light is lying on the floor, Rester stays with Near instead of returning to Mikami.
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During the whole time, even when he is still close to Mikami, Rester seems to be focused on Light. If Mikami wanted to do anything, the lack of attention would give him the opportunity.
Halle is just a bystander throughout the whole scene. But she would most likely notice the mistakes and point them out if she was unaware of Near's deeds. I mean, her life depends on it. She doesn’t do this, though, and like the other, it looks like she is only focused on Light.
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The SPK members are ex-FBI and CIA agents. They are experienced in what they are doing and should know very well how to deal with dangerous people. All the mistakes cannot simply be explained as rookie mistakes. Unless they got suddenly struck hard by pure incompetence, it is more than likely that Rester, Gevanni, and Halle were aware that Mikami is now harmless. And the only way this is possible is that Near told them he used the Death Note.
I also want to give you some speculations about the possible consequences of the careless handling if Mikami’s was not manipulated.
First of all, his arrest pushed Mikami into a corner. Most people would experience some degree of panic in this situation. In this state, actions aren’t always logical. Relying on assumptions about what he is going to do would be insanely stupid. No one can predict his behavior here and exclude, for example, the possibility that if he is going to die anyway, he decides to take someone with him.
However, in the manga, he doesn’t seem to be in a complete state of panic, which allows him to think rationally about his options. While doing anything in Mikami’s position is risky, he has nothing to lose anymore. If he dies now or if he is executed later, the result is the same. But ensuring Light’s survival is also Mikami’s best chance of getting out of this.
I already mentioned it. In the best-case scenario, Mikami could have hidden Death Note pages in his coat. The SPK never checked this, and Mikami is also allowed to switches positions freely. He stands mostly, but shortly after he was arrested, he kneels on the ground. Then he stands up again, and after his outburst, he sits down. Partially, his body is hunched over.
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This, the position of the handcuffs and the general lack of attention are perfect. If he kneels on the ground and bows his upper body down, he could write on a page while his head, hair, and coat obscuring his actions. As long as he moves slowly, without drawing attention, he could write all names on a page before anyone notices it.
Even without a page, Mikami still has options. During Near’s explanation about the fake Death Note, he realizes that he made a mistake and that Light was still able to kill Kiyomi, which means he had access to a Death Note page. Extrapolating from this fact that Light, even now, most likely has at least a piece of a page with him isn’t that difficult, and Mikami is intelligent. Now everything Light needs is time to write the names down. I would estimate he needs about one minute for the writing plus 40 seconds until everyone is dead, so roughly 1.5 to 2 minutes. Mikami could buy him the time. Everything he has to do is distracting everyone. Keep in mind, Mikami’s actions won’t necessarily ensure his own survival, but a, let’s say, 20% chance to survive is still better than 0%. Plus, his actions could at least save Kira and with him Mikami’s ideals of justice. Of course, this won’t work anymore when Light already lies bleeding on the ground, but there was plenty of time before that.
Mikami isn’t far away from the door, about one tile, which equals roughly 2 m, using Rester as measurement (see side note below regarding the positions). Two meters are two big steps, that’s it. The door opens sideways, which could slow him down slightly, but he still should be able to get outside. Running away would most likely cause some distraction. I assume Rester and Gevanni would follow him. The other ones stay behind. I could also see that Matsuda or Aizawa start an argument about the careless behavior of the SPK causing this in the first place. Some time would certainly pass until everyone calms down.
Another option is attacking someone. Near or Halle would be the best options, but Halle is too far away and Near sits in Gevanni’s line of fire. The next best option is probably Gevanni since he appears to be less muscular than Rester. Gevanni stands between Mikami and Near but slightly behind them. Mikami could try to tackle him to the ground. The best possible outcome would be that Gevanni drops his gun within Mikami’s reach while falling. Being armed would surely draw all attention toward him.
Mikami could also try to grab Gevanni after he fell and use him as a shield in case the gun is out of reach. If he manages to put his arms over Gevanni’s head, Mikami could possibly use the handcuffs to strangulate him. Potential injuries from the sudden fall and the oxygen deficit could make it harder for Gevanni to fight back (He had most likely combat training, which would give him otherwise an advantage). A human shield would prevent the others from shooting Mikami immediately since they don’t want to hit Gevanni. If Gevanni can fight back, staying close to him could still have the same effect. Ultimately, even if Mikami is too slow and gets shot, ending up injured or dead, Light would still get a bit of time to write due to the distraction.
With this being said, two questions still remain. First, if the mistakes are so obvious, why did the Task Force not intervene? They have good reasons not to do so. Mogi and Aizawa were on Near’s site. They trusted him to have a plan here. The way the SPK handled Mikami could have been part of it. Maybe Near wanted to provoke a certain reaction from Light or Mikami. They don’t know. Since interference could be problematic, Mogi and Aizawa wouldn’t do anything as long as it looks like Near is in control of the situation. Matsuda tried to stop Mikami from writing down names at the very beginning just to be threatened at gunpoint by the SPK.
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Being put in his place once should be enough not to try it a second time and leave matters to the SPK. Ide either trusted Near as well or witnessing the reaction to Matsuda’s interference was enough to stay quiet, maybe both.
The second question is about Near’s intentions behind involving the SPK. As I said earlier, this comes with a risk. My best guess is based on their behavior. They are all focused on Light which makes sense. Mikami isn’t a threat here if manipulated Light is. If Near never informed Rester and Halle about Mikami’s condition (I assume it is necessary to inform Gevanni), they would have become wasted resources. Rester, who was responsible for Mikami in the warehouse, would only have an eye on him. Maybe Halle would switch her attention between Light and Mikami. But since Light is highly intelligent and could have a backup plan, it is better if all three SPK members observe him instead of only 1.5.
Overall, it seems very likely that the SPK knew about Near manipulating and therefore killing Mikami with the Death Note. Because otherwise, it would mean they are all incompetent, which is something I find hard to imagine. Near wouldn’t have chosen people who don’t know how to do their job properly, right?
Also, I think the alleged reckless behavior of the SPK adds further evidence to Matsuda’s theory.
Side note: Obata was very inconsistent while drawing Near’s and Mikami’s position in the warehouse. Near doesn’t move at all, and Mikami stays in one spot after he was handcuffed, yet the panels show them teleporting all over the place. You can see this here:
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The panels are in chronological order. I did not include all panels, which show them. The distances between Near and Mikami change, as well as the distance between them and the door/wall. Also, the relative positions to each other vary a lot. Sometimes Mikami is slightly in front of Near, sometimes Near is in front of Mikami, sometimes they are at the same height.
The most realistic positions for them based on how often they were draw this way are:
Mikami: close to the door since he didn’t walk very far away from it (about 1 tile, 1 tile = ~ 2 m)
Near: about 1.5 tiles away from Mikami, which equals about 2.5 tiles away from the door
Both are more or less at the same height. Gevanni stands between but slightly behind them and closer to Near. Maybe he moves around a bit.
Even if the drawing shows otherwise, these are the positions I was referring to.
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knifeonmars · 4 years
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Capsule Reviews, February 2021
Here's some things I've been reading.
The Curse of Brimstone 
DC's New Age of Heroes books, emerging from the beginning of Scott Snyder's creative-flameout-as-crossover-event Metal, mostly constituted riffs on Marvel heroes like the Fantastic Four (in The Terrifics) or the Hulk (in Damage). The Curse of Brimstone is a riff on Ghost Rider. It's... uneven. The first volume is generally pretty good, and when Phillip Tan is drawing it, as he does the first three and a half issues, it's gorgeous and unique, when he departs though, the quality takes a nose dive. None of the replacement artists, including the great Denis Cowan, can quite fill his shoes, and the story gets old fast. Guy makes a deal with the devil (or rather, a devil-like inhabitant of the "Dark Multiverse" as a not horribly handled tie-in to the conceits of Metal), realizes it's a raw deal, and rebels. The characters are flat, lots of time is spent with the main character's sister haranguing him to not use his powers (it is, in my humble opinion, something of a cardinal sin to have a character whose primary role is telling other characters to stop doing interesting things), too many potboiler "I know you're still in there!/I can feel this power consuming me!" exchanges, a couple of underwhelming guest spots (including a genuinely pointless appearance by the old, white, boring Doctor Fate) too many flashbacks, and not enough of the action. There's potential in the classic demonic hero rebelling plotline and its link to the liminal spaces of the DC universe, forgotten towns and economic depression, but the wheels come off this series pretty much as soon as Tan leaves. The really disappointing this is that the series is clearly built as an artistic showcase, so after Tan's shockingly early departure, the main appeal of the series is gone and there's nothing left but the playing out of an obviously threadbare story.
Star Wars - Boba Fett: Death, Lies, and Treachery
I don't care much about Star Wars these days, and I think that most of the old Expanded Universe was, as evidenced by Crimson Empire, pretty bad. Death, Lies, and Treachery, is that rare Star Wars EU comic which is actually good. John Wagner writes and he's in full-on 2000 AD mode, writing Boba Fett as a slightly more unpleasant Johnny Alpha (who is like a mercenary Judge Dredd, for those unfamiliar) right on down to the appearance of a funny alien sidekick for one of the characters. The main attraction is Cam Kennedy's art though, along with his inimitable colors: this might be the best looking Star Wars comic ever. The designs are all weird and chunky, with an almost kitbashed feeling that captures the lived in aesthetic of classic Star Wars, and the colors are one of a kind. Natural, neutral white light does not exist in this comic, everything is always bathed at all times in lurid greens or yellows, occasionally reds, and it looks incredible. In terms of "Expanded Universe" material for Star Wars, this hits the sweet spot of looking and feeling of a piece, but exploring the edges of the concept with a unique voice. It's great. I read this digitally, but I'd consider it a must-buy in print if I ever get the chance at a deal.
Zaroff
Zaroff is a French comic (novel? novella?). It's like 90 pages and it delivers exactly on its premise of "Die Hard starring the bad guy from The Most Dangerous Game." It's pretty good. Count Zaroff, he of the habitual hunting of humans, turns out to have killed a mafia don at some point, and after miraculously escaping his own seeming death at the end of the original story, finds himself hunted by the irate associates of this gangster, who have brought along Zaroff's sister and her kids to spice things up. Zaroff not only finds himself the hunt, but he also has to protect his estranged family as they struggle to survive. Nothing about this book or its twists and turns is likely to surprise you, but I don't think being surprised is always necessary for quality. Zaroff delivers on pulpy, early-20th century jungle action, is gorgeously rendered, and the fact that Zaroff himself is an unrepentant villain adds just enough of an unexpected element to the proceedings and character dynamics that it doesn't feel rote. There's a couple of points, ones typical of Eurocomics, which spark a slight sour note, such as some "period appropriate" racism and flashes of the male gaze, but for the most part these are relatively contained. It's good.
Batman: Gothic
Long before Grant Morrison did their Bat-epic, they wrote Batman: Gothic, an entirely different, but then again maybe not so different, kind of thing. It starts off with what must be called a riff on Fritz Lang's film, M, only where that story ends with a crew of gangsters deciding they cannot pass moral judgment on a deranged child-murderer, in Morrison's story they go ahead and kill him, only for the killer to return years later to rather horribly murder all of them as a warmup for a grandiose scheme involving unleashing a weaponized form of the bubonic plague on Gotham City as an offering to Satan. Along the way it turns out that said villain, one Mr. Whisper, is a former schoolmaster of Bruce Wayne's, who terrified the young Batman in the days before his parent's deaths. It's an earlier Morrison story and it shows. Certain elements presage their later Batman work; Mr. Whisper as a satanic enemy recalls the later Doctor Hurt, and the cathedral Mr. Whisper built to harvest souls recalls what writers like Morrison, Milligan, and Snyder would do concerning Gotham as a whole years later.The art, by Klaus Janson, is spectacular. If you're familiar at all with his work collaborating with Frank Miller you'll see him continuing in a similar vein and it's all quite good, even when he stretches beyond the street milieu which most readers might know him from. There's one particular sequence where Janson renders a needlessly complicated Rube Goldberg machine in motion that manages to work despite being static images. The writing by Morrison though, is not their finest. The M riff doesn't last as long as it could, and Mr. Whisper's turn in the latter half of the story from delicious creepy wraith to a cackling mass murderer who puts Batman in an easily escaped death trap feels like something of a letdown from the promise of the first half of the book. Gothic is good, but not, in my opinion, great. It's certainly worth checking out for Morrison fans however, and I imagine that someone well-versed in his latter Batman stuff might be able to find some real resonance between the two.
Green Arrow: The Longbow Hunters
For a long, long time, Longbow Hunters was THE Green Arrow story. It is to Green Arrow as TDKR is to Batman, deliberately so. Mike Grell wrote and drew the reinvention of the character from his role as the Justice League's resident limousine liberal to a gritty urban vigilante operating in Seattle over the course of these three issues, which he'd follow up with a subsequent ongoing. Going back to it, it certainly merits its reputation, but its far from timeless. Grell's art is unimpeachable absolutely incredible, with great splashes and spreads, subtle colors, and really great figure work. The narrative is almost so 80's it hurts though, revolving around West Coast serial killers, cocaine, the CIA and the Iran-Contra scandal, and the Yakuza, and it's hard to look back at some of this stuff without smirking. The story begins with a teenager strung out on tainted coke sprinting through a window in a scene that's right out of Reefer Madness. In the cold light of a day 30+ years later, parts of it look more than a little silly. The 80's-ness of it all doesn't stop with that stuff though, even the superhero elements smack of it. Green Arrow realizes that he's lost a step and has be to be shown a way forward by an Asian woman skilled in the martial arts (recalling Vic Sage's reinvention in the pages of The Question), and Black Canary gets captured and torture off-panel for the sake of showing that this is real crime now, not the superhero silliness they've dealt with before. The treatment of Black Canary here is pretty markedly heinous, it's a classic fridging and Grell's claims that he didn't intentionally imply sexual assault in his depiction of her torture is probably true, but still feels more than a little weak considering how he chose to render it.The final analysis is that this book is good, but it exists strictly in the frame of the 1980's. If you're a fan of Green Arrow, there are worse books to pick up, or if you're interested in that era of DC Comics it's more than worth it, but as a matter of general interest I wouldn't recommend it very highly.
SHIELD by Steranko
Jim Steranko is sort of the prodigy of the early Marvel years, a young guy who came up through the system, blossomed into an incredible talent, and then left the company, and by and large the industry, behind. He would go on to dabble in publishing, work in other mediums, and generally kick around as the prodigal son of Marvel Comics. This collection, of both his Nick Fury shorts in the pages of Strange Tales and the four issues he drew of the original Nick Fury solo series, charts Steranko's growth as an artist. The book starts off with Steranko working from Jack Kirby's layouts with Stan Lee's dialogue and writing, and Steranko might be the one guy in history for whom working off of Kirby's blueprints is clearly holding him back. The first third or so of this collection really isn't much to write home about, as Steranko is obviously constrained by someone else's style, and at the end of the day those early stories still read as somewhat uninspired pulp compared to the highlights of early Marvel. There are flashes though, of techniques and ideas, which foreshadow what Steranko is capable of, and when he finally takes over as solo writer/artist it's like he's been unleashed. He immediately has Nick Fury tear off his shirt and start throwing guys around over psychedelic effects. He writes out most of Kirby and Lee's frankly uninspired boys' club supporting cast, he makes Fury visibly older, wearier, but also so much cooler. It's the birth of Nick Fury as a distinctly comic book super spy.By the time he finishes wrapping up the previous writers' plotline with Hydra and Baron von Strucker, Steranko is firing on all cylinders. By the time it gets to Steranko's Fury solo series, he's somehow surpassed himself, turning in effects, panel structures, and weird stories which make the earlier installment about a suit-wearing Man from UNCLE knockoff and its strict six-panel layouts look absolutely fossilized.I can't recommend this collection highly enough for any fan of the artform, even if the stories themselves might not be everyone's cup of tear. It's truly incredible to watch Steranko emerge as an artist over the course of this single collection. The book itself has a few problems, it's not the most elegantly designed in its supporting materials and index, but the content of it more than outweighs that. It's great stuff.
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Early life and back-storyEdit
Bullseye grew up in The Bronx, where he lived with his brother and their abusive father. His brother's main form of recreation was playing with rifles, leading him to become an expert shot. When he was 10 years old, his brother started a fire in their home in an unsuccessful attempt to kill their father. Shortly thereafter, Bullseye was placed in a foster home, and became a baseball player in high school. He was an extremely talented pitcher, and was offered a scholarship, but instead opted to enter the minor leagues. After three games, he was called up to play a sold-out Major League game. He had surrendered no hits the entire game, and in the bottom of the ninth with two outs, he became bored and requested the coach pull him from the game. The coach refused, and insisted that he finish the game. The opposing team's batter mocked him, accusing him of cowardice. Bullseye threw the ball at his head, killing him. As the ball struck, he said only one word: "Bullseye". He was barred from professional baseball and convicted of manslaughter.
This is a retcon of a previous origin story, which depicts Bullseye growing up as a below average student in a trailer park with an alcoholic, physically abusive father. In this version of events, Bullseye fakes his father's suicide using a handgun set off by a toy arrow.[volume & issue needed] It is unclear how many elements of this version are actually true.
His cold demeanor and unique skills, however, meant subsequent recruitment by the National Security Agency as an assassin was inevitable, and he was soon assigned to train Contras in Nicaragua. By the time he arrived, however, he claimed to have already been planning to leave the NSA. He had planned on robbing the Contras blind and fleeing, but soon discovered they were desperately poor. Bullseye made the best of the situation: within seven hours of being informed of their poverty, he had led the Contras in seizing a landing strip that the Colombian cocaine smugglers were using as a staging area before moving on to the United States. Without use of the airfield, the smugglers were unable to send new shipments. Bullseye set up his hapless Nicaraguan translator Paolo as the leader of the new force controlling the airfield, and let the word spread around, however, Paolo was nothing but a patsy. Bullseye planned to invite several organized crime heads to the airfield to broker a new deal with him as Paolo's supposed "right hand man". He would take their money and disappear, presumably leaving Paolo to suffer the wrath of the Mafia, Russian Mafia, Yakuza, and various other criminal elements. However, before the deal could be finalized, the Punisher (Frank Castle) arrived.
Castle killed all the organized crime leaders in a fiery explosion from which Bullseye barely escaped. The two engaged in a fierce battle in which Bullseye was able to wound the Punisher and evade or disable several of his weapons. Bullseye then used some blood-reddened mud to paint a bull's-eye on his forehead, mocking Castle's inability to hit him. The fight concluded when Drug Enforcement Administration agents arrived, and the Punisher fled. Bullseye turned himself in to the D.E.A. agents and soon was assigned to infiltrate the Kingpin's criminal empire. He obtained a costume, fled yet again, and became one of the most dangerous hitmen in the world.
All of the above information is given by Bullseye during a subsequent interrogation by US intelligence. Just prior to escaping from custody, Bullseye confesses he made up some or all of his story to amuse himself; for example, he claims that he was really the one who started the fire which burned down his childhood home. The whole capture was a plan by the assassin to gain access to the prison where his father is being held. Bullseye finally gets revenge on his father, leaving him to burn as the prison's security systems torch everything inside.
Costumed criminal careerEdit
Bullseye battles (and defeats) Daredevil at a circus in order to establish his reputation as an extortionist.[10] Shortly after, Daredevil by chance overhears him in the midst of an extortion attempt and captures him.[11] Bullseye is later hired by Maxwell Glenn to kill Matt Murdock and Foggy Nelson, and Daredevil interferes. Although Bullseye wins again, Daredevil escapes death,[12] and Bullseye's professional reputation is damaged as a result. Seeking to regain his credibility, he challenges Daredevil on live television, but is soundly defeated.[13]
Smarting from this even harsher blow to his reputation, Bullseye hires Eric Slaughter's gang and kidnaps the Black Widow (Natasha Romanoff) to bait Daredevil into a revenge bout.[14] Daredevil defeats him again, and the despair of this repeated humiliation drives him to a mental breakdown.[15] It is later revealed that this breakdown was in part caused by a brain tumor, which begins causing migraines, paranoia and hallucinations that everyone he meets is Daredevil.[16] He escapes from prison, but is recaptured by Daredevil, and the tumor is successfully removed.[16] The tumor's symptoms quickly disappear, and defense lawyers are able to have him freed on the argument that his criminal behavior was caused solely by the brain tumor. He is hired to assassinate the Kingpin, but meets with repeated failure.[17] Inexplicably, this convinces the Kingpin to employ him as a chief assassin, but he is fired the same day he witnesses the Kingpin's humiliating defeat at Daredevil's hands.[18] Bullseye's repeated failed attempts to regain this briefly-held position became a running joke of the Daredevil series.
While in prison, he learns that the Kingpin has employed Elektra (Daredevil's former lover) as a new chief assassin. After escaping prison, Bullseye attacks and impales Elektra on her own sai. This fails to convince the Kingpin, says he'll only be rehired if he kills Daredevil.[19] Bullseye attempts to ambush Daredevil, but their battle ends with his arch-foe dropping him from atop a telephone wire. The multi-story fall breaks Bullseye's back, paralyzing him.[19]
During Bullseye's extended hospital stay following the fall, Daredevil breaks into his hospital room and forces him to participate in a two-man variation on Russian roulette. The revolver used in the game is secretly unloaded, but Daredevil has Bullseye take the even-numbered turns so that he would feel sure that the last shot is going to kill him.[20] Bullseye has repeatedly cited this incident as his greatest grudge against Daredevil.[21][22]
Japanese scientist Lord Dark Wind liberates Bullseye and has him brought to Japan, lacing his bones with adamantium and thus restoring his mobility. Lord Dark Wind did this so that Bullseye would work as an assassin in return, but in spite of this favor being done for him, Bullseye refuses to work for free.[23] He instead makes another play to regain the position of the Kingpin's chief assassin once again if he kills Daredevil, knowing he would fail.[21] Bullseye is imprisoned for several years.
Bullseye eventually escapes prison,[24] and then battles Captain America.[25] He battles Crossbones in an attempt to assassinate the Red Skull to regain his old position with the Kingpin.[26]
After encountering the amnesiac Daredevil,[27] he takes advantage of this by impersonating Daredevil and committing robberies in an attempt to destroy his nemesis's image.[28] In one of his early heists, he is caught by his mark's disillusioned trophy wife. He becomes enamored of the wife who pleads with him to be taken away by him, but he keeps the wife in his derelict hideout as his lover, attempting to flatter her by showering her with stolen money and jewelry. However, the woman comes to realize that he is mentally weak and, frightened by one of his psychotic outbursts, leaves him.[29] Gradually, Bullseye becomes so immersed in his Daredevil impersonation that he believes himself to truly be Daredevil, a confusion which the real hero takes advantage of in order to defeat him.[30]
Bullseye later has another run-in with the Punisher when he is part of Frank's frame-up scheme that ends with Bullseye getting both of his hands shot and losing a finger to the Punisher's brutality. Bullseye encounters Deadpool[31] and Gambit[32] during another long interval in which the character was seldom used.
Bullseye is hired by the villain Mysterio to attack and confuse Daredevil. In the course of their battle, Bullseye kills Karen Page (Daredevil's longtime love interest) with one of Daredevil's own billy clubs.[33]
Bullseye is recruited to steal the Identity Disc, purported to be in possession of A.I.M. and have vital information on the world's superheroes, along with Deadpool, Sabretooth, Vulture, and Juggernaut.[34]
Bullseye offers to kill Daredevil for Kingpin, later entering Daredevil's apartment and attempting to kill Milla Donovan (Daredevil's new girlfriend). Enraged and already near the breaking point, Daredevil attacks Bullseye and throws him out the window. During the fight, the hero reveals to Bullseye that he knows his real name Lester, his mother was a prostitute, and that he never knew his father.[35] He mocks the assassin's new 'Bullseye' tattoo and carves a new one over it with a rock.[36]
Bullseye seeks purported documents confirming Daredevil's secret identity. After a brutal fight with Daredevil and Elektra, Bullseye flees into open traffic where he is hit by a truck, sustaining severe injuries.[37]
ThunderboltsEdit
Main articles: Thunderbolts (comics) and Secret Invasion
Bullseye, along with many other villains, is recruited into the Thunderbolts by Iron Man and Mister Fantastic to hunt down anti-registration superheroes in the Civil War storyline.[38] Afterwards, he is recruited by Norman Osborn into the reformed team led by Moonstone. He operates invisibly and is not seen by the public. He is used as a last resort and has a nano-chain fed into his system, so if he disobeys orders, he will receive an electrical shock.[22]
Bullseye fights American Eagle after having been deceived by Songbird and told that his nano-chain is disabled. During the fight, he simultaneously receives an electrical shock from the nano-chain in his system on order of Moonstone and is attacked by American Eagle. American Eagle beats him severely, mocking him throughout for purposely avoiding fights with superpowered foes, and finally breaks Bullseye's neck. As a result of the damage sustained from both being attacked by a man with superhuman strength and being shocked by the nano-chain, Bullseye is paralyzed, is unable to speak, and has incurred severe brain injuries.[39] Bullseye is later shown walking due to nanomechanical surgery, then goes on a killing spree using scalpels to "get some target practice in".[40] Later, he joins the Thunderbolts in their efforts to assassinate Moon Knight.[41]
Bullseye was with the Thunderbolts when they fought the Skrulls in Washington DC.[42] He took advantage of the clone of Andrea von Strucker being distracted by Moonstone to kill Andrea, and nearly killed Moonstone in the process.[43] Bullseye travels along with the other Thunderbolts to Central Park and joins the final battle against the main Skrull force. Obtaining a missile launcher from the Zeus, he fires a rocket through the Skrull Yellowjacket's right eye, thus disabling the Skrull from engaging with other heroes.[44] Osborn orders Bullseye to kill Songbird, finally giving Bullseye the chance for revenge.[45] Bullseye nearly succeeds, but is incapacitated by the Swordsman helping Songbird escape.[46]
Dark AvengersEdit
Main article: Dark Reign (comics)
As a reward for his role during the Skrull invasion, Bullseye is placed on the Dark Avengers and given the costume and codename of Hawkeye.[47]
Osborn hires Bullseye to eliminate Deadpool, from whom Norman stole data about "how to kill a Skrull queen" but Bullseye is unsuccessful.[48]
On the Dark Avengers' first mission, he kills Morgana le Fey only for the woman to return yet again with an army of demons.[49]
When the Dark Avengers fight a rogue Hulkbuster robot, "Hawkeye" disables the robot after killing its pilot. When the robot falls and killing thirty-six civilians, Osborn reprimands Bullseye for his part in the deaths, to which Bullseye demands credit for his kills. "Hawkeye" then goes out and saves a woman from being attacked by three men. He kills the men, and the woman inadvertently infuriates him by referring to Osborn as "his boss". After he kills the woman, he notices a news crew in a helicopter filming the action.[50] He silences the news crew by blowing the helicopter up.[51]
Bullseye is used to take out his old partner Deadpool. Deadpool eventually gains the upper hand and stabs Bullseye through the chest with a meathook, who later wakes up in a hospital and goes after Deadpool again. Deadpool easily avoids Bullseye's attacks, then runs Bullseye down, stopping with one of the vehicle's tires on Bullseye's leg. Bullseye pays off Deadpool (under the pretense that Osborn told him to do so) to save himself.[52]
Elektra stabs Bullseye with his own arrow.[53]
Bullseye is later given the order by Osborn to eliminate Daredevil who has been discovered leading the Hand.[54] Daredevil (who is going through the trials needed to join the Hand) and Bullseye clash. Bullseye booby-traps a building with one hundred people in it. Daredevil continues to battle Bullseye unaware that the building is rigged and that Bullseye has the detonator. When the building explodes, Bullseye escapes and leaves Daredevil to his grief, mocking that if Daredevil had chosen to kill him the people in the building might have been saved.[55]
Molecule Man turns Bullseye into a pool of water to subdue him; however as a liquid he still tries to attack Molecule Man.[56] He is restored by the Sentry.[57] He is also part of the team when they go to Manhattan to look for Noh-Varr. The Sentry finds him first but is distracted and leaves the battle later to find Noh-Varr gone.[58]
Osborn later assigns Bullseye with the duty to kill Lindy Reynolds (Sentry's wife).[59] He takes Lindy for a helicopter ride, and strangles and dumps Lindy's body in the ocean. When the Sentry questions him about Lindy's whereabouts, Bullseye claims Lindy committed suicide over the countryside by jumping out of the copter, and the Sentry flies off to find Lindy.[60]
ShadowlandEdit
In the aftermath of Siege, Bullseye is incarcerated and sent to the Raft. But in the process of being transferred there, he manages to kill his captors and escapes. He makes his way back to Hell's Kitchen and arrives at Shadowland, Daredevil's fortress, and is confronted by Daredevil and a legion of Hand ninjas. Bullseye is unprepared for his enemy's newfound ruthlessness as Daredevil dislocates both his shoulders and then stabs him through the heart with his own sai, in much the same way Bullseye had killed Elektra years before.[61] Later, a group of Hells Bikers put together an unauthorized funeral service (as J. Jonah Jameson had expressly forbade) for Bullseye; Ben Urich is dragged along, as well as Danny Deaver. However, Deaver continually sees visions of Bullseye; it is not clear whether or not it is Bullseye's spirit or simply part of Deaver's psychosis. Bullseye's funeral service is interrupted by Daredevil and the Hand and a massive brawl breaks out, almost killing Urich.[62] Daredevil later exhumes Bullseye's corpse, intending to resurrect him as a soldier loyal to the Hand.[63] The heroes interrupt the ceremony, preventing Bullseye's resurrection.[64]
ReturnEdit
It was later revealed that Bullseye was still barely alive as his body disappeared after the battle, but he has become an invalid due to his injuries who has to rely on a metal lung in order to survive. To get revenge, he is revealed to be the mastermind behind Klaw, Coyote, and Ikari's actions against Daredevil.[65] He is later found by the hero who defeated Ikari and Lady Bullseye. The warehouse where they were is subsequently destroyed, and Bullseye is nearly drowned in radioactive waste, leaving him scarred and blind.[66]
Bullseye would go on to have his body fully repaired by the Hand in an encounter with Elektra.[67]
During the "Secret Wars" storyline, Bullseye is among the villains attending the Kingpin's viewing party of the incursion between Earth-616 and Earth-1610.[68]
During the "Infinity Wars" storyline, Bullseye is among the villains that accompany Turk Barrett to his meeting with the Infinity Watch at Central Park.[69]
When Daredevil’s protege Blindspot was left blinded by the villain Muse, Matt Murdock put out a bounty on himself out of guilt, attracting the attention of Bullseye and several other supervillains. Daredevil beat Bullseye and then revealed that he had put the contract out in hopes of luring Bullseye, as Blindspot’s condition reminded Daredevil of the murder of Karen Page.
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Best SNES Games
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    List of All SNES Games Based on Movies
Here are the best SNES Games of all time. Check out our picks for the best SNES games!
3 Ninjas Kick Back
Release Year: 1994
Current Value: $60-$70
This is an action-platformer with co-op gameplay and great sound design. The graphics and controls are a little lackluster.
The Addams Family
Release Year: 1992
Current Value: $14-$17
Mediocre SNES platformers can often be saved with great mascots, and this is no exception. You only get to play as Gomez, and the only levels are in the family’s mansion, but it’s worth a play if you’re a fan.
Addams Family Values
Release Year: 1992
Current Value: $14-$17
This is A Link to the Past, but with Uncle Fester and friends. The password system is infuriating, but the game itself is solid. Bonus points to the developers for making an action RPG with the license instead of a platformer.
Aladdin
Release Year: 1993
Current Value: $15-$17
Aladdin is often considered one of the best licensed platformers of all time. The SNES version and the Genesis version have obvious differences, but they’re both masterpieces.
Alien 3
Release Year: 1992
Current Value: $18-$20
Ripley makes her way through a passable run-and-gun adventure. This port is leagues ahead of the NES version, which was only released a few months earlier.
An American Tail: Fievel Goes West
Release Year: 1994
Current Value: $70-$75
Fievel gets to take down some 16-bit bosses with decent gameplay variety. The colors are sharp, and the levels aren’t too long are hard; this title is very kid friendly.
Batman Forever
Release Year: 1995
Current Value: $8
This is a truly terrible game that’s great fun to watch during speed run conventions. Notably, there is a “training mode” that attempts to be a fully-fledged tournament fighter, but it fails miserably.
Batman Returns
Release Year: 1992
Current Value: $18-$20
Unlike Batman Forever, this is a creative side-scrolling action game that uses the Animated Series’ aesthetic effectively.
Beauty and the Beast
Release Year: 1994
Current Value: $40-$45
This side-scrolling game is rather generic. You play as Beast and try to save Belle, but there’s little to separate it from other games in the genre.
Bebe’s Kids
Release Year: 1994
Current Value: $33-$37
This is the slowest beat-em-up of all time. Walking is slow, attacking is slow, and enemies have seemingly infinite health. Stay away.
Beethoven: The Ultimate Canine Caper
Release Year: 1993
Current Value: $8-$10
A simple platformer where you can play as a dog that barks at enemies for damage. No, it’s not about the composer.
Bram Stoker’s Dracula
Release Year: 1993
Current Value: $8-$10
This is a semi-sufficient replacement for gamers that crave more Castlevania. The graphics are a little gaudy, but you came to fight Dracula, and fight Dracula you shall.
Casper
Release Year: 1996
Current Value: $85-$100
This plays kind of like A Boy and his Blob, with Casper tethered to Kat Harvey. Oddly, the Japanese Super Famicom Casper is different, with the roles reversed in an isometric perspective.
Cliffhanger
Release Year: 1993
Current Value: $5-$7
There’s less cliffhanging and more bad-guy punching. It’s a simple brawler based on a simple movie. Missed opportunity for a cliffhanger ending, of course.
Cool World
Release Year: 1992
Current Value: $10-$13
Although a mediocre adventure game, this stays pretty close to the source material. It’s a lot more kid-friendly, though, and appropriate for Nintendo.
Cutthroat Island
Release Year: 1995
Current Value: $8-$10
Lukewarm swashbuckling action is backed up by nice graphics and music. It’s button mashing, but hey, swords are cool.
Demolition Man
Release Year: 1994
Current Value: $15-$18
Mediocre platforming sometimes switches to decent top-down shooting. Don’t you wish it was one or the other? This could have been a decent Contra clone.
Dennis the Menace
Release Year: 1993
Current Value: $8-$10
You have to collect all of Mr. Wilson’s coins and find two of Dennis’ friends. Notably, there’s a timer; it’s just as anxious as the movie.
Dinocity
Release Year: 1992
Current Value: $13-$15
It’s based on the movie Adventures in Dinosaur City. The graphics and worlds are fun to explore, and the dinosaurs you choose actually affect gameplay.
Dragon: The Bruce Lee Story
Release Year: 1993
Current Value: $9-$12
Bruce Lee gets a well-deserved tournament fighter, but almost every aspect of the game is poor. At least Bruce Lee was given recognition by getting a character in every other fighting game series.
The Flintstones
Release Year: 1994
Current Value: $10-$13
This game uses its overworld as a sort of board game, where landing on a space decides the level you play. Sometimes it’s shops, sometimes it’s bosses, sometimes it’s a normal platformer.
Home Alone
Release Year: 1991
Current Value: $8-$10
Not only does it not follow the movie, but this game can be completed in less than half an hour. Even Macaulay Culkin hates it.
Home Alone 2: Lost in New York
Release Year: 1992
Current Value: $6-$8
There’s powerups, and this has a little more going for it than the first game, but it’s not a significant improvement. It’s a bit nice to powerslide into enemies.
Hook
Release Year: 1992
Current Value: $23-$26
The gameplay is standard platforming, but the graphics are outstanding for the time period. It almost looks like modernized pixel art made with decades of experience.
The Hunt for Red October
Release Year: 1991
Current Value: $6-$8
There’s side-scrolling and underwater action, with Super Scope bonus levels. If you enjoyed Jaws on the NES, this might catch your fancy.
Indiana Jones’ Greatest Adventures
Release Year: 1994
Current Value: $30-$35
Few movie games effectively used the Mode 7 functionality on the SNES, but this game is a joy to look at. It’s the second most iconic sidescroller featuring whip-based combat.
Judge Dredd
Release Year: 1995
Current Value: $7-$9
Run-and-guns don’t often give you the option to arrest the enemies instead of blasting them to bits. There’s hard bosses to make it worth strolling through the brightly-covered comic book levels.
The Jungle Book
Release Year: 1993
Current Value: $5-$7
This game picked up where the original Pitfall left off. It’s platforming with vine-swinging, so of course it’s satisfying. Is there any game with vine-swinging that isn’t?
Jurassic Park
Release Year: 1993
Current Value: $5-$7
Grant has a chibi sprite in this game that utilizes alternating perspectives. Top-down shooting with explosives and tranquilizers switches to first-person gaming when entering a building. No continues and no passwords; you have to beat the whole thing in one go.
Last Action Hero
Release Year: 1993
Current Value: $8-$10
Most of the Arnold Schwarzenegger games are shooters, but this one is a beat-em-up. The final boss of the game is the final boss of the movie to boot.
The Lawnmower Man
Release Year: 1993
Current Value: $8-$10
Nothing to do with the movie, and nothing to do with the book. Yet, it’s just as weird as both. This is a first-person platformer, a first-person shooter, a sidescroller, and a shoot-em-up (with two different perspectives and three distinct styles) all at once. Each level is different.
Lethal Weapon
Release Year: 1992
Current Value: $8-$10
It’s a platformer with shooting elements where you can play as Riggs or Murtaugh. Oddly enough, the developers opted for a more cartoony style than what you’d expect for an adaptation of the movie.
The Lion King
Release Year: 1994
Current Value: $8-$10
One of Disney’s best games, this sold over a million copies in the U.S. alone. It’s really hard, but not terribly unfair.
Mary Shelley’s Frankenstein
Release Year: 1994
Current Value: $18-$20
Thank goodness you get to play as the monster and not some boring human. You can attack all of the vengeful townspeople to your heart’s content; the plot closely follows the 1994 film it’s based on, rather than the book or the old-school Universal movie.
The Mask
Release Year: 1995
Current Value: $35-$40
Gamers would pick this up for the humor and goof factor, and The Mask delivers. It’s a side-scroller with whacky attacks and ammo meters to manage.
Mighty Morphin Power Rangers: The Movie
Release Year: 1995
Current Value: $40-$50
Beat-em-ups suit the Power Rangers cast. Much like other games in the genre, it’s repetitive, but great for fans of the series. There’s six characters, though they do play relatively similarly.
No Escape
Release Year: 1994
Current Value: $11-$13
No Escape’s graphics are really, really good, and it has awesome cutscenes to boot. Unfortunately, it controls really poorly. Something good got lost along the way.
Outlander
Release Year: 1992
Current Value: $10-$12
Outlander was originally developed as a Mad Max game before the developers lost the rights. There’s driving and shooting, and walking and shooting. It’s a bit repetitive, but maybe it would have sold well with an actual license.
The Pagemaster
Release Year: 1994
Current Value: $7-$9
Another Macaulay Culkin game with platforming, this time with magic combat and literature worlds. It’s not bad, but he hates this one too.
Pinocchio
Release Year: 1995
Current Value: $13-$15
Old-school platforming with an emphasis on puzzles. There’s storybook cutscenes too, which are a nice reward for finishing each level.
RoboCop 3
Release Year: 1991
Current Value: $13-$15
He’s slow in the movie, but does he have to be so slow in the game too? It would be funny if it weren’t so hard, though fans will get a kick out of it regardless.
The Rocketeer
Release Year: 1991
Current Value: $6-$8
Like many other games on this list, Rocketeer tries to mix genres; it’s half flying, a quarter shooting, and a quarter brawling. The flying segments would be interesting, but it asks you to look at a tiny camera window at the bottom of the screen instead of the big landscape that takes up the rest.
Snow White: Happily Ever After
Release Year: 1994
Current Value: $23-$25
Targeted at casual gamers, this sidescroller has three difficulty levels. Though the gameplay isn’t extremely unique, you have to give credit to developers that knew their audience.
Stargate
Release Year: 1994
Current Value: $10-$13
Though it controls decently, this is a run-of-the-mill platformer. They played it super safe with this one, considering Stargate lends itself to any number of genres.
Super Godzilla
Release Year: 1993
Current Value: $12-$15
Super Godzilla is hard to classify; half of it is a slow one-on-one fighter, and the other half is tactical tile movement. The bottom half of the screen shows tiles you can move Godzilla to, while the top half shows the actual actions Godzilla is taking. It’s methodical and appropriate.
Super Star Wars
Release Year: 1993
Current Value: $10-$12
Luke starts off with a blaster, and eventually upgrades to a lightsaber! There’s even more action than the movie for this sidescroller, plus a playable Han and Chewbacca. Even though it’s not subtitled, the game is based on Episode IV, clearly preparing for sequels. Don’t worry, there’s vehicle combat too.
Super Star Wars: The Empire Strikes Back
Release Year: 1993
Current Value: $11-$13
Episode V follows the gameplay of its predecessor, adding new weapons and special moves for the characters. Plus, there’s double jumping and a final boss fight with Vader. However, the story isn’t finished…
Super Star Wars: Return of the Jedi
Release Year: 1994
Current Value: $14-$16
Once again, this follows the Super Star Wars formula, but adds Leia and Wicket as playable characters. There’s more content and action-packed levels, and this is about as good as it gets for licensed games of the 16-bit era.
T2: The Arcade Game
Release Year: 1991
Current Value: $9-$11
This is a conversion of the lightgun arcade game; don’t bother playing without a Super Scope or a SNES Mouse. If you have either, this game is a super fun novelty.
The Terminator
Release Year: 1992
Current Value: $32-$35
Difficult side-scrolling with no continues are punctuated by fun driving segments. It’s harder than it is long, but you’d wish it was all driving.
Terminator 2: Judgment Day
Release Year: 1993
Current Value: $32-$35
It’s a sidescrolling adventure game, but half of it is escort levels. Plus, it’s not always easy to tell what you’re supposed to do. In short: quite frustrating.
Toy Story
Release Year: 1995
Current Value: $10-$13
Believe it or not, this is one of the best platformers on the system. It has awesome graphics, controls nicely and has fun levels. It sold so well, they ran out of chips to make more cartridges.
Toys
Release Year: 1993
Current Value: $5-$7
This game is seriously unimpressive. You have to collect toys to fight the enemy with, but most of the screen is covered up by isometric tiles coated in eye-straining blue paint.
True Lies
Release Year: 1994
Current Value: $30-$35
Reviews for this are polarized. It’s a top-down shooter almost reminiscent of modern games like Hotline Miami. It’s short, but very sweet.
Warlock
Release Year: 1994
Current Value: $10-$12
It’s repetitive and you won’t want to finish it, but the puzzles and spells of Warlock are impressive for a couple hours.
Wayne’s World
Release Year: 1993
Current Value: $10-$12
It’s hard to be accurate to a movie like this, but the Wayne’s World game is goofy and fun. The graphics are pretty good, but it’s hard to pay attention to them with the game’s difficulty.
We’re Back! A Dinosaur’s Story
Release Year: 1993
Current Value: $6-$8
It uses the movie’s characters, but has a new plot to follow. The graphics are nice, but it’s a rather simple platformer. Great for kids.
The Wizard of Oz
Release Year: 1993
Current Value: $20-$25
It’s got some cool ideas; the main cast is all playable and there’s new locations to visit in the World of Oz. Unfortunately, the platforming is broken and the foreground and background blend together.
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classifiedsload873 · 3 years
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Midnight Resistance Game Download Pc
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ReTroViRuS 2005-05-23. (8/10) Midnight Resistance is a rip-off of the Contra series by Konami. Nevertheless, it is a good game in it's own right. The arcade was converted competently to the Amiga hardware. The sprites and backgrounds still look good. The controls feel precise and fluid.
Download The Saboteur to visit 1940s Nazi-occupied Paris, as you play tough Irish racecar mechanic Sean Devlin. Working with the French Resistance, Sean is out for revenge against ruthless Nazi Colonel Kurt Dierker, who executed Sean’s best friend. This open-world action thriller takes you through the seedy streets of Paris, as you seek to.
See full list on games.mysmartbazaar.com.
Midnight Resistance Game Download Pc
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Midnight Resistance is awesome! The super-powered weapons blow me away, and the backgrounds are incredible! The worst part about Midnight Resistance is that it's too easy! Come guys, this game was much harder in the arcade, and challenging. Still, it's a great game. Midnight Resistance Game Download: To Play? Run Midnight Resistance.exe Click select and Run game.
Midnight Resistance Game Download Pc
Overview
Midnight Resistance is a side-scrolling platform shoot 'em-up and a sequel to the 1987 game Heavy Barrel. Developed and published by Data East for the arcades in 1989 its gameplay is very reminiscent of the Contra / Probotector saga released by Konami.
In Europe the game was ported by Special FX to several 8-bit and 16-bit home computers and published in 1990 by Ocean Software. The Genesis conversion was done in 1991 by ISCO / Opera House and given a new soundtrack composed by Hitoshi Sakimoto.
It is notable in its original arcade format for having a rotatable hat as part of the joystick. The joystick 'hat's rotation would then relate to the direction the player's character aimed their weapon in the game. This was an innovative approach to solving a re-occuring problem in platform shoot 'em-ups, of aiming in a different direction to the movement of the player's character. The arcade version also supports a two players co-op mode which was omitted in all other portings except on the Amiga.
Story
There are different story versions depending on the platform the game was released on:
In the Arcade version, two nameless brothers are on a mission to rescue their family from an alien mutant known as King Crimson.
In the home computer versions published by Ocean Software, a ruthless Commissar, leader of a vicious regime of megalomaniacs, has kidnapped the players family (including the grandfather - a world famous scientist in the field of weapons research). Now it is the task of the player to free his relatives before the evil Commissar forces the grandfather to reveal his superior weapons research which he can then use to subjugate the world.
In the Genesis version, the player assumes the role of Johnny Ford (Daichi Madoka in the Japanese version) a member of an operative group who shuts down drug cartels. Johnny's father, Dr. Malcom Ford, is also a fighter against drug abuse and is about to research a serum that would break people's addiction to lethal drugs. He has tested it on laboratory rats, and is in the process of making it safe for use by human beings. When Crimson King, the head of the most powerfull drug cartel, finds out about the research he loses no time and immediately kidnaps the whole family. After completing his last mission, Johnny returns home only to find an devastated house. When he sees a note in which King Crimson kidnapped his entire family he immediately starts for the tropical island called Matano. Since Johnny knows the Crimson King's organization inside and out, he suspects this to be the place where his family is being held.
Gameplay
With a character, that resembles Rambo and is armed with an automatic weapon, nine rather short levels have to be crossed before the final showdown with King Crimson. The play mechanics and controls are similar to that of the Contra series and the Arcade and Amiga versions can be played by two players in a co-op mode. The main protagonist can run in two directions, jump, crawl, climb ladders and shoot in eight directions(clockwise or counter-clockwise).
The Arcade game has as already mentioned a special rotating joystick similar to the one used in Ikari Warriors for independent control of movement and firing. This property has been cumbersome ported to the other systems that lack this joystick. In the home computer versions for example, pressing and holding the fire button will maintain the last movement (standing, walking, crawling) and after that the joystick lever can be used to determine the direction of the shot. In the Genesis version two control schemes are offered: The first one is a basic method of shooting the direction of the D-pad while the second one, which is considerably trickier to control and requires more practice, allows the player to continually shoot in a particular direction no matter what the D-pad is doing.
On the way, the player must fight enemies such as soldiers, tanks, jets, saws, helicopters, ships and metal snakes. Some of the defeated soldiers lose red keys that can be picked up and used to buy weapons at the end of each level where the player enters a weapon storage room. There are six glass cases with a different number of key slots at the bottom, each holding one weapon or item. The number of the key slots shows how many keys are required to open the case and release the weapon or item included in it. Since each player can carry only six keys at the same time he will never be able to open every case and should therefore experiment early with each different type of weapon and find out which ones are more effective.
The two types of weapons that can be purchased in the weaponry are hand-held weapons(Full Auto, 3-Way, Fire, Shot Gun) and backpack weapons(Nitro, Shower, Homing Missile) that are launched by pushing the joystick up while pressing the shoot button or simply with the space key in the home computer versions. All types of weapons have limited ammunition and when the player runs out of ammo, he will revert to the default 'Full Auto' rifle which is the only one with unlimited ammo. Additional ammo for the player's current weapon and other power-ups can be purchased in the weaponry.
When the player character comes in contact with an enemy or is downed by enemy fire he loses one life and drops the weapons and keys he is carrying. But these all can be picked up again if they don't fall off-screen.
After the penultimate level the player enters again the weapon storage room. But this time the glass cases are holding instead of weapons or items the relatives of the player. Those can be freed in exchange for the collected keys. So to free all relatives it must be ensured that the last armory is entered with six keys.
Weapons & Power-ups
Icon in the WeaponryItemDescriptionFull AutoThe standard hand-held weapon with unlimited ammunition and a long range.3-WayA powerfull hand-held weapon which fires in three directions. With limited ammunition and long range.Shot GunA hand-held weapon which fires not many but very powerfull bullets. The ammunition is limited.FireA hand-held weapon which throws flames. It's the most powerfull weapon in the game with limited ammunition and range.Homing MissilesA backpack weapon limited to 50 charges. When fired, eight missiles lock automatically on the nearest enemies.NitroA backpack weapon limited to 50 charges. When fired, flames spread in eight directions from the top of the screen.ShowerA backpack weapon limited to 50 charges. When fired, lethal spikes come from top of the screen and sift through enemies in their way.Super ChargePowers up the carried hand-held weapon to its full capabilities. Especially usefull with the flamethrower.BarrierTime limited shield protection for the playing character.BulletIncreases the count on the carried hand-held weapon counter by 500.1 UpExtra life.
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Reviews
Midnight Resistance Game Download Pc Full
MagazineIssuePageSystemRating%ReviewerLanguageGames-X05/199136Genesis96 out of 10096 -EnglishYour Commodore11/199042,43C6495 out of 10095 -EnglishYour Sinclair06/199275ZX Spectrum94 out of 10094 StuartEnglishCrash07/199040ZX Spectrum93 out of 10093 Mark, NickEnglishZzap04/199249C6493 out of 10093 -EnglishThe Games Machine07/199044,45Amiga, ZX Spectrum92 out of 10092 Mark CaswellEnglishYour Sinclair08/199035ZX Spectrum92 out of 10092 MattEnglishZero08/199032,33,34,35Amiga91 out of 10091 Paul Lakin, Teresa MaughanEnglishThe Games Machine07/199044,45Atari ST90 out of 10090 Mark CaswellEnglishSinclair User08/199018,19ZX Spectrum90 out of 10090 Jim DouglasEnglishZzap12/199014,15C6490 out of 10090 Stuart Wynne, Robin Hogg, Phil KingEnglishCU Amiga07/199036,37Amiga89 out of 10089 Tony DillonEnglishZzap10/199093Amiga89 out of 10089 Stuart Wynne, Robin HoggEnglishZero08/199032,33,34,35Atari ST88 out of 10088 Paul Lakin, Teresa MaughanEnglishMicro Hobby09/199033ZX Spectrum88 out of 10088 -SpanishSinclair User05/199260,61ZX Spectrum87 out of 10087 AlanEnglishSinclair User04/199319ZX Spectrum87 out of 10087 -EnglishC+VG (Computer + Video Games)06/199144,45,46Genesis86 out of 10086 Robert Swan, Paul GlanceyEnglishAmiga Action04/199280Amiga86 out of 10086 -EnglishAmiga Action08/199066,67Amiga85 out of 10085 Steve Kennedy, Alex Simmons, Doug JohnsEnglishGeneration 409/199012,13Amiga85 out of 10085 -FrenchAmiga Joker10/199034Amiga85 out of 10085 Carsten BorgmeierGermanMega Tech01/199279Genesis85 out of 10085 -EnglishCommodore Force08/199316C6485 out of 10085 -EnglishAmstrad Cent Pour Cent11/199028,29Amstrad CPC84 out of 10084 Matt MurdockFrenchMean Machines05/199182,83,84Genesis84 out of 10084 Matt, JulianEnglishSinclair User03/199156ZX Spectrum84 out of 10084 Mathew DentonEnglishAmiga Power06/199281Amiga84 out of 10084 Stuart CampbellEnglishThe One08/199052,53Amiga81 out of 10081 Gary WhittaEnglishAmiga Magazine12/199082Amiga81 out of 10081 -ItalianCU Amiga01/1990113Arcade80 out of 10080 -EnglishC+VG (Computer + Video Games)08/199068,69Amiga80 out of 10080 Robert SwanEnglishASM (Aktueller Software Markt)10/199056Amiga9.6 out of 1280 Manfred KleimannGermanCommodore Format11/199034,35C6480 out of 10080 AndyEnglishJoystick11/1990280Amstrad CPC80 out of 10080 SebFrenchDatormagazin12/199059C648 out of 1080 Pontus BergSwedishMicro News05/1991105Genesis4 out of 580 -FrenchElectronic Gaming Monthly06/199122Genesis8 out of 1080 -EnglishRaze09/199130,31Genesis80 out of 10080 Julian BoardmanEnglishJoystick09/1990158Amiga79 out of 10079 KaaaFrenchC+VG (Computer + Video Games)10/199077Atari ST79 out of 10079 -EnglishZero06/199264Amiga79 out of 10079 -EnglishAmiga Force03/199312Amiga77 out of 10077 Ben the BoffinEnglishJoystick09/1990158Atari ST75 out of 10075 KaaaFrenchASM (Aktueller Software Markt)10/199056Atari ST9 out of 1275 Manfred KleimannGermanASM (Aktueller Software Markt)10/199056C648.8 out of 1273 Manfred KleimannGermanDatormagazin09/199065Amiga7 out of 1070 Johan PettersonSwedishPower Play10/1990116Amiga70 out of 10070 Heinrich LenhardtGerman64'er02/1991103C647 out of 1070Jörg FreymannGermanAmiga Format09/199040Amiga69 out of 10069 Mark HillEnglishPower Play01/1991161C6468 out of 10068 Heinrich LenhardtGermanVideo Games02/199189Genesis68 out of 10068 Winnie ForsterGermanACE (Advanced Computer Entertainment)06/199173Genesis680 out of 100068 Jim DouglasEnglishAmiga Mania06/199272Amiga67 out of 10067 Huw PryceEnglishPower Play07/1991124Genesis63 out of 10063 Michael HengstGermanAmiga Power05/1991107,108Amiga3 out of 560 -EnglishPower Play10/1990116Atari ST56 out of 10056 Heinrich LenhardtGermanCommodore Format05/199248C6443 out of 10043 -EnglishST Format08/199046Atari ST41 out of 10041 Neil JacksonEnglishSega Visions04+05/199113Genesis-- -EnglishGamePro11/199151Genesis-- -English
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bigloquatthoughts · 3 years
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Thoughts While I Watch The Nintendo Direct A Day Late
Thoughts on the Nintendo Direct: Yoko Toro is an interesting person, that card game looks interesting but Y wouldn’t I just play Talisman? Cool to see more isometric RPGS on switch.
Hyrule Warriors is fun! Age of Calamity is where I really fell in love with the musou formula again - I played a LOT of DW Empires 5, so taking over a map / doing stuff on a map before combat is fun. The silly weapons like the broom etc also make this really fun. I’ll gladly play more of this. the new scientist warrior looks sick! Who asked for Chocobo GP? This looks like Garfield Racing re-skinned and with better physics maybe. When they said Chocoboooooo! I was hoping for a Chocobo’s Dungeon. My buddy Ted got that game with his PS1 and we though it was soooo cool, especially after playing Azure Dreams on Gameboy.
Thanks for telling us when we can see the new Smash Fighter which is probably more Sword boy / Sword gorl why won’t you put any interesting fighters in this game I am moving to Smash Bros CatDog Edition. Kirby washing up on an island is the most unlikely thing for a being who summons giant warp stars to fly through the universe on but okay. this looks INCREDIBLE. Kirby + Nier vibes with the busted up environment. what bums me out is that we saw the same enemy like, 10 times in the first 10 seconds of that one area. The giant snakes / fish are cool, but lets see some more variation maybe 3D Kirby boss fights look pretty freaking fun! 3D Kirby looks pretty great. It will suffer from Kirby things and also be fun. I will play it.
Hey, don’t worry. We’ll tell you some things about Animal Crossing in October. Not now - but in October. U will have content in November. Just hold on pls, be on the lookout for all ur rotten turnips in ur house
Lets move on, to more stuff second free update for Mario golf, which I would LOVE to play but can’t afford rn. I played it at my neighbors the other day and it’s pretty damn good. new courses and seeing little ninji run around will be very fun. Cool, kid Disney game. Dope. Old Republic for Switch looks great! Dying Light 2: Mirrors Edge edition. Oh, we can play with other people? That seems fun. Do we scavenge together? The Control cloud game demo felt okay on my wifi, but IDK about these cloud games as something worth getting on the switch when PC’s are a thing?
Triangle strategy looks dumb, Disgea does that shit better now right? Metroid Dread looks really cool, excited to run from big robot and make Samus Very Strong Hopefully u get to crawl around as big robot at some point in the game. Love the lore dump we get. Dude, Chozo were here! That’s sick!
Many people have been using switch online… Oh, giving out their old roms gathering dust for “free,” with their current sub was too generous for Nintendo I suppose. New plan for N64 games seem sick - the playing together online thing is very cool. Starting library is standard but nothing too exciting. Very excited to see how the emulation handles these games in relation to how they behaved on the console, as all the cool sped running shit we see in these sorts of older games vary depending on the version of the game.
I’m more excited about the Genesis line up than I am about the N64 one, save those two games I don’t recognize. We get Castlevania, a Contra, some puyo, Beatem ups, and playing this version of Gunstar Heroes might sell more of the other one. Expansion Pack is a name.
Notice how Mystical Ninja Starring Goemon and Comix Zone are not on these lists? They are too afraid to give us the best of what both platforms have to offer and it’s a shame.
WIRELESS CONTROLLERS FOR $60 EACH? ARE THEY BLUETOOTH SO I CAN USE THEM WITH OTHER STUFF? WTF
I was just talking to my friends about the Shadowrun Isometric RPGs last night! Cool. Castlevania collection looks dope. Button mapping is huuuuge for me. Love that. An Almighty Classic Returns: Actraiser - even the SNES game was hella off my radar, this looks dope. I’m down to side scroll and then town build. Deltarune + Homestuck are games that I really really want to play but my depression is such that I just sit and stare at the starting screen and nothing happens. One day I will consume Toby’s works and be better for it. But until then, I’ll just be excited for my friends and listen to the baller soundtrack. god dammit I love that dog.
new story of seasons looks cool but Natsume is dead, no hope left cept for Stardew #doomer NAMCO Hamster - yes. Rune Factory 5 might be good on the switch. The 3DS versions were sooooo sloooowwwww for me. I’ve heard really good things about the franchise as a whole though. MARIO movie thoughts: THIS CASTING IS GREAT EXCEPT FOR CHRIS PRATT WTF. WHY IS HIMBO WHO HATES GAYS MY MARIO?
CHARLIE DAY AS LUIGI WAS WRITTEN IN THE FUCKING STARS EXCEPT HIS SHORTER THAN FUCKIN CHRIS PRATT, HOW THE FUCK COULD YOU MESS THIS UP. CHARLIE DAY AS MARIO AND CHRIS PRATT AS LUIGI BECAUSE HE BUSTS GHOSTS WHICH IS SUPER THEOLOGICAL ANYWAY GOD DAMN DUDE. THIS ISN’T THAT HARD.
KEEGAN MICHAEL KEY AS FUCKIN TOAD MADE ME LAUGH SO HARD. I AM SO EXCITED FOR THAT.
JACK BLACK AS BOWSER - WOULD HAVE BEEN A BETTER MARIO BUT ANYTHING THIS MAN TOUCHES IS GOLD.
Movie is saved by Seth Rogan, I bet you 1 full bitcoin that DK saves this fuckin movie.
FRED ARMISEN AS CRANKY KONG IS ACTUALLY PERFECT. He is a real life hipster Cranky Kong and I love it. Dude playing Kamek looks familiar? Who is that
After seeing Wreck it Ralph, doesn’t Mario sound more like a Kenneth the Page than a Starlord? IDK man. Boomers are weird. Splatoon 3 looks cool, bummer it’s still 4v4 but whatever. the story mode for 1 and 2 were great aside from the difficulty spikes. stoked.
THE WAY THAT BAYONETTA IS REVEALED IS ONE PUNCH MAN TIER COMEDY.
Also, ya’ll spoiled it for us with the capcom font.
WAIT A GLOVED HAND PUNCHED, NOT A DEMON HAND? YOOOOO MOMMYYYYYYY THIS HAIR.
YOOO BUTTERFLY SHIT HELL YEAH
THERE IS MY BIG HAIR DEMON YES OH SHIT WE GET TO MEGA ZORD FIGHT WITH OUR DEMON?! THIS IS FUCKIN SICK
OH DIFFERENT DEMONS TO FIGHT WITH THIS IS SICK. THIS IS HOW I WANT POKEMON TO PLAY. 100% NOT JOKING. BAYONETTA: GODZILLA EDITION
HOLY SHIT THAT IS TIGHT
UHHHH IS DANTE GONNA BE IN THIS
WHO IS THAT BOI WITH THE SWORD
UHHHHHHHHHHHHHHHHHHHHHH
Alright. There have been better directs, Christmas line up is looking p weak so far. Hopefully they can give us some bangers for holiday.
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aion-rsa · 3 years
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15 SNES Games That Deserve a Sequel
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The SNES isn’t just the greatest Nintendo console of all-time: it’s the home of a truly impressive collection of classic games, underrated gems, and, for our purposes today, a shocking number of games that never got the sequel they deserved.
While you can usually list the business reasons why certain games don’t get sequels, that does little to diminish fans’ desires for more of a particular experience or even a second chance to get things right. In the case of some of these games, fans have been holding their breath for quite a long time.
Before we dive into this look at SNES games begging for a sequel, please note that while we will mostly focus on games that never got a sequel, a few of these titles did get underwhelming sequels that missed the mark or otherwise haven’t been revisited in over 20 years.
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15. The Adventures of Batman and Robin
While I actually slightly prefer the Genesis version of this game, this underrated SNES gem was still a Konami beat-em-up made at the peak of that studio’s efforts in that genre. Even better, it was based on arguably the best Batman adaptation of all time: Batman: The Animated Series. 
So why did this never get a sequel? It certainly wasn’t perfect, and Konami may have struggled to retain the rights, but given how much the company’s TMNT games improved over time, it’s hard not to wonder what Konami could have done if they had been allowed to expand upon this brilliant marriage of an expertly adapted world and nearly airtight gameplay.
14. Saturday Night Slam Masters
This game did technically get a sequel, but that title never officially made it out of Japan and also made some drastic changes that made the series more of a 2D fighting game. It was actually quite good, but it didn’t reach the heights of the original.
After all, Saturday Night Slam Masters balanced a fascinating mixture of fighting games and wrestling games that was compelling enough at the time but may bring a generation raised on increasingly stale WWE games to tears. This is quite simply one of the most entertaining wrestling games ever made. 
13. Super Star Wars Trilogy
This entry is a bit of a cheat since it not only combines three games in one entry but arguably ignores the fact that we’ve obviously gotten quite a few Star Wars games since these were released. Still, what I really want is a new trilogy of games that mimics the gameplay and style of these brutally difficult classics. 
Whether they’re based on the prequel trilogy, sequel trilogy, or tell entirely original stories, I’d love for a modern developer (probably someone in the Devolver Digital family) to make a modern Super Star Wars game that leaves you wanting to throw your controller through the window and enjoying every minute of it. 
12. Mario Paint
While Nintendo has made other strange games that emphasized player’s creative input (Mario Maker is probably the most notable recent example), they’ve never really properly revisited this Super Mario spin-off that showed Nintendo fans everywhere there was an artist inside of them.
Mario Paint may be simple by today’s standards, but that’s all the more reason for Nintendo to upgrade what was essentially an educational game that mastered the “gamify” concept long before that really became a talking point in the industry. 
11.  U.N. Squadron
The SNES wasn’t exactly lacking in worthwhile shooters, but there was always something special about U.N. Squadron. Granted, it was tough as nails, but the game’s upgrade system, visuals, and incredible level design typically made it easy to put up with the frustrations. 
Capcom is always talking about revisiting and reviving its back catalog, so why not release an “indie-style” sequel to this cult classic that’s always deserved another look?
10. Skyblazer
This largely forgotten gem from the SNES era shows just how spoiled we were at that time for these kinds of experiences. 
After all, Skyblazer was a game that combined great visuals, a killer soundtrack, puzzle-solving, platforming, and intense side-scrolling action, and few people ever actually played it. A simple re-release of this underrated classic would be more than I could hope for, but truth be told, my heart cries out for an admittedly unlikely sequel.
Read more
Games
15 Hardest SNES Games of All-Time
By Matthew Byrd
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25 Best SNES Games of All Time
By Chris Freiberg
9. Sunset Riders
Long before Red Dead Redemption offered arguably the definitive Western gaming experience, one of the most enjoyable ways to take a trip to that era was this run-and-gun side-scroller shooter that failed to really make a name for itself despite having so much going for it. 
Sunset Riders‘ old west setting carries a lot of this game’s weight, but it’s really this shooter’s gameplay (which feels like a combination of Contra and a light gun shooter) that makes you wonder how it spent so many years in relative obscurity. A sequel would go a long way towards helping to ensure this game gets the love it deserves. 
8. Weaponlord
It felt like every developer was trying to make the next great fighting game in the ‘90s. While most of those efforts fell well short of being the next Mortal Kombat or Street Fighter, the decade’s onslaught of subpar efforts meant that a few fighting games never got the chance they deserved. 
Weaponlord was one of those games. Sometimes referred to as the spiritual predecessor to Soul Edge/Soul Calibur, this weapon-based fighting game complemented its shockingly deep gameplay with a unique art style that stands out to this day. It wasn’t perfect, but it’s so easy to imagine how a sequel could have fixed nearly all of this game’s flaws.
7. Uniracers
A racing game about unicycles is strange enough, but what really sets this game apart is its surprising speed and wacky courses that emphasize almost “stunt-like” racing and tricks. I even kind of love this game’s weird ‘90s attitude. 
There was just so much more that could have been done with this concept had Uniracers gotten the sequel it deserved. Since its developer DMA Design (now known as Grand Theft Auto developer Rockstar North) clearly isn’t doing anything these days, I don’t see why they wouldn’t revisit this one. 
6. Secret of Evermore
It’s easy to get this game confused with Secret of Mana and some of the other titles of this era, but Secret of Evermore truly was a special piece of action RPG design that has been tragically overlooked over the years for reasons that have little to do with the game’s quality. 
At a time when many fans were looking for a Secret of Mana sequel, Secret of Evermore offered a somewhat similar but distinctly different gaming experience that was a little slower, a little stranger, and a little more complicated, but arguably never got the chance it deserved to really carve its own identity and find an audience. I think modern gamers would be more receptive to this title’s ideas, though it would be a lot easier to confirm that theory if we got a sequel.
5. Kirby’s Dream Course
Kirby’s Dream Course is one of those games that I feel was both hurt and helped by its license. While this project’s association with Kirby probably inspired more people to play what essentially amounts to a combination of golf and puzzle games (think Marble Madness), a lot of young gamers who took a chance on this thinking it was closer to a traditional Kirby game were left throwing their hands up in the air. 
Years later, though, it’s easier than ever to appreciate what Dream Course is going for. This almost zen-like experience challenges you to use your brain to solve its most fiendish puzzles but keeps things light enough to encourage you to progress even when you hit a wall. Even if an eventual sequel was nothing more than a mobile game, Dream Course is more than worthy of another look.
4. Illusion of Gaia
Illusion of Gaia was one of those SNES games that not everybody owned, but those who did own it typically wouldn’t shut up about it. To be fair to those sometimes persistent gamers, it’s kind of hard to forget about Illusion of Gaia once you’ve given it a chance. 
Though perhaps best described as an ARPG, Illusion of Gaia is actually sometimes closer to a more complicated take on a classic Legend of Zelda game. Its incredible world, surprising plot, fun action, and unique action/adventure concepts made it easy to love, hard to forget, and surprisingly difficult to play. While part of an unofficial trilogy of games, this one has always deserved a proper sequel. 
3. Super Mario RPG
While the Paper Mario series and some of the Mario & Luigi games eventually carried on Super Mario RPG’s legacy, you’ve got to forgive fans who still cry out for a “proper” Super Mario RPG sequel to this day. Maybe that’s because there’s really not another game quite like Super Mario RPG. 
Developed by SquareSoft during their 16-bit peak, Super Mario RPG combined the better elements of a Final Fantasy game with the more lighthearted nature of a Mario title. The result was an RPG that was much more “accessible” than other notable RPGs of this era but never left you feeling like you were playing a lesser game. At the very least, a Super Mario RPG sequel may be the only way that we get more Geno adventures. 
2. Demon’s Crest
There’s a loose rumor that Demon’s Crest‘s sales were so bad that it actually registered negative sales at one point due to an excessive number of returns. It may be little more than an urban legend, but it kind of goes to show you just how poorly this game performed when it was released. 
To this day, I’m not sure why Demon’s Crest wasn’t an instant hit. It was a bit short and some of its design elements were somewhat confusing, but this lovely gothic action title combined Castlevania and Mega Man in a way that is so easy to fall in love with. It’s the kind of game that practically begged for a sequel that it just never got. 
1. Chrono Trigger
While I’m actually a fan of 1999’s Chrono Cross, I understand why many fans don’t like it. I believe Kotaku once called it a great game and a bad sequel, which really kind of sums up some of the ways that game distinguished itself while seemingly ignoring so many of the ways the classic original made a name for itself as one of the best RPGs ever. 
So yes, count me among the many who still wants a “proper” Chrono Trigger sequel to this day. While there are plenty of reasons to doubt that a modern Chrono Trigger game could replicate the ways that this game’s “dream team” of developers made it arguably the best JRPG of the golden era of JRPGs, it’s almost impossible to walk away from this one and not be left wishing for more. 
The post 15 SNES Games That Deserve a Sequel appeared first on Den of Geek.
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nintendoduo · 7 years
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34 Cool WiiWare Games That Are Going Away FOREVER*
 *Unless Nintendo decides to sell them again when the Switch U 4DS VR comes out in 2025.
As you might have heard, starting next Monday Nintendo is taking away the ability to add funds to the Wii Shop, which will close down for good in early 2019. That means a whole bunch of great games won’t be able to be purchased anymore. In order to raise awareness of this, the most important issue of our times (after all the other issues), we spent the winter playing as many WiiWare games as we could over on our YouTube channel. Here’s a summary of the gems we encountered:
1. 3D Pixel Racing
A pretty challenging motion control racing game with Minecraft-esque graphics. Pro tip: use a regular old Wiimote, not a Wiimote Plus. Trust us, the Plus is too sensitive for this game and you’ll end up falling off the track every two seconds. Despite the difficulty, this one gets a recommendation because of the cool look and for giving us an excuse to use the Mario Kart Wii wheel again.
2. And Yet It Moves
Using the Wiimote’s gyroscope, this game has you move the world around you (rather than vice versa) to navigate the levels.  One of those “easy to learn, difficult to master” type of games that defined many of the best on the platform.
3. Bit.Trip Runner
Originally a WiiWare exclusive, although you can now play it on 3DS, PC, Mac, Linux, and probably some Japanese toilets. You run from left to right and jump, slide, kick and... jump again to the music. A tribute to the platforming classics that deservedly became a classic itself (and the sequel, available on Wii U, is even better).
4. BurgerTime: World Tour
You know, BurgerTime! If you don’t know, this is a good excuse to get acquainted with this ‘80s arcade title. Like in the original, you attempt to assemble giant hamburgers on a series of platforms whilst dodging humanoid food monsters, only this time the graphics are in 3D and it’s all happening in space, for some reason. NOTE: Ironically, this fast-food themed game can’t be bought in North America right now, only Europe.
5. Chrono Twins DX
Originally designed for the DS, the gimmick is that the main character is fighting enemies in two different time periods at once.  For the DS this used each screen for the different time zones, but with WiiWare you get a simple split-screen.  It’s quite unique and challenging as you’re basically playing two sidescrollers at once.
6. Contra Rebirth
Remember when dudes with rippling muscles and mullets got to be badass gunfighters and nobody complained they were toxic?  Contra sure does.  Konami gave “Rebirth” to three of their classic franchises on WiiWare (CastleVania and Gradius were the other two) but this was probably the best of the bunch.
7. Dracula: Undead Awakening
If you never get tired of mowing down undead enemies then this will scratch that itch.  Basically you get a bunch of different cool weapons and use them against a bunch of different cool monsters for as long as you wish, or at least as long as you survive.  The challenge is so high that even lasting ten minutes on your first playthrough has the game calling you “noob.”
8. Eduardo the Samurai Toaster
A simple run n’ gun game (think Metal Slug) starring a sentient toaster facing off against flying onions, spear-toting carrots, and what appears to be an army of angry playing cards. It’s not clear what the plot of the game is, and there’s not a whole lot of depth to the gameplay, but it’s still a fun way to waste an hour (or more, depending on the difficulty). It’s supposed to be even more fun with 4 players, if you can find three other Wii-loving weirdos.
9. Excitebike World Rally
Motorcycle races.  Simplicity works sometimes, and just like the original Excitebike this one proves it once more.  Just like the original you get a cool level creator, only this time you can share it with anyone and not just whoever you give your cartridge to.
10. Frogger: Hyper Arcade Edition
Lots of different modes that still capture the appeal of the original arcade classic.  The overall look is kinda coked-up, which captures the ‘80s arcade scene reasonably well.
11. Frogger Returns
Only the one mode this time, but it serves as a reminder of the timeless quality and endearing appeal of the core gameplay.
12. Gnomz
A chaotic 4-player party game starring sock-obsessed gnomes. You go around a single screen collecting socks and stomping other players to kill them; it’s like life itself. (Or, as many have pointed out, like the Super Mario War fan game, but less illegal.) There are three modes and a variety of scenarios. Like with Eduardo the Samurai Toaster, the more players the better, but the single player mode ain’t bad (and that way, you don’t ruin any friendships).
13. Gyrostarr
A pseudo-3D shoot ‘em up where the main difficulty is that you can actually shoot the power ups away, and you kinda need those to finish the stages -- if you don’t collect enough energy, the portal at the end of the level closes on your face. The difficulty ramps up slowly but surely across 50 levels. Another difficulty is not getting an LSD flashback on those trippy bonus stages.
14. HoopWorld
A basketball/fighting game that makes surprisingly good use of the Wii’s motion controls. This definitely falls in the “easy to pick up, difficult to master” category, since there’s a pretty wide range of ball throws and kung-fu moves you can perform by shaking your Wiimote and nunchuck in different ways. Or you can just wave your arms randomly and hope you win. The game is currently unlisted in North America, which we’re hoping is a sign that they’re planning to re-release it in modern platforms (with online multiplayer, hopefully).
15. Horizon Riders
A futuristic on-rails shooting game that you play with the Wii balance board. If you have the Wii Zapper accessory, even better (and you’ll look even sillier), but it’s not necessary to play. You aim and shoot with your Wiimote while leaning on your balance board to move from side to side. Definitely a good reason to dig that thing out of your closet. Be warned, though, that the game crashed on us in the middle of a stage, as seen at the end of our gameplay video.
16. Jam City Rollergirls
Roller derby has never been as popular to watch as it is for people to randomly talk about every few years for the novelty, usually accompanied by a movie that flops at the box office.  The last time the mainstream tried to make this sport happen it resulted in this game, though, so there’s at least that.  You play as characters with hilarious names roller blading through others with random power-ups and combat moves.
17. Jett Rocket
It’s a lofty ambition to offer gamers something that will remind them of Super Mario Galaxy, and it might seem foolish to do so on an indie dev’s budget.  But Shin’en managed to deliver with an uncommon 3D platformer collectathon with good amounts of action sprinkled in.
18. LostWinds
When a developer approached a title with motion controls in mind, it always stood out more than other games that tried to crowbar motion controls into the scenery in the hopes of a shortcut to Wii success.  LostWinds is in the former camp, making you use the pointer to create gusts of wind to elevate the main character onto platforms and knock around enemies.  In fact it’d be more accurate to say you’re playing as the wind spirit rather than the story’s protagonist.  Fun game with a beautiful art style.
19. Maboshi's Arcade
Nintendo knows how to make simple games that present difficulty when you don’t expect it.  In the three modes of this puzzler you play as generic shapes but the controls are difficult to master.  It kind of has to be seen to be believed.
20. Magnetica Twist
A connect-three type of game where you fire marbles and stuff.  What ends up twisted the most are your wrists whilst trying to aim your shots with any sort of precision.
21. Max and the Magic Marker
There are plenty of side-scrolling platformers that use childhood visuals and hobbies to appeal to the player, and yet they never really get old do they?  In this one you use a marker via motion controls to create platforms and defeat enemies.  You also can go in and out of Max’s childhood drawings.
22. Monsteca Corral
This is a weird one.  A bunch of monsters vaguely shaped like Doshin the Giant are gathered together by an unseen god-ish alien to fight robots that said alien had created earlier, but they turned against him.  That’s the plot as we can best make out, anyways.  There’s also dinosaurs.  Recommended for those who like their fun to be completely unlike the other fun they’ve had with games.
23. Pearl Harbor Trilogy – 1941: Red Sun Rising
Old-school dogfighting in a new-school 3D game.  Well, it was new when it released.  Anyways you shoot down enemy planes, defend your base, attack naval fleets and get commendations you don’t deserve.  Sometimes you see the action from the POV of the bombs you drop, and it works much better here than in Michael Bay’s version of Pearl Harbor.
24. Pole's Big Adventure
Chindōchū!! Pole no Daibōken is bizarre Japan-only SEGA title made to parody the crappy platform games that came out during the 8-bit era. Despite being full of intentional design flaws, like power ups that kill you or background objects that suddenly cut your head off, the game is pretty easy -- until you unlock hard mode, where the boss fights are actually challenging. Still, you’ll be playing this one mostly to laugh at the dozens of Easter eggs.
25. PictureBook Games: Pop Up Pursuit
Not many board games made it to WiiWare, but this was easily the best.  It’s largely straightforward “run to the end of the board” contests, with plenty of opportunities to ruin friendships.  The art style is the main hook, looking like a pop-up book, like the title indicates.
26. Rage of the Gladiator
You fight for your life against larger-than-life mythological creatures, like ogres and minotaurs and senseis.  The game got compared frequently to Punch-Out!! and with good reason, but the combat is actually a more creative and the dialogue is more humorous.  A blast to play through the first time, and a blast to replay.
27. Snowpack Park
Unlike most of the games on this list, there’s no combat in this one and your blood pressure won’t ever raise.  There’s plenty to do but it’s fun stuff, mostly involving playing with penguins.  It works great as a sort of palette cleanser to the violent action-packed games primarily showcased in this list.
28. Sonic the Hedgehog 4
The 16-bit Sonic games still hold up today as all-time greats.  Sonic 4 didn’t live up to those expectations but it did get SEGA to think about their past a little more seriously, and helped lead to Sonic Mania.  Episode I is on WiiWare, but you’ll have to find Episode II elsewhere.
29. Space Invaders Get Even
Another sequel to another arcade classic, but with the novel twist of playing the game from the enemies’ point of view.  Word of warning: this is possibly the only WIiWare game that has DLC.  The initial purchase of 500 points will escalate up to 2′000 points if you’re enjoying yourself.
30. Star Soldier R
Top-down arcade-style shooter, and if you know the type you know the drill.  The amount of content is pretty bare-bones, as it’s basically just time attacks.  But the replayability is rewarding if you’re a fan of the genre.
31. Tetris Party
We hope you know Tetris.  This is a Tetris that has good multiplayer, interesting variants where you do things like create platforms for some guy to climb to the top of the screen or use the tetrinos to make exact shapes like that of an apple.  There’s also a balance board mode, and as stated earlier it’s good to have an excuse to pull out the balance board.
32. Vampire Crystals
Vampires used to live peacefully with zombies but now they don’t, and it becomes your problem.  Thankfully you get plenty of guns, some so powerful that you end up creating a bullet hell where you’re the one firing them rather than dodging them.  It looks simple but the game actually is quite tough.  It’s not Cuphead-level but you will fail many times over.  With plenty of content and being one of the last WiiWare releases, this title approached the platform’s fullest potential.
33. WarioWare DIY
What sets this apart from the 87 other WarioWare games? The fact that players could make their own minigames, leading to an avalanche of creative, insane, and even NSFW games. Unfortunately the servers are no longer online, but you can still find thousands of fan games online if you look hard enough. The included games are pretty fun too, and if you have the DS version, you can make your own and send them over to your Wii.
34. Zombie Panic in Wonderland
Shooting galleries are perfect for motion controls, but gamers don’t get as many as we deserve.  Thankfully this one helps rectify that, with an interesting story and cool comic-book art sequences that keep things moving between all the gunning down of zombies and various giant monsters.
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gamehayapkmod · 4 years
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Metal Shooter - Super Soldier Commando
Metal Shooter - Super Soldier Commando
Game Metal Shooter - Super Soldier Commando là dòng game Action
Giới thiệu Metal Shooter - Super Soldier Commando
Special version 30 lives, back to childhood. Super Metal Shooter Slug - a legendary shooting adventure of twin brothers. The player's default weapon is a rifle with unlimited ammunition that can be upgraded into one of four other guns. These can be obtained by destroying the pillbox sensors and flying item capsules containing them, or by defeating the red-clad guards in the enemy bases. These consist of a machine gun that fires rapidly when the fire button is held down, a laser gun that shoots a powerful beam, a fireball gun that shoots its rounds in a corkscrew pattern, and a spread gun that shoots five individual bullets in individual directions. Two auxiliary power-ups only appear in certain areas when the player is armed with his default gun: a rapid bullets upgrade that increases the firing speed of the player's shots and a barrier that makes him invulnerable for a limited period. Except for the machine gun and the laser gun, each item comes in the form of a Falcon-shaped symbol marked with a letter representing its function (F, S, R, and B). Metal Soldier Dragon Brothers Slug Waterfall features: - Metal Soldier slug return - Add more 15 levels - Dragon brother shooting pixel game - Easy control - Support android all version - Game with pixel graphic - real retro graphic and attractive in game play - Game play smooth, rich sound... - Lots of enemies to fight (trooper, soldiers, army, tank, plane, boss ...) - Game play retro and amazing. - Simple controls which can be enjoyed by everyone. - Classic shooting platform game run and gun-style shoot 'em ups. - Best shooting game - Compatible with all android devices https://d2d50c219.app-ads-txt.com - Fix various contra bugs. - Update crash errors when run contra load.
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amplia-mente · 4 years
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Ya está aquí, la esperábamos y no ha faltado a su cita. Quizás haya llegado antes de tiempo, quizás nos ha sorprendido lo pronto que ha llegado, pero indudablemente no ha faltado a su cita. La temida segunda oleada ha llegado quizás con menos fuerza que la primera pero indudablemente está aquí para quedarse. Vuelven los confinamientos, parciales, totales o perimetrales. Vuelven las restricciones de movimiento y las restricciones horarias. Y por supuesto vuelven las limitaciones de las reuniones. Pero, ¿nos hemos preparado para luchar contra este nuevo embate?, ¿con qué armas contamos para luchar contra el virus?
Tracking, rapid tests and PCRs, new ways of fighting?
It’ s already here, we were waiting for you and you didn’t miss your appointment. Perhaps it has arrived before time, perhaps it has surprised us how soon it has arrived, but undoubtedly it has not missed its appointment. The dreaded second wave has perhaps arrived with less force than the first but undoubtedly she is here to stay. The confinements, partial, total or perimeter, are returning. Restrictions of movement and time restrictions are coming back. And of course the limitations of meetings return. But have we prepared ourselves to fight this new onslaught, what weapons do we have to fight the virus?
Desde el inicio de la pandemia se pedía a gritos por parte de las autoridades científicas, no las políticas que son las que han manejado nuestras vidas en esta situación en los últimos meses, la existencia de rastreadores. Como toda enfermedad infecto-contagiosa, tan importante es tratar a la persona enferma como conocer con quién ha compartido sus últimas horas para poder conocer la posible extensión de dicho contagio. Sobre todo, teniendo en cuenta la alta contagiosidad del temido coronavirus que nos ataca. A día de hoy, casi 8 meses después de desatarse la pandemia en nuestro país (les recuerdo a los lectores que les escribimos desde España), aún se siguen reclamando la presencia de estos rastreadores, los que ahora mismo están trabajando son escasos en número y no tienen la suficiente capacidad para abarcar todo el espectro de posibles contagios que se producen en una comunidad.
Since the beginning of the pandemic, scientific authorities have been crying out for tracers, not the policies that have managed our lives in this situation in recent months. As with any infectious-contagious disease, it is as important to treat the sick person as it is to know with whom he or she has shared his or her last hours in order to know the possible extent of such contagion. Above all, taking into account the high contagiousness of the dreaded coronavirus that attacks us. Today, almost 8 months after the pandemic broke out in our country (I remind readers that we wrote to you from Spain), the presence of these trackers is still being demanded. Those who are working right now are few in number and do not have sufficient capacity to cover the whole spectrum of possible contagions that occur in a community.
Pero, una vez que conocemos a estos contactos, ¿qué habría que hacer?. En un primer momento y ante la escasez de armas diagnósticas (faltaban test PCR en nuestro entorno en la primera oleada), se mantenían en cuarentena a estos contactos hasta que desarrollaban síntomas y era en ese momento cuando se les practicaba la técnica de análisis del RNA viral. Sin embargo se podrían escapar algunos contagiados asintomáticos sin diagnosticar o incluso en algunos casos se podrían presentar falsos positivos (se habla de hasta un 10%). Posteriormente, en esta segunda oleada, se empezaron a realizar test PCR a todos los posibles contactos y se hicieron test masivos a la población. Con esto parecía que se controlaba la expansión del virus y se llegó a frenar la primera oleada del virus. O no. No está claro si fue esto o fueron las medidas de confinamiento tan estrictos que se llevaron a cabo.
But once we know these contacts, what should we do? At first, and in view of the shortage of diagnostic weapons (PCR tests were lacking in our environment in the first wave), these contacts were kept in quarantine until they developed symptoms, and it was then that the viral RNA analysis technique was applied to them. However, some asymptomatic infected people could escape without being diagnosed or even in some cases they could present false positives (we are talking about up to 10%). Later, in this second wave, PCR tests were started on all possible contacts and massive tests were done on the population. This seemed to control the spread of the virus and even slowed down the first wave of the virus. Or not. It is not clear if this was the case or if the containment measures were so strict that they were carried out.
Luego, en el periodo transcurrido tras la primera oleada, se llevaron a cabo test masivos de anticuerpos, tratando de localizar sujetos que habrían pasado la enfermedad o qué estuvieran pasándola en el momento de realizar dicho test. En estos casos se hicieron pruebas a grandes colectivos, en justicia por ejemplo, pero también en centros penitenciarios, en acuartelamientos o en otros centros institucionales. Cuando obteníamos un test positivo a IgM inmediatamente se ponía en cuarentena al sujeto y se le practicaba la prueba de PCR para determinar si el sujeto era contagioso en ese momento, es decir tratando de conocer la carga viral. Sin embargo en muchas ocasiones la fiabilidad de estas pruebas dejaban mucho que desear (se llegaron a comprar test a empresas chinas que tenían una sensibilidad y una especificidad del 60-70%) por lo que los falsos positivos y los falsos negativos eran bastante frecuentes.
Then, in the period after the first wave, massive antibody tests were carried out, trying to locate subjects who had passed the disease or were passing it at the time of the test. In these cases, tests were carried out on large groups, in the justice system for example, but also in prisons, barracks or other institutional centers. When we obtained a positive IgM test, the subject was immediately quarantined and a PCR test was performed to determine if the subject was contagious at that time, i.e. trying to find out the viral load. However, on many occasions the reliability of these tests left much to be desired (tests were purchased from Chinese companies that had a sensitivity and specificity of 60-70%) so false positives and false negatives were quite common.
Ahora, desde hace aproximadamente un mes, contamos con una nueva arma para luchar contra el virus, se trata de los test antigénicos rápidos. Con estas pruebas se trata de detectar proteínas de los antígenos virales. Son test mucho más rápidos (tenemos el resultado en 10-15 minutos), la técnica de la toma de la muestra es la misma que para la PCR (es decir toma nasofaríngea u orofaríngea), son más baratos que la PCR (aproximadamente entre 4 y 8 veces más baratos) pero van a tener una serie de limitaciones. Entre otras que van a ir dirigidos a identificar a personas asintomáticas que hayan tenido un contacto directo con un positivo o personas sintomáticas que se encuentren en los 5 primeros días de síntomas. Fuera de estas indicaciones el test pierde bastante eficacia. En estos casos que hemos referido, la especificidad es del 99´4% mientras que la sensibilidad es del 93´3%. Mientras que en otras personas fuera de los grupos indicados, la fiabilidad del test pierde mucho, ya que puede llegar a especificidad del 80% y a sensibilidad del 68%.
Now, for about a month, we have a new weapon to fight the virus, the rapid antigenic tests. With these tests we try to detect proteins of the viral antigens. They are much faster tests (we have the result in 10-15 minutes), the technique for taking the sample is the same as for PCR (i.e. nasopharyngeal or oropharyngeal), they are cheaper than PCR (approximately 4 to 8 times cheaper) but they will have a number of limitations. Among others, they are going to be directed to identify asymptomatic people who have had direct contact with a positive or symptomatic people who are in the first 5 days of symptoms. Outside these indications the test loses a lot of effectiveness. In these cases that we have referred to, the specificity is 99.4% while the sensitivity is 93.3%. While in other people outside the indicated groups, the reliability of the test loses a lot, since it can reach specificity of 80% and sensitivity of 68%.
Therefore, politicians and leaders of our country, listen to the scientists, these tests do not serve to screen the entire population, indiscriminately. It is possible that with their application some asymptomatic or supercontagious positives can be caught, but it is like killing flies with a cannon. We continue to believe that good contact tracing and the consistent application of diagnostic tests are the best weapons to stop this pandemic. We will continue to follow up on events.
Por tanto, señores políticos y dirigentes de nuestro país, escuchen a los científicos, estos tests tampoco sirven para hacer un screening a toda la población, de forma indiscriminada. Pueden que con su aplicación se consigan cazar algunos positivos asintomáticos o supercontagiadores, sin embargo es como matar moscas a cañonazos. Seguimos pensando que un buen rastreo de contactos y la aplicación coherente de los test diagnóstico son las mejores armas para frenar esta pandemia. Seguiremos atentos a los acontecimientos.
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randomisedgaming · 7 years
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Steel Strider - Review - Vol 21
Format: Windows PC Publisher: Nyu Media Developer: Astro Port Release year: 2015 Genre: Run & Gun Shooter / Platformer
Randomised Gaming reviewed the Steam digital download version of Steel Strider on a Windows 7 PC.
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To some the words budget title, can conjure the images of some horrible looking cheap and broken game with a cover art that closely resembles a well-known franchise from a more famous company. In other cases it might mean a re-release of a classic game from yesteryear covered in a new unpleasant sliver packaging, designed to taunt the owner that they didn't buy the game when it first came out.
These days, thanks to services like Steam, Xbox Live Arcade, PlayStation Network and the rise and return of small interdependent developers. The price of the game doesn't in the slightest reflect the quality and that budget game you just bought, for £1.99 can be every bit as good as that £49.99, big budget title, if not better.
Which is a good thing, as for us at Randomised Gaming the price of the title means nothing it's what's under the hood that counts. The only factor that really comes into play on cost is the length of a game, as you don't expect a hundred hours epic story adventure if you are paying £4.79 for a title.
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The second world has a very sci-fi feel and the look is a real throwback to the days of the Amiga home computer
Steel Strider is a run and gun shooter crossed with a platformer, much like Konami's Contra series, but nowhere as hard. Developed by Astro Port, a studio who has made a name for themselves on producing retro themed arcade games with a modern look and feel. The game itself is a sequel to Astro Port's previous title Gigantic Army with Steel Strider taking place a number of years after Gigantic Army finished. Other nods include the SALADIN mech from the first game appearing as the boss at the end of the first world and the second mission sees you returning to the planet Ramulon from Gigantic Army to stop another outbreak of war. The plot from the third mission is directly linked to another space shooter from Astro Port called SATAZIUS.
As the name would suggest the game is packed full of giant robots, mechs or mechas pending which name you prefer. It's also packed with lots of guns too, as you will be blasting just about everything in sight. Added to that you have a nice Gundam / Star Wars inspired beam saber just in case anything gets to close for comfort.
That description may well conquer up images of Masaya's Assault Suit/s series (Target Earth / Cybernator for us in the west) in your head and you would be spot on. As Steel Strider clearly homages these games. This is a perfect example of a modern shooter and when you're not gunning down the rank and file infantry. Which come in all shapes and sizes, from small bomb carrying droids to large walker with mount rockets and laser cannons. You can expect to see plenty of full screen world destroying boss units.
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Huge boss battles really are one of Steel Strider's highlights
Steel Strider is fast and frantic, for skilled run and gun player's like myself I was able to finish the game on normal in around two and a half hours. Steel Strider offers four difficulties and if you want to see everything the game has to offer, then you will have to at least finish the game on hard or insane, to see the true final boss. The higher difficulties also change up some of the enemies seen in each level.
Steel Strider is about 80% shooting mixed with about 20% platforming. Most of the shooting action is very much point, click and fire. There isn't a huge amount of tactics involved as most of the standard units can be blasted anywhere. They also normally attack in huge numbers, so it's best just to clear the enemies as quickly as you can. There's the odd shielded enemy and some of the bosses have to be damaged via a weak point, but most of them can be damaged anywhere.
Much of the gameplay involves picking your favourite gun and blast anything in slight while dodging their fire, nice and simple. You have full 360 degree fire control so you can shoot enemies from any angle you choose. Speaking of guns there's eight different weapons to find over the course of the game. While the default handgun is designed as a last resort weapon, owning to having unlimited ammo, its damage is very weak.
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A shotgun down a narrow corridor, is a sure way to clear robot mobs
You will be quickly looking to use alternative weapons like the assault rifle or shotgun, later weapons include rockets and the all powerful railgun. Each weapon performs differently and learning in which situation to use each weapon is a vital skill. The shotgun is great for hitting rapidly moving enemies, while the rocket launcher is perfect for dealing high damage to bosses.
Limited ammo for these weapons, however, means they should be used sparingly as you don't want to walk into a boss fight with just the beam sword and handgun, unless you're testing your gaming skills. Later stages include upgrades to the various weapons, but these upgrades don't change the balance much and as you are given them wholesale as the game progresses, they don't really feel like a reward for good performance or exploring a level.
The game supports both mouse & keyboard and joypad options, the controls themselves are very straightforward and easy to learn. While normally I would prefer to use a joypad for this type of game, I found the joypad controls on Steel Strider rather twitchy and a bit unresponsive, when using an official Xbox 360 pad. In the end I found the game easier to control with the mouse & keyboard. As this set up controlled faster and was more responsive, even if this wasn't my preferred choice of controls.
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The opening section of stage 3 sees you taking to the skies
Steel Strider included four unique worlds, each made up of a number of stages. Each world has its own setting the first is on a mountain planet, second a yellow mining world, you have a green gas world for the third and an urban city for the final one. The art direction of Steel Strider is one of the weaker areas of the game as the interior stages all look the same and largely the colour scheme uses far too many grey textures. Making the game very bland looking and it subtracts from the great design work done for some of the mech units in game. On the whole the mech sprite are far more colourful and very contrasting with the background, perhaps this was intended so you could easily see the incoming enemy fire clearly. It ends up making the game feel rather drab as you explore each world.  
The level design in part managed to make up for this, as each stage has its own theme. World two adds in a few stealth sections and includes an impressive chase along a train. While world three sees you boosting through the clouds to board a stolen cruiser. These add a nice touch to each of the worlds. However, these extra sections are often over a bit too quickly and then it's back to shooting robots down a long corridor. Still nothing in this game lasts that long and you quickly move from stage to stage. While the level design isn't quite to the quality of Cybernator / Assault Suits Valken, Steel Strider's design is well paced with enough new twists along the way to keep you playing until the end.
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Even this train doesn’t stand a chance against this giant circular saw robot, don’t stop moving
When you're not shooting, there's a fair amount of jumping nothing too taxing, in part due to the huge jetpack mounted on your back, which allows you to hover and glide over platforms. There are few bottomless pits to watch out for that kill you instantly, but with checkpoint at every section, you rarely have to replay more than a minute or two. The main use of the jetpack is to primarily time your jumps to avoid the onslaught of enemy fire directed your way. The odd saying “anything you can do, I can do better” springs to mind, as for every weapon you have, the enemies have, a fast, longer and bigger version. So expect to jump, duck and dive, out of the way of rockets, bombs, missiles, lasers and much much more. Just remember hazard pay isn't included.
Story wise there's not a huge amount apart from the mission briefings you encounter before and during each level. Asides from a few very short in-game cutscenes. It mainly boils down to the fact you are a special force unit, guided by an operator, running shadow operations to prevent wars. There's a slightly interesting moral twist at the end of the game, but that's for you the reader to discover. However, the quality of the English script and text, leaves a lot to be desired. It's functional, but doesn't flow at all well.
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These bland mission briefings are pretty much it for the story
The music fits the steel theme of the game nice, with a nice section of techno music perhaps a nod to the music from the 16bit era. Nice to listen too as you play, but very forgettable stuff and nor is it going to rouse emotions like the superb soundtrack for Front Mission on Super Nintendo. A decent soundtrack, but not a great one.
Audio wise the sound effects are what you expect in this type of game with mechanical noises and explosions going off everywhere. Which more than suffices, as you don't really need to listen to detailed affects, when you're constantly blowing up everything in sight.
There is a scoring system included and Steel Strider also keeps a record of your playthrough time, if you decide you want to improve on your personal best time. The scoring system did seem fairly basic and the highest score awards seemed to be for just finishing a stage without take a hit.
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The final forth mission gets very hectic in places
That just about covers everything there is to say, performance on out test unit was perfect and the game has fairly low minimum specs for modern PC titles. Option are very limited and the game only has 640x480 and 1024x768 resolution support. There is a wide screen aspect option, but this didn't work for me and just put the game into a tiny window. The lack of options was somewhat of a let down as most gamers would expect at least 1440x1080 support in-game and ideally 1920x1080p.
Unstoppable robot soldier or twisted and broken scrape metal?
Taken as a whole the gameplay of Steel Strider is fairly standard for the genre, it's a run and gun and these games always tend to get pretty repetitive at times. While Steel Strider is far from the best example of the genre it does a good job of capturing the spirit of more well-known games, if not quite putting it altogether correctly. The bland nature of some of the levels is ultimately what stops Steel Strider from reaching greater heights.
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Even in some of the boss battles, you have to watch your footing to avoid falling off!
As a veteran of the genre, it kept me playing all the way to the end, even if it did only take two hours to finish. While it might not offer a huge amount of replay value you can't complain at the budget price it was launched at and there's at least enough to keep you coming back for a second playthrough on hard to see the true final boss. Even the great classic that is Cybernator / Assault Suits Valken wasn't exactly a long game to finish either.
Is Steel Strider as good as the big classics like Contra, Metal Slug, Metal Warriors, Front Mission Gun Hazard, Assault Suits Valken & Leynos 1 and 2. Short answer is no, is it worth your money, however, well yes! Both Steel Strider and its prequel Gigantic Army can be found in a bundle with most of Astro Port's other games on Steam, at a very reasonable price, well worth the cost of admission.
While picking up original copies of games like Cybernator aren't that cheap, digital options are available. (time of writing Virtual Console is still up on Wii & Wii U, just) Where as Metal Warriors on SNES is very hard to find these days and very expensive. The Metal Slug series on the other hand is available on just about every post mid 90s console going.
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The Trafalgar from SATAZIUS helping out the player, in a cameo role
It's fair to say, you should aim to purchase and plays the mentioned titles first, before looking at Astro Port's offerings. If you have played all the latter games and want something new to try out, then these budget games by Astro Port should be right up your street. You can certainly pay a lot more for far worse, Contra: Legacy of War or Scud: The Disposable Assassin, anyone?
Minimum Spec on Steam: OS: Windows 2000, XP, 7, or 8 Processor: Pentium 4 1.4GHz or better Memory: 512 MB RAM Graphics: NDIVIA Geforce series, AMD(ATI) Radeon series Storage: 100 MB available space Sound Card: DirectSound-compatible Sound Card
Astro Port Official website: http://www.interq.or.jp/saturn/takuhama/dhc.html Nyu Media website: http://nyu-media.com/category/astro-port/
Review by Random Gamer Riven.
Twitter: RDGamerRiven
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