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I've been practicing Ghosts 'n Goblins Arcade for a few days now and I was wondering if a speedrun performed in the Capcom Arcade Cabinet version on XBLA would be valid for an official speedrun.

This officially emulated version seems to be a lot better than the older one from the Capcom Classics Collection on PS2.
Thread title:  
HELLO!
It's an official rerelease so yes SDA would accept it. I'm pretty sure ZakkyDraggy has already been doing Xbox runs of arcade games.

However, if different versions behave differently they may be different categories.
Thanks presjpolk,

There is also a feature in the Capcom Arcade Cabinet where you can choose to save a replay when you exit out of the game.  I tried it out last night and the playback seems to be just playing the game again with your inputs.  Do you know if this replay would be valid for a submission?  Seems like it would be a pretty handy feature.
Dragon Power Supreme
I don't see why not. Plenty of submitted PC games with recording features use that for submission.
monkey ball on wii too.
Sounds good.  Thanks IsraeliRD and nate!
Is PJ
Just want to warn you that that port is absolute garbage.  It would definitely be tracked separately from the legit arcade version because it has autofire and some other features, but it had a lot of really big flaws when I tried it out.  I recall jumping in stage 3 somewhere and getting stuck in the wall.  I fell through the floor in stage 5 randomly, too.  It's not a well-made port.

IIRC, the Virtual Console release is pretty accurate.  At least according to kareshi.  I haven't tried it out.
Takahashi Meijin
That's the first time I've ever heard anyone say an M2 port was bad, but I'll take your word for it.

You can turn off autofire and lots of other options as well.

That replay the Collection uses is 240p and it looks like jun by the way
Hey PJ,

Thanks for the response. That's pretty disappointing to hear about the accuracy issues.  I haven't been using any of the non-arcade related features while playing but I can see where that would be a worry for running it against an authentic arcade machine.  I was hoping to eventually run the game as the arcade version (not an officially emulated Xbox 360 version) but it's looking like I'll have to find an original arcade board/supergun for that.

Is there a definitive arcade version I should be looking for?  Any idea of the best place to find the pcb for a good price?  From what I have read it seems like Capcom likes to maintain Makaimura Rev. G for it's emulated versions although it seems like it's a lot easier to find Romstar boards here in the US which I'm assuming are some variant of the World version.  Don't think I want to bother with the Taito US boards.
Is PJ
Getting a supergun/pcb/adapter would be super expensive.  The Wii Virtual Console version appears to be good (I still haven't played it myself).  You can mod your Wii and get it for free I'm pretty sure.  I think Makaimura arcade was released on Wii VC as well.  It was also ported to one of the Capcom Classics Collections.  If it is anything like the other ports on there, it is really accurate.

You have a few options for playing this game, but I would personally avoid the Capcom Arcade Cabinet.  If you enjoy it and aren't having any problems with it, then by all means run it!  I've just had bad experiences with it.  Tongue
I guess right now it is a moot point since it'll take me a while to be able to run the game well.  I suppose if I eventually make a submission with the Arcade Cabinet version and it is rejected then I can always look into the other versions.  At least I know about the issues so it won't come as a surprise later on.

Thank you for the feedback.  As a side note PJ, looking forward to seeing you do a live run sometime!  Everything I've seen so far has been prerecorded since I've just recently started setting up accounts.
Is PJ
The run definitely won't be rejected for being on that version.  If it's rejected, it'd be for play quality or A/V issues.  Tongue  So yea, you're totally safe to play that version.

I recently got a Capcom->JAMMA adapter, so I'll be able to use my GnG board with my supergun instead of using the cab.  I'll definitely be looking into setting that up sometime after I move and finish up some other projects.  Looking forward to having someone else work on it, too!
Awesome!  I look forward to seeing you do some runs on the real hardware.  I've been having a lot of fun finding new ways around some of the tough parts of the game and it seems like I'm discovering something new each day.

I have noticed that level 5 and 6 are significantly harder on some versions because of the patterns and number of hit points for the Satan end bosses.  In the versions I've been playing they only have 4 hit points and their patterns aren't too bad but I've played others where they have 8 hit points and swoop down incredibly fast.  Also, the more difficult ones seem to have two unicorns in level 6.  I guess it just seems kind of unfair if I'm playing the easy one and someone else is working on the more difficult version... Just thinking out loud here because I'm not sure how that would be handled.
Is PJ
Those differences sound like the Japan vs US versions.  The Japanese version (Makaimura) is significantly easier.  The Satans only take 4 hits vs the US 8 hits.  The Japanese version still has 2 ogre/unicorn enemies in the beginning of level 6 though.  I think there were some other minor differences like extra/missing arremers in stage 6, but I honestly don't remember.  I don't recall any version that has just one ogre in level 6 though; where did you notice it?

I haven't done a lot of routing with this, but I can confirm that the wall clip in stage 2 is very possible in real time (at least for original arcade).  The bird patterns seem to be fixed as well, so you'll always get the bird you need for the setup.  There's a weird screenwrap/wrong warp/something in stage 4 that skips the first half of the level, but I don't think it'd actually be faster: https://www.youtube.com/watch?v=NQPqFu1JA60.  I think when I timed it, it saved 2 seconds...but I don't think my normal 4a route was optimal.  There are a few good damage boost spots in stage 5 to skip a lot of walking, too.  The TAS is actually a good resource for those shortcuts.
Dapper as fuck.
Quote from PJ:
I don't recall any version that has just one ogre in level 6 though; where did you notice it?


I want to say I've seen this too.  Emptyeye was running it this past Saturday and I believe he was running the Capcom Classics Collection version.  When he was on stage 6 he'd climb a ladder and get to 1 of the Unicorn/Ogre things, climb a few more ladders and be at the dragon.  Now, I tend to multitask when online so I may have just missed a part where there were more, but I don't recall seeing another one nonetheless.

Edit:  I probably shouldn't say running it.  He was doing a casual playthrough to see if he could beat it.  He wasn't speed running it.
There are several versions that have the single Unicorn in stage 6.
 
Here is a nice comparison of the different arcade versions: http://insertcoyne.com/ghostsngoblins/versions.html

It doesn't talk about the Satan differences (big oversight) but it does cover the other things.  The version that Capcom seems to like including in compilations is Makaimura Rev. G (some claim it was the last version made which might explain why you can't despawn any of the bosses).  Rev. G is about as easy as they come except that it has the double Big Men at each floor in stage 6 (which isn't really all that bad).

Ha! I've had some real trouble getting the bird clip to work so I don't try for it currently.  I'll have to check out the TAS sometime, Thanks!
Is PJ
Oh nice!  That's a really handy website.  Looks like my board is either US or world set 1.  I must have misremembered the Japanese version having two ogres at the beginning of stage 6!  My mistake!

The easiest way to do the bird clip is to stand on top of the ladder and wait for a rightwards-flying bird.  Once he is directly behind you, just jump to the right and you'll clip through.  I'll make a video real quick.
Well, there is one Japanese version that has the two Unicorns so you may have seen that one.

Are you able to do a single-credit run on your board? It seems like it would be really difficult with that version.
Edit history:
PJ: 2014-08-27 03:53:26 pm
Is PJ
Video took a bit longer than expected, but here it is:


Quote from KJHawkinson:
Are you able to do a single-credit run on your board? It seems like it would be really difficult with that version.


Hahaha.  That's a tough question.  "I am able to" makes it sound like I can at any point, which isn't true.  I have 1cc'd it before (and in fact, I've cleared it on one life before...once), but if the game doesn't want me to beat the stage 5 or stage 6 boss, I'm not beating them.  They can set up an undodgeable swoop in a number of different ways.  I'm getting better at them, but they're ridiculous.
Edit history:
Emptyeye: 2014-08-29 06:35:16 pm
Talk to the Hand
Quote from philosoraptor42:
Quote from PJ:
I don't recall any version that has just one ogre in level 6 though; where did you notice it?


I want to say I've seen this too.  Emptyeye was running it this past Saturday and I believe he was running the Capcom Classics Collection version.  When he was on stage 6 he'd climb a ladder and get to 1 of the Unicorn/Ogre things, climb a few more ladders and be at the dragon.[...]


I can confirm that I only fought one Unicorn on each playthrough. This was the US version of Capcom Classics Collection Volume 1, on the default settings (Normal difficulty; not sure what that corresponds to on the actual boards).
Nice!  Thank you for making the video!  You make it look pretty easy... that wasn't how I was attempting the trick at all so I'll give it another shot tonight.

Honestly I'm shocked that you can get a single-credit clear much less a single-life one!  If you get a chance to play either the xbla or ps2 version you should check out the Satan patterns... they are way easier (more fair?).
Is PJ
Thanks, Emptyeye!  That is really curious.

Quote from KJHawkinson:
If you get a chance to play either the xbla or ps2 version you should check out the Satan patterns... they are way easier (more fair?).


I've played Makaimura arcade a bunch on MAME and I love it.  I'd really like to get a board of that for attempts.  Granted, most of the challenge of the US version is the Satan fight, so running the JP version removes almost all the challenge of the game.  It'd still be a fun run though!  I have the PS2 Capcom Classics Collection.  Maybe I'll play it on there sometime...
I got tired of playing GNG on XBLA because of the awful D-pad on the 360 controller so I downloaded the Wii Virtual Console version today.  It plays really well and the Nintendo D-pad makes inputs feel a lot more precise.  Unfortunately though, they seem to have implemented the bilinear interpolation in the laziest way possible making the game look really blurry.  They don't even give you an option to turn it off.  I still can't understand why none of the officially emulated games that I've played don't implement a system similar to MAME where you can just choose to prescale the image before applying the bilinear filtering.  It gives you sharp pixels while eliminating the shimmering effect of having non-uniformly sized pixels that you get from scaling without filtering.