Post subject: Recca timeattack
Joined: 3/23/2005
Posts: 32
Location: Croatia
I have started a timeattack of this game as a side project to my ff2 run. This run should be very easy. Now, about the game. Recca is a shooter originally made for a tournament in Japan (Summer Carnival of 1992). It is incredibly fast, almost too fast for a human eye. It's probably the best shooter for nes ever made, at least by my opinion. I already made some progress, you can see it here: http://free-zd.htnet.hr/crocop/reccawip.zip (Rom used: Summer_Carnival_'92_-_Recca_(J).nes)
-- Fortune
Joined: 1/1/2022
Posts: 1716
Hi, I've seen the movie and I'd to like to comment on your run. I didn't like it, you don't go for killing everything that moves nor you go for a "pacifist" movie, it's just like watching some good player play. The ship "trembles" too much for no aparent reason, do you do this to manipulate enemies/enemie shots/whatever or just because?!?! The only things I liked are how you kill the bosses, and I liked when on the second stage (the stage with that purple moving stuff on the background)) you dance between a line of enemies, that was the best part in the entire movie, IMO. I've played a bit and I've noticed that you can upgrade/downgrade the ship's speed with select, a feature that I think could/should be used to display some "impossible" manuevers between the enemies, since the game is incredibly fast, as you said it.
Joined: 7/14/2004
Posts: 89
This game is awesome. This goes up to the first boss and I think kills everything. http://upl.silentwhisper.net/uplfolders/upload8/recca.zip
SWOOOOOOOM
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hello all, I know that shmups don't usually make good videos, but this may be an exception. To explain, this 1992 game was created specifically for a major Japanese high-score competition; as such, very few people have ever heard of it. But here's why I think it would make a great TAS: 1. It is an extremely fast-paced game. The background scrolling, the bullets, everything is high-speed. 2. Constant action. As this game was meant to challenge even the best players, the screen is usually full of enemies and bullets. 3. Somehow, they managed to pull all this off with NO LAG WHATSOEVER. This further enhances points 1 and 2. 4. Awesome, awesome music. One of my favorite NES soundtracks, really. 5. The game is not particularly long, again because it was made for competitive play. There are only 4 levels, and the last one is just a bunch of boss fights. So if anyone out there is looking for a project to take on, this one may be worth your while! Thanks, Josh.
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
JXQ
Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Looks like the ROM name is "Summer Carnvinal '92 - Recca (J).nes". Also, it's a game similar to Zanac. Pretty fun :)
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I was going to say, you just described Zanac. Would someone encode just a bit of this game so I can see it? Please? I love Zanac. Unfortunately, I think Gradius, Zanac, etc make for mostly boring TASes. (I never voted no.) But then again, all those games have published runs too. This game would have the advantage of being even shorter.
Player (206)
Joined: 6/21/2006
Posts: 20
Location: Nara, Japan
Here is my suggestion. There is the "stage select" mode in this game. By using stage select, you can play "STAGE 4" that is final level of Recca from the beginning. In addition to this, you can also play "AREA 7" that is final level of Ura-Recca. I think that recording only the final level might be better like adelikat's Zanac.
Joined: 4/17/2004
Posts: 275
I just find out about this game. It's pretty awesome, even if it's currently going Ikaruga on me. (That includes the fact that the first boss alone feels like something pulled out of a bullet hell game.) I also found out that once you beat the game, if you soft reset, you get a completely new set of levels and bosses. Edit: Also, there's another bit of info that I pulled from elsewhere: "You can change the speed of your ship by hitting the Select button, which was a common feature in the 16-bit days, but practically unheard of for the Famicom."
Joined: 10/24/2004
Posts: 60
Location: Quebec
Here my little test (about a minute), I think this game could be amesome, seriously. http://dehacked.2y.net/microstorage.php/info/294172317/Summer%20Carnival%20%2792%20-%20Recca%20%28J%29.fcm
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Anon wrote:
Edit: Also, there's another bit of info that I pulled from elsewhere: "You can change the speed of your ship by hitting the Select button, which was a common feature in the 16-bit days, but practically unheard of for the Famicom."
I thought you could do that on Gun Nac. (edit: yes, you can, 4 levels of speed, as I remembered and checked now)
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
blitzag wrote:
Here my little test (about a minute), I think this game could be amesome, seriously. http://dehacked.2y.net/microstorage.php/info/294172317/Summer%20Carnival%20%2792%20-%20Recca%20%28J%29.fcm
There is a serious and disappointing lack of weapon upgrading in this, and I think it really detracts from the game. (Tons of varied weapons at varying stages...) The missed enemies don't help, either.
Perma-banned
Joined: 10/24/2004
Posts: 60
Location: Quebec
Ok, I tought that I should stick with the base weapon all the way, but I will try with powerup to make a 100% run. EDIT: Here is my new try for the first stage, I didn't try the boss yet. http://dehacked.2y.net/microstorage.php/info/5389535/Recca001.fcm Please, leave some critics.
Joined: 10/24/2004
Posts: 60
Location: Quebec
I just relaize that in the first boss, if you commit suicide, you will kill the boss faster, should I go this way or a no-death run?
Joined: 4/17/2004
Posts: 275
I seriously doubt that anyone will care about a no-death run in a shooter game, as long as it doesn't send the player back to a checkpoint (and this game doesn't, so...) I say go for the suicide-quick kill.
Former player
Joined: 7/6/2004
Posts: 155
Wow, this game is amazing. Thanks for bringing it to my attention. Area 7 is just ... scary. I had to use save states to get past it. After beating the last guy, after the ending credits, it shows a big green ship. Is there any way to fight it? If you beat the game with the Smart side, it will aim at the green ship in the ending credits and you can fire at him, but he doesn't get hurt.
Joined: 10/24/2004
Posts: 60
Location: Quebec
http://dehacked.2y.net/microstorage.php/info/1411171837/Recca001.fcm I try to change the weapon to do not get repetitive.
Joined: 4/17/2004
Posts: 275
Is it possible to kill the enemies that you let go (a few seconds before the movie stops)? Other than that, I've got no complaints. But then again, I also don't have that much experience in this game. :P
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
I'd hate to bump an old topic, but how are TAS progresses going, because after finally giving this game a shot, I can say I would have more luck meeting Jesus than ever completing this game.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
scubed wrote:
Wow, this game is amazing. Thanks for bringing it to my attention. Area 7 is just ... scary. I had to use save states to get past it. After beating the last guy, after the ending credits, it shows a big green ship. Is there any way to fight it? If you beat the game with the Smart side, it will aim at the green ship in the ending credits and you can fire at him, but he doesn't get hurt.
Try restarting the game once you beat it :) (...That is, soft-reset the game)
Perma-banned
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Again, I would like to know if this game still has interest because I would love to see a full TAS of it =P But don't ask me, last time I tried a TAS it of course was made to fail. Also, if Recca was to get a TAS, should it also do the extra mode?
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
More bumping old topics for awesome games >>'
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
UPDATE! No one is working on this game! [/UPDATE!]
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 5/2/2006
Posts: 1020
Location: Boulder, CO
Don't bump unless you have something to contribute. No big deal though.
Has never colored a dinosaur.
Joined: 7/2/2007
Posts: 3960
I finally got around to compiling FCEU on my Mac so I could try some TASing. And, after about an hour and a half of work (not counting the time I spent figuring out how to use FCEU in general), I have this to show. Two hours for about 75 seconds worth of footage? Sounds about right. :) This is my first-ever TAS, but I think it's pretty awesome. Y'all're welcome to disagree, of course. I'd love to hear any feedback you have. Here's the things I've noticed that need improvement: * I don't think I start the game on the first possible frame * I let some enemies go right before the boss * There's a few missed shots (some of these, like stray shots when using the R subweapon, are unavoidable) * I used the wrong weapon for the boss; B probably would have been better You can turbo the fire button with many of the weapons (fully-upgraded V is a notable exception). The guide to doing memory watch is written apparently with the Windows (GUI'd) version of FCEU in mind; I'm working off the commandline here, so I haven't the faintest clue how to go about determining, say, what the boss's HP are. While I'm happy that the boss dies so quickly, it's pretty much certain he could die even faster. I watched bliltzag's movie, and he's a lot more efficient about killing enemies than I am, but aside from nailing those last two waves before the boss, it doesn't seem to make much difference, and I like my approach better (especially making use of the subweapons). His bossfight is also slower; I think the laser weapon worked against him as its firing point is a bit offset from the center of the ship, making it harder to score hits.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
First, this article may be a good read. Second, your host is unreachable for some reason. Use Microstorage. [EDIT] Ok, managed to download the file after some time. Instead of Normal mode, I suggest doing Zanki Attack. It's alot harder, and it also looks harder, which is a big plus. The enemies won't be just mercilessly slaughtered, they will fight back. :) Also, I suggest putting some more thought into lag reduction (the less objects are on the screen at any given time, the better, so kill excess enemies and deliver all shots at point-blank, preferrably). Don't hesitate to rerecord any amount of times if needed. Take your time and keep up the good work.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.