Gunblade NY and LA Machineguns - Wii
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Submitted by Madbury on Fri, 30/04/2010 - 09:44

http://seganerds.thekartel.com/blog/2010/04/27/sega_confirms_gunblade_ny_and_l.a._machineguns_for_the_wii

Played Gunblade NY quite a few times. It's a nice game, but not a lightgun game as described by Sega Nerds in their post.

Not sure how this will translate without a massively heavy and sprung loaded machine gun to push around. Presumably I will be able to play this in 4:3 as nature intended? Don't like the out of ratio screenshots SN have posted.

Very strange choice of port. I would have thought that Virtua Cop 1, 2, 3 would have been a better choice, I can only assume that they have found a way to do the port on the mega cheap. Although NY is Model 2 and LA is Model 3??? So go figure.

Would have preferred to see Rail Chase 1/2.

Looks like this is all we're going to get from Sega now. It's about time they ported over their back cat, but it's a shame that we're in the bleed dry the old IPs stage of the decline Sad

Posted: Fri, 30/04/2010 - 09:53

...unless they are working hard on a brilliant Virtua Cop compendium?

It might happen.

There is something Americana about the choices here, but still its a good stream

I've not tried HOTD Overkill yet. Not that its not difficult to find.

JibberX

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Posted: Fri, 30/04/2010 - 10:30

Looks pretty accurate to how I remember the games in arcades and surely they are light gun games?!?

Cacophanus

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Posted: Fri, 30/04/2010 - 11:00

@Cacky

Not in the strictest (my) definition. A lightgun game is a game which uses a lightgun as the controller. In the olden days these worked by using a lens to pickup the picture scan from the monitor at a focused point and measure the time delay between the gun picking up the scan line and the beginning of the frame. This gives you the point on the screen the gun is pointing at. You'll notice that games of this type flood the screen with a white frame when the trigger is pressed. Modern lightgun games use IR sensors in the monitor bezel similar to the Wii, which obviate the need to flood the screen with a white frame.

Gunblade NY; Operation Wolf; Alien 3 the Gun etc. etc. all feature gameplay that uses a machine gun as the primary weapon. Making it pretty impractical to flood the screen with white every time a shot is fired - epilepsy anyone? The solution that these games use is to basically use an analogue joystick as the control input and mount a bloody big gun on top of it to give the gun feel. Clever. The gun is really a bloody big joystick knob.

@Jibber
HOTD Overkill is OK. Presentation is top notch and the dialogue in the cutscenes is quite funny. The combo system is unfortunately completely broken as you need to string together headshots. This would be fine, but the weapon pickups make it nearly impossible to keep a streak going. It's a real shame; if they'd gone with a Virtua Cop style system that would have been totally fine and worked well, but they didn't Sad

Madbury

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Posted: Fri, 30/04/2010 - 12:26
Madbury wrote:

@Cacky

Not in the strictest (my) definition. A lightgun game is a game which uses a lightgun as the controller. In the olden days these worked by using a lens to pickup the picture scan from the monitor at a focused point and measure the time delay between the gun picking up the scan line and the beginning of the frame. This gives you the point on the screen the gun is pointing at. You'll notice that games of this type flood the screen with a white frame when the trigger is pressed. Modern lightgun games use IR sensors in the monitor bezel similar to the Wii, which obviate the need to flood the screen with a white frame.

Gunblade NY; Operation Wolf; Alien 3 the Gun etc. etc. all feature gameplay that uses a machine gun as the primary weapon. Making it pretty impractical to flood the screen with white every time a shot is fired - epilepsy anyone? The solution that these games use is to basically use an analogue joystick as the control input and mount a bloody big gun on top of it to give the gun feel. Clever. The gun is really a bloody big joystick knob.

Gotcha, see what you mean now. Shouldn't be too tricky to shift that to a light gun setup though - as they did it fine for Starblade.

Cacophanus

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Posted: Fri, 30/04/2010 - 13:08

Not at all it should work fine. You'll lose the physicality of it though. The guns on Gunblade were quite heavily sprung, which made rapid precise movements difficult. I'm guessing the game might be slightly easier on the Wii.

It's interesting to see these gun-joystick games getting ports to support a lightgun. I've been playing Operation Wolf on the Master System recently and it's got a Light Phaser option, which works really well (they disable autofire in this mode though - see my earlier post).

Frankly this was the sort of thing I was hoping to see on the Wii. It lends itself naturally to these games (presumably the PS3 will too with the new controller). I'm still a little surprised that there hasn't been a glut of ports. Where's Point Blank, Virtua Cop, Time Crisis et al?!

Madbury

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Posted: Fri, 30/04/2010 - 13:08

Penny drops...

Surely by being able to move the cursor quicker than was originally intended, this would sort of goof up the balance of the game?

Depending on the speed you could move the "machine" gun in the first place.

JibberX

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Posted: Fri, 30/04/2010 - 13:16

It will be a different experience. It's going to depend on whether the levels will work as well with a more agile shooting mechanic. NY is very cinematic in that it really zooms the camera around a lot, so your workload is split between tracking individual targets and prioritising and picking off incoming missiles. This latter element may be easier on the Wii.

Still I'm pumped for this Smile I passed up on HOTD 2&3 maily because I already have 2 on the DC, so feel slightly guilty about that.

Madbury

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Posted: Tue, 31/08/2010 - 08:41

Out a week ago in the States, and here this Friday, although there seems to be some UK copies floating about already.

Cheapest I can find is HMV online:

http://hmv.com/hmvweb/displayProductDetails.do?sku=495852&WT.mc_id=101689

I've never played L.A. Machineguns, and think I only played Gunblade once, so I'm looking forward to this one Smile

Euro cover is better than the US one too, in my opinion.

Papercut

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Posted: Thu, 02/09/2010 - 16:18

Ordered PAL version Smile

Should be interesting to see how these turn out based on my observations in this thread.

Madbury

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Posted: Tue, 07/09/2010 - 09:31

Played this a fair bit last night and it is easier than in the arcade but still awfully fun (especially LA Machineguns). The only thing I miss is that with the SEGA Ages port of Virtual On, they got the saturated colours of the Model 2 board pretty accurate. This Wii port of Gunblade NY and LA Machineguns feels a bit washed out by comparison.

Completely forgot that Watari helmed LA Machineguns though.

Cacophanus

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Posted: Tue, 07/09/2010 - 13:11
Cacophanus wrote:

Played this a fair bit last night and it is easier than in the arcade but still awfully fun...

Thanks for the impressions. That pretty much aligns with my expextation.

I'm most familiar with Gunblade NY and I really like the dynamic on rails camera that sweeps and zooms around at a frantic rate. Something which really sets the game apart from the normal rail based shooters.

Now all we need is a Rail Chase 1 and 2 pack; Virtua Cop 1, 2 and 3; oh and Too Spicy Smile

Madbury

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Posted: Tue, 07/09/2010 - 13:46
Madbury wrote:

Thanks for the impressions. That pretty much aligns with my expextation.

I'm most familiar with Gunblade NY and I really like the dynamic on rails camera that sweeps and zooms around at a frantic rate. Something which really sets the game apart from the normal rail based shooters.

Now all we need is a Rail Chase 1 and 2 pack; Virtua Cop 1, 2 and 3; oh and Too Spicy Smile

LA Machineguns is much more dynamic compared to Gunblade, as many of the enemies are aerial in the game - meaning the camera/viewpoint has more scope for movement. The pacing is also a lot more intense compared to Gunblade, which is why I prefer it really.

Cacophanus

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Posted: Wed, 08/09/2010 - 14:11

Cool, I've played LA a couple of times, but I'm not all that familiar with it. Have they widescreened them up or are we on classic 4:3. Incidentally I also really enjoyed Alien 3 The Gun back in the day, which is essentially the same idea, just with 2D sprite scaling and less zoominess.

I'm going to enjoy the progressive milking of the Sega back cat as the company implodes in a creative vacuum.

Madbury

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Posted: Wed, 08/09/2010 - 14:35

--EDIT-- Double Post

Madbury

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Posted: Thu, 07/10/2010 - 23:43

Finally got a chance to play these tonight. What a fantastic couple of games. LA is the better of the 2, but that's not to take anything away from NY. Also these are more than straight arcade ports, additional weapons a ranking system and online scoreboards, plus an original score attack mode in NY make for a really nice package. They've widescreened them up, which actually works really well. This is good stuff from Sega especially in a budget release!

Absolutely loving these Smile speed; colours; intensity. Love; love; love. This is proper Sega Smile

Madbury

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Posted: Wed, 13/10/2010 - 13:55

Although they are 16:9, only the 4:3 area actually counts towards scores or can cause a lifeloss. Mindscrew.

charlesr

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Posted: Wed, 13/10/2010 - 16:22

Yeah, picked that up from your review over at ntsc-uk and from the manual. The manual implies you can't actually aim out of the 4:3 area, which isn't the case. Although there's something a bit odd going on that I can't quite figure out.

Haven't had a chance to play this since my first impressions post, but I want to play it again. It felt good to be playing something 'proper' again.

Madbury

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Posted: Wed, 13/10/2010 - 16:55
Madbury wrote:

Yeah, picked that up from your review over at ntsc-uk and from the manual. The manual implies you can't actually aim out of the 4:3 area, which isn't the case. Although there's something a bit odd going on that I can't quite figure out.

I thought you were locked to the 4:3 area for shooting? At any rate, enemy bullets etc. can't hit you outside of the 4:3 part of the screen.

What it needs is an option to mark that border so you know which area counts and which doesn't, perhaps just by making the border darker slightly, something like that.

Good fun though. The score boards were empty when it came out Sad

Papercut

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Posted: Thu, 14/10/2010 - 13:44

Not now. They're awash with some very sick scores. The score attack element of LA is intersting as you have to run through the entire game to post and it seems to do some sort of time histogram thing to measure your improvement. Nice... Tonight this will be mine again if I can hold of on dl Sonic 4 ep 1 for another night Smile

I'm playing on the hardest difficulty at the moment. Might drop it back to Normal for a while...

Madbury

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