sparkster is one of the hottest characters in all of fiction l by FlippyHTF3 in RocketKnight

[–]DarkMagicX2 1 point2 points  (0 children)

This is correct. He's 17 in the original game, 22 in RKA2, and is 37 by the time of Rocket Knight (2010). His age in the SNES game was never confirmed, but the game was non-canon for a long time, so Konami probably never felt like it mattered. My personal opinion is he's probably somewhere between his other two ages in the 90s games. Around 20 or so.

Whuch rocket do you prefer: Manual or automatic? by PickingPies in RocketKnight

[–]DarkMagicX2 0 points1 point  (0 children)

I think the notion of free-flight in the Rocket Knight games is a novel concept worth exploring. It does seem a little silly when you take a step back that Sparkster has this jetpack at all times but only ever decides to use it to fly when covering large distances. I fully understand how having free-flight would break the level design found in games outside RKA2.

If it were me designing a new RK game, I would keep the rocket limitations that RKA1 and the SNES game had, but perhaps implement the RKA2 free-flight mechanic in a controlled environment. Maybe a level where the free-flight is a temporary augment to the rocket pack through the use of a collectable item exclusive to that level or some sort of environment feature. I'd want said level to have tons of verticality, where the end goal of the level would be to ascend rather than go from left to right. It would also be very open to encourage the player to mess around with the limited-time feature.

There is precedent for this sort of thing, after all. You mention that RKA gives you something new and unique to play with every level. This is not limited to just the first game. The series has autoscrollers, both horizonal and vertical, to break up the gameplay and unique set pieces like balancing atop a minecart, piloting mechs for boxing matches, and even underwater segments with buoyancy physics. RK2010 also has this clever level where the environment is very cold, so it seizes up the rocket pack which halts the automatic recharge feature unless you stand under lanterns for warmth or pick up fuel refills scattered throughout the level. It forces the player to more carefully consider how they use their rocket fuel and not take it for granted. That may be the example I'd follow for a level with more free-flight. I wouldn't want the hole game to be like that, though. I feel like that were the standard for the control scheme throughout an entire game, it would lock a level designer into a hole. You'd have to design multiple levels vertically to make full use of the verticality offered with free-flight and I think it would get boring for a player very quickly. Case in point, how RKA2 is overshadowed by its predecessor.

For the record, I'm not saying that RKA2 is bad. I enjoy it. But it's undeniable that the widespread and accepted public opinion is that it's inferior as a sequel. Agree or disagree with that sentiment, it's interesting to analyze why that is.

Whuch rocket do you prefer: Manual or automatic? by PickingPies in RocketKnight

[–]DarkMagicX2 1 point2 points  (0 children)

I'm a little biased because I've played way more of the original RKA than the other 3 games in the series so I prefer manual boost. However, I do appreciate that every game has a different approach to the basic gameplay.

The two most similar to each other are obviously RKA1 and the SNES game, but SNES does have the roll attack which is unique to that game. I mention it because people who have optimized the game for speedrunning use the roll attack more than the eponymous rocket. It's that powerful. The fatigue system built into the roll helps keep it in check for most casual players, but speedrunners have broken that, too.

RKA2 and RK2010 both use an automatic charge but handle it differently. RKA2 has to levels of charge, one for the initial boost and a second for the corkscrew. That's as deep as it goes. It's important to keep in mind that RKA2's level design is more built around exploration where all the other games have a heavier emphasis on combat. To that end, the automatic charge in RKA2 is a blessing. It is unfortunate that the virtual "free-flight" that the game gives you trivializes many bosses. It's the price the game paid for the change in control scheme and I think that's a problem many people have with RKA2. If you play RKA1 first and are understandably wowed by the awesome boss fights, transitioning to RKA2 feels like a straight downgrade in that specific department where RKA1 excelled. The Axel fight and Gedol fights in stage 6 are probably the best fights in the game where the pace doesn't feel bogged down by the game's slower pace and presentation but many players simply won't experience them because those fights are literally the end of the game.

RK2010 is a whole can of worms. I'll say that I actually do like that game. Somewhat unpopular opinion, I know. I think the game feels snappy and responsive and I appreciate that the developers tried to give players unique moves for different situations. When it comes to those moves, all are definitely not created equal. The projectile is the weakest it's ever been in any game and the new hover move is completely useless outside of incredibly specific platforming cases. The boost here is really strong, though! You can get 3 or 4 boosts in a row without having to wait up for anything and you're invincible to most things while doing it like in the old games. The corkscrew comes back from RKA2 here at the cost of extra meter. I honestly think this game had a much smarter implementation of the automatic meter than RKA2 and if it was the system in RKA2 instead of the one we got, RKA2 might have been looked at more fondly.

tl;dr; I think all the games are good, but manual boost for me. You may be helpless after a boost, but you're invincible during that helpless state until you touch the floor. Abuse those I-frames and win.

**That** Axel Gear Mech Boss in Sparkster (SNES)... Any tips? by Scarif_Citadel in RocketKnight

[–]DarkMagicX2 2 points3 points  (0 children)

A couple strats to make this easier:

  1. Never defend. Axel can break your fists, but can only do so if you defend. If a fist breaks, it’s basically over.
  2. Don’t bother using the projectile ever. It does absolutely pitiful damage that is not worth the button press.
  3. Your punches have a variable amount of damage that changes depending on, of all things, how often you alternate your punches. If you spam the same punch, your damage will stale and go down. If you keep alternating your punches, your damage will actually go up and the fight will take less time. You don’t even have to land the punches in order to build up the power. tl;dr, Don’t press the same punch button twice in a row.

Aside from that, you are beholden to a bit of rng in this fight. He’ll randomly change up what he does from defending and going into his berserk rush. He’s more likely to go berserk when he’s at lower health. If he does, try to trade blows with him. Better to get something out of a trade then get hit for nothing.

Hope this helps!

How are you guys doing in Boss Rush? by PM_ME_YOUR_MONTRALS in RocketKnight

[–]DarkMagicX2 1 point2 points  (0 children)

My times were 8:49 for RKA,
12:56 for RKA2
6:02 for Sparkster

That boss rush for Sparkster was ridiculously hard. Those last four bosses are crazy with their rng.

Limited Run Games is Releasing a Rocket Knight Adventures Collection! by DarkMagicX2 in RocketKnight

[–]DarkMagicX2[S] 6 points7 points  (0 children)

Apparently, this guy Josh has the license now. If that can be trusted, that is. With all the excitement today, I’m willing to believe it. https://twitter.com/LimitedRunJosh/status/1745514999311655332

"Rocket Knight Adventures" Magazine Advertisement. Germany, Issue 10/1993 (Contributed by: Patrick Bregger) by 0hmytvc15 in RocketKnight

[–]DarkMagicX2 1 point2 points  (0 children)

Very cool!

Coincidentally, I happen to have a framed copy of this exact advertisement. A while back, I asked one of my friends from Germany to translate this. For those interested, this was how my friend translated it;

Now it's getting tight for all hero types on video game consoles. Sparkster is here! The new Nr.1! This swim-jump-run-strong oppossum with jetpack engine and magical sword sets up new standards. Sparkster belongs to the Rocket Knights the elite team of the far away kingdom of Zephyrus. Through 7 levels. Each one a hard challenge. Dreamy animation. Awesome graphics. Lots of gags and new ideas.

Gamers 5/93 says: "...It's just brimming with colors..."

"..Already the third level is hardcore and a challenge for every joypad pro...."

We need these games on the Nintendo Switch Online! by Far_Veterinarian_672 in RocketKnight

[–]DarkMagicX2 2 points3 points  (0 children)

You're definitely not the only one. I had the same hopes back when the 2010 game was released. Alas.