Rereading your post and my reply, it seems to me that, much like A.Wrench above, you do not seem to realize how complex modern shooters and fighters have got. You don't really play such games do you? At least not beyond the button-mashing, score-neglecting level. That's why most people will have a hard time understanding what I am saying here. Anyway, I'll try to point out to you why all the scoring elements of Goku you brought up are details:
Oils wrote:Icy, have you played Ultimate Ghosts n Goblins for the PSP? Elements of the top-down shooter and of a platformer combine to make this one of the best games in years.
Here, for example, you are making it clear that you do not play shooters seriously, because if you did you would know that no one calls them "top-down shooters". So the "elements" you say that combine with the platforming one are either irrelevant, or exist only in your imagination.
Oils wrote:By around level 3, for example, while you are running through fierce winds altering your direction and thunder strikes causing the floor to collapse, lines of bats come flying at you in a very similar manner to enemies at the starting point of a level in Gradius.
Gradius, for example, is not a "top-down shooter", and moreover, even as a horizontal shooter, it is well-known for its lack of any significant scoring system. So even if Goku had borrowed something from Gradius's scoring system, all it would have borrowed from it is simplicity -- not complexity. But since you know next to nothing about shooters, you cannot realize this.
Oils wrote:You're rewarded with a scrumptiously colored 1000 points if you kill these lines of bats all at once.
*Yawn*
Welcome to 1987.
Oils wrote:It's best to have a rapid-fire weapon like the knife or splash damage weapons like the bomb and the flare to accomplish this.
Ditto.
Oils wrote:You've a "bomb" in the form of flare magic that you can use for split-second invulnerability and, if you have the strongest armor level, to wipe out all the enemies on screen for higher scoring.
Ditto.
Oils wrote:UG&G is usually loathed or ignored for how challenging it is. Even a subtly insecure person will probably become aggravated with this game, because even if you've memorized an entire level, the treasure chests which grant you weapons and powerups are randomized, as are some enemy spawning locations.
Welcome to Makaimura (1985).
Oils wrote:It's possibly the most entertaining game to come out in the past two years unless you're able to buy arcade boards or live in Japan with access to arcades.
Ludicrous fanboy comment that has no place in this forum.
Oils wrote:Unbeknownst to most people, PSP is the system of this generation to go to for modern platformers. I'm probably going to pass on Prinny, but I hope developers like Capcom and Konami keep them coming.
Entirely off-topic comment. (Besides, apart from ports and compilations, what original platformers have Capcom and Konami released for the PSP? I'd say the DS has way more new games in this genre (though I couldn't care either way, since I am under the impression most of them suck). If you want to play good platformers download MAME and a bunch of 16- and 32-bit console emulators and ask Recap, Macaw, Josh and/or Gaijin Punch to tell you what to play.)
Oils wrote:UG&G is a platformer that's exceptionally complex, challenging, and rewarding.
As I have explained, by modern standards, Goku is not exceptionally complex. Only if you are still thinking in terms of the late-80s, early-90s can Goku seem "exceptionally complex".
Oils wrote:It's challenging as a game of jumping and of shooting
lol at vacuous sentence.
Oils wrote:and unlike MegaMan and Castlevania, there are tangible opportunities for scoring.
Like A.Wrench, you are comparing your game of choice with the SIMPLEST games imaginable. But of course by your standards they are not simple...
Oils wrote:If the platforming genre, as small as it already is, looked to UG&G more to influence its priorities in craft, your theory could fortuitously be proved incorrect (because I love platformers so much and find this unfortunate to hear).
This is a naive attitude. One of the reasons you "love" the genre so much could very well be that all the examples of it you've played up till now have been relatively shallow. There are numerous STG fans, for example, who hate the modern complex games, and judging by your post, and by how ignorant you are on how modern, complex games work, I am willing to bet that if a genuinely complex platformer were released you'd hate it.
Oils wrote:In the end, one game cannot disprove your theory, I suppose
Oh, it very well can. Even a single valid example would do. If it existed, however, I'd probably already know about it, and it would have made so many waves in the hardcore gaming community that, at least some people, would be making a huge fuss about "this awesome platformer that has a system as complex as a modern shooting or fighting game".