Kraut Buster

Coin-operated games and arcades.
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SuperPang
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Re: A new Neo Geo game just announced...

Post by SuperPang » February 5th, 2019, 2:11 pm

20th March 2015.

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LegoYoda
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Re: A new Neo Geo game just announced...

Post by LegoYoda » February 5th, 2019, 4:32 pm

I got my shipping notification yesterday (Standard MVS Gamecenter kit). Ordered October 2017, Status "shipped". Did see somewhere they were batching by both order date AND location in the world...
Alec
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Re: Kraut Buster

Post by neogeomeister » February 6th, 2019, 5:54 pm

Image

Image

Image

Image
Last edited by neogeomeister on February 6th, 2019, 7:33 pm, edited 1 time in total.

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Re: Kraut Buster

Post by mastercello » February 6th, 2019, 6:00 pm

Cool, when exactly was it sent?
How do you like it?

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Re: Kraut Buster

Post by neogeomeister » February 6th, 2019, 6:23 pm

Send 05.02.2019,
Best NG DEV game in my opinion.

Youtube but bad quality:
STAGE 1:


INTRO:

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system11
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Re: Kraut Buster

Post by system11 » February 8th, 2019, 12:07 am

DHL left mine out in the wet - luckily no damage to the contents.



Frame jitter and occasional sound loss are something to do with my capture setup & OBS.
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Re: Kraut Buster

Post by Nomax » February 8th, 2019, 5:26 am

Received the game 2 days ago, here's my unboxing video for those interested:


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Re: Kraut Buster

Post by LegoYoda » February 8th, 2019, 9:12 am

Mine turned up this morning.. attempting to nhot look at anything media wise before actually playing it!
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Jan
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Re: Kraut Buster

Post by Jan » February 8th, 2019, 11:13 am

looks like a Metal Slug and 80s commodore art design had a baby.

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Re: Kraut Buster

Post by jimmerd » February 8th, 2019, 1:43 pm

Looks like a good game, a big achievement overall given the complexity of the Neo Geo.
(edited - I will wait to play it in person before making any comments)
Last edited by jimmerd on February 8th, 2019, 9:48 pm, edited 5 times in total.
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SuperPang
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Re: Kraut Buster

Post by SuperPang » February 8th, 2019, 6:53 pm

I've only played about an hour so far but I'm really impressed. This has come a long way since that first preview. Clearly a real labour of love for NGDEVTEAM. Sprite work and animation are gorgeous. The framerate is insane. The game is huge and finely polished. It controls well (I'm still getting used to the slide, I'm doing it by accident when jumping and shooting downward). The fixed fire button works nicely in a Cave button layout. Naturally it feels a lot like Metal Slug, particularly C mode. I need to read up on what all the masks do in T mode but they have managed to create an homage but with some fun new ideas. It's rather witty too. It appears ze Germans do have a sense of humour after all! :awe:

There are occasional sprite layering issues but you can fiddle with the settings to improve this as detailed here. The settings menu is insane, any option you can dream of. Want violence and nudity but no animals to be harmed in the process? Yep, there's an option for that.

Other observations, a lot of enemies are pure cannon fodder and then you run into one that kills you so quick you don't know what happened, but that can be learnt. Maybe the weapons could be rebalanced (the homing rockets are weaksauce), maybe the difficulty curve could be tweaked in general. Minor gripes so far.

I think I have found a bug though. If I pre-set my name in the settings (as I said, there's an option for everything), the hardware reboots after the high score table. Can someone confirm and I'll let NG DEV know (if they don't already).

EDIT: I'm still finding the motherboard (MV-1FZ I think) does a double-reset sometimes after the high score table.


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Re: Kraut Buster

Post by emphatic » February 9th, 2019, 4:29 pm

I think it looks like a lot of fun. The content seem deep and generous and the animations look very smooth. The enemy placement could be better planned out IMHO, especially so many paratroopers, as they just hang in their chutes like that after being killed. It could look classier with increased variety, again, in my opinion.

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Re: Kraut Buster

Post by system11 » February 9th, 2019, 7:33 pm

SuperPang wrote:
February 8th, 2019, 6:53 MP
I think I have found a bug though. If I pre-set my name in the settings (as I said, there's an option for everything), the hardware reboots after the high score table. Can someone confirm and I'll let NG DEV know (if they don't already).

EDIT: I'm still finding the motherboard (MV-1FZ I think) does a double-reset sometimes after the high score table.

Known bug - they sent me a patch this morning, I'll try to get it tested this weekend.
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LegoYoda
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Re: Kraut Buster

Post by LegoYoda » February 11th, 2019, 10:29 am

SuperPang wrote:
February 8th, 2019, 6:53 MP
I think I have found a bug though. If I pre-set my name in the settings (as I said, there's an option for everything), the hardware reboots after the high score table. Can someone confirm and I'll let NG DEV know (if they don't already).

EDIT: I'm still finding the motherboard (MV-1FZ I think) does a double-reset sometimes after the high score table.
I've been playing quite a bit over the weekend and have run in to these two exact bugs in the same way. If the name is set in settings I get a reset after the score table (and, im my case it then blanks out the preset name) and I have had the MV1-FZ do a double reset after the high score table numerous times (always fine the 3rd time and only delays you for, what, 7 seconds?) but it's there... POSSIBLE trigger is putting a space in the name at high score entry (i.e. when been playing 2 player as the score is combined)

Outside that I've only noticed VERY minor layering issues (as noted this is a "feature" you can adjust to your preference based on framerate). REALLY enjoying the game though. Fun, Funny and full of character (bursting with it, weaponised chicks (as in chickens) wearing Rambo Bandannas firing bullets? yep, that's in there)

Played C mode once so far and it's much faster, no chicks, no masks, stripped down. Prefer the T-Mode as it feels mopre as sthat's the original design and it shows. The level of annimation detail (in the incidentals) is great BTW.. I am rather looking forward to after work so I can get a bit more time in (kids have played it more than me so far)

BTW, anyone know how these games get updates? i know they DO but I can't find instructions for any previous game and this is my first "firtst release" NGDEv Game (got Fast Striker on reprint so already patched)
Alec
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Owning a Blast City: Fixing and Repairing -http://retrogamingstuff.wordpress.com/

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Re: Kraut Buster

Post by OlDirty » February 12th, 2019, 7:52 pm

Attract mode on my Egret 3


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Re: Kraut Buster

Post by SuperPang » February 20th, 2019, 5:14 pm

So far feedback is overwhelmingly positive from people who actually played Kraut Buster. This is a first time for us, we are very happy about that.
It's also nice to see that more and more people realize that Kraut Buster offers it's own thing and is not just a mixture of Contra and MS.

As Kraut Buster's development costs exceeded the sales, we need to open pre orders for more AES units and a 2nd print MVS version.
To cover our costs we need to sell AES+MVS combined ~100 more units.

v1.01

- fix: on uni-bios systems: error message/memory viewer after gameover/playthrough of missions > 1 / on stock bios fixes reset
- timer symbol ":" blinks if timer is above 9:59
- reduced hit points of some bigger enemies to reduce coin eating "grindiness" especially in the final rooms of the game
- weapon "Schrotflinte" is over powered in c-mode. Reduced it's splits by 2 units.
- demo attract mode sound fix
- small fixes
- added secret mask "Schwein" for a "Sch¸tze Arsch" ¸ber challenge mode
- increased i-frames from 120 to 180 frames
https://www.ngdevdirect.com


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Re: Kraut Buster

Post by zak » February 20th, 2019, 5:41 pm

Guess I'll be getting a second print :thumbup:

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Re: Kraut Buster

Post by Jamie » February 20th, 2019, 7:51 pm

Missed out last time so glad they're doing more, ordered a Japanese AES copy.

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SuperPang
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Re: Kraut Buster

Post by SuperPang » February 22nd, 2019, 5:03 pm

I've just realised weapon switching isn't working properly for me. ie. If I walk over a weapon I start using it, whereas NG DEV say:
[Gameplay Menu]

- Auto Weapon Switch Pickup [on]

Automatically tries to select a slot for the new weapon. E.g. if you have an empty slot the new weapon always is put there.
If you pick up the same weapon it sums up ammo instead of putting it in a new slot.
Turning this option on or off seems to make no difference.

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Re: Kraut Buster

Post by LegoYoda » February 26th, 2019, 5:28 pm

1.00 or 1.01? I've noticeed with my game it's impossible to get the first coin on the first level with the female character.... the two guys, fine... Bug or feature? I'll check the weapon switch later on my copy.
Alec
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Owning a Blast City: Fixing and Repairing -http://retrogamingstuff.wordpress.com/

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