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Messages - Hypershell

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3401
When I was streaming X2 Soul Eraser today, PB kept saying "Why should I bother playing this game anyway?" and things like that. >0<
I'll have to kill him.  -_-

9,001 deaths
-AC
...how in the hell did you ever clear any X-series game?  Xtreme2 is among the easiest of the series.  X4 is about the only one I can think of that comes close.

3402
Gaming / Re: What defines 'Hard Mode'?
« on: September 26, 2009, 03:32:15 AM »
As for Hard mode, you people talk a good game, but have you ever beaten Chaos Legion on Hard?
Never played it.  My champion Hard Mode clear is Act Raiser 2.

I don't see the LE Gauge being locked as crippling, just get hit less >.>
It's not crippling, it's annoying, there's a difference.  Hard Mode retains plenty of recovery items, but therein lies the problem, the fact that it's recovery rather than upgrades.  You DO have plenty of life, but it's all in reserves, thus you waste more time between rounds rebuilding them.

If they insist on limiting your health stocks (which granted are pretty damn huge), I, again, would have been much happier had they kept the Life Ups and axed ALL reserves, Item A's and quest Sub Tank included.

constantly wall dash jumping Xtreme 2
You are equipped with the wrong Xtreme.  Auto wall dash jumping was Xtreme1.

Xtreme2 features the single greatest weapon of all time, that being Iris's take on the Ultimate Buster (think OX Overdrive except without mobility limitations).  To say nothing of Zero being the badass he is. 

3403
Same here actually, cause I couldn't stomach Xtreme 1's controls.
*gives PB ZEE UPPERCUT!!*

PLAY!

XTREME!

2!!!


I was a never a fan of doubletapping, and Select is terribly positioned for that function.
Get equipped with:
-Down + Jump (ground)
-Jump, Jump again (air, with proper momentum, unlike the PS1)

Select on a GB/C best serves as character switch (or X weapon switch if you honestly prefer for some reason).

You fools truly do not know what you're missing.

3404
Gaming / Re: Confirmed: DSi carts region-locked
« on: September 25, 2009, 01:39:20 AM »
No kidding (do you think I'd give up Magic Fish Mix?).  But this only encourages them further.  I'm not saying one shouldn't hack, but Nintendo obviously hates it whether piracy is involved or not, and moves like this are counter-productive to that point.

3405
X / Re: X8. I didnt like it all that much.
« on: September 25, 2009, 01:21:49 AM »
Uh, Bass is quite fine & easy.
I never said otherwise.  But people keep saying that Bass has it easy and Rock has jack, and that's not true, thus my post.

Same reason everybody gets changed. Diversity. Or do you think Zero should always have had his buster?
After X6, hell yes I do.

Having something doesn't necessarily mean focusing on it, nor does it mean you can't spin it a different way.  Bass's attacks are still buster attacks, after all, doesn't make him the same as Rock.

3406
Gaming / Confirmed: DSi carts region-locked
« on: September 25, 2009, 01:06:23 AM »
Funny how people seem to forget that tidbit and focus more on the camera.
From the screenshots I've seen, at least one of those announced games will be doing exactly that as well.

Like I said, I didn't expect the first batch to be anything special.  But it's a start.

Eh, the only reason why I got my DSi is because my DS Lite's screen broke and I managed to get it in to Game Stop before it completely stopped being useful.
In my case it was my original brick DS (didn't find the Lite worthwhile).  Top screen cracked majorly, greying out about half of it, no way in hell I could sneak a trade-in.

Posted on: September 03, 2009, 06:47:52 PM
I suppose we all hoped that notions of the DSi being region-locked would be specific to downloadables.  Not the case, however, as IGN confirms:

http://ds.ign.com/articles/102/1027349p1.html

Rather hilarious is that this renders the "enhanced" cartridges as being more widely available on the previous hardware than on the current.  Way to go, Nintendo!

You know, if you don't want people to hack your console, you shouldn't be a [sonic slicer] to your rule-abiding consumers.  Their excuse is internet connections and parental controls, which is bullshit; there's no reason either one couldn't be worked around.

3407
Gaming / Re: What defines 'Hard Mode'?
« on: September 25, 2009, 12:56:20 AM »
I try, but if I have a GB/C MegaMan game other than Xtreme2 on for more than 5 minutes or so, I start to seizure.

3408
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 25, 2009, 12:55:09 AM »
Arwing, Tank...and I suppose Sub (though I don't see the point)
Meh, in Command everything worked underwater.  But I have to admit the half-submerged Great Fox cutscene was cool.

Quote
-Customizable Arwings
-Make it as beautiful as Lylat Cruise from Brawl.
-More SNES Music remixes.
Genius all-around.  Especially SNES remixes, I want to hear that victory jingle, Professor Hanger, and Venom Course 2!

Note that "Lylat Cruise" includes N64-style Great Fox.  Whoever made that stage knew their [parasitic bomb], for sure.

Oh yeah, and we also need some manner of Warp/Black Hole.  I never get tired of that cutscene in SF64, where the whole team warping and Great Fox barreling through behind them.

Quote
-Experiment with controls (like new Wii-Mote Flight Stick accessory), but give player multiple control options.
Absolutely, this was Command's problem.  First of all, Command's touch controls weren't that great.  Second, even if a new control scheme is clearly superior, a traditional setup will help old coots like us make the adjustment (case in point: Metroid Prime Hunters).  For other games, it's simply a matter of preference (Punch-Out!!, Mario Kart, etc.).

3409
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: September 25, 2009, 12:48:07 AM »
That's why I like it.  More interesting, and a faster pace.  It may be harder to master, but it's easier to come up with something creative, and also easier to take advantage of your favorites since, yes, the tier system is truly screwed by Doubles.

3410
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 03:18:14 AM »
Well, for me it was the fact that you could turn BGM off in the options; I could put in a CD and effectively play to a different BGM without the need to hack (not that SF64's soundtrack isn't awesome, just nice to have a change of pace now and then).

Nothing's Gonna Stand In Our Way
during Aquas, makes the stage ten times more badass.

SF64 was fine, that ratio seems to work well. Everything after that kinda overdoes it with the All-Range. Also... On-foot = BAD.
True of any flight game.  Oh, Rebel Strike, you are so awesome, when you stay in the damn cockpit...

3411
Gaming / Re: What defines 'Hard Mode'?
« on: September 24, 2009, 03:03:07 AM »
The entire second half of Quick Man's stage is totally unfair first time through. If you don't land where the game wants you to land, it's death.
I can't comment on MM5 since 4-6 are a blur in my head.  As for Quick Man, evil yes, but doable.  At least in that case you can see obstacles as they scroll up.  Placing a wide death trap at the bottom of the screen, invisible until the instant before you fall, is another story.  And again, where you fall is luck-of-the-draw, so that's at least SOME chance, which is not the same thing as fixing you where you're screwed if you don't know what's coming, which is what Splash Woman does.

Most such hazardous falls in classic-series also include lots of spikes in the scenery beforehand, effectively warning you to keep your guard up.  The worst fall that I recall in classic-series is Doc Robot Spark Man in MM3, and even that's not so bad if you stay calm.

It's not that MM9 is hard, in fact it's actually quite easy, it's just that it makes the habit of blind-siding you.  Lousy design in my book, not that I don't like the game overall.  I do.  But I don't think it holds a candle to a true NES game without factoring in Endless Attack and ProtoMan Mode.  Even then, 2 and 3 are still superior.

Quote
and Mario Kart.
Depends on which Mario Kart.  Double Dash is dirt-simple.  Wii, on the other hand, is utter lunacy on 150cc.

But you know, I might have even put up with that if a FREAKING PERFECT SCORE was enough to satisfy the unlock conditions.  But it wasn't.  A full F*@#!ing 60 points, which in itself took many replays, and I get a measly B rank.  At that point I consider myself fully justified to hack a constant Star Man and blow through those bastards (hey, I wanted my Dry Bowser).

3412
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: September 24, 2009, 02:54:59 AM »
I can trade you the movie one that causes the event to happen.
We'll see.  I'm sure we're a long way from the U.S. release of HG/SS.

I'm actually working on a doubles team right now, and I'll be happy to battle anyone interested in a match when I'm done!
Gladly.  We'll have to exchange codes.  I'm damn evil in Doubles, though. 8)

3413
X / Re: X8. I didnt like it all that much.
« on: September 24, 2009, 02:51:09 AM »
I'm pretty sure auto-recover and danger stuff is available to both characters.

Besides MegaMan having more support and charged shots, he also has an easier time against King's tank.  Bass totally pjwnz the first Wily Machine with Treble Boost, though.

3414
If you have more suggestions, send them here and I "might" play them the rest of the week. ^^
SOUL ERASER!!!  =P

Playable. Blues.
Playable Blues rocks a great many socks.  However, I am a little cheezed off that you can't slide in the game without nerfing your defenses to the point of losing half your health in two hits.

Ah well, Blues is always awesome, no matter how fragile.

3415
Granted, it might be a more powerful, hotter shot, but it has the same design.
Charge physics between Inti's games and the SNES heavily favor Inti no matter what character you're talking about.  In the SNES your default charged shot strength is 4 times your normal shot strength, with only 2x damage on a boss.  In Zero/ZX, it's 6 times normal strength, with the full multiplier against a boss.

3416
Gaming / Re: What defines 'Hard Mode'?
« on: September 24, 2009, 12:29:31 AM »
FZeroGX is far beyond hard mode. It's just not fair. Alone, it took me days to beat Episode 7 on Very Hard.
Jeez, you're not kidding.  EVERYTHING on GX's Very Hard is insanity.  I crawled my way through all but two or three chapters before I decided to hack for the last of the AX racers.  Though IIRC I did eventually get 7 before that.  It was 8 that was all hell for me.

That scrolling spike trap in Splash Woman's stage is totally classic Mega Man, though.
I've cleared them all and replay 3 more than any NES game in existence, believe me, I'm familiar with classic MegaMan traps.  The actual NES games do not take it to such an extreme.  Dropping you onto a 2-block wide trap is par for the course, you can realistically evade that.  4 is too far.  The previous screen also forces you into the dead-center, so you don't have the benefit of luck-of-the-draw with your fall position either.

I can't comment on Bag's pic as I'm not all that familiar with GB physics and such.  But the bottom of the first pic is the only one that looks exceedingly bad.

3417
Gaming / Re: Legend of Zelda - The official Zelda thread
« on: September 24, 2009, 12:22:06 AM »
Whilst everyone else has to use a GBA and GBA-to-GCN adapter to play :\I regret not playing it now
Note that in multiplayer EVERYONE, including first player, requires a GBA.  The game is designed for each player to have a "private screen" for hidden caves and whatnot.  In single-player this appears as a pop-up window.  Otherwise it's your GBA.

And yeah, it's a very LttP-feeling game, both visually and musically.  Pretty awesome.

They seriously need to make a Wi-Fi Four Swords.  Now that we've cut the whole connection-cable crap, the process of gathering 4 players even offline, much less on, is a lot more feasible.

3418
Gaming / Re: Muramasa: The Demon Blade / Oboro Muramasa Yōtōden [Wii]
« on: September 24, 2009, 12:18:33 AM »
I finally got around to playing the game. I've spent about 90 minutes on it already. And it has yet to make me go "Wow." It's a great game, don't get me wrong, but the hype made it sound like it was going to be something more.
I've yet to play it.  But I imagine it was hyped up so much because:
1. It's pretty.
2. 2D non-budget games on a console are unheard of these days.

I'm glad to see someone taking a stab at it.  Money's tight at the moment, but Muramasa is on my radar.  Unfortunately there's no way I'm adding it to my library before Bowser's Inside Story, but oh well.

3419
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 12:16:14 AM »
S3&K just has too many mood-killers like Hydrocity, Marble Garden, and Sandopolis Act 2's.
*gives Aldo ZEE UPPERCUT!!*

Are you [tornado fang]ing NUTS?!  Marble and Sandopolis I can understand (although they are enjoyable when you get the hang of it), but HYDRO CITY?!!  That zone is freaking awesome!

3420
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: September 24, 2009, 12:13:55 AM »
Yeah, but all the forms will be in HG/SS (and Rotom's will no longer require a special event), so I'm content to give Platinum the finger.  Just have to be sure to find/hack an Arceus that can give birth to Origin-Giratina, and I'm covered.

3421
Gaming / Re: This is the Droid I'm looking for...
« on: September 24, 2009, 12:11:19 AM »
Most impressive...
[/mechanical breathing]

3422
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 24, 2009, 12:09:12 AM »
You had to goof pretty badly in S3&K, though.  If you scour the stages you can get all emeralds within two zones.
I suppose "ranking" being related only to clear time and not some god-forsaken score formula is one thing I did like about Secret Rings.  But IMHO an unlockable that major which requires "perfect rank everywhere" is overkill (oh, SA2 and its cruel cruel All-A emblems...).  The emeralds Sonic 2/3/K, the emeralds heavily impact the game's replay value.  The necessity to earn them is fine, but it should be reasonable, not super-elite.

Incidentally, I regard S3&K and not SCD as the best game.  But whatever, personal preference.

3423
Gaming / Re: ITT: We can rebuild them, we have the ideas.
« on: September 23, 2009, 11:56:53 PM »
StarFox's current problems lie mainly in the execution. StarFox is known mainly for it's corridor Arwing gameplay, and we've been getting less and less of this as time goes along, which in essence ruins the feel of the game completely. It's not as far off the road as other series though (Sonic immediately pops into mind >_>').
I don't think there's anything wrong with taking Star Fox outside of corridors (who DOESN'T love SF64), but it should still remain within the ship (bad, Assault, bad!).  Also, if they are going to focus on "all-range" the way SFCommand did, they need to realize that arcade-style controls don't cut it outside of corridors.  Besides the lack of a traditional option (bogus), I was very disappointed with the fact that you cannot manually roll your ship, AT ALL (even the SNES allowed 90-degree tilts).

Also, keep the speed up.  Even Assault's ship segments weren't that great, they were too damn slow.  I played the game again and again in store demos trying to convince myself to buy it, and I just couldn't.  We're flying sci-fi jets, for crying out loud, they're supposed to MOVE.



As for Sonic, well, we could make a whole thread on that alone.  Here's some pointers, all things taken from the 2D era that can easily be applied to 3D, and yet for some reason aren't:
-SUPER SONIC IN STAGE REPLAYS.  If you cannot do this then GTFO.
-All stages should fork.
-Extra characters are fine, but their abilities should be useful enough to set them apart (offender: the varying teams in Sonic Heroes) WITHOUT disrupting the core Sonic gameplay style (offender: Were-hog).  Think Tails in SA1 except without the mandatory short-stage race.  Every character should be able to play any stage (barring the mandatory Super Sonic final boss).  Character-exclusive forks within the stage, however, are acceptable.
-Feel free to re-use stage textures if it'll help, but DO NOT tell us that a 3D game exclusive to speed-type characters cannot be done.  Heroes and Shadow already proved otherwise, they simply failed in their execution.
-Never underestimate stunts, regardless of whether or not they involve player input.  We still like our loops, corkscrews, running across water, etc.

3424
It's very noticable how Helios doesn't seem capable of free flight.
In battle.  He is capable of flying (or at least hovering indefinitely) in cutscene.

I'm rather tempted to dismiss such similarities as sprite-conservation.  You'll notice that Thetis swerves in manners that are impossible for the player to duplicate.  He has the sprites to travel in all directions.  Aeolus does not, he can't "dive" through the air the way that Harpuia did, and it doesn't take too much of an angle before air-dashing looks awkward.

3425
X / Re: X8. I didnt like it all that much.
« on: September 23, 2009, 01:42:09 AM »
Indeed.

To add to that, in any other MegaMan game there's the advantage of no fewer than 8 upgrades being unavoidable; try beating MM1 without Super Arm.  Or 8 without Thunder Claw.  Or MM&B without Ice Wall.  In X6, NOTHING is absolutely required.  There are always multiple solutions and never is one single item necessary, but absolutely nothing in the game short of Falcon Armor is unavoidable either.  You know what we call that?  Open.  Some people just can't handle it.

but you're never forced to use them.
When were we given the option to cap our charge level?  'cuz I missed that part.

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