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Messages - HyperSonicEXE

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876
X / Re: Best and Worst Armors?
« on: September 14, 2009, 12:42:10 AM »
After having learned to use OIS, it's not anymore broken than using a boss' weakness in the old games. Which is essentially what that was supposed to replace.

It's also a freakin' pain in the tail to use. ZXA got rid of it, but replaced it with Boss Forms that were far, far worse.

877
Gaming / Re: Castlevania
« on: September 14, 2009, 12:40:12 AM »

878
ZX / Re: What if, Gate was in the ZX Series?
« on: September 14, 2009, 12:39:10 AM »
wat

X and Zero slaughtered anyone and everyone that was in X6, save for Sigma. Gate may have been a pretty decent scientist, but really only became powerful because of his utilization of Zero's DNA, and probably the virus.

879
News and Announcements / Re: Operate Shooting Star Revealed
« on: September 13, 2009, 03:02:31 AM »
No complaints here if the Battle Network 1 chip structure was modified to offer more fluidity. I don't exactly remember it being too friendly for forming some good decks, but to be fair:

1) It's the first game. None of the refinements that came in later were present, obviously.
2) The 15-chip select made things a little risky, especially with chips having not too much overlap in terms of chip codes.
3) Enemies were very weak and didn't require strong deck combinations. Let's also tack on that there was no PvP.

And the Program Advances weren't all that strong, either. Sword/WideSword/LongSword netted you a 3-stage attack that wasn't very much stronger at all. But the charge shot had oomph! That I miss!

880
Off The Wall / Re: Humans vs. Super Humans
« on: September 13, 2009, 03:00:27 AM »
Call me when we get Cybernetics perfected.

881
Gaming / Re: Big Apple. 3 A.M. 2009, WHAT?
« on: September 13, 2009, 02:57:21 AM »
looks like we got another one who was expecting the SNES version. the Arcade version didn't have a manual dash either, and also throws and slams were random in that version. i'd bet getting in a lock was an Arcade thing too.

for double jump, you have to doubletap the jump button very quickly.

I wasn't expecting the SNES version, but you think they'd tweak some archaic controls? Thankfully, I've either figured them out, or found workarounds:

Manual Dash
- Okay actually, no, this is just inane. I don't have a workaround for this except the Special Attack, and that still doesn't give you REAL distance unless you're using Donatello.
Throws and slams - Should be an input. It's strategic. Yeah, you've got screen clearing power, but only on two axes. Use it wisely, or else you'll be open to attack from 2-6 other directions.
Locked - This is an ancient arcade tactic, and should have been fixed, but fortunately it only really kicks in when there are Rock Soldiers or THOSE BLASTED HELIFOOTS. Again, Donatello.
Double Jump - You can only do this at the height of your jump? Pffft. What a load.

882
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 08:10:46 AM »
Yeah, and I can't forget the Street Fighter characters that appear everywhere. Ryu, Chun-Li, and either Ken or Zangief are pretty much guaranteed slots in most if not all games.

883
Gaming / Re: Big Apple. 3 A.M. 2009, WHAT?
« on: September 12, 2009, 08:09:16 AM »
Sensitive? Holy heck, I wish I could get it to respond!

~Double jump rarely works
~No manual dash
~Extremely hard to throw and slam
~Hitboxes are nigh discernible
~Attack strings can't lead into throws and slams
~Turtles are vulnerable to being hit again and again, creating a lock

This is crazy. Yeah, I did finally beat Hardcore (Shredder was easy), but **** that was hard. Leatherhead, pure single hit and run.

Donatello is pretty much the only way to beat Hardcore thanks to range.

884
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 08:05:06 AM »
i'll be frank and a buzzkill. even imagining that zero.jpg isn't referring to the Zero we're thinking of is downright retarded. Capcom isn't that smart to pull a fast one like that. if they meant Gouki of any form, they would've named the picture as such.

I seriously hope you're right, and yet, 3 Mega Man characters seems a bit overkill.

Not that I personally mind, but as far as company image...?

885
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 12, 2009, 02:05:27 AM »
As if Bandanna-chu SSBB weren't enough...

It is kickass in an out-of-character way, though.

886
Rockman Series / Re: ...what?
« on: September 12, 2009, 01:50:36 AM »
Fire Mario, Fire Z-Saber, wasn't there a fire Sonic in Secret Rings?

Ice Mario (Galaxy), Ice Z-Saber, ...uhhh, don't think there's been an Ice Sonic.

887
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 01:34:38 AM »
Cyber Akuma Zero

Or whatever that huge Cyberbots robot was. I just know there was a Zero in it.

Hey, big mega surprise, what if it's Zero.EXE? I'd laaaaaugh.

888
Rockman Series / Re: ...what?
« on: September 12, 2009, 01:21:06 AM »
Yep, lightning mode.

And fire mode.

And ice mode.

And water vapor mode.

And boob mode.

And Red Lotus mode.

And spear mode.

And spinning shield mode.

Andthenandthenandthenandthenandthenandthenandthenandthenandthenandthenandthenandthenandthenandthen

889
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 12, 2009, 01:19:40 AM »
That's one critique I have of MMZ and ZX;

What's with the RoboThongs?

(click to show/hide)

890
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 12, 2009, 12:33:52 AM »
>people who aren't seeing the obvious connections to Sonic Heroes

Gameplay and graphics, not to mention Shadow has a "partner" in most levels, and, lookie there, a freakin' super attack that you build as the stage goes along.

Story branches off SA2 and Heroes. Remember, Shadow had AMNESIA LOL. SA2 ended with him dying (for all we knew).

891
News and Announcements / Re: Operate Shooting Star Revealed
« on: September 11, 2009, 11:48:29 PM »
People are actually complaining about the loss of the Starforce battle system?

NEWSFLASH: That's why Starforce blows! Both in terms of gameplay and sales numbers.
EDIT: And even if MMSF3's battle system did supposedly fix the problem, it's 2 games too late, 1 late if you're an extreme sucker.

892
Gaming / Re: Big Apple. 3 A.M. 2009, WHAT?
« on: September 11, 2009, 11:34:09 PM »
Just hit the PS3, and I got it!

...but is it just me, or are the controls EXTREMELY wonky? And what happened to the music?

893
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 11, 2009, 11:31:29 PM »
Shadow The hedgehog is for all intents and purposes Sonic adventure 2.5

Shadow Heroes, more like.

894
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 11, 2009, 11:28:06 PM »
Sonic Adventure 1 and 2 were as far as Sonic stories should have ever gone.

Anything past that was just ridiculous, save for maybe Sonic Heroes and Sonic Battle.

895
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 10, 2009, 09:58:25 PM »
Battle of the Blondes!

896
Gaming / Re: Tatsunoko vs. Capcom (the sequel topic)
« on: September 10, 2009, 06:39:18 PM »
You want to say it's X series Zero, but MMZ Zero has been in OBW and SvcC:C.

If it is X series Zero, what'll they do in the next vs. game? X and Vent/Ashe?

I'd think EXE and Geo are pretty much a set, too.

897
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 10, 2009, 07:16:42 AM »
Even Bioware, the guys who made Sonic Chronicles couldn't revive the blue bastard.

I can't believe that flopped. I had it. It was okay, but not really. Never, NEVER, have I seen an RPG transition that was that poor. Even Megaman X: Command Mission, though it didn't garner a lot of sales, is a very solid RPG as far as design!

...well, at least we got Shade out of it.

SHADOW/WAVE/SHADE!

898
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 10, 2009, 05:09:04 AM »
the 2D to 3D in unleashed was not bad. :\

The transitions seemed fairly fluid and bugfree, and the 2D was fine.

It's that 3D that speed just doesn't mix well with.

EDIT: Wait, you guys actually believe that Needlemouse site is real? Ha! That's not even how they'd unveil stage design.

899
Gaming / Re: Sonic Returns In New 2D, HD Game
« on: September 10, 2009, 02:51:21 AM »
On the one hand, I can take some heart in knowing that the console staff is being dedicated to a 2D game, the rapper hedgehog was a hoax, they know about the critiques of the camera and directional movement (as evidenced by the 3d-2d transitions in Sonic Unleashed that made parts of Super Mario Galaxy gold), and that this whole project may turn out fine in an attempt to avoid Sonic being on the Wal-Mart bargain bin shelf.

But on the other hand, I remember Sonic Rush/Adventure/Advance 2 still being a little iffy, filled with open-bottom design, and lacking in catchy tunes (Chemical Plant, Carnival Night, Green Hill, etc.). I also remember how no Special Stage has ever beaten S3&K's Special Stages in every way; most other games require or are made far easier by memorization while S3&K, even though you can memorize those layouts, were passable on the first go-round IF you had the skill. That's rare. Last but not least, I also remember Sonic Team's latest track record.

Either way, I think I'm still going to buy this; bad or not, this is definitely a step in the right direction whereas Sonic Unleashed turned out to be more of a stand-still.

900
ZX / Re: Let's list uses for the "obscure" biometals that are hard to use.
« on: September 05, 2009, 05:40:03 AM »
Translation:

Let's justify and talk up a gimmick that does nothing to enhance gameplay.

[hard knuckle] that.

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