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Deuce

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  1. At risk of seeming snide, I'm used to boards where the formatting code is more capable. Maintaining context is generally regarded as a useful thing.
  2. Someday, I hope. It'd be nice not to have to lug out the Hyper setup. I've actually got a bunch of a videos that I made some time ago, of both SS64 games. Well, you could get the board and game for about $120 from Vektorlogic on eBay. You'd just need a supergun rig, like MAS sells. Not quite a "port," per se, but more a 2D re-imagining of the game... with a couple of added characters (ie. Charlotte and Jubei). Still my favorite of all the NGPC games. I would put good money on it coming to US Xbox. With Live support. (KOF2K3 plays great on Live, btw.) Really... do you have any sources for that? I'm not disputing it, I'm just curious. I'd really like to know more if that's the case. Probably the former. Maybe the latter. Definitely not the middle. Time will tell. Maybe, but I really hope you're wrong. Kuroko I wouldn't complain about, but the others would be highly disappointing. I will continue to hope for the other characters. And by that same logic, Reon would still be eligible... SSRPG was 2D. Let me dream, damn you!
  3. I was always partial to whatsitcalled, the sunset one where you fight Lee and Zantetsu. But yeah, LB1 has some of the best 2D stages ever made. Love Moriya's, Kaede's and Shikyoh's in particular. I have three Hypers, actually. Had four, but I gave one to a friend (long story). I'm rather fond of Asura Zanmaden, myself, but it's definitely not the typical SS game. The pace is a lot slower than most are used to, and the focus is even more on positioning, since the game has location-based damage (head and chest hits do MUCH more damage than leg/arm). As far as the characters go, if you've ever played Samurai Shodown! 2 for NGPC, then you have some idea, as the game is based entirely on AZ. Bust versions of the characters tend to be very different from Slash (or even previous Bust versions). Enja and Suija, in the execrable SS0/SS0S, are pale imitations of Enja Kazuki and Suija Sogetsu in AZ. In AZ, they look completely different, have neither shirts nor weapons, and are tattooed all to hell and back. No goofy bracers on their wrists, and their movesets are completely different, from normals to supers. Enja Kazuki is very slow, and fights with singular power punches and a few grapples. Suija Sogetsu is relatively speedy, and fights with multipart kick combinations. Slash Asura -takes getting used to, as he is very slow. All of the specials for his Slash form are the names of demons/devils, reversed. He has an arrow projectile and a dp+Slash where he stabs his sword into the ground and a huge spike comes up from beneath, a short distance away. He has an rdp+C counter move, where the sword transforms into a shield. If hit when this happens, it sprouts about 10 or so spikes, which impale the opponent. He can turn the sword into a huge scythe for a big, power swing, which leaves an arc of dark energy behind it. hcb+A/B works a lot like Galford's Shadow Copy, but he has only one specific attack out of it, and can also cancel it with C, or press D to use it as a teleport. He can also turn it into a huge axe, and slams it onto the ground, creating a shockwave (this thing is a biatch to avoid). And for his super, he summons chains around the opponent to bind him/her, then cycles through several different forms of his weapon, ending with a big ol' scythe slash. Bust Asura-Just as slow, but looks completely different, and doesn't have the morphing sword (though his normals are the same). He can fire a laser projectile (slow to come out, can also be done in midair), can summon a bolt of lightning from the sky (his dp+A/:P, and has a slow, low-hitting projectile that does virtually no damage, but sends the victim high into the air for juggling. He can do rdp+D to power himself up, which makes all of his attacks electrical in nature and do more damage, but he gradually loses life (like LB1 Awakened Kaede). He can fly, which enables an extra special and an extra super (big six-part projectile). And for his DM, which is uncomboable, he transforms into a shadow and quickly floats over to the opponent. If he connects, the screen goes dark and shows quick flashes of him doing damage, until he withdraws his blade and the opponent falls to the ground. Slash Shiki- qcf+A/B has her duck low and dash forward, slashing at the opponent's legs, which is followed up by a leaping slash for the B version. dp+A/B is a basic dragon punch uppercut. She has a couple of special throws, including one which is a multipart. She can do special flips forward and backward for maneuverability. Also, she has a midair move where she moves toward the opponent and if she connects, she perches on his/her shoulders. This has two followups. Her DM is a basic rush with some visual flair, which starts like the qcf+A/B. Bust Shiki-Completely different from Slash. Different look, different normals. She carries no weapons, but when she swings, needle-like blades extend from her palms, and retract when she's done. She can summon an energy disc in midair at three set distances (think Goenitz and his tornados). She has a slow-to-start dash move that has to be blocked low, a special grab where she kisses the opponent and reverses his/her controls, a reversal counter (a la Geese), a four-point teleport (like Hanzo), a move where she possesses the opponent and both of them stab themselves inthe stomach. Just like Bust Asura, she can fly, which enables a few new moves. Her DM starts off as a rush, but she knocks the opponent down and straddles him/her in a very overtly sexual fashion, and drains his/her life force... this restores some of her own. This may sound odd, but Shiki's all about sexuality. That's what her name means, actually (sexuality/lust). Taizan is not quite as interesting as one would hope, but he's still reasonably fun. Describing his moves won't really tell you much beyond the pure mechanics of it. It's just that a Kanji character is written for each one. Of more note is Bust Hanzo. Not only is he different from previous iterations, he is easily the most complex character in the game. His movelist is full of multipart throws, all of which look incredibly painful to behold. Well, it's coming to the PS2 in January, and SNKP has stated that it's going to have "additional characters not in the arcade." Given that the existing game has every single 2D arcade SS character already, that narrows the field a bit. Asura and Shiki are the obvious choices, since they already have sprites done for SvC/NGBC. I have a sneaking suspicion that Reon may make it in... and it'd be nice to see her in a full, playable form. I wouldn't lay odds on Hanma or Taizan, or any of the Warriors' Rage 2 characters (though I wouldn't mind Seishiro, Tohma or Jushiro). Ishiwatari Daisuke? On LB? Ugh. I like his art and all, but I wouldn't want him to touch the LB characters. It just wouldn't be the same without TONKO designs. I'm just saying...
  4. What I mean is that it actually shows the load screens, and takes its sweet time with them, too. The other emu I have doesn't show them, and it's lightning-fast to load (nothing takes longer than 3 seconds when playing from a mounted ISO, ever). The problem is, the sound is next-to-nonexistent. :/ I also noticed that if you use the special select mode in SSRPG, the character's movenames are all kinds of messed up in the combat menu. They show up fine in the top bar when they're actually being done, though. Yeah, I do too. LB2 has a couple of really nice ones, though. I'm tinkering around with a FAQ for Samurai Shodown 64: Warriors' Rage (the second HNG64 SS game, never ported) at present... granted, I've tinkered around with it for going on two years now. Thanks for your help (everyone who responded) Now, now. Didn't anyone ever tell you to be careful what you wish for? *whistles innocently*
  5. Wow, I'm surprised anyone remembers me for that anymore. Yay, I'm a celebrity. Weirdness. After much tinkering, I got it to work in Nebula 2.24 by making an ISO (instead of the NRG I had mounted with DTools, or the retail CD) and loading it directly. I do have to wonder, though... what's with all the load times??? The other emulator blazed through like nobody's business.
  6. How can one get it to run in Nebula? I've tried every which way, and it simply doesn't seem to like me. I've tried running it from my original Neo*Geo CD (not a burn), mounted an ISO with Daemon Tools, and tried using Nebula's native "load ISO" option, but each time, it does the same thing... it works fine through the intro, up to the title screen, but when I try to start the game, it goes to the "Now Loading" and just freezes. A friend of mine and I are in the process of writing up an extensive walkthrough/FAQ with item/monster translations and all that jazz (and screenshot maps, if possible), and Nebula would be a lot more efficient than the old Japanese emu we're using... which also has extremely unweildy sound. Any help would be much appreciated. Thanks in advance. -Deuce
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