Greenalink
Sonic Adventure 2 Comparison: 700+ Changes from Dreamcast to Gamecube (20th Anniversary special)
updated
One of the big changes for Raphael is the removal of his unintentional buff, where he is able to fully stun most end of stage bosses. The newest (November 2022) patch supposedly fixed this..... or did they?
Watch and learn.
it's not WR pace as I would need to improve this by 2 minutes for fastest Chill Raphael run.
Wingnut was being a doofus by acting as a Mega Man X boss called Storm Eagle.
It looks like my future runs will require good boss fight RNG to beat any of my newer PBs.
I still need to master stage 3 enemy spawns and Technodrome Redux area 1 spawns.
Okay difficulty is technically faster than Chill thanks to faster delayed spawns but more punishing for mistakes due to losing an unfilled super meter after taking a hit.
In the past I always tried the risky method and it wasn't until I watched the WR runs where there was a more reliable way to 2 cycle KO her. I was curious if it was any slower and it turns out that the reliable method is roughly 1.44 second slower which is still a good option as messing up the risky strat will lose a lot more than 1.44 seconds.
Simply put my risky method is very high risk for very little reward and should only be pulled off in a individual level run or a TAS.
It looks a lot like its original system 16 arcade build back in 1986... that's because the attention to detail is really well done, aside from very minor colour palette changes and less animated frames on two of the bosses, it even managed to fool me when watching its reveal during the debut presentation earlier this year as I thought it was supporting System 16 games but it was in actual fact a Mega Drive developed game.
What is *new* to this release?
Super Easy mode is a brand new way to play the game, by adding more quality of life features to make the game less stressful for new players including starting off with $150,000, a HP life bar, a magnetic body to attract nearby coins and a shop balloon spawn that can appear after dying to a boss fight (regular arcade mode makes you fight with no upgrades during this situation).
Super Easy mode doesn't support changes to the options menu.
Time attack has been featured in previous releases including PS2's SEGA AGES 2500 series and more recently Nintendo Switch's SEGA AGES Collection release.
Lastly, thanks to the online manual... there is an Easter Egg that changes the majority of the audio to feature sound effects and music from Space Harrier.
The game has two different soundtracks, one for JP/EU and one for US.
When the mini console's language has been set to either English, French, German, Spainish, Italian or Korean, the original soundtrack version will be using the 50hz European version.
By changing the mini console's language to either Japanese or Traditional Chinese, the original soundtrack version will be using the 60hz Japanese version which is what you want if you don't like the US soundtrack.
For a stock (unhacked) system, it's not as bad the Playstation mini because there is at least an official solution to play true 60hz builds.
The 3rd entry is notable for having big changes between both English and Japanese releases.
In 2022 the Sega Mega Drive Mini 2/Sega Genesis Mini 2 came out and in western consoles (EU/US) had Streets of Rage 3. The Japanese mini 2 console does NOT have either Streets of Rage 3/Bare Knuckle 3.
When playing Bare Knuckle 3 on the UK Mega Drive Mini 2, I've noticed something odd when playing through Stage 1.
Clearing the first area went straight to area 3 and skipped area 2 completely.
I quickly figured out why and that's because they (SEGA/M2?) really wanted to censor the mid-boss Ash... which makes sense considering how impactful 2020 decade has been. Bare Knuckle 3 wasn't this censored to this degree in the digital release back in 2012 Vintage Collection for PS3 and Xbox 360.
I even tested the English rom and Stage 1-2 was left intact.
The English version did a better job at censoring Ash by replacing his sprite with Shiva and remove that mid-boss fight, keeping the rest of the gameplay intact.
It does give new Streets of Rage fans a false impression on the Japanese Bare Knuckle 3 by making it look like it was really rushed for having less gameplay content than the censored English release.
I thought about a video on Mega Man X Legacy Collection and decided to try out X-Challenge with his default kit and on Easy because Hard mode is not a fun kind of Hard, it feels very obnoxious due to the time it takes to kill a boss with boosted resistance and X being more frail.
Both games share the same first two levels but their third level per set is exclusive so there's 18 shared stages (or 19 if you include the bonus) and 18 exclusive stages.
Because I played both games, I even chose the game that had better fitting music, you'll see what I mean because Legacy 1 used X1, X3 & X4 boss themes whereas Legacy 2 used X2, X5 & X6 boss themes.
Review keys provided by Capcom.
1) After producing the damage analysis video a few months ago, I finally had the chance to watch the entire series of 1987 TMNT TV show, that's 10 seasons containing 193 episodes. Nearly 3 months to watch it all from June 30th to September 20th this year.
2) There's been a few cool gameplay mods when I wasn't playing this that have been added to the PC version, this mod is Debug mode which has a few "cheat" like features including full ninja bar and god mode but the one feature I'm interested in is the ability to instantly change character.
This change character quirk can lead to some funky combo cancels and even perform a co-op attack: Homerun Swing purely solo due to how it tracks the "enemy's knockback caused by x Character".
Difficulty was done on Chilled (Easy) just so that the video didn't have to be any longer than it needs to be. The run was almost a deathless one too if it wasn't for the 1-hit-KO laser near the end of the game.
Street Fighter IV was my first "current-entry" Street Fighter game back in the late 2000s.
Youtube was still in its infancy with content creation and I wanted to showcase how notable the nerfs were to Ryu back in the day and yet still be a tournament viable character.
I only focused on a single update jump rather than his entire career due to time constraints but also the near lack of research(?), like SUPER Chun-Li having no changes other than getting Ultra 2 for example.
I played this quite often during Vanilla and SUPER days but I didn't get into much when Arcade Edition, AE 2012 and Ultra were the latest versions.
Vanilla is a term used to describe the very first build of the game which lasted from Summer 2008 to April 2010.
SUPER is a term used to describe the first major update to Street Fighter IV which lasted from April 2010 to December 2010 (Arcade Cabinet AE) or June 2011 (Arcade edition out for consoles).
Background music used:
Marvel vs Capcom 1 - Ryu's theme.
1) Clear with a S-rank score,
2) Clear in under the time limit,
3) Complete with a single long combo.
The main differences compared to first quest:
1) Remixed soundtrack
2) Every enemy type is available, this is notable in early stages.
3) Enemies will dish out 50% extra damage.
4) Less challenges in general, as all of them require a big score, fast time and single combo.
Rollerdrome feels like a fusion between Tony Hawk's trick style gameplay along with a mixture of 3rd person combat and cel-shaded visuals combined into a very unique video game out in 2022.
There's strengths and weaknesses for each weapon.
Dual Pistols have the longest lock-on range.
Shotgun has a shorter lock-on range but a slug shot makes it ammo resource friendly.
Grenade launcher lacks lock-on but has splash damage.
Charge laser lacks lock-on but can recoil from walls and is a good long range weapon against far targets to refresh the score combo meter.
The latter two weapons may lack lock-on but have the ability to earn multi-kills by killing more than one enemy with a single shot. The player earns 1000 points for each multi-kill.
Score combo meter:
The multiplier goes up after each kill and obtaining a combo token.
The multiplier's timer goes up slightly when dishing out damage but will drop if the player gets hit by an enemy.
Different kill methods earns different bonuses too, so a regular lock-on kill with pistols earns ~100 points but a Super Reflex Slug Shot kill earns ~600 points.
Timestamps:
00:00 - O1 Matterhorn Arena
06:31 - O2 Pike's Canyon
11:44 - O3 Civetta Summit
17:14 - O4 Houston Mall
22:27 - Q1 Echo Basin
27:28 - Q2 Barbican Arena
32:22 - Q3 Eiger Resort
40:40 - S1 Green Bay Mall
45:19 - S2 Zugspitze Station
50:48 - S3 Zabriskie Research
56:05 - Final Matterhorn Stadium
Key provided by Private Division
#rollerdrome #productprovided
This video showcases me earning the maximum S rank for scoring very high in all main campaign stages. There is a second quest style campaign which I'll have a look at and see if I can get all S rank on those stages too sometime in the future.
There's strengths and weaknesses for each weapon.
Dual Pistols have the longest lock-on range.
Shotgun has a shorter lock-on range but a slug shot makes it ammo resource friendly.
Grenade launcher lacks lock-on but has splash damage.
Charge laser lacks lock-on but can recoil from walls and is a good long range weapon against far targets to refresh the score combo meter.
The latter two weapons may lack lock-on but have the ability to earn multi-kills by killing more than one enemy with a single shot. The player earns 1000 points for each multi-kill.
Score combo meter:
The multiplier goes up after each kill and obtaining a combo token.
The multiplier's timer goes up slightly when dishing out damage but will drop if the player gets hit by an enemy.
Different kill methods earns different bonuses too, so a regular lock-on kill with pistols earns ~100 points but a Super Reflex Slug Shot kill earns ~600 points.
Timestamps:
00:00 - O1 Matterhorn Arena
02:53 - O2 Pike's Canyon
06:28 - O3 Civetta Summit
09:56 - O4 Houston Mall
16:18 - Q1 Echo Basin
20:08 - Q2 Barbican Arena
26:49 - Q3 Eiger Resort
33:55 - S1 Green Bay Mall
40:04 - S2 Zugspitze Station
45:50 - S3 Zabriskie Research
53:32 - Final Matterhorn Stadium
Key provided by Private Division
#rollerdrome #productprovided
I use some late game/post game power-ups
I had early hands on for nearly 3 weeks before launch, to celebrate the release of Gunvolt 3, I have provided some video content to showcase.
The third video I'm showing is me getting clearing the final level on the highest difficulty: Merciless Task (aka very hard).
Very hard is identical to hard with a few extra restrictions.
1) Passive image pulses such as prevasion, power boosts, HP boosts, etc have no effect at all.
2) Skill image pulses can only be used once, even if you died and respawned at the beginning/checkpoint, that skill will still be unusable, hitting RESTART is the only option.
3) Players don't get healed after levelling up.
This makes the *final boss* hard to beat because you have to survive its near unavoidable attack twice, fortunately there is a skill image pulse that can bypass this problem and if played professionally can be used to cheese 75% of the battle.
You can get this very useful skill by completing Sunrise Palace 2 on Merciless, then spend 500,000 credits to upgrade it to max level, trust me this level 3 version is really, really useful.
The Child of Hope image pulse is only obtainable from this stage.
Merciless Boss Rush stage does not have any exclusive image pulses.
Timestamps:
00:00:00 - 00:00:48 Intro and info
00:00:49 - 00:03:04 Final Boss 1
00:03:05 - 00:08:03 Final Boss 2 Level 3 strat
00:08:04 - 00:10:58 Final Boss 2 with weaker Level 1 or 2 Strat
Key provided by Inti Creates.
I use some late game/post game power-ups
I had early hands on for nearly 3 weeks before launch, to celebrate the release of Gunvolt 3, I have provided some video content to showcase.
The second video I'm showing is me getting the highest rank in all 15 main stages on Demanding Task (aka Hard) difficulty.
Timestamps:
00:00:00 - 00:03:10 Wave 1 Intro
00:03:10 - 00:08:58 Wave 1 Downtown Xmas
00:08:59 - 00:15:07 Wave 1 Cyber Kowloon
00:15:08 - 00:21:45 Wave 1 Stormy Mega Float
00:21:46 - 00:27:39 Wave 1 Old Capital Temple
00:27:40 - 00:31:43 Wave 2 Ballistic Missiles
00:31:44 - 00:37:27 Wave 2 Desert Base
00:37:28 - 00:44:19 Wave 2 Abandon Factory
00:44:20 - 00:49:27 Wave 2 Megafloat Neptune
00:49:28 - 00:55:51 Wave 2 Forest
00:55:52 - 01:01:57 Wave 3 Final stage 1
01:01:58 - 01:08:55 Wave 3 Final stage 2
01:08:56 - 01:16:01 Wave 3 Final stage 3
01:16:02 - 01:18:44 Wave 3 Major boss stage
01:18:45 - 01:24:53 Wave 3 Final boss stage
Key provided by Inti Creates.
List of image pulse perks (most levels):
Reducing HP for Kudos boost
Power boost based on Kudos Song level
50% Sword attack boost
Pick up credits to heal
More talisman tags for stronger arc chain
Smaller Kudos lock penalty.
Some levels
Damaging enemies for small healing
Power boost at low HP
Power boost on special attack.
The first video I'm showing will be a guide on knowing the basics as Kirin.
Kirin is a brand new character to the series and her playstyle is a fusion of Gunvolt's long range tagging and close range sword play from (Mega Man's) Zero.
I cover the main differences to other mechanics including Kudos and showcasing some powerful image pulse perks players will unlock along the way (minor spoilers at best here).
Key provided by Inti Creates.
Yeah, there's a typo on April's Flying Super text: "Stonger" instead of "Stronger".
So my TMNT Shredder's Revenge Attack properties video has gain a huge amount of attention, this made me want to look up more into the game even further by analysing the playable characters' attack power of (nearly*) everything in the game.
The order will be identical but will include 2 attacks I didn't cover before including Fling Slam and the co-op exclusive Tubular Swing, I also had a quick look at Radical Mode and noticed a caveat not many players know about.
Training dummies used for this video:
Orange Bomb Foot Soldier (2HP)
Purple Foot Soldier - Standard types, not the ones using two hands to hold an item (4HP)
Red Axe Foot Soldier (8HP)
Stone Warrior, orange or grey (10HP)
Knucklehead the Spider Grabber (12HP)
*The Attack Fling Toss wasn't covered because it's a gimmicky instant kill throw by tossing Foot Soldiers towards the in-game's camera.
Near the end of the video, there is a damage values chart on all attacks that have different power levels. So moves like Back Attack, Dive Super, Fling Slam and Slide Attack have the same power levels so they're not covered.
This time I focused on clearing a level with S rank on the highest difficulty.
This is not a single sitting run where I get S rank in of the all levels in a single try, just 7 s-rank clear runs stitched into 1 long movie, you can tell by this as I intentionally started a new level with 0 points. Remember there's 7 stages if you include the bonus stage.
Some of the levels do require some creative solutions to extend the chain.
Levels 1-3 can do a full combo with levels 2 and 3 require delaying some kills to keep the chain active.
Level 4 Dockside is impossible due to the two instant kill traps preventing a full combo.
Level 5 has long enough downtime to make a full stage combo impossible and the same with level 6 after the first combat section inside the manor.
Timestamps:
00:00 - 03:24 Stage 1
03:25 - 07:00 Stage 2
07:01 - 10:50 Stage 3
10:51 - 14:53 Stage 4
14:54 - 15:27 BONUS STAGE
15:28 - 19:56 Stage 5
19:57 - 25:31 Stage 6
25:32 - 26:44 Credits
Played on unpatched version to abuse Duke's invincible Flaming Fist infinite loop.
The unpatched version has an exploit where it's possible to cancel the alt special (Special attack button + Block button) by double tapping UP or Down. Duke can cancel his flaming punches into a dodge and then into flaming punches again, the other two characters don't have an exploit of this extreme potential.
Later patches removed this exploit and made the alt special less spammable by using up some of the player's SUPER bar and it makes the "get off me" defensive special less useful as a non-filled bar uses up nearly 1/4 of the player's HP, simply put, high offensive spam = high punishment in return.
The game was played on PC because I have access to the unpatched version and the later updates on the fly, console players can access the unpatched version easily by buying the physical copy and not patch it (if you're watching this in 2023 - onwards).
Ultra difficulty is the toughest as you only have 2 lives to beat all 6 levels, period. No hidden 1UPs nor rewards after getting 1 million (if playing on a later patch), while Duke's exploit does make it less challenging than a honest playthough not abusing the technique, the tough part is trying to play good for over 20 minutes without making frequent mistakes.
Key provided by Numskull Games
I decided to produce this video to showcase the major differences for each character(s) moves. Nearly every attack is covered with the notable exceptions being:
Fling slam, Fling toss and CO-OP Tubular Spin (Dive kick to your buddy and make them toss you).
There were some interesting discoveries along the way such as a bug Mikey has with his dive kick and how it only requires 16 hits to fill up a SUPER meter bar, regardless of power level.
The video was done on PC to take advantage of swapping the maps to play the training level instead of the first main level.
There is a state which I call it semi-grounded where the very edge of the higher platforms shows the character grounded but its shadow seems out of place, during this state, pulling off a Rising Attack will only give the character half the usual jumping height.
The other secret is that there is a way to execute the move without touching the jump button. By holding attack and then mashing up, you can pull off the move. Mashing up is ideal during the attacking frames of another move such as a Combo Attack jab or Dive Attack just to be sure the player isn't charging up for a Heavy Swing.
The first method I'll cover is sliding attacks mainly because a lot of players tend to dash for obvious reason, to get in there and cause havoc.
All the characters tend to follow slide with a rising attack or another slide attack.
Mikey is an odd case because his forward momentum completely stops after hitting an enemy with his slide so his solution requires dashing forward to dodge the sai (yes "sai" in plural terms is called "sai" and not "sais") and then perform a series of Rising Attacks.
The other method is more straight forward for anyone not named Mikey (thanks to his bounce effect from his Dive attack). You Dive attack at the foe and then immediately use Rising attack once or twice to catch his backwards jump.
* Going to guess lucky whether or not the enemy is in recovery mode after whiffing a close range attack.
One strict rule to remember that this trick only works on the 4th input, if you tapped one too many times and decided to press and hold on the 5th input, the charge attack will be standard speed.
Key provided by Streamforge
Flying attack removes invincibility frames but... it can also be used to reset the player's basic jab combo, this is neat against more bulkier enemies.
It doesn't work too well against bosses due to the nature of combo breakers/super armour just like previous TMNT beat em ups in the 80s/90s.
Key provided by Streamforge
No official TAS time because I relied on Citra's savestates and use the in-game replay file as playback source. The main advantage is that I can play this replay from a real 3DS hardware thanks to my capture card mod and homebrew to transfer the save file over from PC to system and vice versa.
This run took nearly a week to produce as I was focusing more on KO routes rather than going fully optimal as I played the game at 25% speed instead of frame by frame.
What is Fist of Death mode?
M2 were aware that both SoR1 and SoR2 have been re-released numerous amount of times throughout the previous generations. To make the re-release more worthy of a purchase, they've added a new game mode.
Fist of Death.
This mode is currently exclusive to the 3DS versions where any attack from the player counts as a one hit kill, despite having this perk, the enemies still dish out regular damage output.
M2 never produced a 3DS version of Streets of Rage 3 which I would say is a big missed opportunity.
This mode is so fast that it can be beaten faster than a regular run on the easiest difficulty.
The run main goals:
1) Takes no damage from enemies ... but HP drain specials are okay to use.
2) Aims for a fast time.
3) Manipulates luck
It's the first ever Fist of Death run on Youtube. It's not flawless but it's a start.
2 Disclaimers:
1) While the game does have its own timer, it's not fully accurate as it counts towards loading screens which means weaker machines are at a disadvantage. So the community does it with their own timing method, preferably one without loads to keep things fair game.
My run was done on a NVME which is a very fast storage device.
This run is currently the fastest in-game time.
For real time with loads, it's 37:44.
Starting from File select to full red bar hit on final boss.
This run is played on a specific build which as far as I know does not have an auto-splitter on Livesplit to get a "what if in-game time without loading screens".
2) Kudos Keeper has 2 different rules depending on the version played.
The old 30fps and later 60fps builds has a rule where taking damage will drop Kudos to 0 and the interface has "Attack" next to the multiplier.
This build I'm playing is an early 60fps build released in May 2018 with some major oversights to the game mechanics in Kudos Keeper.
Firstly, the Kudos will NOT drop to 0 after taking a hit and it will only go down to 0 after using an offensive skill or hitting a checkpoint.
Secondly, the damage multiplier bonus increases at a stupidly faster rate than usual, players only need around 750 Kudos instead of 9000+ to get the maximum x10 damage boost.
Strangely enough, the "Attack" text is missing.
The run itself is average joe, a lot of runs will die to Merak's stage due to pretty much requiring first try skill jump. I did lose time on menuing because I wanted to equip both healing and Luxcalibur (to one shot Asimov) in a single visit instead of 2 visits.
Carrera, Viper (and Elise to a lesser extent) are stages that requires a lot of damage abuse to save time and with good exp planning, getting a level-up at the right place can make a huge difference.
I can save roughly 30 more seconds with more polished platforming for some of the levels and 1 less menu visit to the Skills menu.
Did you know I used to speedrun this game back in 2015 on my 3DS and was a vital commentator for GamesDoneQuick X Speedrunslive 2015 event called the Azure Blur speedrun race?
Now you know.
Dash cancel from any attack and full heal per level up.
Enemies had weaker strength and have less HP on Easy too.
It was going to be an Escape Ending run but I wasn't too confident with limited potions at the moment after Chapel of Revenants.
To get Escape Ending you need to find 5 keys which you get by killing a boss (you know, the 4 red bars at the bottom of the screen) but as far as I know, 2 of them require turning on certain artifacts to enable extra boss encounters for the 1st stage (seen in this video) and the pit stage after First City or Chapel of Revenants.
Key provided by straka.studio from Keymailer.
The game has 15 tracks and Cannonball mode is a customisable rally style experience where you can adjust the quantity of tracks and the track choices in a single run.
This isn't the only way to play the game as there is an option to play the classic Outrun style mode where there are branching paths at the end of each level and a Grand Prix mode where you complete 3 laps per course.
Key provided by Blitzworks.
blitworks.com/games/slipstream
There were a few other changes outside of game balance, one of them being the time it took for the 99 seconds round counter to drop down to 00.
Things to factor:
From various Super Street Fighter 2 Turbo insight videos online, different stages have different lag meaning that one stage could tick the 99 second timer faster than the other.
So in order to make this a fair test, I created a movie file on the USA version to be played back in the Japanese version to get the same character matchup and stage.
So for Guile's stage, the Japanese version ticks the timer down to 00 nearly 10 seconds faster than the USA version without factoring slowdown from attacks colliding such as fireballs.
I haven't tested other stages but I do remember the Japanese version of Chun-Li's stage having faster countdown when I was comparing Dictator's Psycho Crusher block hits.
Lowdown:
Winter Altina must equip a breath seal to activate Twin Blades skill on the 2nd hit.
Micaiah uses her Duo Skill to give Dominance effect to Altina and debuff -7 Def & -7 Res to the enemies.
Duo Ike uses his Duo Skill to debuff -7 Atk & -7 Spd to the enemies, this is important as this increases the damage thanks to Dominance.
(Now 28 points of True Damage per hit).
Naga has the key role of giving "effectiveness to Dragons" buff to Altina so she can kill any dragon without problems.
With the right skills and setup, Winter Altina can take on anyone.
Medeus goes down thanks to Dragon Effectiveness and Twin Blades effect which is 40% of Altina's Res stat with the important effect of negating Medeus's damage reduction skill from either his Dragon/Staff allies and/or Res difference.
The healers don't get a chance to hit first thanks to Altina's Null-C Disrupt.
The other dragons goes down thanks to Altina's Dragon Effectiveness that was received from Naga's Divine Fang.
A heavy normal to heavy shoryuken can dish out nearly 50% HP, the uppercut has a bit of damage RNG too so it may be stronger or weaker. Very disgusting meterless bread and butter.
Interesting tidbits to know from:
wiki.supercombo.gg/w/Street_Fighter_Alpha/Ken
Stun HP is 40.
Ken's Cr.MK does 6 stun dmg compared to other shotos only dishing out 1.
Ken's fireballs have the slowest startup but dish out the most damage.
Roll (QCB-P) is unthrowable and very good for pressure.
Played on Mister FPGA
I had an idea about making shorts on characters' performance changes from one edition to the next like for example World Warrior (1st entry) to Champion Edition (2nd entry) but upon reading online there was a moment in 1992 when there were balance changes/bug fixes to the later Japanese release of Champion Edition
They buffed the following characters:
Boxer's Dash Straight & Turn Around Punch (aka TAP)
Claw's Rolling Crystal Flash
Sagat's Tiger Uppercut
Zangief's Spinning Piledriver
And
They nerfed the following:
Dictator's Psycho Crusher (less block = less chip damage)
Ken's rear hitbox of Tatsumaki Senpukyaku (pushing foes away)
Some of these changes as far as I know became staple when selecting CHAMPION edition characters in 2003/2004's Hyper Street Fighter 2 game which has mode select, similar to Ultra Street Fighter 4's edition select.
The very first few seconds of this video was intentionally super quick as a cheeky jab to all of the gamers thinking the only changes from US Champion Edition to Japanese Champion Edition were renaming 3 out of the 4 boss characters & text translations, oh how wrong they were.
Source:
All of the character changes were found from this page.
wiki.supercombo.gg/w/Street_Fighter_2:_Champion_Edition
I only discovered a few days ago when making this video that Boxer's crouching speed was sped up in the later Japanese versions.
Used MiSTER FPGA for some non-like for like footage (Sagat's Tiger Uppercut, Boxer's charged up Turn Around Punch)
Used FinalBurn Alpha Rerecording to setup like for like footage including:
Boxer's crouch animation speed change
Dictator's Psycho Crusher block stun
Claw's Rolling Crystal Flash hits
Ken's Tatsumaki Senpukyaku
There were 2 more changes but didn't mentioned them because they were game mechanic related rather than a buff/nerf to a character.
1) This corner bug, there is a video on Youtube where the cornered defender performs a DP move and faces at the wall when pulling it off.
The wiki site says it has been fixed in the later Japanese release but I'm having problems reproducing this WITH TAS Tools....
Video:
youtube.com/watch?v=D3oxyYm0kP4
2) In-game timer seems to tick down faster on the Japanese release leading to shorter games.
Version tested on:
SET 1, World (FD1094 317-0110)
I wanted to try and do a 1 Credit Clear run of Golden Axe as it only has 5 main stages which is less than the Sega Genesis's 7 main stages.
The game is famous for bad A.I so it's possible to force them into dashing and then perform a dash attack.
When playing the earliest released build (the arcade game has 6 sets). If an enemy falls into a pit, the game's audio goes beyond malfunction and can even slow down the game's speed due to another reason. It also messes up the checking system to see whether or not the player can advance after killing all of the enemies.
One lesser known fact is that arcade games have a mechanic called anti-stalling where if the player is standing still doing nothing, the game will spawn a more threatening super enemy to kill the player's character so that not only it punishes the player for doing nothing but it also allows the game to escape from softlock situations.
Another example is Magician Lord:
The final boss has a self-destruct timer as seen in the link below.
youtu.be/rXUiNF1MLE4?t=420
This game special spawns two shadow palette skeletons who do not appear as normal spawns anywhere else as far as I know.
Spawning these extra skeletons before fighting extra regular enemies hampers the performance that some sprites will instantly disappear and get replaced with newer sprites from the spawn queue (as seen in the end of the video).
Lastly, as not seen in the video:
The game can.... increase the "YOUR STRENGTH" score at the end of the game by getting a Game Over or somehow beating it (maybe pit-killing an enemy in Stage 5 since Stage Clear is the moment the final hit has been connected and not all enemies dead).
Source:
twitter.com/Greenalink/status/1512524126581309443
Main changes:
Both players start off with 0 Super Meter except against CPU Dictator+ at the final stage.
Has the option for 1v1 Characters or 3v3 Characters like SNK's KOF series.
Only 1 fighting style.
Cannot air guard but can air parry, this makes fireballs harder to deal with.
Can ground parry.
Custom combos can be done when player has 3 bars and HP is below 25%
Has the options to toggle air recovery like Zero 3 or disable it to enable safe falls like other SF games.
Taunting lowers the opponent's guard HP.
First strike gives the attacking player one bar for their super, kinda like what NRS Mortal Kombat did.
Some characters have new special moves/supers.
Charlie aka Nash can perform a vertical moving Sonic Boom by holding:
DOWN then UP and P after 2 seconds.
Dictator has an enhanced form that requires using meter which allows him to perform his full screen psycho crusher.
I think I was using version 0.07b because 0.08 is out as of the date of publish and added the CPS1 style Chain Combos to the mix.
For more information including patch file to download and play it online with FBA:
sfz3mix.github.io/index.html
I was playing various versions of a series that were only released in Japan called Mad Stalker, I got into playing it after watching John Linneman's (dark1x) top 10 games in 2020 from DigitalFoundry. He mentioned a Sega Mega Drive version of Mad Stalker which was a newly released game for the system at the time.
I'm into my retro games/beat em ups and decided to give it a shot.
The music for the Sega Mega Drive release is top notch, and good Mega Drive music usually means it's going to be an amazing game.
Then I looked up on other versions and tried them out on my MisterFPGA including NEC PC Engine CD which has redbook audio and extra playable characters for single player.
Then I saw the Playstation 1 version which is more of a remake than a typical port, yes a remake roughly 3 years after its original release back in the early/mid 1990s.
The performance on real PS1 hardware was choppy when it handles explosions. I decided to check it out through "official" emulated releases like PSP Go/PS Vita and the lag/slowdown reduction is insanely notable, this is beyond the usual N64 games on Wii Virtual Console lag reduction, you were saving minutes in a game that's roughly 18-25 minutes long.
I know there is a saying about playing on authentic hardware but after playing this on PS1 emulation via PSP/PSVita, it's hard to go back.
The run itself is okay, the RNG is more unpredictable and frantic than other beat em ups I've played including Streets of Rage 4 and Young Souls. The enemies can block too and there isn't many options to beat block.
The game has a weird combo scaling mechanic too where the first hit deals big damage, sometimes it's faster to not attack for a couple of seconds to reset the scaling so that the next hit is fresh 100% raw, you'll see this against the generator like machine part-way through stage 6 after the boss rush segment.
It's currently faster than the times on Speedrun dot com but they're using original hardware with has the slowdown issue.
SDA style timing (first control to first frame of STAGE CLEAR text): 14:04
Time starts from first input and ends when final blow hits the final boss.
The time is with loads by using an nvme drive to cut down loading times, PC runs usually are timed without loads and I'll try and figure that one out when I have the time but at least you get an idea on length for marathon runs.
Accessibility modifiers were toggled to default values as shown in the early part of the video.
Tricks:
Slash to Shield cancelling:
This is like Slash Dash cancelling from the PS1 era Mega Man X games where Zero can dish out huge amount of damage in a short time by cancelling his first slash with a dash and then stopping his dash to unleash his first slash again.
Slash to Shield cancelling is when the player has a one-handed blade with fast attack perk from either the player's shoes or weapon itself and a shield with Quick Parry perk. Perform a slash and then use a shield right afterwards to reset the player's single button combo. This prevents the user to perform a knockdown slash which means he can dish out a lot more damage in a few seconds than just single button mashing.
Rapid parry:
With both a fast attacking 1 handed blade and quick parry shield, it's possible to parry multiple of times from a single attack. This doesn't work with every attack in the game, probably the ones with long active frames I think. The reason why it works is because:
1) There is a white flash in front of the player's shield to indicate a parry attempt, if the parry fails there is a cooldown period for roughly 1-2 seconds to prevent parry fishing. If the parry succeeds, the parry flash will happen again immediately without cooldown when the player hits the shield button the second time. This is notable against the boss Dinkoy round 1 where the player parry a series of slow fireballs.
2) So a successful parry means another parry, what happens if you cancel your shield with a slash, you can get to shield again right afterwards and this is vital against certain attacks which allow rapid parrying.
Rapid parry not only reduces the parry resistance meter down super fast but you get a lot of mana for vital special attacks.
Parts which can be improved:
* Failed to stop Dinkoy (this is the first boss) using his slow giant fireball spell. This can be prevented by using a fully charged attack or a tag attack as he appears when casting the spell.
* I fell through the floor after going through the moon gate portal to the molten lava world segment. There is a technical issue where the objects are not fully solid when loading and this part perfectly shows that going out of bounds is really pointless at the moment.
* There are rooms where you are NOT required to kill all enemies to advance to the next segment. By completely forgetting, I killed a fair amount of ghost enemies in the 5th "room" of the ghost slaying segment, you'll notice which room I made that blunder.
Parts that are tough to beat (as in a faster time):
The boss Shinjo is frantic. Using both bombs and special moves helps big time stopping his attacks, this fight went amazing to be honest.
Fazmore loves to block and I usually perform a special move if he parries my normal attacks just so that I know what attack to use next. After each phase I switch to my secondary and send in my main via tag attack to interrupt his electric burst and gain a bit of mana meter at the same time.
Kah-koh is one of the easier bosses, the main gimmick is that he's powerful but very slow. Dying to get revived isn't a huge time loss because of his short time window where his attacks actually connect. His back-up goons are the bigger threat as they can mess up my plans.
The final boss has 4 phases.
Phase 2 will allow him to perform a counter reversal after getting combo'd and perform his teleport grab.
Phase 3 will allow him to cast an electric spell which I parry to dish out an easy 100 points of damage.
Final phase will allow him to charge up his vertical stab attack, this move has a vacuum effect.
The only attack you can rapid parry reliably is his double slash but that move is deceivingly fast if you react too late to that attack.
RNG drops that can save time in a speedrun.
1) Vorpal Sword: An early game sword drop which has more power than default sword, has 2 mana stocks, normal attacking speed and bleed effect. This is then replaced with Blood Thirst which is a guaranteed drop.
2) Healing Concoction: Saves me 50 Gold coins for each HP potion drop.
3) Hanzo's Finery: A random drop from regular dagger ninja foes. This gives the player electric resistance which is handy against both Tetcha and Fazmore. I change this back to Winter Viking before Shinjo to take advantage of extra HP but also Freeze immunity against Dark Tristan's Ice spell.
The interesting part is the pacing, it starts off slow in the first part but the last segments after Tetcha speeds up significantly thanks to stronger weapons and less zones to go through.
Key provided by The Arcade Crew
Part-way through this month, I was playing this game on Challenging difficulty ("Developer intended" Hard) and beaten the game. Then i tried Relaxing (Easy) which is a night and day difference. I already tried speedrunning it and got a time of over 1 hour and 30 minutes with loading screens.
One idea I had against the boss was to use my secondary as grab bait so that I send in my main and go on the aggressive during Dwarvengobben's grab move. It turns out that by doing this, he will react to his counter move and depending on your secondary's position before the counter, they may or may not fall through the floor and go out of bounds.
When your character has gone out of bounds the A.I still has some aggro towards that player and if he performs his teleport grab, he will go out of bounds faster than you can say "I have to go, my goblin friends need me".
And when that happens, it's best to pause the game and load up a previous save.
Key provided by: The Arcade Crew
This video will showcase how to reach the gold medal target in all 6 main levels of World 1.
The bonus levels do not have time attack mode so they'll be ignored.
Key provided by Super Rare Games via Keymailer.
It's a quickie because I just thought about this as I had no idea what to upload as of this time.
So last week I showed a comparison on the attack names but one less obvious thing to watch out for is the actual length of downtime.
It turns out that the Japanese lines are usually shorter which can lead to some time to save in full-game runs as the iX2 community uses real time instead of in-game time.
The fastest combo at the moment is Japanese voice with Japanese text because Mother 2's big attack is notably faster than other combinations including Japanese voice with English text.
It's not all doom and gloom though as some of the attacks with notable timing differences can be skipped by tricking the game when using Copen's full screen Maelstrom attack.
Let's hope that game company does not censor out the trick
The latest entry of the Luminous Avenger iX series has been released. I got access to a preview code and as an avid Gunvolt fan, I have produced some content.
It's tradition in Gunvolt that when the boss you're fighting is down to their final 1/3, the game will pause and cut to a close up shot of the boss. The text name usually changes when playing in a different language.
Gunvolt 2 + LA iX 1 got the JP voice acting team to read out the localised English names. LA iX 2 now introduces an English voice cast and they go as far as reading out the localised JAPANESE name of the attacks.
The order will go like this:
English Voice & English Text
English Voice & Japanese Text
Japanese Voice & English Text
Japanese Voice & Japanese Text
Two of the bosses Brigade R1 and Ace have the exact same attack name so instead of 4 variations, there will only be 2.
The title says "Non-DLC" because the game is going to have guest DLC boss fights and one of the trailers does show an animated shot, the first guest DLC boss is: Kohaku Otori from COGEN: Sword of Rewind
Hard mode has 2 new animated shots, one of them has a completely different attack.
Preview code provided by Inti Creates.
The latest entry of the Luminous Avenger iX series has been released. I got access to a preview code and as an avid Gunvolt fan, I have produced some content.
So what's so hard about this one?
Everything you thought when playing through the game that made it easy are gone.
No level up to increase HP total (always 200 HP).
No healing skill at all, only checkpoints are source of healing.
LIMITED LIVES, when it hits 0, you'll go back to the level select menu!!
Enhanced bosses, usually have better attacks and have a different weakness to a certain weapon, so Vespa for example is no longer weak against Anchor Nexus.
No upgrades to purchase/use
Kudos meter will go down to 0 after taking a hit like the old games.
How to unlock it (SPOILERS)
Spoilers start:
1) Complete the first 9 stages by collecting all 4 emblem pieces.
2) Enter the final level and when scenery starts to change, jump down in one of the pits and find a secret passage to watch a secret cutscene and unlock hard mode.
Spoilers end:
Preview code provided by Inti Creates.
Requirements:
1) Beat the game to unlock the individual vs Boss + Boss rush stages.
2) Spend 7000 EC to unlock Extra Prizes, this is very important.
3) Play on one of the single vs Boss stages. I chose Ace because he's the easiest and most consistent when using standard weapons to build Kudos.
The idea is to earn a lot of money per attempt, which is less than 2 minutes when factoring skipping through the results screen. There are some very expensive upgrades to buy if you want to be a completionist and this is one way to cut down the time it takes to unlock them all.
A non-tagged Cryo-flash is more effective than a tagged one because Copen's big wheel dishes out a lot of damage.
Remember to use his full screen attack skill to get the vital +500 X Crush bonus, not doing that will only get you an S-rank at best which will only give you 2000 EC instead of 5000.
Preview code provided by Inti Creates.
The Game Boy Color entry known as Metal Gear Ghost Babel in Japan. It has a VR Training mode where there are 4 categories to go through.
Stealth - No Weapon (this video is focusing on)
Stealth - Five-Seven pistol (this video is also focusing on)
Weapons
Advanced
The video will be going through both sets of 15 levels and beating the fastest PAR time for each one. Some of them require near perfection while others are a bit more forgiving.
The video will show the no weapon run first followed by a Five-Seven variant.
*It has some uses for physical carts in high quality in an era where the MiSTER FPGA exists, currently the MiSTER does have better video output filter options than the V1.0 Analogue Pocket dock.
Chapters:
00:00 - 00:54 Level 1
00:55 - 01:52 Level 2
01:53 - 02:53 Level 3
02:54 - 04:02 Level 4
04:03 - 05:00 Level 5
05:01 - 06:05 Level 6
06:06 - 07:18 Level 7
07:19 - 08:30 Level 8
08:31 - 10:27 Level 9
10:28 - 11:31 Level 10
11:32 - 12:25 Level 11
12:26 - 13:37 Level 12
13:38 - 14:32 Level 13
14:33 - 16:17 Level 14
16:18 - 17:43 Level 15
The Game Boy Color entry known as Metal Gear Ghost Babel in Japan. It has a VR Training mode where there are 4 categories to go through.
Stealth - No Weapon
Stealth - Five-Seven pistol
Weapons
Advanced (this video is focusing on)
The video will be going through all 30 levels and beating the fastest PAR time for each one. Some of them require near perfection while others are a bit more forgiving.
*It has some uses for physical carts in high quality in an era where the MiSTER FPGA exists, currently the MiSTER does have better video output filter options than the V1.0 Analogue Pocket dock.
Chapters:
00:00 - 02:46 Five Seven
02:47 - 05:25 C4
05:26 - 08:24 R5
08:25 - 11:06 Grenade
11:07 - 13:38 Mine
13:39 - 16:59 Nikita
The Game Boy Color entry known as Metal Gear Ghost Babel in Japan. It has a VR Training mode where there are 4 categories to go through.
Stealth - No Weapon
Stealth - Five-Seven pistol
Weapons (this video is focusing on)
Advanced
The video will be going through all 30 levels and beating the fastest PAR time for each one. Some of them require near perfection while others are a bit more forgiving.
*It has some uses for physical carts in high quality in an era where the MiSTER FPGA exists, currently the MiSTER does have better video output filter options than the V1.0 Analogue Pocket dock.
Chapters:
00:00 - 03:17 Five Seven
03:18 - 05:57 C4
05:58 - 09:18 R5
09:19 - 11:58 Grenade
11:59 - 15:07 Mine
15:08 - 18:13 Nikita
In order to unlock the best ending you have to do the following:
Stage 3: Use 3 keys that were meant for chests and end of level door to unlock the first door shrine.
Stage 6: Sacrifice a single hit-point.... permanently to unlock the second door shrine. this is where Meal Tickets are very vital if you have a lucky seed.
Stage 8: Spend 20,000 gems, hopefully by now you are familiar with high chain combos to get this many, try and avoid spending relics after stage 6 if you want to get enough gems.
Stage 9: Defeat the Shrine Master, difficulty really depends on the relics the player has obtained during the playthrough, good relics include:
Divine Liquid (+1 damage to undead enemies, full heal if the chain combo is 10 against the undead).
Toad Totem (1 turn poison effect on the turn after hit)
Single Glove (+1 damage to single enemies)
Shockproof Socks (resist electric attacks and +1 damage after 10 steps).
After all 4 shrines, you play the rest of the game as normal and then unlock the true final stage and clear two boss battles afterwards.
Review code provided by Yacht Club Games.
The game has a bit of a small learning curve as going super fast isn't always the best idea. Paying attention to the layout, enemies' HP and your own HP are absolutely vital.
Mole Knight, one of the unlockable characters is very beginner friendly in my opinion, because he can bury underground and swap places to any adjacent object without losing HP which allows him to escape in situations where other characters* can struggle. His bury to swap mechanic also allows him to rearrange an enemy to a better position to increase the chain break.
*Unless they have an item to negate enemy counter attacks by various methods like a shield powerup or a sword powerup.
Playstyle mode: Rougelite.
Review key provided by Yacht Club Games.
Very situational but sick if done correctly.
Less than 1% chance this will work with a team of random players than say your social friends working together by communicating through the headset.
Reality:......
Yes, I have been playing this game from time to time since early 2019. I got back into playing this game lately because of an upcoming local speedrunning event that is coming up later this November.
In the past, I had a time of roughly 18:19 and I managed to cut that one down by over 30 seconds thanks to some faster boss fights, a mixture of execution and luck.
Notable time savers:
Junkyard Main Boss 2 (square blocks):
There are a few strategies to get the Yoyo to fully lock onto the red block but all of them feel very inconsistent at the moment.
Jungle Main Boss 1 (Orb bot):
The spike balls (Weapon B) deals more damage per second and is a notable luck based fight as the boss usually does not die and end phase 1 until they have finished an attack, those attacks can be random and some are longer than others.
Jungle Main Boss 2 (Dead Eye Joe):
The 3rd phase has a new damage invincibility strategy, by falling off from the ceiling before taking damage, the player will regrab the ceiling and cancels out the hitstun animation, regaining control much sooner than just hanging onto it.
Train Main Boss: Powered Ninja Yokozuna
The boss will only take damage when it is actually standing on top of the train. I take advantage of death invincibility and get into a good position to dish out some major damage when it starts to accept actual damage.
Big Battle Main Boss: Bahamut Overdrive
Phase 1 is by far the toughest execution time saver. If you can get the sweet-spot lock on to work, you can just end his first phase right after his charge attack.
Phase 2 is not as hard as phase 1 but failing to 1 cycle this part can cost a huge amount of time for the run.
The perfect Phase 3 fight would be killing it before it even moves, I haven't mastered the timing yet but it's doable.
The run is done on Japanese thanks to the 3HP mechanic which allows riskier plays. The censored European Probotector version is theoretically faster thanks to shorter cutscenes (due to censorship), the game's code was optimised for 60hz and recently, both the Mega Drive Mini and Contra Anniversary Collection had this game running at 60hz. I said theoretically because like the US uncensored version, the player only has 1HP which discourages risky plays losing some time against some of the bosses.
Then, I saw Crisis Wing and it is very reminiscent to early 90 shmups where the visuals were not super complex at the time, despite saying that, the final bosses were getting close to bullet hell territory.
During my first (unrecorded) playthrough, I discovered a bug that enables permanent invincibility that lasts until the start of the next level. This is a major bug because losing all lives to trigger a game over and using a continue will take the player back to a previous checkpoint and not where the player is currently at. That's right. actual skill will be required to defeat some bosses with 2 or less deaths per attempt... without the invincibility bug of course.
It's not the most exciting playthrough but you get to see all 7 stages in a single loop without any game over filler :D. The fake 1CC is barely doable thanks to the extra lives requirement by obtaining a lot of points along the way, so get as many 10,000 point item bonuses as you can.
Why is it a fake 1CC?
Using load last checkpoint for executing the glitch adds a point at the end of the current score to indicate that the player has used a continue. A true 1CC run would require that last digit to be 0 but that involves playing really good for over 35 minutes.
Key provided by: Eastasiasoft


