BlueMue
Sonic Mania - Insta-Shield Gameplay
updated
Usually the old man will want to play for 10 dollars but if you are low on money he will go down to 5. If you can't even afford that he will then offer to play for just one measly HK$. He only has 3 dollars as rambling in his dialogue for the 1 dollar match. You can't actually play for 3 dollars.
Winning with this kind of bet won't exactly get your finances anywhere but hey, at least you get to play Darts 7 for 1 or 2 rounds on the cheap.
Since time still progresses during this part of the game naturally there is a deadline. You have until 9:30 pm to find enough twigs and if you don't the game will take over with a small but unique cutscene and the continue as normal.
While the representation is indeed rough with its very simple models and textures and no NPCs in sight it is still a bit of a marvel because this map is huge! It has all of Worker's Pier, Fortune's Pier, Queen's Street and Beverly Hills Wharf, all in one piece without the need to load.
There are cubes placed around the map which clearly mark the eventual borders of the areas in the final game. It is remarkable how recognizable everything is compared to the final, even with the crude details. The signs show that most stores went where they were planed to go aswell and some even already have their final name. There are some interesting differences here and there however.
I got here by loading the map with the debug menu in the Dreamcast Shenmue II Beta and then hex edited the save file to work with I & II. This map doesn't have any music associated with it. So I put the matching music from the final game over the muted endless footsteps.
The translation of the signs was originally done by Switch in 2018, when I showed this map on the Dreamcast. I had to add to that myself because I missed two signs in BHW back then.
I got here by warping to the WBK1 map with the debug menu in the Dreamcast Shenmue II Beta and saved there. Then I hex edited the DC save to work with Shenmue I & II.
Normally there is no music associated with this map. I added "Unused 24" from Shenmue II for some flair.
He shares his voice lines with Kazumi Minowa, the jerk with a green jacket and cap. He continuously walks up and down the street, "unloads" and "loads" his cart at the end, waits a whole while and then goes the other way. Note how the sides of the cart change color when it switches state.
In order to get up close to Rikiya I removed the clipping with Switch's Cheat Tool.
Definately a tough race for Ryo as he is up against a duck as quick as the game allows and also the legendary penguin.
Usually players just follow Xiuying to the Da Yuan Appartments and go on with the story. But this is Shenmue so there's a ton of missable and totally unimportant dialogue as usual.
Now with 38% more content than before! In part thanks to about 2018% more "I see."
Does have everything except for the very generic "don't know" and "won't tell" answers.
If you have a good relationship with the kitten, she will be sitting on top of the gate. And when you really cared well for her she will instesad sit on the shrine itself, alongside Shiro. This white cat is presumably the kittens father.
Besides the generic calls that can happen all the time, there are a lot of calls that are tied to specific moments in the story and they will never repeat. Some of them can be a bit tricky to get because Nozomi's grandma likes to hog the phone.
At the end of the video there are a couple of bonus conversations that I constructed from the games' audio files. The way they play out is entirely based on my deduction of what should go together. The subtitle files list the lines by character and the game also reuses certain bits, so it wasn't exactly easy to figure this out and put it together.
I wasn't able to trigger any of these conversations and at least some of them are definately unused. If you happen to know how to get any of them, please post in the comments.
When you go to Fuku-san there is also a conversation that he will initiate himself. After looking at the flowers you can talk with him some more. And then you can give Nozomi a phone call.
Getting her to pick up the phone is not guranteed. During this part of the game her grandma likes to nag you by always picking up the phone. Not sure about all the things that can cause this but in my case I had to cheer up Nozomi in Sakuragaoka Park first, as it was already after christmas in the game.
Watching all the other review videos that already did so, and playing it again and again to beat it with all the chaos emeralds really filled my head with thoughts about this terrible game. I had to let the 15th anniversary of the hedgehog himself pass but I'm not missing my chance to speak up about Sonic Genesis on its 15th anniversary.
I hope you enjoy the video! I certainly put a lot of time and effort into making it as entertaining as I can.
Background music in order of appearance:
Sonic Advance 3 - Main Menu youtu.be/dFI_T2iXlQ4
Sonic Advance 2 - Hot Crater Act 1 youtu.be/ELw66cJt_uo
Sonic Advance - Egg Rocket Zone youtu.be/sK04fwANmJQ
Sonic Battle - Emerald Town youtu.be/CCfZgnKesnA
Sonic Pinball Party - Casinopolis youtu.be/a3e5iu6ZDxA
Sonic Advance - Special Stage youtu.be/gBz6RjX7kUc
Sonic Advance 2 - True Area 53 youtu.be/moIWpZnLCvc
Sonic Advance 3 - Special Stage youtu.be/YaHPkCu3rNQ
Sonic Advance 3 - Route 99 Act 1 youtu.be/RoaWkh1kYGQ
Sonic Advance 2 - Egg Utopia Act 1 youtu.be/OgAklC5owWw
Sonic Advance 3 - Ocean Base Act 2 youtu.be/VFgDCyCz_dQ
Sonic Advance 3 - Staff roll (custom edit) youtu.be/3LiwRneQU9I
0:00 Introduction
1:43 Title Screen, Menus, Features
3:56 Graphics
4:31 Screen crunch
5:30 Camera issues
6:22 Late GBA release
7:28 Slowdown
9:19 Speed discrepancy
10:07 Slowdown II - Music VS No music
11:49 Music
13:32 Sound effects
14:57 Jukebox
16:50 Gameplay
21:52 Graphical flaws
25:32 Summary
27:03 Sonic GBA by Stealth
28:30 Outro
Provided in both English and Japanese.
......
You can only get this after talking to Fangmei enough for her to start saying "Ryo-san". After you took the detour through the Lucky Charm Qr. and met Joy you simply turn around and go back to the Bistro.
Audio for Japanese is taken directly from the DC game files for the best quality. Took the liberty to add the little squeek that Fangmei lets off when she's scared of getting hit. It's in the cutscenes files and this recording was definately made for that moment but for some reason the game didn't make use of it.
There are a surprising number of topics in this awkward to maintain free dialogue.
Shows all the possible answers to each of the three topics. You need to advance the day once while looking for Ren in order to get access to the last one.
speedrun.com/shenmue1/Forklift_race
It only took me a handful of races to reach a time that tops the speedrun.com leaderboard. But that wasn't enough for me as there is still the archived Shenmue Passport leaderboard, wich has way faster runs. So I kept pushing on, refined my steering and line further and further until I finally got the one run where everything worked out done.
Passport leaderboards: https://darkgogeta2.beepworld.de/-darkgogeta2-.htm
This record race here has the second fastest lap 1 and fastest lap 3 I've ever done. Only lap 2 is lacking, though it's still the second fastest in a completed race. The sum of my best individual laps would be 2:40:46 but that's a bit too crazy to all be in one race where I don't get stuck on a wall or obstacle.
Got these times on the way:
2:43:20
2:41:91
2:41:78
2:41:69
2:41:52
2:41:45
2:41:24
2:41:17
2:40:97
2:40:95
2:40:88
2:40:79
2:40:76
Like all my Shenmue I&II footage, this is recorded with Widescreen Mod and Audio Restauration Project active. These mods only affect aesthetics and give no advantage to the gameplay.
No win at all - 23
No double up - 5
1x double up - 6
2x double up - 1
3x double up - 4
4x double up - 2
Total tries - 42
......
speedrun.com/shenmue2/Duck_race
Slightly brushed against corners twice but this didn't really hurt the time. After the first hit I had to slow down for the upcoming corner anyway and the second one didn't seem to affect my speed at all. Also had some drums in the way that actually "helped" me maintain a tight line and stamina for the final stretch.
"Careful training" means avoiding contact with other ducks and thus raising Guts. Ducks are limited to a combined stat total of 800 and for the fastest time you want as little Guts and as as much of everything else as possible.
All it does is allow your duck to not stumble when hitting stronger ducks. Unfortunately you cannot gain absolute no Guts as it will always go up by 1 no matter what you do.
The result is Speed: 255, Stamina: 229, Guts: 57, Turn: 255
This isn't perfectly optimized but pretty close to it. Was tedious enough to train it to that since I&II doesn't have the stats display from the original. I had to save and quit every now and then and peek at my save file to see the values and monitor the progress of my duck.
The time can only have a 0, 3 or 6 at the end so I got WR by just 2 frames.
Noteworthy times I got on the way there: 31:46, 31:36, 31:20
Like all my Shenmue I&II footage, this is recorded with Widescreen Mod and Audio Restauration Project active. These mods only affect aesthetics and give no advantage to the gameplay.
Quite a surprising number of outcomes in this QTE scene.
.......
speedrun.com/shenmue1/Motorcycle#Fastest_time
This is as far as I was able to push it with my attempts. While working towards this I got 1:36:866, 1:35:966, 1:35:200, 1:35:066, 1:34:900, 1:34:800, 1:34:666 and after I set my PB I got 1:34:633 twice. All within the span of 2 days.
Like all my Shenmue I&II footage, this is recorded with Widescreen Mod and Audio Restauration Project active. These mods only affect aesthetics and give no advantage to the gameplay.
You can drive around the whole harbor for as long as you want, though sadly this still doesn't allow you to pass barriers. Mark will only react to you again when you use the lift. You can "steal" his crate and then get him to go on with his lesson by trying to set it down in the warehouse. This requires accelerating forward and spamming the lift button. When Ryo talks while Mark talks you'll get enough time to lower the lift in the warehouse. Otherwise he will complain too early for you to get this done.
The second result of this glitch happened when I picked up Mark's crate from the other side. Don't know if this actually affected anything or if it was just a random mishap. In any case this resulted in a soft lock where it would go on forever.
Then just don't! Go your own way, the game won't stop you.
......
This is something that was first shown by JustShanz a few years back and it's baffling how easy this is to do. Just abandon Yuan and walk directly to the Moon Child Bldg. No setup, tight timings, precision or anything needed. You can just very casually skip the cutscenes at the knife shop, Cafe Anna and at the medicine stand.
If you want to be fancy, then the map glitch allows you to skip the whole refrigerator scene aswell, saving even more time. You don't need to talk to Ren or buy a map then and there. I just did it because I could / had to. Clearly shows that there is quite some leeway to pull this off. If you do take too long the game will eventually make you fail. Doing this you're just left with the scene at the roof and the diner, wich is not that much of the whole chase thing.
This could be considered a glitch but at least the first skip method has nothing but normal gameplay, so it's rather an oversight. It's funny to see this behavior since the game usually takes quite strict measurements to prevent you from doing things and going to destinations that you know about but Ryo does not yet.
This was already present in the Dreamcast original and the results were even funnier there. The dentists switched places a lot more often and you could even see the game swap the models in front of Ryo's very eyes.
......
This was done with the Shenmue I&II misc tools and the game's time speed set to 10x. The action selector in Shenmue II lasts for one game hour, wich equals six real minutes. At that point it will automatically chose the negative option. Since it will stay on screen for 10 game hours with this mod, it will last beyond nightfall and the curfew, wich is why it immediately sends Ryo to bed.
......
This was done with the Shenmue I&II misc tools and the game's time speed set to 10x. The action selector in Shenmue II lasts for one game hour, wich equals six real minutes. At that point it will automatically chose the negative option. Since it will stay on screen for 10 game hours with this mod, it will last beyond nightfall and the curfew, wich is why it immediately sends Ryo to bed.
Audio for Japanese is taken directly from the DC game files for the best quality. Adjusted levels for some lines that have vastly higher volume than normal.
Ryo is practically indestructable here. This was NOT achieved through cheats but from the game's own adaptive difficulty system. I deliberately lost over and over against the first few guys. Yes, the game will eventually make this fight unlosable!
Really don't show the best fighting but it is kinda funny to see Ryo get beat up this hard. Also makes very apparent why I had him invicible for this unique take on the fight.
Cut down to just the main event so you don't have to watch endless amounts of avoiding the bosses to take down the regular guys. On a side note, this is running much smoother than on the Dreamcast. That was struggling a bit with these three high detail and animation guys.
Thanks to @Senpai Gamer for reminding me that there is a bit to show behind the barriers.
Includes all important bits of the story and the sidequest.
Yes, I really only needed 5 spins on the Big Wheel. No endless retries this time. And yeah, I got the ball stuck TWICE between the second and third Lucky Hit win. Along with those crazy bounces into the pockets I'd say fortune was with me for once!
Even Ryo seems to be rather irritated.
You can see them by going up to the highest floor of the hotel going up through the arcade as shown. There are two different scenes, depending on wich direction you approach the corner of the balcony from. They can be retriggered over and over.
Since this is really short, I also included Ryo's Japanese reactions.
Raw Oyster - MDDM at I Love Fresh Oyster during first sign task
Crab Shaomai - DUUD at Crazy Dim Sum during second sign task
Peking Duck - MUUD at Peking Duck House during third sign task
Monk Maniac - UDMU at Prize Cafe during fourth sign task
Snake Power - DMUU at Bustling Diner during fifth sign
Canned Corn - UMDD at Drunk Tank during the search for the hideout
If the next part of the Quest doesn't appear you'll likely need to advance the main story a bit.
Shown in the order they are numbered, so it's easiest to find a particular Chan.
Made very compact while showing the surrounding area as good as it allowed.
Putting them in this order makes it jump around the areas quite a lot, because two Bailu Chans close to each other often have numbers waaay apart for some reason. I overlayed a static image over the counter in the HUD so at least that doesn't get confusing.
Hope this is helpful!
Seems this has been put there as a fail-safe in case the player really runs out of health items to get through the battles. At this point Ryo should be very highly leveled and the player deep enough into the battle system, so failing here is actually a rather rare occurance.
For some strange reason, if you save on the stairs after the fight against Ge, after loading your save you will be placed in the area aswell. This is quite a bit more odd than how the area is accessed earlier and might just be a glitch.
Here's a collection of some of my favorites.
Yes, Shenmue III actually has a snow effect programmed into its weather system. It can be accessed through the debug menu. I also froze time to just before nightfall and disabled the HUD for a pure experience.
Not many snow flakes are falling down and nothing ever covers the ground but it's too fitting for these special days to not show it now.
See ya in 2020!
This was obviously done with the button sequence written down, on wich I made my notes by continuosly playing the machine. This took quite a lot more effort than the Excite QTE 3 one.
There is a very strange glitch that always happened to me when I missed one of the prompts where you have to press two buttons at the same time. I have the most severe result of this at the end.
Could possibly go on with this for way longer if I wanted. But this is already score overkill considering how far it is above the hi-score.
Includes every single choosable answer for every topic. Also put the wake up scenes in to show how they change as you get to know Shenhua more and more.
Getting all of this together was quite the task again but unlike Shenmue II at least now you have all the time you need to talk about everything as the story progresses. It's astonishing how Shenmue III manages to live up to its predecessor in terms of content here.
The first round is just taking in the reactions and "Very Good tune" but in the second round I go extreme again and raise my old Backer Demo record with a new, more aggressive strategy.
You cannot enter this room during normal gameplay as Ryo refuses to walk in and just turns around instead. With some outside help however, he will go in an has no concerns rummaging through all the drawers.
So we have a room that is clearely not meant to be entered, with lacking collision data for the tables and yet... everything is fully detailed, with stuff to open everywhere. And Ryo even comments on the things inside, though sometimes in a weird way.
In other words, this is typical Shenmue.
Not perfected yet but still a pretty good round.