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Ryon

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  1. VERY IMPRESSIVE! i didnt see much color loss. tell me how many frames did you skip? every 2? also whats the filesize of the intro?
  2. A Majority of mugen coding can simple be done by Copying and Pasting, and changing values. Kung Fu Man explains the basic definition for all of his stand light punch state. ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit(used for custom states such as throws or grab supers) physics = S ;Physics: S-stand, C-crouch, A-air (with A gravity is automatically applied, bringing the character to the ground. juggle = 1 ;Number of air juggle points move takes by default players have 15, so 15-1 = 14, he has 14 points left after he hits with this move. ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) ctrl = 0 ;1 = player can still control the character during this move. 0 = player has no control. anim = 200 ;Change animation poweradd = 10 ;Power to add to the super guage. sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front) [state 200, 1] type = HitDef ; Hit Definition, used for basic hit codes. trigger1 = AnimElem = 3 ; Animation Element, 3. is when this move will hit. attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit), higher numbers will always beat out lower numbers. pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no related to fightfx.air, use "s" before the number will allow you to use hitsparks from within the PLAYERS SFF/AIR file. sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit; adding "s" before will let you use a sound from the players .snd file "hitsound = s10,0" guardsound = 6, 0 ;Sound to play on guard, same rule applies as above. ground.type = High ;Type: High, Low, Trip, this decides what animation set to use for the player being hit. if you kick low you should have ground.type = low, having high will look wrong. ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 11 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 ;Time before opponent regains control in air [state 200, 2] type = PlaySnd ; This trigger is simple and straight forward it lets you play a sound. trigger1 = Time = 1 value = 0, 0 ;When using a PlaySnd sctrl you automatically tell mugen your using a sound from the players snd. I BELIEVE you can use "f" in this case to use a sound from the common.snd like this "value = f5,0". [state 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; The above change state explains "Change players state to 0 (stand) after the animation is over and give him control agian. ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [state 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [state 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. [statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 30 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [state 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 ;The trigger above is a really tight trigger which makes the width active for a very short ;time. The width code is activated is activate when Animation Element 2 is MORE THAN or ;EQUALto time = 0 (at least 1 tick) AND Animation Element 7 is LESS THAN 0 ticks (ticks for ;the element, not the entire animation) ;So it restricts the width from being used other wise. [state 210, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 4 [state 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 57 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 16 ground.velocity = -5.5 air.velocity = -2.5,-4 forcenofall = 1 ; This code is to change the animation of the player, based on what there trigger is, in this case if the move hits, the character Wiill change animation to the same animation, except they will be 1 element AFTER the hit. this way they are not affected by the hitpause. [state 210, 3] type = ChangeAnim trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0 trigger1 = movecontact ignorehitpause = 1 persistent = 0 value = 210 elem = 6 ;However... hitpause = 0,12 gives the same effect, and does not require the above code. [state 210, 4] type = SprPriority ; Sprite Priority, tells the sprites what layer priority it has over the other players. trigger1 = AnimElem = 5 value = 2 ; -1 = back, 0 = behind, 1 = normal layer, 2 = infront layer. in this case the sprite priority is changed to 2 infront of the other player. [state 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing light kick ; CNS difficulty: easy [statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 11 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [state 230, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [state 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 26 guardflag = MA pausetime = 12,12 sparkno = 0 sparkxy = -10,-37 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 14 ground.velocity = -5 air.velocity = -2.5,-3.5 [state 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;Now when you look at the above state you relize that its merely a copy of the standing light punch state. except without all the detailed explainations. ;--------------------------------------------------------------------------- ; Standing strong kick ; CNS difficulty: easy [statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 30 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [state 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [state 240, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 63 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-60 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 17 ground.velocity = -6 air.velocity = -2.2,-3.2 [state 240, 3] type = PosAdd ; Position Add is used for when the players feet move during the animation. By alignment, all sprites should be centered, with these feet on the axis. for moves where the character moves forward by stepping. posadd is strongly recommended you use it. this way if the character gets hit. he wont appear graphically wrong. trigger1 = AnimElem = 7 ; The players position will change on animation element 7, to the value below. x = 12 ; PosAdd add's the position to the current players position so for example 100 is the players position, x = 12, which would mean players new position would be 112. [state 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch ; CNS difficulty: easy ; Description: Simple crouching attack. The HitDef's guardflag parameter ; is set to "L", meaning that the move can only be guarded low ; (crouching), and not by standing or jumping opponents. ; Like for all light attacks, it's a good idea to keep the slidetime ; and hittime parameters at a smaller number, so the opponent isn't ; stunned for too long. For all crouching attacks you have to ; remember to set the attr parameter to indicate that it is crouching ; attack. In this case, "C, NA" stands for "crouching, normal attack". ; The HitDef's priority is set at 3, instead of the default of 4, ; so this attack has a lower priority than most others, meaning ; KFM will get hit instead of trading hits with his opponent if ; their attack collision boxes (Clsn1) intersect each other's Clsn2 ; boxes at the same time. [statedef 400] type = C movetype= A physics = C juggle = 5 poweradd= 8 ctrl = 0 anim = 400 sprpriority = 2 [state 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [state 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L ;as explained above this is a LOW move and has to be guarding (L)ow. pausetime = 10,11 sparkno = 0 sparkxy = -10,-42 hitsound = 5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 9 ground.velocity = -4 air.velocity = -1.5,-3 [state 400, 3] type = CtrlSet ; This is here strictly to give some comboability for button mashers who crouch and mash LP or HP. trigger1 = Time = 6 value = 1 [state 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy ; Description: This is a 2-hit move. It is done by having two HitDefs ; triggered, one for each frame of animation that hits. ; Notice how the first hit cannot be guarded by an opponent in the ; air, because of the "M" in the guardflag, meaning it can only ; be guarded "middle". The second hit has an "MA" guardflag, so ; it can be guarded both on the ground and in the air. [statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 25 ctrl = 0 anim = 410 sprpriority = 2 [state 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 ;This is the first hit, triggered on the 3rd element of animation. [state 410, 2] type = HitDef trigger1 = AnimElem = 3 attr = C, NA damage = 37 animtype = Medium hitflag = MAF guardflag = M pausetime = 12,12 sparkno = 1 sparkxy = -10,-55 hitsound = 5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 17 ground.velocity = -4 air.velocity = -3,-4 ;This is the second hit, triggered on the 4th element of animation. [state 410, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 sparkxy = -10,-83 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 17 ground.velocity = -7 air.velocity = -3,-4 [state 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light kick ; CNS difficulty: easy [statedef 430] type = C movetype= A physics = C juggle = 5 poweradd= 11 ctrl = 0 anim = 430 sprpriority = 2 [state 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [state 430, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 28 animtype = Light hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = 0 sparkxy = -10,-8 hitsound = 5,1 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 10 ground.velocity = -5 air.velocity = -2,-3 down.velocity = -5,0 down.hittime = 22 [state 430, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ; Yup! even now i'm sure you've noticed a majority of this is copy and paste. ;--------------------------------------------------------------------------- ;Crouch Strong Kick ; CNS difficulty: easy ; Description: This move uses "Trip" for the "ground.type" parameter in ; its HitDef. It's a special type that puts the opponent in a tripped ; animation as he falls. Also, the hitflag parameter in the HitDef ; is set to "MAFD". The "D" indicates that a downed opponent can be ; hit by the attack. [statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 35 ctrl = 0 anim = 440 sprpriority = 2 [state 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [state 440, 3] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 72 hitflag = MAFD guardflag = L pausetime = 12,12 sparkno = 1 sparkxy = -5,-10 hitsound = 5,2 guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 17 ground.velocity = -1.5,-2 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [state 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ;Jump Light Punch ; CNS difficulty: easy [statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 5 ctrl = 0 anim = 600 sprpriority = 2 [state 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [state 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 20 guardflag = HA priority = 3 pausetime = 7,8 sparkno = 0 sparkxy = -10,-58 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 5 ground.hittime = 8 ground.velocity = -4 air.velocity = -1.3,-3 air.hittime = 14 [state 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;The control set above is used to give the player a bit of air combo ability. ;Also note that jumping attacks do not have a change state. If it did it may cause the character to start walking in the air. and if your doing a jump attack, your physics should be A for Air. which would mean the player will come down to the ground them selves, and using state 52 (common.cns) which is the jump landing state. ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 30 ctrl = 0 anim = 610 sprpriority = 2 [state 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [state 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-55 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 12 ground.hittime = 14 ground.velocity = -6 air.velocity = -3,-4 ;Oh yeah.. lots of the same here. ;--------------------------------------------------------------------------- ;Jump Light Kick ; CNS difficulty: easy [statedef 630] type = A movetype= A physics = A juggle = 3 poweradd= 10 ctrl = 0 anim = 630 sprpriority = 2 [state 630, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [state 630, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 sparkno = 1 sparkxy = -5,-35 hitsound = 5,0 guardsound = 6,0 ground.type = High ground.slidetime = 6 ground.hittime = 10 ground.velocity = -4 air.velocity = -2,-3 air.hittime = 14 ; Nothing new keep moving on... ;--------------------------------------------------------------------------- ;Jump Strong Kick ; CNS difficulty: easy [statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 30 ctrl = 0 anim = 640 sprpriority = 2 [state 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [state 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-40 hitsound = 5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 ;And this marks the end of the 4 basic buttons for standing crouching and air attacks.
  3. http://www.youtube.com/watch?v=-Jd98C6TbDg Rage of the Dragons features a tag team system, in which the player takes control of two characters and can switch between one or the other during gameplay. The character who is not being controlled will slowly recovers part of his or her energy while the other is fighting. The player can perform special combos in which both characters attack an opponent at the same time for added damage. An auxiliary meter located at the bottom of the screen that slowly fills up when an attack connects with an opponent. When the meter is full, special moves can be performed (Ex: Counter Attacks, Super Moves, etc).
  4. Known to the best of the series, Metal Slug 3 was a game where you actually didn't mind dying after getting hit or shot once. Why? Because you blow up freaking TANKS with your PISTOL for a living! The game has co-op, which you mind want to try using as a first time, as well as each stage having at least one alternate route. A title if you like to blast everything on screen.
  5. Ryon

    [ARC] Sengoku 3

    http://www.youtube.com/watch?v=b-kHuiueVZY A very VERY great beat 'em up by SNK. Special moves, desperate attacks, 4 characters to choose from and memorable, tough bosses. A very nice game to play alone or with a pal.
  6. elevating action returns! in this awesome platforming shooter. you take the role of 3 cops, and must decent the maze elevator traped of a building with some bad guys and hostages. this game was made years after the original, and the animation really shows. its a great looking game. that plays very well.
  7. http://www.youtube.com/watch?v=7kyt9Yv6z7E I know this game has been on every console ever since its incarnation. I feel however it should go in Arcade section because its a arcade game even present day. oh by the way i ROCK HARD in this game, I can get into intense matchs with people. its crazy fun.
  8. The first in the series and i feel this is the 2nd hardest MS game EVER. the final level is intense, so intense its insane! it so insane, in a matter of seconds it turns from 1 on 5 to like 1 on 15 its epic. a great ending. with some lacking mechanics. of course in MS2 they fixed that.
  9. Honestly i never knew this game existed until i found it on my list of games. unfortunately all of the game old school game videos i post will be on emulator. This game is a much faster improvement of the original game, and its actually very fun. I was never good at Galaga to begin with so this is no suprise thats my video by the way.
  10. This one is definitely a different game from the first one. instead of mixing gameplay from 2 great games this one has an original gameplay style that i never seen prior to this. your a clown on ecstasy fending off rainbow unicorns from your castle. you have to use your hammer to knock the unicorns out and down from the ledges. its rather hard to explain but watch the video. round 2 and 3 i understand how to play lol
  11. Ryon

    [ARC] Mr. Do

    This game is strange.. your a clown killing monsters.. i think he is on crack. think.. Pacman + Digdug + Circus = This
  12. do ya have a video? I never finished BoF1
  13. you mean Gackt is Genesis?? AHAHAHAHHAA
  14. as far as i know all god ken's have that intro, or the other intro with the electricity. also.. man this Ryu edit is massively OLD. I remember him before my creator days.
  15. Ryon

    [PS1] Einhander

    Einhander is a 2.5d side scrolling shooter. with many different weapon variations, and excellent AI. this is one of the best shooter games EVER made. It has a insanely wicked soundtrack that gets you pumped. its got great gameplay. You dont feel like you were robbed your death. its just that intense.
  16. # A B C - D E F - G - H - I J K L M - - N O P - Q R S T U V W X Y Z
  17. this game looks promising kinda makes me want the vita now. It seems like some form of action platformer, mixed with a little bayonetta.
  18. Yeah, that fight. I would give you a reason to like this game. But there are quite a few. I like the characters, story, the little nods to other games, the development of Cloud and Zack and the others of FFVII's main storyline, I like the fact Sephiroth HAD FRIENDS ONCE (he actually looks somewhat worried when Genesis get's banged up) I like the music, battle system, however hard it can be and the things I don't like are a bit cliche, like the level up system and the sad effects of the story on so many characters.
  19. This is a remake of castlavania:Rondo of blood which was originally published for the PC, but now with improved graphics on the psp the game still holds its difficulty and still has all its secrets, in here you play as two characters: Richter Belmont and Maria Bernard. although playing as maria can make the game way to easy for you as most of her weapons and abilities are overpowered and do alot of damage, you can also unlock the classic version of Rondo of blood, and you unlock the PSX game castlevania simphony of the night which is another must play castlevania game. so you have 3 games in one package and I am sure you can find this for 10 USD or less so this is a pretty good deal to pick up
  20. http://www.youtube.com/watch?v=7OXCcoaWEGY Its funny on how when the psp came out alot of classic games got a remake to take advantage of the psp's graphics such as castlevania: dracula X chronicles, Ultimate Ghost and Goblins and now were gonna have a look at the remake of the classic megaman marverick hunter x. as you see hunter x is a remake of the original megaman X game for the snes. most of the gameplay from the classic version has been untouched although some of the locations of the X upgrades have been changed so yeah that kinda ticked some of the fans off Gameplay A classic platformer at is finest just get through the obstacles take care of the enemies in your way, beat the boss and move on it may sound simple but if you are a first time playing a megaman it might take you some time to getting used to the boss fights. also remember that megaman games are not for the kind of players who think of rushing head first will make them succeed well im gonna tell you this now, you do that without thinking whats ahead then prepare to die....and die....and die... Story: takes place in an unspecified time during the 22nd century (21XX) and approximately 100 years after the original Mega Man series. A human archaeologist named Dr. Cain accidentally discovers the ruins of a robotics research facility that had once been operated by the legendary robot designer Dr. Thomas Light. Among the ruins, Dr. Cain finds a large capsule which contains a highly advanced robot with human-level intelligence and emotions, and even free will; the likes of which the world has never seen before. Dr. Cain spends the next several months studying the robot, who is named Mega Man X, or simply "X". Some months later, Dr. Cain and X complete the first "replicate android" or "Reploid", a robot who can think, feel, learn, and grow exactly like a human. Within the year, the design is standardized and Reploids are mass-produced. However, with the free will given to a Reploid comes the possibility of criminal activity previously unknown to robots; such rogue Reploids are said to have "gone maverick" and are later referred to as "Mavericks". As the public outcry against the few Maverick incidents becomes too great to deny, the government steps in, and under the advice of Dr. Cain, forms an elite military police organization called the "Maverick Hunters". The Hunters are to capture or disable any Reploids that posed a danger to humans, provide damage control at Maverick uprisings, help with disaster recovery, and perform other tasks as needed. To lead this group, Dr. Cain designs a very advanced Reploid, thought to be immune to whatever defect causes Mavericks. Named Sigma, this robot heads the Hunters some time before ultimately going Maverick himself, taking the vast majority of the other Hunters with him.[14] Sigma seizes control of a small island, driving out all human occupants. Claiming that the humans are inferior and that they are limiting the growth and potential of Reploids, he calls for his followers to begin a massive extinction effort.X, guilt-ridden at having helped design such a ruthless and warlike race, decides to join forces with the only other remaining Hunter (Zero) and attempt to stop Sigma at any cost. Graphics and sounds being as one of the first games on the psp it took full advantage of the graphics it had to offer. as for the sound the remixes of the orignal soundtrack from megaman x might be a hit or miss for some players itl all come down if they prefer the original sounds or the new remixed ones. Extras: after you finish the game with X you can play the game again as Vile Offering a different storyline and a different end game boss, one thing is that vile cant do a charge shot but his finger buster shot can do more than enough damage to take the enemie out, the boss fights with vile are a bit more strategic, unlike x in which has hits X buster and 8 sub weapons. vile has up to 45 sub weapons but you can only carry 3 at a time one for each of his parts, his shoulder arm cannon and leg/knee it may sound overwhelming at first but you can past the game using viles default weapon as it does moderate damage to enemies and bosses. If you finish the game with X you will unlock this OVA anime movie called day of Sigma in which it tells the events that will lead up to the original megaman X Overall Old timers and new games will find it fun to pick up and play this game I highly recommend this tittle to all megaman fans and non fans
  21. To continue and i assume finish up the story of Parasite Eve. I beat PE1 and i'm half way with PE2. I'm lv15 in PE3.. but man its hard sometimes you need to GRIND to win.
  22. A remake of the first megaman game now on the psp with better graphics, still holds the same difficulty as the classic megaman game. but now you can use the robot masters as playable characters and each robot master has different abilities some can slide others can wall jump and much more. you can also create your own levels with the level creator so you can have fun trying to torture your friends with your impossible levels, the game also includes the classic version of megaman 1. so if you own a psp and like classic gaming then pick this one up
  23. I seem to like shamelessly promoting peoples LP's. Valkyria Chronicles, from what I've seen and what I know of strategy, is one of the few games I would want to get the most if I ever somehow had a PS3 fall through the roof of a home I was in, crash and land without any damage to it and have a disc already inserted inside, ready to begin the game. It looks cool, has a lot of characters to keep in your cast and story to go through, as well as touching, sad, happy and awesome moments to go through. AND VEGETABLES/BUGS YOU WILL WORSHIP.
  24. http://playstationlifestyle.net/2011/06/02/zone-of-the-enders-returning-to-the-ps3/ Konami you sly dogs you, Not only MGS but Zone Of The Enders as well! this game is loved by many and unfortunately not played by some (me) I LOVE the idea of bringing this game to PS3, with better resolution. Now I can finally play this masterpiece.
  25. Although my nephew is the one who really plays this game. This is a platforming game by heart, that has its own unique storyline but what sets this game off from the rest? is the Level Builder. The video above showcases a custom level, very well made I might add. there are also videos of Metal Gear solid stages and Mirrors Edge's stages. its a interesting platformer, and until now i didnt relize why people love this game so much. my nephew is in stage builder, creating a tower of explosives, and when he plays you see all the boxes fall 1 by 1 , its hilarious but its funny all the same. Then he sets a big explosive one it. next thing you know there explosions everywhere and the only thing comes to mind is me killing Lemmings. excellent game.
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