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Post by ReyVGM on Oct 19, 2008 1:50:21 GMT -5
Ok, I confirmed it. Wyler and Sinclair only have cut scenes when they reach the final stage.
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Post by Ryu the Grappler on Oct 19, 2008 12:19:02 GMT -5
It's a very difficult move because this was before there was a more standardized "feel" all the programmers went for with the controls for their fighting games. All move lists fail to mention that you have to actually let the stick go neutral for a split second before hitting the buttons. So... Do the QCF motion with the timing you would for any other QCF move in the game. Let go of the stick VERY briefly. Press your buttons. I believe you have to actually press P very very very slightly before you hit kick as well. There's truly an art to this fighting! The original Fatal Fury was like that too, but I didn't know about this until quite awhile ago. When I did, I managed to one-credit the game on Normal with no problem (Geese is actually a lot easier than people think he is, as Terry you just have to throw him a lot and do a Burning Knuckle just before he does his Reppuken). I remember reading some random GameFAQ review complaining that the controls for Special Moves were not as precise as those in the SF2 series and I'm guessing many people who played SNK's early fighting games felt that way too. Its a shame because they ARE precise, only the timing is different. At the very least, they're more precise than SF1 ever was.
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Post by Discoalucard on Oct 19, 2008 12:25:31 GMT -5
I beat the game as Sinclair on the Anthology, and I'm pretty sure there was no cutscene for that version.
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Post by lvbrown on Oct 26, 2008 20:21:28 GMT -5
I just read the article, and noticed the mention of the PC-Engine's unique take on the zooming feature. Programming for the system is a part-time hobby of mine, I can explain how it's done.
The PC-Engine/Turbografx, like the Genesis and SNES, could support multiple resolutions, and did so much more often than either of its competitors. All official releases stayed between the common 256x240 and the less-used 320x240 (Hellfire S) 384x240 (R-Type). Unofficially, it could handle resolutions as low as 160x240 and as high as 512x240 - with no real hardware tricks. They just weren't used.
Anyway, what makes the PC-Engine really unique in this regard is it could switch between any resolution, on the fly, incrementally. It was nothing for the system to smoothly widen the screen from, say, 256h to 384h. That's how the programmers managed to fake-up the zoom.
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Post by Neo Rasa on Oct 26, 2008 21:30:46 GMT -5
it could switch between any resolution, on the fly, incrementally. That's really impressive, shame it wasn't used more for stuff like the strategy games and RPGs when using maps and the like.
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Post by Ryu the Grappler on Nov 17, 2008 0:51:02 GMT -5
I've played a bit of Art of Fighting 2 and Fatal Fury 3 in Japanese and the localization staff in charge of the translations obviously didn't take the games too seriously and pulled a Peace Keepers. While the original Japanese games had some comical lines here, the localized versions is full of them. The obvious sign is Eiji's crush on Mai, when in the AoF2 timeline she is supposed to be a child. Or Terry's cruel win quote after he defeats Bob in FF3.
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Post by savagepencil on Nov 17, 2008 9:55:14 GMT -5
I just read the article, and noticed the mention of the PC-Engine's unique take on the zooming feature. Programming for the system is a part-time hobby of mine, I can explain how it's done. The PC-Engine/Turbografx, like the Genesis and SNES, could support multiple resolutions, and did so much more often than either of its competitors. All official releases stayed between the common 256x240 and the less-used 320x240 (Hellfire S) 384x240 (R-Type). Unofficially, it could handle resolutions as low as 160x240 and as high as 512x240 - with no real hardware tricks. They just weren't used. Anyway, what makes the PC-Engine really unique in this regard is it could switch between any resolution, on the fly, incrementally. It was nothing for the system to smoothly widen the screen from, say, 256h to 384h. That's how the programmers managed to fake-up the zoom. Wait, so it was programatically scaleable (you could set width at 257, or 302 during a lerp)?
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Post by splatter on Nov 17, 2008 13:17:49 GMT -5
I've played a bit of Art of Fighting 2 and Fatal Fury 3 in Japanese and the localization staff in charge of the translations obviously didn't take the games too seriously and pulled a Peace Keepers. While the original Japanese games had some comical lines here, the localized versions is full of them. The obvious sign is Eiji's crush on Mai, when in the AoF2 timeline she is supposed to be a child. Or Terry's cruel win quote after he defeats Bob in FF3. That's good to know. I always though everyone was way out of character in those two games.
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Post by Ryu the Grappler on Nov 19, 2008 19:29:38 GMT -5
For those curious to know the Geese code in the SNES version of AoF2. After turning the game console on, the Saurus logo will be displayed. During that moment, press DL, Right, DR, D, DL, Left and then DR+Y+R (the command for Geese's Deadly Rave in Fatal Fury Special) and then the Saurus logo will rotate horizontally, indicating the code was entered correctly. You can also hold R and Y while inputting the directional commands and the code will still work (that's how it works for me). You can only use Geese in Vs. Mode. I like how the SNES version gives you specific buttons for the Hard Punches and Kicks, instead of the pseduo SF1-style method of tapping or holding the regular punch and kick buttons for light and hard attacks. EDIT: Here's a Japanese page featuring a strategy video that shows how to complete the CPU battle mode in AoF2 with all perfects. Hopefully I can someday complete this game on one credit. Or just complete it, period. bohyou.vis.ne.jp/neogeo/aof/aof2movie.htm
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Post by Haz on Nov 20, 2008 0:03:29 GMT -5
Strangely, I liked some of the music in the SNES version over the arcade one.
The best strategy for me to try to beat AoF2 is to use Mr. Big. The CPU seems to be retarded to his Blaster Wave move.
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Post by Rage Quitter 87 on Nov 20, 2008 13:02:17 GMT -5
Good gravy that video makes Geese look so easy. I've beaten AoF 2 on one credit and whilst I know a few tricks to use on the AI, that video really did make the CPU look stupid.
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Post by lvbrown on Nov 22, 2008 21:53:27 GMT -5
Wait, so it was programatically scaleable (you could set width at 257, or 302 during a lerp)? Yep. You could even set it odd-numbered resolutions like 257x240 like you said. AoF was the only software that ever made use of that nifty little feature if I remember, although some games would switch from a standard 256x240 playing field to 320 (or 384) x 240 for cutscenes and the like (but never incrementally like in AoF)
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Post by Allie on Nov 28, 2008 22:48:14 GMT -5
It's a very difficult move because this was before there was a more standardized "feel" all the programmers went for with the controls for their fighting games. All move lists fail to mention that you have to actually let the stick go neutral for a split second before hitting the buttons. So... Do the QCF motion with the timing you would for any other QCF move in the game. Let go of the stick VERY briefly. Press your buttons. I believe you have to actually press P very very very slightly before you hit kick as well. There's truly an art to this fighting! The original Fatal Fury was like that too, but I didn't know about this until quite awhile ago. When I did, I managed to one-credit the game on Normal with no problem (Geese is actually a lot easier than people think he is, as Terry you just have to throw him a lot and do a Burning Knuckle just before he does his Reppuken). I remember reading some random GameFAQ review complaining that the controls for Special Moves were not as precise as those in the SF2 series and I'm guessing many people who played SNK's early fighting games felt that way too. Its a shame because they ARE precise, only the timing is different. At the very least, they're more precise than SF1 ever was. EVERYONE was extremely susceptible to throws in Fatal Fury 1. Especially when someone plays as Terry.
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Post by derboo on Dec 6, 2008 7:27:12 GMT -5
I noticed a slight inconsistency with the character descriptions for AoF3:
Karman Cole's portrait sais:
But for Wang Koh San:
So Karman can't be the only one not to fight against Tyler. Also, after reading that, I wondered who would be the second fighter to have Ryo as final opponent, but it doesn't seem to be revealed in the profiles.
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Post by ReyVGM on Dec 6, 2008 11:19:58 GMT -5
Jin, Karman and Kasumi are against Ryo. Wyler is against Robert and the rest are against Wyler.
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