You are currently browsing the monthly archive for November 2018.

So yesterday, I turned 21. Having never drunk before, I decided to destabilize myself a bit and play Imperishable Night and Embodiment of Scarlet Devil, in that order. Somehow alcohol fails to make me do better or have fun– stage 3 deaths and ragequitting against Keine in IN stage 3, and stupid deaths as early as partway through stage 3 in EoSD, and I didn’t even make it to stage 5 (where I usually start to really have trouble). It didn’t help that drinking had made me feel drowsy, so I couldn’t focus as well.

And on another note, Eversion HD!

Don’t click if you haven’t cleared the whole game.

If you haven’t played all the way through Eversion, and do not wish to be spoiled, stop reading, now. You have 20 lines.

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With Zaratustra’s release of Eversion HD, and my curiosity for what changes are made to a game when it is updated, I forced myself to revisit the nightmare.

After donating 5 USD to get my copy, the first new thing I notice is, of course, the pretty 640×480 graphics. There are actual backgrounds now, though oddly enough the new World x-1 is darker, especially in contrast to the new x-2. And this being Eversion, my paranoia for what lies ahead came back. When I evert to a lower level, what new horrors await me? How fucked up can the backgrounds get? Is there a new hazard, such a new giant hand, right ahead?

Fortunately (for my sanity) none of the stages changed in layout. My one complaint is the new World x-8 background. The old x-8 was significantly creepier due to its design, or rather, lack of design–black nothingness for foreground textures, and purple nothingness (similar to the Dark Link area in Zelda II) for the background–one kind of nothingness against another. It succeeded in making x-8 the epitome of the game’s creepiness. The new one adds a detailed background (in keeping in theme with the rest), which takes away from the atmosphere and makes it look less like a special layer.

So after clearing out all 8 worlds, time attack mode opened up as usual. World 5 in particular is bugging me due to a couple of particularly tricky jumps towards the end of the stage, and I’m not a big fan of World 6′s limited forward visibility. World 3 is kinda fun because the first 1/4 of the stage involves some intricate key presses that feel really nice when pulled off right, but may trigger restart syndrome if done improperly. World 8 as usual is a puzzle to figure out which permutation of eversions will yield the shortest path. Which may or may not have to do with shortest-path problems.

I need to put up more time attack videos.

I finished Persona 4.  Dang game has 3 endings, a bad one and two good ones.  After you get the first good ending, you have to do something specific to initiate the very last battle of the game.  Naturally, when I mentioned I had finished the game to a friend, he asked what boss I fought and I told him, he said I didn’t finish it.  Doh!  Great game though.  Unfortunately I didn’t max out any of my social ranks so I didn’t get to see the rest of the 2nd form Personas of my teammates.  They look real cool though, I checked ‘em out in this Persona 4 Visual Data art book.  Their stats change slightly with the transformation.  It certainly is a long game, I clocked about 80 hours.

I started Persona 3 FES now.  There are more areas in town to visit and it seems the NPC populace flourishes a bit more because of this.  It already has me smiling a bit, the dialogue and voice acting are fun.  Don’t think I’ll get far in it quickly, I spent almost a year getting through P4, might be the same kinda thing here.  I’ve became such a fan of Shoji Meguro’s music now, aw, most exceptional music and vocal tracks.

Eh.  Onto Mercedes in Odin Sphere, as a side note.

After buying a stick, the next step is to get the feel of it and master it, if you don’t know what I mean. On some shmups (rRootage, Parsec47, NOIZ2SA) I tend to fare better, but on some others (the Garegga spirital trilogy, and maybe RFA) I tend to do worse.

I did, however, execute a 1CC on Thunder Force AC, two days after 1CC’ing Thunder Force III a second time. I’ve found that using A/X/Y, with thumb allocated to changing speed, is more comfortable than X/Y/RB. Same goes with Gradius, which puts the powerup button on button 1 rather than 3. AC is a fairly good port, but is graphically weaker in some spots. I did like Haides [AC/TS], however, and Ellis [AC/TS], despite being the mutant lovechild of Thunder Force II Stage 3-2 and Stage 5-2 4-2, is actually a challenge and isn’t a bland diagonal-scrolling stage where barely anything interesting happens. Only thing really hurting it is a lack of autofire, though various versions of MAME, controller-provided autofire, and the Saturn port fix that.

Thunder Spirits sucks. Still no autofire (inexcusable considering the overrated-as-hell SNES controller’s buttons), worse music in some spots, and when I use external autofire (generated by my stick), the game slows down Gradius III style. There’s two stages unique to this; I kinda like the new Stage 8, but Stage 6? Cerberus [Spirits] looks even more boring than Cerberus [III/AC]. This is a textbook example of why I don’t think SNES completely trumps the Genesis: SNES may have the higher color capacity and all the Mode 7 fancy-shmanciness, but it lacks the power needed to keep a game like Thunder Force III running at 100% most of the time. And even with the higher palette, Spirits somehow manages to look WORSE on the SNES, partly due to the SNES outputting 64 less vertical lines and thus necessitating smaller sprites.

Well, enough console ranting. I’ve also been using the stick for Tetris: The Grand Master. To play TGM on a stick properly, one must switch the restrictor from its square 8-way position to the diamond-like 4-way position.

This is easy to do on my FSTE, it just takes a lot of time, as mentioned before. On TGM2 and clones of TGM3, I can easily do the up-down motion necessary to do a firm drop, but I still have issues with the current piece shifting left or right slightly by accident. I also have to relearn some of the techniques I use to efficiently get pieces into tricky spots. This is made tricky by how I play on a keyboard: arrow keys for up/down/left/right, A for CCW rotate, S for CW rotate, and D for secondary CCW rotate. This means my hands’ roles are reversed. My hands, on a stick, will attempt to do a technique, but fumble with it. I have, however, noticed more consistency when playing on a stick: in T.A. Death mode, I can consistently break into the mid-200 range, whereas on a keyboard I have some bullcrap rounds where I don’t even hit 170.

However, there are tricks that I find easier on a stick: Zangi-moves are easier and feel more graceful on a stick, for instance. In instances where I need to perform a Zangi-move and rotate, I can more confidently move while rotating at the same time.

I may make a more long-term switch to 4-way in the winter, when I go to do some intensive TGM training. Heck, I may even use it in Blockbox League season 4.

Mild progress in Umihara Kawase DS, Shun SE mode.  83/128 on the counter now, and a new clear acquired via F43.  One of the consequences of the near-arbitrary routes through the game is that there are multiple exits that result in a win.  Oddly, the high score screen does not differentiate between the various clears, so a quick clear via the easiest route will always rank above far harder accomplishments.  The rewards of achievement in this game are personal.

My map screen as it stands now:

Umihara Kawase DS map 1

Umihara Kawase DS map 2

Not the easiest of reads.  It’s not obvious, for instance, that the quick route to the F30 clear goes 02 -> 05 -> 25.  Still, a far piece better than the Playstation map.

That dead-end on F45 looms large.  That’s up next.  I used a handful of boost jumps in the F43 clear, so I think I’m ready for the 45 route again.

Well, I did it. Cleared with game with an all S-rank. Unfortunately it wasn’t quite the Flawless Victory I had hoped as I had to retry Mission 5 twice. Good god those were the most embarassing deaths ever. First happened at the Alien Nutsack, the boss right after Lance, where I experienced a case of premature release and failed to produce a charge shot, which totally messed up my rhythm. The second happened only moments after restarting the mission when I was hit by a totally random mortar shot. I mean seriously, who gets hit by those?

And if that wasn’t enough, I had to retry Final Boss Battle. The one mission that I hadn’t failed in once since figuring it out. But I’m willing to chalk that up to nervousness.

Even though the game itself awarded me with all the rewards of an S-rank clear I don’t quite feel like I deserve the accomplishment. I did, after all, spend three credits doing it and the shmupper in me is yelling “Dude! You creditfed! That doesn’t count!” even though the game itself counts it as a legit S-rank clear and it’s not like it’s possible to creditfeed past a tricky spot when you have to start the mission from the beginning on a retry. I recognize that dying only three times during the whole game is most definitely not bad…just not as good as I want and hope to get.

And it would be nice to get a proper 1CC S-rank run of the game up to the Vault. Of course I recorded this run too.

Maybe I’ll work on the game a bit more. We’ll see.

“Yo ZUN, I-I’m really happy for you, I’ma let you finish, but Raizing made one of the best shooting games of all time. One of the best shooting games of all time!”

I was debating between watching more anime or playing Garegga. I think I made the right choice.

Miyamoto-B may not have Golden Bat’s piercing shots, but he does have the splash shots and adequate speed (by “adequate” I mean controllable, not HOLY FUCK THIS IS THE JUDGE SPEAR OF RAIZING SHOOTERS like Miyamoto-C) needed to scoop up them 10,000-point medals. I was able to maintain two 10k chains: from end of stage 2 to halfway through stage 3 (shortly before I accidentally the tank and by extension my extend), and from the aircraft carriers in stage 5 to where I died (Nose Lavaggin mk2). I think I might start maining him.

hey wait why am i talking about medals i should be learning 2 complete the first five stages. But then again, surviving and cranking out enough points for extends tend to go hand in hand.

Doing that thing with Umihara Kawase DS (Jun SE Kanzenban or some such jibber-jabber).  I’m a fiend for wire action games, and the PSX Umihara is probably the best of them.  The straightforward take on that is the mode I’m playing on the DS port, which also has the SNES original and a remix mode of Shun.

It is not trivial to describe progress in the game, if you haven’t played before.  Winning the game is nothing worth mentioning.  You’ll probably do it within your first hour of play, and you’ll only see a few fields in the process.  Less than 10 of them, out of the almost 50 in the game.

Most fields have multiple exits.  And roughly speaking, the harder the exit is to reach, the harder the stage it takes you to.  The numbering of the fields is a poor indicator of difficulty, and the various paths to clear the game don’t follow anything like a sane order. This map should give some sense.

What all of this means is that you decide how hard you want the game to be.  The easiest clear takes just a few minutes and you’ll never break a sweat.  Clearing via F55?  Beyond mortal ken.

It also means that you have to be fairly familiar with the game to interpret any accomplishment.  To know, for example, that reaching F42 is quite a feat.  I haven’t, by the way.

If you duck into practice mode from the DS menu, it shows all the stages you’ve reached so far, and the paths linking those stages.  There’s also a counter, XX/128 in the Shun SE mode, which I’m guessing is the number of different paths you can unlock.  It’s not the number of fields, because there are only 50-ish of those.  (EDIT: It’s not counting paths either.  See first comment.)

Once you’ve got some mojo working, reaching the deeper stages becomes the real goal, so raising that counter in the Practice menu is probably as good an indicator of progress as any, even if it’s nothing like linear.    And assuming I’m understanding it correctly.  In any case, I’m at 64/128 right now.  I’ve forged a fair bit further on the PSX disc, so I’m still in the scraping off rust phase.

I game-overed on F36, so that’s probably what I’ll work on next.  You can reach it via the alternate exit on either F0 or F7, and then the second exit on F35.  7->14->15 is easier than 0->11->23->14->15, if you’re looking to try it.

Every once in a while you come across a game that shows you the value of having a well-crafted demo. Because the demo manages to mask the flaws in the complete game and as a result your customers end up wasting their money on the full version. Today’s example is Zombie Apocalypse (XBLA/PSN). The game is basically a higher-than-average-budget arena shooter that has you mowing down wave after wave of hungry zombies. Note that this is not intended as a review, rather this is me venting about wasting time with a shit game.

I want to go ahead and get the positives out of the way: it has zombies and lots of ways to kill them; the presentation is quite slick as far as HUD, menus, “modern” HDR bloom graphics, some limited physics and stuff; also the demo was pretty fun and I kind of liked screwing around in co-op multiplayer when I tried it.

Ok there, now that that’s done, let’s get on with why I hate this game (and trust me it takes a lot for me to actually hate a game with zombies). The game is incredibly fucking long. The regular campaign is 55 days, that’s 55 separate levels. Too bad there are only 7 unique arenas. Of course that’s not all, once you get even a couple of weeks into the game, a single level starts to take approximately forever to complete. Most of these levels are fairly poorly designed as well once all of the gimmicks (weapons, zombie types, radioactive zombies) have been revealed. I can’t begin to count the number of times that I’d thin out the zombies and suddenly more would spawn and I’d wish the damn level would just end, already.

The game starts out generously easy, with levels full of zombies from whom you can escape being grabbed and therefore never die and rack up tons of extra lives. Then it gets to frustratingly hard as levels consisting of waves of zombies that take lots of damage and kill you in one hit begin to appear. By waves, I mean spawn the same type of PITA zombie for 5 minutes straight while you try to credit feed your way into more favorable circumstances. Lets not forget my special favorite, the “Granny” zombie that throws knives. Light colored knives that kill you in one hit and travel in an arc and are therefore difficult to determine the path of, and are easily lost sight of in patches of bloom lighting effects.

Obviously the additional weapons help power you up and take out these more threatening zombie types, right? Not quite. The weapons that are spawned seem to be at least semi-random, and there’s nothing quite like accidentally picking up the slow-throwing and difficult-to-aim molotov cocktail when being faced with a wave of exploding kamikaze zombies. The chainsaw melee attacks aren’t much of a backup in that situation. The game actually feels a lot like the first Postal in a lot of ways, but unfortunately the weapon system isn’t one of them. Being able to pick up a lot of different types of weapons through the campaign and then switch between them at will later (depending on ammo availability of course), as well as back to your default melee chainsaw and infinite-ammo submachine gun, would have made a lot of sections much more managable.

Finally, the scoring system is sadistically aimed at people with lots of free time and very large bladders. Leaderboard entries are only saved for games starting from Day 1. Scoring is based heavily on a multiplier that goes up by 1x for every 5 zombies killed, and adds 3x for a zombie killed with a “chainsaw execution” attack that leaves you vulnerable. If you die, the multiplier goes back to 1x. This makes death have a score-ruining effect of around Deathsmiles Mega Black Label level. More forgiving is the 5000 point bonus for zombies killed by being forced into an environmental hazard. Anyone who wants to play straight through all 55 long-ass days of that kind of shit just to get #1 on the SP leaderboard is quite welcome to the honor as far as I’m concerned.

Oh yeah, the boss (there are three boss levels, but it’s all the same thing) is retarded and clearly tacked on. Also, I personally wish harm upon whoever decided that those dumbass flying things could one-shot a character, and have additional ones able to be spawned between player deaths. I’d bitch about the lack of story or the unlockable modes being equally lame, but I’ve wasted enough space on this crap already.

tl;dr – this game has too little content spread too thin and taken as a whole has almost no redeeming qualities as a single-player experience.

So in NetHack, not knowing what a wand of cancellation does, I cast it on myself, thinking it’ll maybe clear up status ailments, or it justs cancels a spell in progress.

Needless to say I accidentally my inventory.

Weapons
a – a +0 quarterstaff (weapon in hands)
u – a crude short sword
H – a crude dagger
Armor
b – an uncursed +0 cloak of magic resistance (being worn)
n – a white-handed shield
q – a +0 helmet called jack shit named SAME SHIT
t – a coarse mantelet
z – a +0 hooded cloak
A – a +0 pair of hard shoes (being worn)
G – a +0 helmet called jack shit (being worn)
Comestibles
f – a tripe ration
o – 2 food rations
Scrolls
i – an uncursed unlabeled scroll
Spellbooks
l – an uncursed plain spellbook
m – an uncursed plain spellbook

Potions
g – an uncursed clear potion
h – an uncursed clear potion
R – an uncursed clear potion

(1 of 2)

I’m not sure how to go on now.

also, Space Invaders Extreme 2. Time Attack is so addicting, and so bad for my scoring at the same time. And I had the damn music stuck in my head all weekend at Yaoi-Con.

after a wave of moodswings, mental breakdowns, furious masturbation, and hours of world of warcraft i’ve been playing things of actual value!

and by actual value I mean “requires more than a pulse per hour”

been playing borderlands–it’s a diablo clone slash fps that does both parts correctly. if hellgate london was half this good it wouldn’t have closed down!

so far, siren and hunter are the only classes worth playing. being an fps, it’s more valuable to kill whatever’s in sight before it can reach you in the first place.

bit on the easy side, though, and by a bit i mean bioshock-grade difficulty. i’ve been doing every quest the game gives me and i’ve yet to find a boss that can’t be defeated solely by sidestepping him or using the vehicle to lock on to him. supposedly there are three difficulty levels (for each 1-32, 34-48, and 48-50) but I haven’t seen any of them yet, not having progressed halfway into the main quest. maybe the game would be hard if I focused only on the main quest, though due to the damage system (50% less damage versus enemies three levels above = no) that wouldn’t seem any bit viable.

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