I probably should try 3-2-1 now that I could more or less confidently clear stage 2 without dying (doing 2-3-1) but I need to get a replacement PS2 before that starts happening.

Yeah, you say that but playing stage 1 third is still brutal because of the rank up. Even fighting the very first boss has changed quite dramatically. I noticed the game is very clever about toughening up stages depending on order. Life ups go missing, new enemies are introduced, new attacks are introduced, resilience is up, etc etc.EmperorIng wrote:Stage 1 is so basic it seems like it would be foolish not to save it for last if you are trying to 1CC.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Stage 3 isn't too tough except that stupid Mammoth. You're right he seems way more resilient to the midigare and takes ages to kill. There's no way you can camp behind him like midbosses on stage's 1 & 2, as he either kicks his legs if you're at the back or his trunk/tusks if you're at the front. He's also super tough if you choose stage 3 as anything except your first choice (lotsa homing balls.)EmperorIng wrote:Yeah, if I can manage to make it to Herzog Schlange with more than one hit (the previous section is rough; especially that knight-fight with the grenadiers in the background), it's pretty easy to make him my bitch (ha).
The mammoth though has that problem of the homing balls and way more health than most other mid-bosses. It also feels like the midigare slash doesn't do as much damage to it. I don't want to think about getting past the gravity robot-thing in the next stage...
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
I believe they're (a bit confusingly) included in the "Item Bonus" subtotal.CIT wrote:Do you get points for remaining boost items at the end of a stage?
I'm playing 3, 2 , 1. The mammoth meth is simpler than I thought: just stay under him and slide left and right as necessary. Nearly always get by unscathed.CIT wrote:Two questions:
What is your take on stage order? I generally play 3-2-1, as the Mammoth and Kraken seem unnecessarily tough if you take that stage second or third in the row. But maybe not playing the original order has an effect on score?
Do you get points for remaining boost items at the end of a stage?
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Cool, didn't know this! I should've tried it out... I love how the game uses Capcom fighter/beltscroller-style control buffering, so you can input the dash command before landing a jump or recovering from a sliding stop, and combine detaching from a ceiling with the first midare-giri input. Creates a sense of unbroken movement counterbalanced by the slight recovery penalties in jumping and dashing.CIT wrote:- By pressing ↓ ↑ A+B the midare-giri can also be activated without jumping. Very convient if you need a strong attack in a confined space!
I didn't know that either, that's awesome. You're up to stage 5 already? Damn, racing ahead. I better get back on it, I've spent the last 2 weeks finishing various SFC games and playing Tatsujin Oh on the Marty. Need to catch up with you!CIT wrote: - By pressing ↓ ↑ A+B the midare-giri can also be activated without jumping. Very convient if you need a strong attack in a confined space!
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
The most boosts I can find is in Stage 3, where I can get three in addition to the one you start with. So I think you can set the max to four.Skykid wrote:Cool, set my board to 5 stocks with an option for one increase, and boosts 1 + 1 max. I think the default pcb setting is rather harsh.
Maybe you're jumping to late? Figuratively speaking you'll want to collect the item "with the tip of your toes" before jumping right.I already tried your method for grabbing that max up, but I seem to get sucked down the hole no matter what, it's like the jump button stops working!
You'll be facing him again in Zero G in stage 5 and the same tactic applies there again. Only difference is you'll need to get rid of his gang of minions first, and your midare-giri execution needs to be quite precise, since you'll need the second jump to get back down on the floor and not get sucked up to the top of the shaft.And I think you're right about solo mk.2, I'm way too hasty. Need to chill out and stop rushing it.
Well I've combed stage three pretty thoroughly and there's only one max-up life, not three. In-fact, that's the same for all stages - 1 max-up and a handful of life-ups. So you're saying you've managed to have eight (5 + 3 max-ups) stocks altogether?!CIT wrote:The most boosts I can find is in Stage 3, where I can get three in addition to the one you start with. So I think you can set the max to four.Skykid wrote:Cool, set my board to 5 stocks with an option for one increase, and boosts 1 + 1 max. I think the default pcb setting is rather harsh.
I believe the most max-life-ups I can find in any stage is two (might be missing one somewhere).
I think the default difficulty setting on the PS port could also be lower?
Ah, I see what you're saying now. Yep, that should work.Maybe you're jumping to late? Figuratively speaking you'll want to collect the item "with the tip of your toes" before jumping right.
The arcade version has only a second to load between areas, and although I've noticed some slowdown, it's mostly limited to using the boost. I've never noticed anything that's caused me to drop an input though.Has anyone directly compared the arcade and PS versions? I'm wondering if the performance is better on the arcade hardware. Unfortunately, in scenes with a lot of sprites (incl. the rapid sword slash) the PS version can get some pretty intense slowdown and the missing frames mean that the game stops registering some inputs. For example, if you activate boost against the mammoth it can prevent you from being able to slide out of the way of his plasma shots, or jumping while rapid-slashing on the stage 2 boss will sometimes prevent the game from registering a double jump and you end up falling down one of the pits. I've adjusted my strategies accordingly, but sometimes I just wish the hardware had a little more oomph for the game.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
I was talking about boosts. There are three in stage 3 (at least if you take that stage first). One right after you make the leap after the chase down the slope, one above the scaffolding in front of the entrance to the lab, and one on top of one of the canisters in the first area where the gravity shifts.Skykid wrote:Well I've combed stage three pretty thoroughly and there's only one max-up life, not three. In-fact, that's the same for all stages - 1 max-up and a handful of life-ups. So you're saying you've managed to have eight (5 + 3 max-ups) stocks altogether?!CIT wrote:The most boosts I can find is in Stage 3, where I can get three in addition to the one you start with. So I think you can set the max to four.Skykid wrote:Cool, set my board to 5 stocks with an option for one increase, and boosts 1 + 1 max. I think the default pcb setting is rather harsh.
I believe the most max-life-ups I can find in any stage is two (might be missing one somewhere).
I think the default difficulty setting on the PS port could also be lower?![]()
Perhaps the default PCB difficulty is higher then, but I wouldn't know how to gauge it exactly.![]()
How many max ups can you get on stages 1 and 2? I can try to adjust the boards difficulty settings until I find something that brings it in line with those bonuses.
OK, seems like the arcade is a bit smoother then (should be, at least on paper, as the ZN-2 is basically a Playstation with more RAM). The port definitely has sections that slow down even without using boost.The arcade version has only a second to load between areas, and although I've noticed some slowdown, it's mostly limited to using the boost. I've never noticed anything that's caused me to drop an input though.
Apologies my mistake, I read directly on from the quote about life stocks and misread it. You say you can get two max ups on the first stage and one thereafter? I can't find two max-ups on any stage at all.CIT wrote: I was talking about boosts. There are three in stage 3 (at least if you take that stage first). One right after you make the leap after the chase down the slope, one above the scaffolding in front of the entrance to the lab, and one on top of one of the canisters in the first area where the gravity shifts.
PSX Defaults
Health Stock: 5
Max Health: 6
Game difficulty: 4
Bomb: 1
Max Bomb: 2
Arcade Defaults
Health Stock 3
Max Health: 3
Game Difficulty: 6
Bomb: 2
Max Bomb: 2
Should be the case, especially considering it loads new sections much faster. I'm a fussy so and so, and I can't easily go back to the PSX one because those extra few seconds really grate now! I'd definitely suggest grabbing a board if you enjoy the game.OK, seems like the arcade is a bit smoother then (should be, at least on paper, as the ZN-2 is basically a Playstation with more RAM). The port definitely has sections that slow down even without using boost.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
RegalSin wrote:You can't even drive across the country Naked anymore
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
RegalSin wrote:You can't even drive across the country Naked anymore
This is actually the perfect game for people with little time. A complete run will last under 25 minutes, and the selectable stages make it easy to practice in small, concentrated bouts without the tedium of having to repeatedly play through stages you already learned.Mortificator wrote:When I have the time, I definitely want to get into this game.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Mortificator wrote: Japan
Difficulty: 4
Start vital: 5
Max vital: 8
Start boost: 1
Max boost: 5
Wow, well I have a JPN region PCB and it defaults to these:jepjepjep wrote:I recently picked up a Japan region pcb and it defaults to these same settings:Mortificator wrote: Japan
Difficulty: 4
Start vital: 5
Max vital: 8
Start boost: 1
Max boost: 5
No wonder it's kicking my ass.Difficulty: 6
Start vital: 3
Max vital: 3
start boost: 2
Max boost: 2
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
You obviously own some mystery PCB with an undumped revision, so we can't really help. Why don't you use the settings of the Japan version that Mortificator posted, and then play it in MAME to compare? If the same items appear in the same spots and you're getting the same number of enemies then the difficulty will likely be the same.Skykid wrote:CIT how sure are we that the pcb default difficulty may be lower than the PSX? I dropped it by one today and used all your other settings for life max ups etc and got straight to stage 4 no real trouble.
Not a problem to play this way unless I find out I've cleared it on a mode that's easier than psx default, in which case I'll be pissed.