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Author Topic: Greeting SpaGa  (Read 1013 times)
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Jared Patton
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« on: February 02, 2009, 08:29 PM »

I've been meaning to join up for a while now, but it's just been slipping my mind. I've done a few trades with Mr. Brian Moy in the past few years on CAG and he's invited me to join. The discussion forums on CAG are getting a little stale and I'm here to broaden my horizon and shot the breeze.
 
As for me I live in South Flordia, married, work at a TV station as a studio tech, collect comics, play video games and like to travel. I try to go to Japan once a year and during my visit I buy lots of import goodies. But I'm pretty much a home-body.
 
I'm not much of a collector as I used to be, I sold off a ton of stuff years ago. I think I have about 250 games in my collection which I feel is modest. I own just about all the systems except PS3. My favorite genres are RPGs, fighters & rhythm/music. Once n' a while I pop in an old-school game.
 
Looking forward to the forums.
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« Reply #1 on: February 02, 2009, 10:02 PM »

Welcome aboard. :mrgreen:

Yeah, there’s allsorts of cool stuff in Japan.
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« Reply #2 on: February 02, 2009, 10:49 PM »

I'm pleased to see you join the boards here! 

Btw - I DID notice you mention seeing me in the Pier Solar forums on the Pier Solar topic on CAG.  I previewed the demo of Pier Solar, which I thought was okay...  In case you were wondering, I did order the Posterity package but the game has been pushed back and so I still wait for my copy to arrive.

To be honest, I'm more excited about Legend of Wukong coming out for the Genesis.  There's an interview w/ Brandon Cobb, the founder of Super Fighter Team, the company that developed and is releasing Legend of Wukong.  Its the one article I'm most proud of on here. Although I didn't do the interview, I did set it up for John to do.
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« Reply #3 on: February 03, 2009, 07:25 AM »

I just read the interview, thanks. I was thinking about getting Legend of Wukong. They're spending a great deal of time on it so I'm expecting it to be a polished fighter.

I miss the good ol' days of the simple RPGs like Lunar & Albert Odyssey. So I'm very interested to play Pier Solar. I was very disapointed to hear they pushed it back. Did they ever give a release date for this yet?
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« Reply #4 on: February 03, 2009, 04:30 PM »

I just read the interview, thanks. I was thinking about getting Legend of Wukong. They're spending a great deal of time on it so I'm expecting it to be a polished fighter.

I miss the good ol' days of the simple RPGs like Lunar & Albert Odyssey. So I'm very interested to play Pier Solar. I was very disapointed to hear they pushed it back. Did they ever give a release date for this yet?

It mentions on Pier Solar's website - * We reserve the right to delay release up until the 1st of May 2009.

So I'm not expecting to see it for a while...  It was to be released by Christmas, but one of the designers working on the game left, and so they had to go back in and remove all parts that he had worked on and do those parts over again.

From the demo, it did very much remind me of Working Designs style of RPG's like Lunar.  Much more about the depth of story, characters and the writing than complex gameplay.

I have to admit, that I was much more interested to buy Legend of Wukong - between the two - but I did a preorder for Pier Solar because of the Posterity Package preorder option.  That was just too cool for someone really into SEGA as I am.

I don't have Legend of Wukong yet - but I will buy it. 
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« Reply #5 on: February 03, 2009, 07:39 PM »

By the time I'm done with WuKong,  Pier Solar should be out. Any idea how long these games are? I couldn't imagine them being too long.
 
WuKong will work on my CDX right? I kinda asumed it would, but I didn't check for specifics. I know Pier Solar will.
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« Reply #6 on: February 03, 2009, 07:51 PM »

By the time I'm done with WuKong,  Pier Solar should be out. Any idea how long these games are? I couldn't imagine them being too long.
 
WuKong will work on my CDX right? I kinda asumed it would, but I didn't check for specifics. I know Pier Solar will.

Yes, they worked on the Legend of Wukong so that it will play correctly on all versions and combinations of Genesis or MegaDrive NTSC or PAL.  The original Taiwan release was unable to play on certain hardware versions (like some early release Genesis games did), so Super Fighter re-developed it to work on all formats.

If you are curious, I have a list of all the bugs Super Fighter fixed from their press kit that Brandon sent me.  They really did do more than just localising the game to English.

Chinese language version
Developed by Gamtec
English language version
Localized and reprogrammed by Super Fighter Team
The game does not make use of a variable width font. The game uses a specially produced variable width font, and seperately programmed display routines, for all dialogue, menus, et cetera.
When a monster poisons one of the heroes, the display name of their magical attack is randomly selected from the spell list, rather than being identified correctly as a poison attack. The name of the monster's magical attack is correctly referred to as "Poison Cloud".
When going into battle, the music speed is increased from normal to fit with the hectic mood of the battle. After the battle, the music speed remains increased, causing all the other songs to play too quickly. The music speed increases for battle, but is correctly adjusted to play at normal speed as soon as the battle ends.
The "Taming Scroll" item can't be given to another hero. Instead, it disappears when one of the heroes attempts to use the 'give' command. The "Taming Scroll" item can be given to another hero without any problems.
The only way to revive a fainted hero is by using the "Life Pill". However, this method isn't very useful during battle as it only restores the hero with 20 HP, leaving them extremely vulnerable to monster attacks. A special, new spell named "Life Restore" was created which revives the hero with 150 HP, giving them a better chance to survive in battle.
The "Poison Cure" magic has the bizarre side-effect of also being able to revive a fainted hero, albeit as a zombie who is unable to attack or be attacked. Thus if all heroes but the zombie hero are killed, the game gets stuck in an endless loop. The "Poison Cure" magic cures poison without any side effects or problems.
When all of the heroes are defeated in battle, the game automatically attempts to load the most recently saved game. If no saved games exist, the game is restarted in the most recently visited town. However in both cases, incorrect statistical data is processed, which can result in some interesting to downright agitating problems. When all of the heroes are defeated in battle, the game presents the choices of either starting a new game or loading a previously saved one. In either instance, the correct statistical data is always processed.
Some item chests can be opened, and items taken, more than once, so long as the heroes don't walk away from them in between attempts. Items found in item chests can only be taken once.
Some item chests cannot be opened because they aren't approachable. All item chests can be approached and opened.
When attempting to sell an item, if 'no' is selected the hero keeps the selected item but also get paid its sell amount. No money is paid to the hero if they decide not to sell their item.
While monster damage and healing values from magic are calculated seperately, both are applied when a healing spell is used, resulting in minor monster damage. Monsters are not damaged when a healing spell is used.
When one hero tried to use certain healing or status increasing items for another hero's benefit, that benefit was incorrectly applied to the user, rather than to their target. Each of the heroes can correctly use any items on the other heroes and have them correctly receive the desired effect.
Certain monsters have minor graphical glitches during battle or palette problems on the map. Graphical and palette problems for monsters have been fixed.
Messages that appear during battle are shown too quickly, making them difficult to read at times. All messages that appear during battle have been given proper display times.
Certain villagers have major palette problems on the map. All villagers have correct colors on the map at all times.
The game locks up with the Sega CD and / or 32X attached. The game works correctly with all Sega Genesis, Megadrive and Nomad systems and with all compatibles, including those which have a Sega CD and / or 32X attached or built-in.
The amount of damage dealt to monsters is often incorrectly reported, as the game doesn't completely finish its calculations until after an amount has been displayed on the screen. All damage to monsters is calculated completely before the amount is displayed, resulting in a correct report every time.
When one of the heroes levels up after a fight, their name isn't shown. This can make it difficult to determine which of the heroes is gaining a level, especially in situations where one or two of the other heroes are leveling up at the same time. When one of the heroes levels up after a fight, their name is displayed at the top of the status screen.
When one of the heroes is poisoned, they are only damaged once by the attack during battle. Afterwards, poison damage only affects the hero while they walk on the map. A poisoned hero now takes damage during every round of battle until they are healed or until they faint.
The "Power Drain" magic draws HP from the target monster, damaging them, but the drained amount isn't applied to the caster's HP. The "Power Drain" magic draws HP from the target monster then correctly applies that same amount to the caster's HP.
Certain areas of the maps erroneously featured villange entrance spots or blocked paths in the wrong places. Significant map errors have been corrected.
In addition to healing the heroes, the "Group Heal" magic incorrectly adds 20 MP when used. "Group Heal" does only what it's supposed to do: heal the heroes.
It is possible to select options for a fainted hero during battle, although fainted heroes won't actually perform any actions. Fainted heroes can't choose battle options until they have been revived.
One of the villagers whose help is vital to the completion of the game moves around the map in such a way that it's possible for him to eventually be moved into the sea during part of the storyline. This particular villager knows how to stay put so that he doesn't cause any embarrassing problems.
The heroes can escape from certain boss monsters, depending on the situation, which can cause problems in the game since boss monsters aren't meant to be escaped from. It's impossible to escape from boss monsters.
When a certain hero is poisoned and then purified, their status text remains red instead of correctly returning to the proper white color. Once purified of poisoning, heroes' status text correctly returns to the original white color.
Attacks always hit; there's no way to miss the monsters nor for the monsters to miss the heroes. A special, new routine has been added to calculate the potential for an attack missing the intended target. When an attack misses, the damage is shown as 0.
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