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@DigitalAlexN
@DigitalAlexN Күн бұрын
Hey, how did you get the game to work?
@ShinobiArcade
@ShinobiArcade 2 күн бұрын
I watched all 78 videos of your guyses playthrough of Samurai shodown RPG and I super enjoyed it with all the voice over also SNK announce they're making another Samurai Shodown RPG I can't wait to see you guys do the voice over on that in the future
@MiJaPaBo
@MiJaPaBo 3 күн бұрын
how rare, a boss fight that requires you to use the kid and not your companions.
@Zerfall
@Zerfall 3 күн бұрын
@@MiJaPaBo Saki and Bonto just have the smoovement! Poor little Zerf can't compare...yet!
@LordBritish-hi5cp
@LordBritish-hi5cp 4 күн бұрын
1:57, 2:07, 2:35 and 2:24 lol Aulddragon was was hilarious. so many pirate laughs 23:48 Weeee
@LordBritish-hi5cp
@LordBritish-hi5cp 4 күн бұрын
Jokes are getting lame
@Zerfall
@Zerfall 4 күн бұрын
My god you're right! Good thing I like lame jokes.
@minos3258
@minos3258 12 күн бұрын
Video cant be played longer than 9 Minutes, it stops around that Timestamp
@Zerfall
@Zerfall 12 күн бұрын
I'm not having that issue at all, it must have been a temporary thing on youtubes's side
@foxain
@foxain 13 күн бұрын
oh god the calbrena dolls nooo
@malimaui2802
@malimaui2802 16 күн бұрын
Oh so that’s the real reason why Polly wanted to travel with Max specifically, I missed that painting on my run of the game
@NickAnderson357
@NickAnderson357 20 күн бұрын
Caillou? Like the little bald kid?
@Zerfall
@Zerfall 20 күн бұрын
@@NickAnderson357 You got it!
@malimaui2802
@malimaui2802 20 күн бұрын
The mouse is a quest you could of done only now. Basically leave one of the boys to cover the hole, and trap it outside. Then head back inside and interact with it. Ms Gina would give you an item afterwards
@blackpaladin3339
@blackpaladin3339 23 күн бұрын
4:09 Fist off, thank you for showcasing my Last Armageddon translation patch. Also, I suggest you be careful with the scene I've timestamped in your video. I uploaded an old test video of the scene in question on my channel and it was recently taken down by KZbin, and I was given a warning for "hate speech" as a result. I don't want what happened to me to happen to you.
@Zerfall
@Zerfall 22 күн бұрын
@@blackpaladin3339 thanks for the heads up. Hopefully within the context of the longer video it's apparent it's not anyone promoting the imagery shown, but the more they use AI to match content to their community guidelines the more false positives they'll end up with.
@blackpaladin3339
@blackpaladin3339 22 күн бұрын
@@Zerfall That's what I thought as well. I sent an appeal to have the video put back up. Unfortunately, after it was reviewed, the SJWs running KZbin decided that it remains taken down. So, again, be very careful with your video here.
@Desiremademanifest
@Desiremademanifest 25 күн бұрын
1:37 Darn it George Takei!
@guy38853
@guy38853 Ай бұрын
😅 22:00 just noticed the Samurai Showdown background
@Zerfall
@Zerfall Ай бұрын
lol yeah I couldn't be bothered to fix my mistake this time :P
@gkwgeek4509
@gkwgeek4509 Ай бұрын
I like how the second magic door is smaller than the first door that it's inside of. Good thing Graham is very short (i.e. compared to Grandma who appears more than twice his height) because it would be undignified to meet your future queen only after ducking down to go through the door.
@trcarvalho
@trcarvalho Ай бұрын
I completed this game some days ago on the Neo Geo CD and it was very tough due to the loadings...
@Zerfall
@Zerfall Ай бұрын
@@trcarvalho How difficult did you find the last boss?
@ogtrunx
@ogtrunx Ай бұрын
Thank you so damn much, while this game was no cake walk, I simply was stumped at the final stage, every boss was cleared with your help, even with me trying to figure them out before returning to this video. It feels great to put this game behind me lol
@DragonHeartHisMajestyX
@DragonHeartHisMajestyX Ай бұрын
8:30 Speaking of a huge explosion, looks like there was already one! 😂
@gkwgeek4509
@gkwgeek4509 Ай бұрын
13:21 You might think goats can't use the Internet. but there is no way to know.
@yeeney5504
@yeeney5504 Ай бұрын
Uhg. I cant watch
@Zerfall
@Zerfall Ай бұрын
@@yeeney5504 cool story bro 👍
@yeeney5504
@yeeney5504 Ай бұрын
I absolutely hate that you can't play
@mortheis5
@mortheis5 Ай бұрын
22:15 You know, I heard that people from Lisbon are called Lisboners.
@guy38853
@guy38853 Ай бұрын
18:42 So the entire Dondera army only has one tank or is his first name in actuality Dondera and his last name is indeed Tank? 🤨🤔😅
@NickAnderson357
@NickAnderson357 Ай бұрын
The music on the ship reminds me of Breath of fire III
@gkwgeek4509
@gkwgeek4509 Ай бұрын
17:15 What a terrible night, to have a curse.
@gkwgeek4509
@gkwgeek4509 Ай бұрын
I know if I stumbled into a chasm I would definitely say "Oh my goodness, a chasm!"
@gkwgeek4509
@gkwgeek4509 Ай бұрын
I like how they went through that elaborate animation of pointlessly walking around the bridge and crouching down to look under it only for their to be nothing there.
@Kijikun
@Kijikun Ай бұрын
there's a lot of principalities in video games and fantasy worlds
@Kijikun
@Kijikun Ай бұрын
I guess they want to make sure if we skiped the opening or ignored it we know the plot? Or this game is made for people with short term memory loss
@Kijikun
@Kijikun Ай бұрын
what no this was made on drugs for others on drugs
@Kijikun
@Kijikun Ай бұрын
Or this child is just very...uhm...he gets held back a lot in school.
@guy38853
@guy38853 Ай бұрын
8:44 hey! How'd they get past that platforming section without a magic 🌂 and a double jump party member?
@Zerfall
@Zerfall Ай бұрын
Also how the heck did a tank get up here in the first place too?!
@topdod
@topdod Ай бұрын
@@Zerfall Pole vaulting.
@guy38853
@guy38853 Ай бұрын
0:21 We could have sequence broke getting into the 🏰 early😂.
@jeffnussbaum716
@jeffnussbaum716 Ай бұрын
18:57 That's not the Wind effect. That's Light.
@Zerfall
@Zerfall Ай бұрын
I swear we'll get things right by the end of the second scenario :P but I won't guarantee it
@Zerfall
@Zerfall Ай бұрын
I should also mention in a few videos were going to make the same assumption about green on the same enemy again 😅
@TALLPANZER
@TALLPANZER Ай бұрын
"It's master's money, so, you know, give me a cut."
@topdod
@topdod Ай бұрын
Oh hey this game, I had this come up when I tried a Retro Game Gauntlet some years ago. Very charming and goofy. Nice little hidden gem IMO.
@Zerfall
@Zerfall Ай бұрын
Yeah I've definitely been having fun with it so far.
@jeffnussbaum716
@jeffnussbaum716 Ай бұрын
Just a heads up, VGMaps now has maps of the entire game now.
@stillaboveground2470
@stillaboveground2470 Ай бұрын
Loved this game! Played it A LOT back in the day, trying to get all the different responses. My favorite was talking to Belle, the lady cattle rustler... Sheriff: "Ha Ha Ha! Women... So emotional!" Belle: ... (No vocal response for a few seconds, then starts shøøting!)
@jeffnussbaum716
@jeffnussbaum716 Ай бұрын
Just an FYI, Mo-Ain (the dude you fight after using Muu's Key on the pillar) is one of the rather uncommon Light element enemies. You'd want to use the Dark element on your weapons for maximum damage.
@BioDissonance
@BioDissonance 2 ай бұрын
I thought this was a pretty neat adventure game, although I didn't have to endure the menu and class systems. Nothing too terribly deep or preach, although the whole '20 Questions w/ God' makes it kinda seem like Alphaz isn't too confident about the whole deal... Thanks for sharing this game, hopefully you and JG (who hopefully will be less sour, lol) will play the second game.
@BioDissonance
@BioDissonance 2 ай бұрын
The Skull Axe horse is sufficiently dead at this point, I believe x_x
@BioDissonance
@BioDissonance 2 ай бұрын
JG, no bully Zerfall >:|
@Lilpiktdude
@Lilpiktdude 2 ай бұрын
I just remember what this game from my childhood is called 😭😭😭😭❤❤❤
@furretgal7680
@furretgal7680 2 ай бұрын
Mirror Devil World is Kickle Cubicle
@internetsdave
@internetsdave 2 ай бұрын
12:50 *Groan*
@saynotop2w
@saynotop2w 2 ай бұрын
The repellent in this game doesn't affect encounter rate, they just boost rates for escaping/threatening the enemies.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
Dug this out for you. Extensive notes on the combat system from the hacker who assisted with the translation. ----Stats---- The game shows 6 stats to the player on the status screen, though to some extent there's only really 3, and the rest are derived from the others plus a base value: Attack = Strength x 2 + Equipment + Weapon Level Bonus Defense = Speed x 2 + Equipment Luck = Evade * 0.5 + Equipment (equipment actually effects the Evade stat in this case, but luck is still the stat that matters) Strength, Speed, and Evade are stats that have a fixed starting value based on the character, and increase a various amount each level, also based on the respective characters. They can also be increased by one point each using limited items found throughout the world, and also have a maximum value of 99, each. The output of the above formulas is how the game determines outcomes of of various sequences in a battle. "Attack" is the base value the game uses to calculate every attack performed by a character including specials "Defense" subtracts from the initial incoming damage by 1 point of defense for every 2 points of damage, after the adjustment based on attacker / defender Character Level. "Luck" (need to confirm) affects certain special conditions on hit, such as if you evade, and possibly whether status ailments get applied.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
----Versus Input vs Menu Select These options change a handful of things in battle, from obvious, to not-so-obvious. Menu Select: --All specials are visible in a multi-screen menu, with costs and descriptions. --Evade / Counter-Attack has a 60% chance of being calculated on any attack. --If the first check is passed, the game then determines if you counter attack or Evade. --If Evade, the game then does a calculation based on your Luck as to whether or not you will succeed (40 to 60% probability of success). --Just Defend, if the check to see if the above can be calculated fails, then runs a check to run with a 60% probability. With this in mind, it means that probability by default to have any of the defensive schemes come out on a hit is about 48% with the Menu system. If you're not confident in your input timing, or just don't feel like doing it, this can be a very solid way to play. Versus Input: -All specials are not visible on the special screen, and what is visible are just their inputs --Any unlocked special can be input without having to navigate menus. --You have unlimited time to input the special, but if you enter enough wrong inputs, you'll just do a regular attack --You will never automatically Evade, Counter-Attack, or Just Defend. --Instead you can do an input to engage the feature on every potential attack, except those from items. --Evade / Counter-Attack can be triggered by pressing the A button before an incoming attack (Evade calculation will still apply) --Just Defend can be triggered by pressing the Back direction before an incoming attack Essentially, Versus Input gives you more control over the battle in certain aspects, and rewards in others, but offers more challenge that could easily result in a worse outcome overall. Of special note is the hidden Active Time battle timer, which will time you out if you sit on the main selection wheel just long enough. Pressing any input restarts the timer until you select an option, though it does have an eventual kill timeout after enough time, and this applies to both battle methods. The timer is only disabled in the first turn when you Surprise an enemy. Letting it time out will result in an instant enemy attack, and then your character will get their turn again. It's basically just a punishment for not keeping on your toes. Reading inputs: The game reads input based on when you have pressed a button. You can jiggle the stick as much as you want, and it will only interpret those after you have pressed a button. Pressing a button triggers the motion parser, and if it doesn't detect a a valid input, it will tick down a failure counter, which by default is 2. The game actually isn't attempting to read any inputs when the special input command screen comes up. It is waiting for any input from you, and the reason for this is it's also detecting if you just wanted to back out quickly from this menu. The drawback to this mechanically, is that this can cause your first or second directional to be dropped, if you motion fast enough, causing a situation where you may fail the first input check, or you may get no feedback whatsoever, if you're really quick. So take your time with the inputs, and be deliberate, and they'll come out easier.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
----Evade / Counter-Attack---- Evade and Counter Attack share a common slot, but offer different functionality. The main factor that determines whether you do one or the other is dependent on the character's "Spirit". If you have more "kindness" you will evade, and if you are "hardened" you will Counter-Attack. This concept is out of scope for this document, but this "Spirit" system flows as you'd expect across characters. For example, Nakoruru is the most "kind", and Genjuro is the most "hardened". --Evade: Has a conditional trigger dependent on the battle system type, but once triggered, it will then calculate whether it will succeed or not, and this is dependent on whether you can beat random stat check against Luck. Your Luck will increase the rate at you succeed based on three thresholds: 0-20 = 40% chance 21-40 = 50% chance 40 and above = 60% chance Evade has the benefit of completely avoiding all damage and status ailments, but the risk of taking all of it, including status ailments. In the Menu System, it's a nice benefit when it occurs, but in the Versus Input method, the player has the choice to go for this all the time. The actual calculation for the input will check against whether A was pressed (not held) in the last 8 frames, and it won't throw out the trigger if it detects inputs on frames prior to that, so one can mash the A button (or use a rapid-fire controller) to trigger the Evade calculation. --Counter-Attack: Same trigger as Evade, but does not do a stat check. It will just always fire, provided it's not an item attack. Once activated, you will take damage according to the standard damage calculation, including status ailments, but you will also return damage based on the standard damage calculation. Since it shares the same trigger mechanism as Evade in Versus Input mode, it is possible to mash the button and always get the Counter-Attack, since there's no status check. This would give you free damage, every single turn, and is a great reason to become "hardened". ----Just Defend---- Just Defend is a mechanic like Evade / Counter-Strike, which is calculated just before hit, but it is separate in that you cannot really attempt for both simultaneously. You can only get one or the other, with Evade / Counter Strike taking priority. Just Defend will apply a -25% damage reduction to the total damage calculation, which makes it effectively half as effective as guarding, but it doesn't waste a turn guarding. It does also negate status effects. With the Menu system, Just Defend is a 24% possibility after any attack, but with Versus Input mode, with proper timing, you could Just Defend after any attack, even ones that hit multiple party members, with the appropriate timing. The timing for Just Defend in Versus Input mode is tapping back (not holding it) within 8 frames in a 16 frame window (the lowest frames being closest to when the game runs the check) before being hit. If you tapped or pressed back anywhere from 9 to 16 frames before being hit, it will actually fail the input check. As such, you cannot mash this input. It must be tapped correctly, but the reward can be valuable against enemies with high status effect probability, or significant damage output over you, especially since it's guaranteed if input correctly.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
----Weapon Level---- Weapon Level provides a fixed added amount of attack per level, and works out the same for every character. Here's how the Levels break down. 01: 10 Attack, 0 GP 02: 20 Attack, 500 GP 03: 30 Attack, 1000 GP 04: 40 Attack, 1500 GP 05: 50 Attack, 2000 GP 06: 60 Attack, 2500 GP 07: 70 Attack, 3000 GP 08: 80 Attack, 3500 GP 09: 90 Attack, 4000 GP 10: 100 Attack, 4500 GP 11: 110 Attack, 5000 GP 12: 120 Attack, 5500 GP 13: 130 Attack, 6000 GP 14: 140 Attack, 6500 GP 15: 150 Attack, 7000 GP (This is the max for Amakusa Chapter, at least) In short, each level adds 10 damage, but you'll be spending in total a lot of cash to get up there. That said, At max Strength 99, your damage will be 198, unmodified, so this can be an effective way to increase your base attack value, if you've got money to burn. Notably, later characters you meet will have a level 17 weapon level at 170 Attack. ----Character Level Character Level itself does not directly affect your core stats, apart from applying additional values to stats on level up, but it does apply an adjustment to incoming damage, based on the relative difference between the attacker and defender Generally speaking, for each level of difference in either direction, up to 10 levels, the game applies a 10% modifier to the base Attack value to appropriately adjust based on perceived character power. So if you're 3 levels above the enemy, you'll do an additional 30% damage, and if you're 7 levels below an enemy, you'll do an 70% damage less. At most, the system can add an additional 100% damage (2x damage), and at minimum, it will reduce the damage to 10% of original value. Defense calculation comes after this, so a high defense can further protect against am enemy who has over-leveled you. ----Elements---- There 7 elements in the game, including the lack of an element, including the lack of one. You can have a different element on your attack and on your defense, if you so choose. Elements apply a percentage modifier to the outgoing or incoming damage. The calculation function is the same in either case, and also applies equally to monsters and player characters on defense or offense. There are 4 possible modifiers: Normal = No damage modification Clash = -50% damage Weak = -20% damage Strong = +100% damage Here's an outline of how these are applied to the elements based on Attacking (which is how the game calculates it): None -> Normal against None, Weak against all others Fire -> Strong against None & Ice, Clash against self, Normal against all others Ice -> Strong against None & Fire, Clash against self, Normal against all others Wind -> Strong against None & Fire, Clash against self, Normal against all others Elec -> Strong against None, Clash against self, Normal against all others Light -> Strong against None & Dark, Clash against self, Normal against all others Dark -> Strong against None & Light, Clash against self, Normal against all others There is technically room for an 8th element in the game code, but it doesn't seem to use it. The game describes these relationships explicitly to the player, and it adheres to that fairly strictly. None is a fairly weak Element for attack as it almost always has reduced damage, and it should likely never be used on Defense. Wind pretty much explicitly becomes the best element to equip for defense and for offense, and if coming up against Wind enemies, using an Dust of any other element will solve its drawbacks. Special Moves will actually specify their own element, regardless of the equipped weapon element, and will override it during damage calculations. A player can identify if a special has an element in the Menu description. Elements and their relations also play factor In the Critical Strike calculation.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
--PS1 / Saturn In the English hack of the game, the PS1 / Saturn Element rules are applied if playing with US / EUU region or bios DIPs settings, but can be toggled if you have access to DIPs, or their standard stored location in Neo Geo memory. Here's how the balancing is different: Normal = No damage modification Clash = -50% damage Buffed = +20% damage Strong = +100% damage The player can identify which of these takes effect during an attack beyond just watching the numbers, as it will change the size of the hit effect to reflect it. Here's an outline of how these are applied to the elements based on Attacking: None -> Buffed against None, Normal against all others Fire -> Strong against Ice, Clash against self, Normal against all others Ice -> Strong against Elec, Clash against self, Normal against all others Wind -> Strong against Fire, Clash against self, Normal against all others Elec -> Strong against Wind, Clash against self, Normal against all others Light -> Strong against Dark, Clash against self, Normal against all others Dark -> Strong against Light, Clash against self, Normal against all others In theory this is a little more well rounded. With None, you are neither good nor bad, and now you're not at a distinct disadvantage all the time. Missing out on 2x damage can be pretty tough sometimes, though, especially when enemies have a good level advantage on you, and in this mode you do have to consider coming up against normal attacks. You take a risk equipping an element on either a weapon or armor, in that you may take +100% damage in exchange for the chance that you'll take -50% damage in other situations. If played strategically, you stand to win big, but if played poorly, you can lose as well. The English patch also contains an additional Remix mode for those interested. It accessible only via the Dips menu. It's element layout is mostly the same as PS1 / SS, but with these differences: Normal = No damage modification Clash = -50% damage Weak = -10% damage Strong = +50% damage Here's an outline of how these are applied to the elements based on Attacking: None -> Strong against None, Weak against all others, and better at causing / more susceptible to status afflictions Elements, Weak to None, and otherwise the same as PS1 / SS None, similarly to the original balancing, has a disadvantage to using an element in that it does less damage, but now the damage reduction isn't so bad, and it is actually strong to None, so you can have an advantage especially in earlier areas, if you use it. The Strong modifier has reduced the bonus some to apply the same amount of damage as one would lose if it Clashed. It's still a good idea to use the elements though, especially later on in the game. Additionally, None is both more susceptible to and better at causing status afflictions. This helps balance a situation where you are either dealing slightly less damage all the time, or taking in reduced damage most the time (though it never is great at minimizing big element attacks, and takes large hits from any Normal attack) ----Critical Strike---- Before each attack, the game determines whether it will be Critical Strike or a regular attack. The attacker's weapon element and the defender's element play a direct role in influencing this, with Normal offering no influence, a Clash negating the chance completely, a Weak making it more difficult to obtain, and Strong making it more likely. After the element calculation the game then adds in the different between the attack and the opponents level (if the defender is higher level, there's no chance for a critical), and then compares this with a random positive value to determine if a Critical will happen or not.
@jeffnussbaum716
@jeffnussbaum716 2 ай бұрын
----Special Attacks---- Special attacks have their own damage percentage modifier, plus a fixed added attack value, and some also have status ailments they may apply (with a certain percentage value assigned based on the special, it seems) Each special attack also can have its own Element assigned to it (noted in the menu if it has an element), and this takes precedence over the weapon element when performing the element calculation in what seems like all places. The way specials are set up, it is possible to have characters have specials of various different element types, but this is not confirmed if it's implemented as such. Special moves can be acquired by leveling up, or by visiting trainers. Some special moves like a characters Ultimate technique and Desperation move are locked behind special conditions. ----POW & Desperation Moves---- POW builds up as a receive damage, carries over between battles, and once active, lasts a few times turns of battle. It applies a great damage increase to your base damage, and when triggered, removes any other status ailment. It also grants access to your Desperation move, which uses a certain amount of SP and consumes the entire POW gauge. It must be unlocked before it's available to a character. The Desperation move is unique to each character, but generally is significantly damaging attack applied either to a single or all targets. The Desperation move can be viewed in the Character menu under Specials when available, but it will not be visible are available for use until the character has entered POW status. Once in POW, in Menu Mode, it will become visible in the VI slot on the bottom, and in the bottom right of the inputs in Versus Mode. In Versus mode, you must press all face buttons simultaneously to activate. This can be tricky on hardware that polls inputs as fast as possible, as if you're a few milliseconds off, the input won't count, and the game will determine this as an input failure. However, if you just press and hold all of the buttons, on the next time the game runs the polling, it will appropriately trigger the attack. The Desperation move also lowers your "Spirit" rating into the negative, leaning you more toward hardened, though only an 1/8th of a point. The Desperation move can be evolved two times, based on how many times you've used it, and this varies between characters. Here is a list by characters with the number of times their Desperation Move must be used to unlock Form 2 and Form 3 respectively. Haohmaru: 8, 15 Nakaruru: 5, 10 Galford: 5, 10 Ukyo: 5, 10 Genjuro: 10, 20 Cham Cham: 5, 10 Reon: 10, 20 Charlotte: 12, 22 Kyoshiro: 7, 12 Rimiruru: 8, 18
@LordBritish-hi5cp
@LordBritish-hi5cp 3 ай бұрын
It’s going to be a rough first fight
@MiJaPaBo
@MiJaPaBo 3 ай бұрын
I'm sure JG has learned this independently but there most recent Pokemon game was set in an area inspired by Iberia and Latin America. That said localisation of original 151 pokemon tend to be punny in their own language like they are in English, with the exception of Mewtwo, which is just called Mewtwo everywhere, not even their language's word for 2. Also the new pokemon game has regional variations of pokemon, two of which are both... odd takes Tentacruel has become a weird walking Mushroom called Toadscruel, and Diglett's become an eel like critter that honestly just reminds me of a tapeworm, called Wiglett. Not sure what they were particularly inspired by from the theme.
@MysteriousJG
@MysteriousJG Ай бұрын
Wiglett wig, wiglett wig, tapeworm tapeworm tapeworm!
@dougsha
@dougsha 3 ай бұрын
Glad you dig my game! Great playthrough. You really play the game.
@anghammarand5290
@anghammarand5290 3 ай бұрын
Hope to make it this year!
@Finsternis..
@Finsternis.. 3 ай бұрын
That should be 20:00 UTC and 22:00 CEST. (darn you daylight savings!) Just about a month ago your letter from last year (in undamaged condition, btw, yay) arrived and it is already time for a new round? And it is the first day of a week long vacation, so maybe I can stay more than 3 hours this time without sleeping in at the desk? Hooray!
@BioDissonance
@BioDissonance 3 ай бұрын
". . . ."