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PostPosted: Tue Jun 02, 2015 5:21 am 
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Swordmaster wrote:
I think this monster is called Hanman, but I may be misremembering. It uses an ability called Focus. Then on the next round there is this message.

Image

Is it supposed to be "fool's strength"? If so, my apologies. I thought it might have supposed to be "full strength" or something similar.


"Focus" makes the monster's strength probably double.. THEN it will use it's special attack on you.. so i think "Fool's Strength Attack" works
fine, but that's just MY opinion.. think anime.. when some OP character will scream some STUPID name like.. "super ultra twin leaf razor cut attack"
then attacks their enemy.. I suppose its kinda like the same thing for this game considering it's was also a MANGA series too WAY BACK in 1995.


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You can find all types of RPG, JRpg, Mmo, PC, SNES, and PS1 games mini-reviewed with no voice-overs there.


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PostPosted: Tue Jun 02, 2015 8:51 am 
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SylarDean wrote:
Swordmaster wrote:
I think this monster is called Hanman, but I may be misremembering. It uses an ability called Focus. Then on the next round there is this message.

Image

Is it supposed to be "fool's strength"? If so, my apologies. I thought it might have supposed to be "full strength" or something similar.


"Focus" makes the monster's strength probably double.. THEN it will use it's special attack on you.. so i think "Fool's Strength Attack" works
fine, but that's just MY opinion.. think anime.. when some OP character will scream some STUPID name like.. "super ultra twin leaf razor cut attack"
then attacks their enemy.. I suppose its kinda like the same thing for this game considering it's was also a MANGA series too WAY BACK in 1995.
This term we retained from what the previous team used.

A more literal translation of バカ力の一撃 is Blow or Attack of Brute Force.
It could also be Brutal Attack, Brutal Blow, Mighty Blow, anything along that line.
Don't know where the "fool's" aspect derived...

Choose something you like, and we'll go with it.


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 9:10 am 
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Focus usually means that the skill they are going to use is a charge attack. The first turn takes to charge it, the second one to use the attack itself.

It also happens with your characters moves, like the 2.5X single attacks that characters like the Hero or Zardo have.

At first I thought Focus was something like a buff, but then I learnt it wasnt, lol. The thing is, that most "charged" attacks have higher multiplier of damage, and that's why it looks like it doubles it's strength.


About the conversation from my question earlier:
Spoiler! :
I asked for another ending or a change because some games actually do that, by doing certain actions or having one special item, leaving the "The End" screen for x time, or a combination of buttons trigger a secret scene.



For all I know this universe may have an "Ultima/Zelda-like" thing going on and Shelldorado's time flows in a very different way than ours, and have another way of calculating time (Like in Ultima) and the hero is reincarnated and/or brought by a "superior power" with Fire Shell each time Shelldorado is in danger (Ala Zelda with Link, and Ultima with the Avatar)...

The portrait of the hero in both games shows pretty much the same guy in different clothes.

But enough speculation.


Something i saw in the ending scenes (Those typical moments where it shows you going on different places of the game) is that a few zones I didn't recognize. Kind of curious about them.

Talking about curiousity:

Spoiler! :
Do the torpedo's on the submarine do anything? Because I don't remember using them. Probably one of those things i left for future playthroughs...


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 9:25 am 
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Maeson wrote:
Focus usually means that the skill they are going to use is a charge attack. The first turn takes to charge it, the second one to use the attack itself.

It also happens with your characters moves, like the 2.5X single attacks that characters like the Hero or Zardo have.

At first I thought Focus was something like a buff, but then I learnt it wasnt, lol. The thing is, that most "charged" attacks have higher multiplier of damage, and that's why it looks like it doubles it's strength.


About the conversation from my question earlier:
Spoiler! :
I asked for another ending or a change because some games actually do that, by doing certain actions or having one special item, leaving the "The End" screen for x time, or a combination of buttons trigger a secret scene.



For all I know this universe may have an "Ultima/Zelda-like" thing going on and Shelldorado's time flows in a very different way than ours, and have another way of calculating time (Like in Ultima) and the hero is reincarnated and/or brought by a "superior power" with Fire Shell each time Shelldorado is in danger (Ala Zelda with Link, and Ultima with the Avatar)...

The portrait of the hero in both games shows pretty much the same guy in different clothes.

But enough speculation.


Something i saw in the ending scenes (Those typical moments where it shows you going on different places of the game) is that a few zones I didn't recognize. Kind of curious about them.

Talking about curiousity:

Spoiler! :
Do the torpedo's on the submarine do anything? Because I don't remember using them. Probably one of those things i left for future playthroughs...
Spoiler! :
Omigosh! Didn't you see all of those little upside down "U-shaped" impressions in the sides of underwater cliffs? You blow these open with the torpedoes. I think Deep or someone in his lab explains. You missed out on a ton of secrets and powerful weapons and good items. One of the buttons fires the projectiles.


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 10:15 am 
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LOL! can't believe Maeson missed those underwater caves with the sub :O shocking! hahahahahaha now you have
ANOTHER reason to play SSmS again :) try a different set up of beginner players also, different dialogue, im playing
through again now whilst i write up the guide/walkthrough for the sanctuary and am now at Sandora ready to go into
Zenim's mansion with.. hero, linda, garou, and.. bird.. where as my 1st playthrough i used linda, McGee, pot, and babu
for MOST of 1st part of game, then just before THAT event i changed my party to Hero, Killa, Poyon, Pot.. at high levels
linda kinda becomes redundant cos melee classes kill monsters so quick, if you need a heal, then u just use the heroes
or items.. lol.

Im smashing the monsters to bits with new set-up.. especially since i have put "5x +3 luck stats on garou, bird, and hero,
they are smashing out the crit hits, double attacks, and pre-emptive battles.. NO STOPPING THE TEAM FROM HELL! gotta
LOVE that stats shop.. cant wait to test out that.. x5 +3 Luck on Killa .. I bet he's a beast.. the fun i'm having with this game
is unbelievable.

WISH i had a time machine, id fast forward for SSmS 2's translation release.. lol.. cant wait to get my RPG freak-on with that one.


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Spoiler! :
CHECK OUT MY YOUTUBE CHANNEL @ https://www.youtube.com/channel/UC5DrStvYrMxTrHZR11paQMA/
You can find all types of RPG, JRpg, Mmo, PC, SNES, and PS1 games mini-reviewed with no voice-overs there.


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 10:58 am 
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Quote:
Spoiler! :
Omigosh! Didn't you see all of those little upside down "U-shaped" impressions in the sides of underwater cliffs? You blow these open with the torpedoes. I think Deep or someone in his lab explains. You missed out on a ton of secrets and powerful weapons and good items. One of the buttons fires the projectiles.



Spoiler! :
I remember Deep telling me about the torpedos and how they would open new paths, and I used them in several places, but I never discovered anything...

I've encountered "underwater shortcuts", the sunken ship, several rooms that appear in places that sink after the event... But never that!

Damn, the feelings of replaying it became stronger. And the feelings of being stupid along with them.

I used mostly Zardo, Poyon (Mostly to discover all the skills possible), Babuu and Bird, although I tried everyone a little; and yes, some characters feel really powerful.

I still find mindblowing how much big this thing is compared to how it looks at first. I mean, my playthrough went like 34/35 hours and I haven't seen a good chunk of the game.


Something I would like to say is that this game reminds me of a Famicom game called Jubei/Juvei Quest, there are a lot of similarities, the spell+skill system, having helpers, some of the "rpg" basics... Both games share developers, so I could say SSMS is an evolution of Juvei/Jubei Quest.

SSMS Also has some very neat tracks in it's ost. Obviously they are not "Old Squaresoft Big" (We are really spoiled with this), but they have charm.

Some of the instruments and themes feel very Earthbound-like, the themes for towns (Which also seems to be character themes) like Pogew or Prickly were stuck in my head most of the time, and the different overworld themes (The ship/underwater ones are so relaxing...) are a very nice touch too. Dungeon/Ruins themes are very atmospheric.


Oh, by the way, the game and Dynamic Designs' translation work 100% perfect on Retroarch 1.0.0.2 for the Wii, if anyone is interested.

Wildbill, how you compare SSMS II to I? Does the sequel do a good job?

Because if it does, these two games could become a really big hit for old school RPG fans.


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 1:44 pm 
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I'll just say this in the open. #2 is different, but 88% of the way through it, I'm seeing this is a good thing. Best comparison I can make is Zelda and Zelda-II for the NES. I wanted Z-II to be structured like Z-I when I first plugged it up. By the time I got deeply into Z-II, I felt it was perfect the way it was.

SSMS-II doesn't have as many players, but it has some twists and wrinkles in the Hero summon evolution, and it skips back and forth between teams of players at different locations in ways that don't let you ignore a bunch of them through too many long chapters. Everyone comes together in a sort of guild equivalent eventually, but not before the game has forced you to use and know all of them a lot better than in #1 where you might find yourself keying in on, say, just half of them.

SSMS-II doesn't have as many side quests involving player histories, but it makes up for that with what I just mentioned.

SSMS-II adds the time temple and water wells features. This is completely optional and will be tedious for Gerb and me to unravel (although he may already have a good handle on the translations of those strings), something I need to majorly fine tune and "polish" during my second play. I think once I figure the time-related side quests, this activity might even become an obsessive diversion for me, and it could captivate a lot of other players, too because some of the best items and equipment in the game may be found only in these time-related side quests.

The time temple features are where the "PLG Clock system" comes into play, but someone may still beat #2 and totally ignore this whole clock business if one so chooses.

Finally, I haven't yet seen and evaluated several effects fully, but I see evidence that using save-states may corrupt the PLG clock function and crash come of these time-related side quests. At the same time, the game allows you to reset the clock sometimes or even forces you to do so after shutting down completely and starting up again. As I said, I must yet solve these clock mysteries completely in #2.


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Post subject: Re: Re:
PostPosted: Tue Jun 02, 2015 2:41 pm 
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Wildbill wrote:
Choose something you like, and we'll go with it.

While it makes little sense, it is at least unique. Though I must say I like your suggestion of Brutal Attack as an amendment.


By the way, I came across the same glitch as SylarDean.

Image

And I know how to trigger it from a freshly loaded save. If you load your file normally (no states of course) and you look at Poyon's magic list, everything will be normal. However, if you view Poyon's status screen before you go to his spells, the glitch occurs. It seems to partially display what he has equipped in one of the accessory slots.


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Post subject: Re: Provide Feedback, and Report Needed Bug-fixes Here...
PostPosted: Tue Jun 02, 2015 4:20 pm 
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Wildbill wrote:
Spoiler! :
I'll just say this in the open. #2 is different, but 88% of the way through it, I'm seeing this is a good thing. Best comparison I can make is Zelda and Zelda-II for the NES. I wanted Z-II to be structured like Z-I when I first plugged it up. By the time I got deeply into Z-II, I felt it was perfect the way it was.

SSMS-II doesn't have as many players, but it has some twists and wrinkles in the Hero summon evolution, and it skips back and forth between teams of players at different locations in ways that don't let you ignore a bunch of them through too many long chapters. Everyone comes together in a sort of guild equivalent eventually, but not before the game has forced you to use and know all of them a lot better than in #1 where you might find yourself keying in on, say, just half of them.

SSMS-II doesn't have as many side quests involving player histories, but it makes up for that with what I just mentioned.

SSMS-II adds the time temple and water wells features. This is completely optional and will be tedious for Gerb and me to unravel (although he may already have a good handle on the translations of those strings), something I need to majorly fine tune and "polish" during my second play. I think once I figure the time-related side quests, this activity might even become an obsessive diversion for me, and it could captivate a lot of other players, too because some of the best items and equipment in the game may be found only in these time-related side quests.

The time temple features are where the "PLG Clock system" comes into play, but someone may still beat #2 and totally ignore this whole clock business if one so chooses.

Finally, I haven't yet seen and evaluated several effects fully, but I see evidence that using save-states may corrupt the PLG clock function and crash come of these time-related side quests. At the same time, the game allows you to reset the clock sometimes or even forces you to do so after shutting down completely and starting up again. As I said, I must yet solve these clock mysteries completely in #2.


Oh, well... That's actually not a bad thing.

Making both games feel different is a good way to not fall in the "Skip the games that came before this one" syndrome, where a new game can make the ones that came before it "totally outdated" and even lose the value they had in the eyes of people.

For what you're telling us, SSMS II is a more plot-centric game, just like what happened to Final Fantasy, comparing some of the entries between each other is easy to see how some want to tell a story and others to let you explore and experiment. I'm fine both ways.

About the optional "caves" those sound like a headache to work with... Although one of those "optional" things that usually take a big part of the game, like Lufia 2's "roguelike" mode with 99 floors generated randomly.

Thanks for taking your time answering.


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Post subject: Re: Re:
PostPosted: Tue Jun 02, 2015 4:30 pm 
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Swordmaster wrote:
Wildbill wrote:
Choose something you like, and we'll go with it.

While it makes little sense, it is at least unique. Though I must say I like your suggestion of Brutal Attack as an amendment.


By the way, I came across the same glitch as SylarDean.

Image

And I know how to trigger it from a freshly loaded save. If you load your file normally (no states of course) and you look at Poyon's magic list, everything will be normal. However, if you view Poyon's status screen before you go to his spells, the glitch occurs. It seems to partially display what he has equipped in one of the accessory slots.
I've seen this carry-over "ghost" effect in about four previous projects, and Bongo` has always fixed them. This and the "name switch bug" at the fountains are two areas I hope he will examine before the first official revision patch.

Okay, I'm changing to "Brutal Attack" now.

Also, the "Gust" thing... If I have space, I believe I would like to say something such as, "A gust of wind blows you back!" Is this what seems to happen? I could really use a save-state inside the tower right where this occurs, but don't worry if it's too much trouble.


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