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I came in here to say the same thing! Alien 3 was actually pretty good.
@Duke2go Thank you for your very insightful response.
The are sharks capable of living in fresh water/rivers ( http://www.flmnh.ufl.edu/fish/gallery/descript/bullshark/bullshark.htm ), and others that also do OK in brackish water and thus could well end up somewhat far inland.
Also nobody has made a point that would allow a "technically a desert is just a place without water" comment. I was looking forward to that.
Back on topic it seems some have taken to just using the background theme rather than any inherent mechanics. In that case I reckon desert might be second on my list of environments I am pretty meh about after sewer levels.
I like this idea personally. Would the shards of the triforce of wisdom bestow intelligence to monsters? Maybe the bosses of each dungeon found it first and was granted the wisdom within that shard. The triforce is an intelligent entity is it not? It has spoke to Link before if I remember right and it was not just the gods speaking through it. What if the shards of wisdom actively sought to be brought back together again and to do this they influenced whatever was around them to accomplish this task?
Alpha 3 was one of the few games I bought myself from summer-job work, new, for PSX.
This was also around the time I discovered the recording of audio and video from different sources, and I recall sitting around with my friend, choreographing fights and building "a story" through our childish voice acting over the fights.
Nothing like pre-teen / early teen nerddom.
None of the other games as far as I am aware have this issue, but...
If the Triforce pieces were hidden away before Ganon came to power, then...
Whose monsters are we slaying in the dungeons to get to Ganon? And why is Ganon himself in a dungeon?
Did some supplementary material ever explain this?
Is Ganon unable to touch the shards himself and thus just hired guards to guard them? So, did he basically pull a Werdna (from Wizardry) and build something around the shards to keep people away (not that that is what Werdna did, but it is somewhat close. He built all of his dungeon stuff [or spellcasted it into existence, if I recall] to keep someone away or something like that if I recall correctly).
Were the monsters placed there by the old guard before it fell?
Were the monsters placed there by Princess Zelda?
I just don't understand because for instance Moblins are definite workers for Ganon, and (although I can't recall if they appear in any dungeons off of the top of my head. I can't remember any instances particularly) some of the other monsters work for Ganon in the future.
So what gives?
Was this explained in the manual or something? I can't recall if it was.
The thing about the charge moves is often you're charging the block button, or can block while holding the charge direction. So you're not leaving yourself vulnerable during that time. And when you get the move off, it usually comes as a direct reversal to your opponent's offensive.
Guile's sonic boom is sort of an exception to this (because it is a long range attack), but you can also jump while charging backwards, so jump back twice then fire. The charge moves kind of end up shaping your strategy, but it's also a pretty effective strategy.
I don't care for SF's charge characters or the 360 degree role moves.
Like, it requires Guile more than 2 seconds to throw a projectile when the ryu-like characters can throw them instantly.
One of the reasons I think that the SNK-developed Street Fighter games (SvC Chaos and SVC on the NGPC) is that characters I genuinely like the design of, such as Guile and Balrog (boxer), are for the first time, legit contenders for casual players, because their charge times have been considerably decreased.
I also don't like when the games acquired half-screen sized projectiles or double-screen high jumping. Therefore, I've never enjoyed the Darkstalkers series or any of the Marvel fighting games from Capcom.
Moreover, Capcom's assorted compilations were quite shoddy, as I think having a different resolution background from the sprites looks unprofessional. Moreover, the use of characters from different games with different artstyles, most noticeably in Capcom vs SNK just makes it feel like a MUGEN game, which I've never enjoyed. Some characters had outlines (darkstalkers). Others didn't.
Chaos was boss. It was an SNK game. The Street Fighter characters were completely redesigned with new sprites made from scratch. Some of the SNK characters had new sprites. It played like a tight, SNK fighter, unlike the gimmicky and flashy Capcom counterpart. But it even suffered from the bankruptcy occurring during production. I swear, I'd put money down on being able to pick out which parts were made before and after the bankruptcy.
That said, I still totally dig Street Fighter. Awesome character designs. Solid gameplay in the main series. I enjoyed every entry in the SF2, Alpha, and III branches.
My favorite Street Fighter character is Ryu, I've been using him in every single fighting game he was in since 1991 when I first played Street Fighter II at the arcades when it first came out. He was the very first SF character I selected when I first played the game. Every time I get a new fighting game that has him in it, he's always the first character I choose.
Shin Akuma, he's an almighty beast in pretty much every incarnation.
The new (fixed) version is up now anyway.
IIRC, Honda got Sumo Slam in SF2 Turbo, before SSF2.
Other than that, I agree with you with everything. Gouki is one of my favourite especially in SF0, for the same reasons as Ken (and he can air combo, which is cool). He may be even weaker. Same for Ryu's weirdly basic DP.
And I don't think SSF2 is weak, but rather than the revolutionnary instllments of the game are The World Warriors (remember SF1) and Champion's Edition, who polished every great ideas the WW came with. In comparison, SSF2 didn't invent much (and new chars are lame. How Capcom could create 12 charismatics characters at once - say 8 if we consider Ryu, Ken, boxer and Sagat already existed - and since then can't create a decent one every 10 chars is beyond me).
I seem to kick the most ass with Chun Li
360 (and DP, FB, HK) are MUCH easier to perform with Genesis 6 buttons pad than with SNES or Playstation controllers.
Your claim about SSF2 being the first doing it right is highly debatable
My favourite char is Ken (on SF2, SF0 and SF4 ; unfortunately I didn't play SF3 a lot, which I regret), because he's fast, combo happy, and weak, so the games last longer (and you can combo more).
But the one which makes the game easiest has always been Honda for me, I don't know why. In VS mode, I used to have good results with Dhalsim too.
And the waterfall entrance? That's an issue mentioned in a review of your hack.
I sorta lost interest in Street fighter after Turbo... I don't remember what the one was that introduced the next set of characters... You know with the Bruce Lee knockoff and the British girl with the... Well, you know. Anyway I thought all of those new characters were super weak, so I think it kind of ruined it for me.
That being said, if it all ended with Turbo, then Vega (Spanish), no contest. In original SF (before the three bosses were playable), I loved Blanka, Guile and (sue me) Chun Li.
I could never get into the characters whose special moves required rolling the controller, so Ryu, Ken, Sagat, Dhalsim, Zangief were all right out for me.
full circle moves have always been a pain for me, although i can sort of do them more consistenty in newer games. Still not competitively.
I admit you are totally right about the ridiculous difficulty. As a kid, I would probably have destroyed my console too...
Some of the design, especially at the beginning, is the result of me exploring the way enemies are layed out. The repeat mechanism, that lets you have copies of an enemy with a different Y position but the same X position, lead to the creation of columns of enemies, like the Rifle Men (snipers) under the bridge or the border of the water, just before the rocky wall...
Not too far into development, I thought about a system of difficulty levels, which is still in my plans. However, it does involve some technical planning, and when I released level 8, I didn't want to delay the release anymore. I think some of you understand the phenomenon. You make something (could be a hack, a piece of software, etc.) are you always have this great new idea that you want to add, but you never make anything final, because ideas pile up. The risk is that you end up with vaporware...
So, what are my options? I could create a "variation" of the same hack, where enemy behavior is like the original game...
The difficulty level for this hack is perfect for the handful of us who have been playing Contra for 20+ years. For a lot of people this hack is going to be well over the top. Hell, plenty of people find the original game to be very challenging.
If this were out back in the 80's, think how many kids would be screaming and throwing controllers at TV's