![]() Newly supported systems include a few computers from the former Yugoslavia, two more Tiger LCD games, and several more chess computers. Thanks to recent work reverse-engineering the K052591 chip, this release features improved protection simulation for Hexion, S.P.Y. Crashes or hangs when emulating systems that use discrete sound circuitry simulation on multi-core ARM systems should be fixed, as well as occasional bad sound output from the discrete circuitry simulation. Issues affecting large hard disk images (tens of gigabytes) have been fixed, and chdman will now report more invalid combinations of options rather than just producing invalid output files. We've fixed some long-standing bugs this month. After updating, please check the User Interface input assignments and make any changes necessary for your setup. The changes will hopefully make life easier for people emulating computers. Posted by MASH at 01:26 PM | Comments (1)Īre you all ready for MAME 0.263? This release has some big changes that are going to affect everyone: several default UI control assignments have changed, including pause and save/load state. New PinMAME games: Space Game (Bingo 6+1) 1.3), Phoenix (bootleg), Scud Race / Sega Super GT - Deluxe (Export), Side by Side (Ver 3.0 OK), Sports Authority Challenge (Rev 3), Sugorotic JAPAN (STJ1 Ver.A), Vuelo Espacial (Spanish bootleg of UniWar S), Wild Fang (year hack?) and Zoku Otenamihaiken (V2.05J 2 18:00) New clones: Guardians / Denjin Makai II (bootleg), Hachoo! (Japan), Lord of Gun (World), Magic Train (Ver. ![]() 2.03) and Wild Card (Olympic Games, v2.0) New Non-Working games: Bingo Planet (Rev C) (M1 Satellite board), Black jack (Olympic Games, v5.04, upgrade kit for Wild Card), Dream Rail Lovely, Multi-Action 6710-21, Multi-Action 8350-00-R1, Operation Tiger Second Mission (Ver 2.02 J), Packy's Treasure Slot (Japan, main ver. If any of this is interesting to you, please go play Guardians.('Sign in' + Click on 'CI (Windows)' and then on a MAME post with a green check mark to download the MAME-windows-gcc-XXXXXXXXXXXXXXX file) I believe rank is based off some combination of score, speed, and max combo, but I can't figure out the specifics, so if anyone is aware, I would love to hear about it. Beyond the difficulty selection, there is also a hidden rank system that scales the size of enemy encounters. It's a very clever combat system that makes for some of the most engaging gameplay I've ever found in a beat 'em up. These two systems combined make for a very interesting push and pull between health, damage, and speed. The player also has an ultimate and super move that charge more quickly at lower health and become constantly charged below 3 bars. This allows aggressive players to sacrifice health in favor of damage. ![]() If the player triggers a move that requires more meter than is remaining, a single bar of health is burned and the power meter is refilled. Even moves that require meter to execute will restore meter when they land, meaning the right attack on a well positioned group will build more meter than it expends. Some moves expend part of the player's power meter, which will recharge slowly as the player lands strikes or quickly while standing still after a short delay. It also discourages new players from over committing, a common mistake (that I make repeatedly in this run). This allows the player to pull off 100+ hit combos if they like (and rewards them with score), without slowing things down for beginners. Unlike some other combo-focused brawlers where enemy health bars are bloated to facilitate the combo system, Guardians uses a system where damage tapers off as the combo extends, with hits beyond ~10 not dealing any damage at all. Guardians/Denjin Makai II is a fantastic beat 'em up game that is criminally overlooked, likely due to the fact it was never released outside of Japan or ported out of arcades.Įach of the 8 (totally unique) characters has a deep and versatile move set that allows the player to string together elaborate, freeform combos. ![]()
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