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I would object except you used my all-time favourite cats. Well done. Oh and wow you can just trade Pokemon over the internetz now... how times have changed. In my day we had to buy the stongy GameBoy link cable and actually meet up to do that. It took ages as well.
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Ninja Assault & Crisis Zone
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I think I missed the point of this whole Anonymous thing. Unless the joke is just how poor the Fox report was.
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[7/15/07] Resident Evil: Dead Aim
BlackKnight replied to BlackKnight's topic in 1Emulation.com Reviews [/reviews]
Isn't there anything like this out for it? Maybe I am just imagining things but I'm sure I read of a Doom port somewhere with stylus support. Or maybe I was just dreaming at the time . Yahh but I have just been mired with it lately so felt like reviewing it. Hell yes. After seeing RE4 though, you know they can do better. -
PSP Custom Firmware 3.52 M33-2 Update Released
BlackKnight replied to BlackKnight's topic in Hacking and Homebrew News [/hax]
The only real advantage of the M33 firmwares is the Sony np9660 ISO driver. Compatibility is far higher than any of the OE ISO modes, games load and stream data faster (in some cases not needing the 333mhz clock anymore) and without needing a UMD in the drive. If I were you, I'd say upgrade to 3.51 M33-7, but stay there until 3.52 is patched up a bit more. -
PSP Custom Firmware 3.52 M33-2 Update Released
BlackKnight replied to BlackKnight's topic in Hacking and Homebrew News [/hax]
I hasn't happened to me yet either, but when I first used 3.51 M33 it took a few days before I started having problems. So I just thought I'd mention it. -
I posted some new reviews recently for... King of Fighters: Maximum Impact Regulation 'A' ...and... Resident Evil: Dead Aim Both are for the PlayStation 2. Check them out and comment in the Reviews & Rants Forum.
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[7/30/07] King of Fighters: Maximum Impact Regulation ‘A’ for PlayStation 2 Game: King of Fighters: Maximum Impact Regulation ‘A’ (NTSC-J) System: PlayStation 2 DVD-ROM Emulators: None Right off the bat, this is not KOF: Maximum Impact 3. King of Fighters: Maximum Impact Regulation ‘A’ is a straight PlayStation 2 port of its simultaneously-released arcade version, itself a slightly upgraded Maximum Impact 2. The result is an even finer tune of an already surprisingly good 3d brawler, albeit one based in 2d mechanics. It has more moves, characters and stages than its forebears, and also adopts the patented King of Fighters 3-on-3 setup for the first time in this series, but lacks the single-player-oriented unlockables, character endings and stories that rounded out the previous game. Regulation A is no doubt the definitive version of the Maximum Impact series from a gameplay standpoint, but perhaps not the most accomplished in terms of presentation. What most immediately separates Regulation A from Maximum Impact 2 is its roster. The previous cast is available in its entirety from the get-go, which means some of the more colourful participants, like Fatal Fury’s Richard Meyer, or Metal Slug’s Fio Germi no longer need to be unlocked. The four new entries constitute the real value of admission though, and all are reasonably fun to play with if not at all game-breaking. Ash Crimson, the hero of more recent core King of Fighters games makes his 3d debut with his existing arsenal complimented by a few almost unnecessary additions that result in him being both a beast, and a simple entry point for newcomers. Blue Mary, a ubiquitous absentee from previous MI tournaments is finally playable, and largely analogous to her Real Bout self. Xiao Lon and Makoto Mizoguchi, the last two new entries, are newcomers to the KOF realm, Xiao Lon being an entirely new creation (and an admittedly interesting one) while Mizoguchi appears for the first time since his Fighter’s History series disappeared. He is an interesting inclusion not only because his origin game was made by Data East - not SNK - (Fighter’s History Dynamite only appeared on the NeoGeo) but also because the visual punch of a lot of his moves have been lost, and apparently not compensated for, in his transition to 3d. Either way, the current roster is 42-characters strong as of Regulation A, and would be impressive enough by itself were the bulk of them not as varied and competent as they are. The core fighting game is mostly unchanged from Maximum Impact 2, as it should be in what is effectively a minor revision. Regulation A’s physics allow it to be played pretty much exactly as a typical 2d King of Fighters game. Dialled-up combos are the key, and probably the only, differential here, and are simple enough to be quickly grasped and experimented with. Some of newcomer Ash’s bread and butter strings are p>p>P>P, P>P>K>D+K, and K>K>K>K>K, and as you can see the system is not rocket science. More than half the specials and combos are super-cancellable as well, making for some frantic impromptu chains and rapid turnarounds in matches. This time though, bouts are between two teams of three fighters, just as in the classic KOF games of old. Unfortunately, there is no tagging system implemented at all. The player is offered a chance to select the order of combatants pre-fight, but other than that, it is a one after another attritional affair. In itself, this is not a problem, except that a rather grievous failing of Regulation A arises from this arrangement- the loading times. Menu and character select interfaces are well implemented – 2d portraits are now used in place of 3d models, meaning there is no loading time to speak of during or between any of these screens. Still, once a character is KO-ed, the poor PS2 has to dump the character’s data and load another’s. The delay is marginal, but happens so often it becomes an unbearable annoyance. Understandably there is little way around this issue, given the hardware, but it is an unfortunate negative nevertheless. Regulation A’s presentation is on the whole an uneven effort. As mentioned, the character select screen and general interface is fairly impressive – both as flamboyant as and more streamlined than those found in the other Maximum Impacts. The roster is huge, and stages have all received a Dark Resurrection-style time-of-day remix. Graphics are not best in class, but very easy on the eyes. Modes are the typical fare, with a ‘jukebox’ unnecessarily glorifying a boring sound test. The problem is that Regulation A has dispensed with the usual niceties that accompany a home port. There is no story mode of any kind – not even a text-based one. Further, the gorgeous full-motion video from Maximum Impact 2 is all gone – the endings, the intro movie – everything. In their stead is a remarkably unimpressive mishmash of stills and cheesy video effects set to a boring metal track that seemingly demanded zero effort to put together. Hell, it even recycles some Ash concept art from The King of Fighters 2003. Worse still is that there are no unlockables at all. You may get to play as Nightmare Geese, Jivatma and Luise Meyrink right from the start, but there is not a whole lot to do with this game after you get sick of the new characters. There is not even (can you believe this?) a high-score table saving feature as far as I can tell, and that is saying something about an arcade game. This is a straight arcade port in the strictest use of the term – no frills; you get a lot to play with, but what you see at the start is literally all you get. King of Fighters: Maximum Impact Regulation ‘A’ is a really fun game. There are a whole bunch of characters to mess with and the combo system is easy enough to get into. Now if you happen to have a competitive interest in the game, all the better. I don’t know that there is a sizable scene for this game, if any, in Japan, let alone overseas. For the layperson though, this will be a predominantly single-player affair with the occasional match against friends here and there as long as the game holds interest. Given its lack of unlockable content and annoying loading delays, it may not hold interest for that long, and at the end of the day this is only a minor extension of the Maximum Impacts that have been around for ages now. Whether or not to purchase Regulation A will likely degenerate into an equation of the cost of importing, lack of movies, story and unlockables versus four new characters and being able to play problematic 3-vs-3 fights. If you happen to find yourself weighing the game up in those terms, do yourself a favour and either pick up or stick with Maximum Impact 2. I recommend this only if you’re getting it for free, or if you are a ninth-degree KOF nut. Regulation A is great fun, and, gameplay-wise, the definitive iteration of the series, but it ultimately lacks the lasting appeal to warrant the price of admission. Gameplay: 7/10 Graphics: 7/10 Presentation: 5/10 Extras: 1/10 Overall: 6/10 Grade: C In regard to the loading issue, running the game off a HDD solves it. It would have been nice to see an official HDD installation for this game, as with the recent Street Fighter Alpha and Darkstalkers collections. However its absence should not come as a surprise considering this title’s bare-bones presentation in all the other areas. PS: Thanks to SNK’s Blog for the images.
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I has posted upz some new Risky Woods videos (6 of em) and my new reviewz. Check itz!
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[Review] KOF Maximum Impact Regulation A (30/7/07)
BlackKnight posted a blog entry in BlackKnight's Blog
Game: King of Fighters: Maximum Impact Regulation ‘A’ (NTSC-J) System: PlayStation 2 DVD-ROM Emulators: None Right off the bat, this is not KOF: Maximum Impact 3. King of Fighters: Maximum Impact Regulation ‘A’ is a straight PlayStation 2 port of its simultaneously-released arcade version, itself a slightly upgraded Maximum Impact 2. The result is an even finer tune of an already surprisingly good 3d brawler, albeit one based in 2d mechanics. It has more moves, characters and stages than its forebears, and also adopts the patented King of Fighters 3-on-3 setup for the first time in this series, but lacks the single-player-oriented unlockables, character endings and stories that rounded out the previous game. Regulation A is no doubt the definitive version of the Maximum Impact series from a gameplay standpoint, but perhaps not the most accomplished in terms of presentation. What most immediately separates Regulation A from Maximum Impact 2 is its roster. The previous cast is available in its entirety from the get-go, which means some of the more colourful participants, like Fatal Fury’s Richard Meyer, or Metal Slug’s Fio Germi no longer need to be unlocked. The four new entries constitute the real value of admission though, and all are reasonably fun to play with if not at all game-breaking. Ash Crimson, the hero of more recent core King of Fighters games makes his 3d debut with his existing arsenal complimented by a few almost unnecessary additions that result in him being both a beast, and a simple entry point for newcomers. Blue Mary, a ubiquitous absentee from previous MI tournaments is finally playable, and largely analogous to her Real Bout self. Xiao Lon and Makoto Mizoguchi, the last two new entries, are newcomers to the KOF realm, Xiao Lon being an entirely new creation (and an admittedly interesting one) while Mizoguchi appears for the first time since his Fighter’s History series disappeared. He is an interesting inclusion not only because his origin game was made by Data East - not SNK (Fighter’s History Dynamite only appeared on the NeoGeo) but also because the visual punch of a lot of his moves have been lost, and apparently not compensated for, in his transition to 3d. Either way, the current roster is 42-characters strong as of Regulation A, and would be impressive enough by itself were the bulk of them not as varied and competent as they are. The core fighting game is mostly unchanged from Maximum Impact 2, as it should be in what is effectively a minor revision. Regulation A’s physics allow it to be played pretty much exactly as a typical 2d King of Fighters game. Dialled-up combos are the key, and probably the only, differential here, and are simple enough to be quickly grasped and experimented with. Some of newcomer Ash’s bread and butter strings are p>p>P>P, P>P>K>D+K, and K>K>K>K>K, and as you can see the system is not rocket science. More than half the specials and combos are super-cancellable as well, making for some frantic impromptu chains and rapid turnarounds in matches. This time though, bouts are between two teams of three fighters, just as in the classic KOF games of old. Unfortunately, there is no tagging system implemented at all. The player is offered a chance to select the order of combatants pre-fight, but other than that, it is a one after another attritional affair. In itself, this is not a problem, except that a rather grievous failing of Regulation A arises from this arrangement- the loading times. Menu and character select interfaces are well implemented – 2d portraits are now used in place of 3d models, meaning there is no loading time to speak of during or between any of these screens. Still, once a character is KO-ed, the poor PS2 has to dump the character’s data and load another’s. The delay is marginal, but happens so often it becomes an unbearable annoyance. Understandably there is little way around this issue, given the hardware, but it is an unfortunate negative nevertheless. Regulation A’s presentation is on the whole an uneven effort. As mentioned, the character select screen and general interface is fairly impressive – both as flamboyant as and more streamlined than those found in the other Maximum Impacts. The roster is huge, and stages have all received a Dark Resurrection-style time-of-day remix. Graphics are not best in class, but very easy on the eyes. Modes are the typical fare, with a ‘jukebox’ unnecessarily glorifying a boring sound test. The problem is that Regulation A has dispensed with the usual niceties that accompany a home port. There is no story mode of any kind – not even a text-based one. Further, the gorgeous full-motion video from Maximum Impact 2 is all gone – the endings, the intro movie – everything. In their stead is a remarkably unimpressive mishmash of stills and cheesy video effects set to a boring metal track that seemingly demanded zero effort to put together. Hell, it even recycles some Ash concept art from The King of Fighters 2003. Worse still is that there are no unlockables at all. You may get to play as Nightmare Geese, Jivatma and Luise Meyrink right from the start, but there is not a whole lot to do with this game after you get sick of the new characters. There is not even (can you believe this?) a high-score table saving feature as far as I can tell, and that is saying something about an arcade game. This is a straight arcade port in the strictest use of the term – no frills; you get a lot to play with, but what you see at the start is literally all you get. King of Fighters: Maximum Impact Regulation ‘A’ is a really fun game. There are a whole bunch of characters to mess with and the combo system is easy enough to get into. Now if you happen to have a competitive interest in the game, all the better. I don’t know that there is a sizable scene for this game, if any, in Japan, let alone overseas. For the layperson though, this will be a predominantly single-player affair with the occasional match against friends here and there as long as the game holds interest. Given its lack of unlockable content and annoying loading delays, it may not hold interest for that long, and at the end of the day this is only a minor extension of the Maximum Impacts that have been around for ages now. Whether or not to purchase Regulation A will likely degenerate into an equation of the cost of importing, lack of movies, story and unlockables versus four new characters and being able to play problematic 3-vs-3 fights. If you happen to find yourself weighing the game up in those terms, do yourself a favour and either pick up or stick with Maximum Impact 2. I recommend this only if you’re getting it for free, or if you are a ninth-degree KOF nut. Regulation A is great fun, and, gameplay-wise, the definitive iteration of the series, but it ultimately lacks the lasting appeal to warrant the price of admission. Gameplay: 7/10 Graphics: 7/10 Presentation: 5/10 Extras: 1/10 Overall: 6/10 Grade: C In regard to the loading issue, running the game off a HDD solves it. It would have been nice to see an official HDD installation for this game, as with the recent Street Fighter Alpha and Darkstalkers collections. However its absence should not come as a surprise considering this title’s bare-bones presentation in all the other areas. PS: Thanks to SNK’s Blog for the images. -
The third part of my Risky Woods run. Stages 7 through 9. Stage 7 Probably my favourite stage, most likely because back in the day this was the end of the line for me. Before I had the patience to mass armour shards, I used to run out of luck here almost every time. How about those crazy platform jumps towards the end of this stage? If I had died there, not even my precious armour would have saved me. <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> Stage 8 Like the way I dodged all the fire-breathing flowers and totems in this stage? Tricky sh.t~ <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> Stage 9 [boss] This boss is kinda like the last one in that you don't really have a prayer for cleanly jumping all of its attacks. Actually, make that exactly like that the last one. The morning star wasn't the ideal weapon choice for this encounter either. <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
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PSP Custom Firmware 3.52 M33-2 Update Released
BlackKnight replied to BlackKnight's topic in Hacking and Homebrew News [/hax]
Some folks over at PSP-Hacks and MaxConsole are reporting a strange bug, possibly to do with 3.52 M33, whereby the Memory Stick icon no longer shows up on the XMB. This purportedly happens even when the same MS works in cameras and other readers. I'll keep you all posted. -
This is the second part of my Risky Woods run. Stages 4 through 6. Stage 4 This part is a good example of how you can really abuse the gold armour. A monkey could have got through this stage with more style than I did, and yet I survived thanks to this extremely broken feature. <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> Stage 5 Another generic cave level. Notice how one of the keys can't be reached by normal means? Hmm. I hope a level designer got the sack for that one. <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> Stage 6 [boss] While the porting to the Mega Drive made the game easier in some ways *cough* gold armour *cough* it also screwed up the physics somewhat rendering other parts blisteringly difficult. Jumping over the eggs this boss drops is a joke- it is nowhere near as hard in the old DOS version. There is maybe a frame or so at the peak of a jump that will get you over the thing clear. Any less precise calculations will see you punished by this SOB time and again. <object width="425" height="350"><param name="movie" value=" name="wmode" value="transparent"></param><embed src=" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
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PSP Custom Firmware 3.52 M33 Released
BlackKnight replied to BlackKnight's topic in Hacking and Homebrew News [/hax]
You can get all the official updates at the PSPUPdates files section here. Just make sure you use 1.50 and 3.52 if you're installing 3.52 M33, and 3.51 if you're installing 3.51 M33. It won't tell you if you've got the wrong one. For the latest one, you have to install 3.52 M33 first, and then run the newest update (3.52 M33-2) from the XMB after installation. As for Smackdown, that's one of the few games people have problems with. If you use a full ISO rip and the Sony np9660 No-UMD driver it will play, but will crash randomly. -
Olaf I dont get your reference. :S I should have extended my logicz to explain that starting off slow and building up a big hype is always an overwrought pain in the ass, and that it will make the film itself a cheesy fad affair. My logic about dodgey trailers still stands. Logo teasers are at least 10 years out of style.
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I love the new Batman, and I am sure The Dark Knight will kick arse. But I hate these empty viral campaigns. Real teasers have at least some footage in them. This suggests to me they will probably build up some huge hype before the actual release.
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PSP Custom Firmware 3.52 M33 Released
BlackKnight replied to BlackKnight's topic in Hacking and Homebrew News [/hax]
Its very similar to the OE installer series, except even easier. Download the package, extract the M33CREATOR folder to GAME150 since youre on 3.40 OE-A, and put the 1.5 and 3.52 updates in the same folder, named 150.PBP and 352.PBP. Then just run the program from your XMB. When it finishes, there will be a new program already made and you just run that straight from the XMB to flash 3.52 M33. Unlike the OE series, you dont have to go and copy DATA.DXAR or anything after making the update - it is all done automatically so you can flash right away. -
The .bin and .cue go together- if you burn the .cue file it will read data from the corresponding .bin file when burning. .mdf and .mds files work the same way except you have to burn the .mds file with Alcohol120%.
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For the first question, use Nero or Alcohol120% (Google them) to burn the .cue file to a CD. You should be able to play it then without probs- just burn at a low speed. As for the 001 files, open any one of the files in WinRAR and you'll be able to extract the full game from there.
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Amen to that, but they seem to be almost de rigueur these days. F.ck modern games and their rich media assets.
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I'd say you're safe. Then again, you're from the States. So who knows . lulz.
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New Capcom 2d Fighter - Sengoku Basara X
BlackKnight replied to BlackKnight's topic in Gaming and Tech News [/gtech]
The guy LOLed me for posting the news, thinking I was behind the times. I just LOLed back, since all his new info had already been posted. -
New Capcom 2d Fighter - Sengoku Basara X
BlackKnight replied to BlackKnight's topic in Gaming and Tech News [/gtech]
You're late with this news. Every moron knows engun characters are assists now. All the details you posted are available elsewhere and Wizard posted these location test vids in their own thread days ago. LOL