Posts for Boco

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jimsfriend wrote:
Just to let everyone know, the official abbreviations for Super NES Control Deck aren't SHVC, SFC, or SNES.
That's right, it's SNS. What was your point again?
upthorn wrote:
because DMG is actually an acronym meaning "Dot Matrix Game" the term would become ambiguous if/when Game Gear or Neo Geo Pocket become TASable systems.
This is absolutely not the case, as none fo these other systems ahve ever been called DMG. Please provide any one internet-accessable source over 1 year of age which uses DMG to mean any handheld gaming system other than Gameboy.
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Zurreco wrote:
Boco wrote:
Why does every set of the actual game do this?
Because they are official releases that have the go ahead from people who are the source of all balancing? Sounds good to me. I'd rather not bastardize a tried and true method so that someone can contribute more.
Excuse me for going against the gods of all balancing, who do things like turn this into this.
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SHVC? I use SFC, where does SHVC come from? (Edit: Oh, Super Home Video Computer. I see now it's written on all my SFC games, but SFC is already a TLA and so is SNS so I never really noticed or cared there was a different term.) Anyway I use DMG for the Gameboy as well. It's written on every cart and product, and it's a three-letter acronym, which all system abbreviations are (or should be). GBX refers to games which can be played on the Gameboy and Gameboy Color (ie, non-Color-exclusive GBC games), SGB for Super Gameboy games, etc. Systems that don't have an easy 3-letter acronym use product codes, so Playstation becomes PSX, Gameboy becomes DMG, Gamecube becomes GCN. That's because I always use three-letter acronyms. I never knew that epople didn't know DMG was Gameboy if they had any experience with buying, reading about, playing, etc those games, just like I don't know if people don't know what PSX is at a glance.
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Zurreco wrote:
That being said, why are we inventing new mechanics of the game all of a sudden?
Why does every set of the actual game do this?
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Well since Blue has the Water spells I guess Green can have the Blizzard ones. Does that mean Fire and Thunder should be moved so White has one, or will White get the Aero / Holy spells from the White magic list instead? (edit2: the elemental damage spells from FF are Fire, Blizzard, Thunder, Water, Dark, Aero, Holy.. non-element damage is from Bio, Meteo, Flare, etc.. obviously Red should have Fire and probably Thunder, Blue should have Water, Black should have Dark and White should have Holy, but..?) Edit: Do you think Kicker costs would be better than this mechanic for simulating higher level spells? I didn't know about Kicker costs or I probably would have used them.
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Thanks for not reading my post. If you had, you'd know that "Word" is a keyword with no meaning that happens to be on spells with the "Power Word" ability, which I defined. "Word" would be important for, for example, an Enchantment that says it counts as a card revealed for Power Word, or for Reflect which can change the target of a Word spell, etc. For example Silence (1U) Instant Counter target Word spell. Until end of turn, the player who cast that spell cannot play any Word spells. For these I don't know what they should cost. Power Word "RA" (?) Enchantment - Word When activating a Power Word ability, you may pay (2) instead of revealing a card. (You pay (2) for each card you do not reveal.) Power Word "GA" (?) Enchantment - Word You pay one less colored mana of your choice when activating a Power Word ability. Power Word "JA" (?) Enchantment - Word When casting a Word spell, you may activate a Power Word ability which can be activated multiple times once without paying its cost. (No cost is paid, including revealing cards.) Return (1UU) Enchantment - Word When Return comes into play, put 4 Rewind counters on it. If it has no Rewind counters on it, destroy it. Remove a Rewind counter: Counter target creature ability. If tapping that creature was part of the cost of that ability, that creature untaps. That creature may not play that ability this turn. Remove a Rewind counter: Untap target attacking creature. That creature is not attacking and cannot attack this turn. Play only before declaring blockers.
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OK I haven't played since 4th Edition so I might be prototyping these wrong, but I read the 9th rulebook to get a better idea. This is the Black Magic spell list from the Final Fantasy series. I might have gotten some of the balance wrong as far as costs go. New rule: Power Word x When announcing a spell of type Word, you may pay an additional cost and reveal x cards sharing a color with that spell from your hand. If you do, you may add an additional effect to the spell. Multiple Power Words can be added to the same spell, but the same Power Word cannot be added more than once, and each activation of a Power Word on the same spell must reveal a different card. Blind (W) Instant - Word Target attacking creature deals no combat damage to other creatures this turn. WW, Power Word 1: Choose any number of attacking creatures instead. Blizzard (U) Sorcery - Word Deal 1 damage to target creature. U, Power Word 1: Also, tap that creature. U, Power Word 1: Deal 3 damage instead. UU, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Fire (R) Sorcery - Word Deal 2 damage to target creature. RR, Power Word 1: Deal 5 damage instead. RR, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Poison (B) Sorcery - Word Put two disease counters on target creature. During that creature's controller's upkeep, remove a disease counter to put a -0/-1 counter on that creature. B, Power Word 1: Double the number of disease counters. This Power Word can be activated multiple times. BB, Power Word 1: When a disease coutner is removed, place a -1/-2 counter on that creature instead. Sleep (U) Sorcery - Word Target tapped creature does not untap during its controller's next untap step. UU, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Thunder (R) Sorcery - Word Deal 1 damage to target creature. R, Power Word 1: If that creature has flying, deal an additional 2 damage to it. RR, Power Word 1: Also destroy up to as many target artifacts as this spell targets creatures. RR, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. Dark (B) Sorcery - Word Deal 2 damage to target nonblack creature. BB, Power Word 1: Choose up to twice as many target creatures. This Power Word can be activated multiple times. BBB, Power Word 3, discard your hand: Instead, destroy all nonblack creatures. Those creatures can't be regenerated. Element Spikes (1W) Enchantment - Word Aura Enchant creature. When this creature receives combat damage, Element Spikes deals 1 damage to that damage's source. R, Power Word 1: Element Spikes deals an additional damage. U, Power Word 1: Element Spikes deals an additional damage. B, Power Word 1: Element Spikes deals an additional damage. G, Power Word 1: Element Spikes deals an additional damage. Lock (1G) Enchantment - Aura Enchant creature. 0: Enchanted creature must block this turn if able. Rasp (1U) Instant - Word Tap up to two of target player's target lands, then empty that player's mana pool. Power Word 1: Gain 1 mana of the appropriate color for each basic land tapped in this way. UU, Power Word 1: Tap up to two additional target lands. Water (U) Sorcery - Word Deal 1 damage to target creature, or prevent the next 2 damage that would be dealt to target blue creature. UU, Power Word 1: Deal 3 damage instead. UU, Power Word 1: Deal or prevent twice as much damage. UU, Power Word 2: Target all blue creatures instead. Zombie (1B) Enchantment - Aura Enchant creature. Enchanted creature is of type "Zombie" and has "B: Regenerate this creature". Debarrier (G) Instant Destroy target Aura. Curse (BB) Enchantment - Word Aura Enchant creature. Enchanted creature loses all card text. (it still keeps name, casting cost, types, expansion, power & toughness, artist, and artwork) B, Power Word 1: In addition, enchanted creature cannot use abilities granted to it by other effects. Stone (G) Enchantment - Aura Enchant creature. Enchanted creature loses its color and gains the type "Artifact". Flare (1RR) Instant Deal 4 damage to target creature or player. Effects that prevent or redirect damage canot be used to prevent this loss of life. Quake (1GG) Sorcery All creatures without flying take 3 damage. Toad (1U) Sorcery Return two lands you control to your hand: Remove target creature from the game. That creature's controller gets a 0/1 green Toad token creature. Meltdown (1UR) Instant Target spell cannot be countered, and damage inflicted by it cannot be prevented or redirected. Ultima (WUBRG) Sorcery Remove all creatures, artifacts, and enchantments from the game. Each player takes 1 damage for each card he or she controls removed in this way.
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Simon Belmont, Vampire Hunter Ally 4 pool Unique mortal with 3 life, 1 strength, 0 bleed Damage inflicted by Simon's hand strikes is aggrivated. Simon has True Faith. Actions requiring Dominate [dom] or Presence [pre] cannot be directed at Simon. Infernal minions cannot block or strike Simon. Link Kokiri 6 aus obf VAL Scarce. Equip actions cost Link one less blood or pool. Bowser, King of the Koopa Koopa 10 ANI AUS CEL FOR POT Bowser has 2 votes (titled). Once per round, he may strike for 1R aggrivated damage. He may move 2 blood from the blood bank to a Koopa in your uncontrolled region as a +1 stealth action. Kamek, Magikoopa Koopa 7 ani cel AUS THA Kamek can play cards requiring Tremere [tre] or Tremere antitribu [!tre] as if he were the required clan. And of course I would do the 7 Koopa Kids but no one but me likes Jyhad anyway
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moozooh wrote:
Too expensive for having a disadvantage. 1RR would be more realistic, I'd guess.
Compare to Wall of Stone, a 0/8, non-Legend, for cheaper
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Well yeah. But one of the four cards I posted was a Magic card...
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Megaman 4 Legendary Artifact Creature 1/2 T: Megaman deals 1 damage to target creature. If a creature Megaman has damaged this turn goes to the graveyard, put it on Megaman as a creature enchantment. This enchantment reads "2, sacrifice this enchantment: Until end of turn, enchanted creature loses all abilities and assumes the power, toughness, casting cost, and abilities of this creature." Edit: I am much better at balancing Jyhad cards than Magic cards, as te power level in Magic has changed significantly over the past few years (whereas aside from the very first set, a Jyhad card is a Jyhad card is a Jyhad card). Also, of course Vampire: the Masquerade sucks.. that doesn't mean Jyhad is a bad card game.
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Yoshi Dinosaur 4 chi san Mushroom Kingdom slave. Yoshi Island circle. Yoshi are not unique. If you control a ready Mushroom Kingdom vampire and Yoshi is untapped, you may tap Yoshi to give a vampire +1 intercept for the current action. -1 strength.
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Mario Mario Mushroom Kingdom 6 ani POT FOR Mario may strike for 1R damage. During your untap phase, he may burn a blood to gain flight [FLIGHT] until end of turn. If Luigi Mario is ready, Mario has 1 vote (titled). Luigi Mario Mushroom Kingdom 7 ani pot FOR CEL Luigi gets one optional maneuver each combat. +1 bleed when bleeding a Methuselah who controls a vampire with superior Necromancy [NEC]. If Mario Mario is ready, Luigi has 1 vote (titled).
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zefiris wrote:
Huh, everybody hates Sony? o_O
I don't like the company or the hardware, or its restrictions on the kind of products that can be released for it (200 crappy 3D games a month, but as soon as Working Designs wants to release Growlanser or Goemon, and as soon as Capcom wants to release Rockman Complete Works, etc, it's "not 3D enough" to kill off the less-adept-with-3D Saturn), or its marketing, or pretty much anything about it. But there are a lot of games for its hardware that are good, mostly because the hardware itself was the most common game device for a long long time.
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CrimsonPride wrote:
Your map doesn't open for me.
http://vgmaps.com/Atlas/GBA/#F
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CrimsonPride wrote:
I've collected both of them. There is indeed 2.
Where's the other one?
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chewan wrote:
Oh, and Boco, Blood Sword is still in game.
When I looked for it in Fynn in my GBA version I didn't find it...
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I don't know how much EXP you'll get along the way, but.. Monks do more damage based on level, while Fighters would do more damage based on picking up some super sword in a chest somewhere. EDIT: So I think Fighters and someone who can Haste..
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Why is this in the DMG forum?
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Why not play the SNES or Genesis versions?
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I really like this game but I really don't like this version of it. Horrible, horrible music. The US version's music is a lot better....
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The GBA game completely isn't the same game. There's no like system here, training doesn't give you items.
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samurai goroh wrote:
Boco wrote:
Why do you have Faris attack unequipped and then Butz attack with a knife in the Siren fight, rather than having one of them have a broadsword so only one needs to attack?
I think that I equipped the strongest weapons to the blue mages & leave Faris w/o a weapon. I would really need to watch it again to be sure, though :S
But, Butz and Faris are in the bottom two slots, and you only have two Broadswords, which you have to Galuf and Lenna, right? So the normal attack from Butz does 16 damage instead of 32, and Faris does 6 for being unarmed. If Butz had a weapon you'd only need to attack once... but it's not that big a deal and it's so early in the run that you probably shouldn't worry about it
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I watched this for the first time yesterday and had a few questions... Why do you fight the Goblin in a box and not some overworld Goblin? The overworld fight should give you enough EXP to eliminate the one fight before. Why do you have Faris attack unequipped and then Butz attack with a knife in the Siren fight, rather than having one of them have a broadsword so only one needs to attack? Any particular reason you grabbed the Elfen Cape? How are you avoiding overworld combats near Karnak? Is there some reason this couldn't be done earlier in the run as well? Why did you need to kill Butz in the fight with Ironclaw? There should be an experience path which levels up the characters unequally based on the unequal EXP they begin with and doesn't need to kill off a character to have only one level 5. Of course you didn't lose much time here because you still had to manipulate out a Deathclaw casting. I've not watched past the Library yet...
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The GBA one will be slow anyway. Despite easier enemies and bosses you can't get multiple Blood Swords and can't get a Blood Sword or a Drain spell early.
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