Posts for Mattman324

Post subject: Super Robot Wars/Taisen W
Experienced Forum User
Joined: 7/29/2010
Posts: 5
Location: Somewhere
Looking over the site, I have come to realize there isn't much mention of the Super Robot Wars series ANYWHERE. Which is a damned shame, because not only is the series extremely awesome, it seems like most of the games in it would be easy to manipulate luckwise. ...oh, you don't know what the series is? A shame, really. Super Robot Wars is a long running (since 1991!) series of games made by Banpresto about... well, robots! But not just your stock and standard robots, no, these are the famous ones, the paragons of anime! We're talking Mazinger Z, Getter Robo, pretty much everything out of the Mobile Suit Gundam franchise... or, if you're feeling more modern, things like Code Geass, Gurren Lagann, and Rebuild of Evangelion. Hell, in Z2S they even brought in the one that started the genre in Tetsujin 28/Gigantor! So, you have a bunch of giant robots. What do they do? Well, they fight. So of course, these games involve fighting. But they're not your stock and standard RPGs, oh no. These are TURN BASED STRATEGY GAMES! (well, except the original, but the original was kind of meh). And they're damn good TBS games too. So, why did I start with W? Why not start with the first entry to this game, or the first entry that was in a more modern format (2), or the first that brought in X format? (4/F/Final, Alpha, Alpha Gaiden, Alpha 2 Impact, NEO, Z1, Z2H... lot of format changes over the years) Hell, why not bring in one of the games that made it here? Well, for the games that made it here, they were all OG games - meaning it's the characters who have stared in these games that were made by Banpresto, and while they're awesome, it is, in my experience, more fun to watch a VOLTEKKKKAAAAAAA! than it is to watch a Gespenst doing... whatever it is you want it to. And as for the others, well, none of them were made with exporting in mind. Yes, it's a sad story - Super Robot Wars W was intended to make its way over the Pacific. One good look at the series involved will tell you that much: All of them made it to America at some point in time, and some of them were more liked in America (King of Beasts Golion/Voltron, as we call it, was never cared about in Japan, but it made it solely into this game... Detonator Orgun probably counts for that too.) But the main series games have something else going for them - Banpresto has permission to do whatever they darn well please with the series they get, and this means that sometimes, they... CHANGE, things. Most famously, we have Bright Noa giving Shinji Ikari a well needed slap (which inevitably resulted in him turning badass. Yes, SHINJI IKARI as a badass pre-Rebuild, I know it's hard to think of), but also has allowed characters who die in canon to live sometimes (except Musashi, who's still going to die every time you see him. Poor guy.) and those bad guys who slip away getting their justice done to them. So, who can we expect to see here in this game? Well, it follows the Ardyguns, an extremely well liked group of OG characters, who go through the plot of Detonator Orgun, Full Metal Panic, The King of Braves GaoGaiGar, Martian Successor Nadesco, Mobile Suit Gundam SEED Astray (with a slight smattering of the normal SEED plot, and random things from the rest of the Astray universe), Gundam Wing: Endless Waltz, and Tekkaman Blade, as well as the Mazinkaiser OVA series (fun fact: Mazinkaiser actually debuted in these games BEFORE it appeared on screens!), with an assist in that plot from Getter Robo G (the first group to reach America, in the Force Five block as Starvengers), piloting Shin Getter Robo! (and by that I mean the version from Armageddon) Meanwhile, throughout all of these plots (some of which [SEED and MSN's movie, looking at you] have been made less stupid), we have a group of villains who are very much bent on humanity's destruction in the Database. Now, by the end of the game, there will be some absolutely stupid glitches to abuse, which will make the game pointless (King J-Der gets a glitch that allows for infinite turns, and so does the Valcazard.) So I can imagine that this could get ridiculous pretty quickly. And even without glitches, a lot of the late mechs can rip the game in half (Genesic GaoGaiGar... or, rather, EVERY SINGLE 3G MECH... all the Tekkamen, Mazinkaiser, the Arbalest, Shin Getter Robo, possibly Great Mazinger, the Freedom, the Justice, and the Frames from Astray. To say nothing of the overwhelming being that is the Valcazard. Still, I can see this run being good fun.
Experienced Forum User
Joined: 7/29/2010
Posts: 5
Location: Somewhere
Remember, those last battles are legendary pokemon at REALLY high levels. I had a fully evolved team in the 60s (Of the origanal 6 I kept Espeon, Swellow, and Dragonite, I got the Shaymin, a Marshtomp/Swampert, and I don't remember the last one...), and struggled. A LOT.
Experienced Forum User
Joined: 7/29/2010
Posts: 5
Location: Somewhere
Reign of Legends would be hard to TAS due to all the Dark Lugia fights (I'd love to see someone underleveled beat that first one... and the second one... and the one at level 99.) Rescue Rangers would be an interesting run, but a VERY limited pokemon choice would annoy people trying to make a route to no end. Life of Guardians is unfinished. Out of the question.
Experienced Forum User
Joined: 7/29/2010
Posts: 5
Location: Somewhere
Here, let me TRY to compile more information. The starters become Water/Flying, Fire/Dark, and Grass. If you choose the Fire starter, you have to deal with something Kango might not like. I think Water is the best choice here... it DOES get Peck to handle Gym 1. Doing a test run without as much tool assistance. EDIT: First fight is against "Sever" (noticably a Poochyena edit), who can have either Run Away or Intimidate. You need to work at getting Run Away (which is entirely possible). Then there is a fake out: Go all the way north on the route and you reach the town, but you need to go all the way RIGHT to get to where you need to go. EDIT 2: You want your egg to have a PLUS ATTACK nature... +Attack - Special Defense is the best one. This egg you fight is a Treeko edit (I believe it always outspeeds at level 5), and if you are still level 5, two CH +Attack Tackles will KO. If you go to level 6, then 1 CH Peck should do the trick. EDIT 3: The Zigzagoon replacement (Squirriti) was caught for a cut slave. There is a needed fight against a trainer owned one on the way to what was once Petalburg - it should go down easily to two CH Tackles. Then you get the "Wally catches a pokemon" scene equivalant, and go to the next route. EDIT 4: If your HP is to low, you won't get past the Plug Oink (think Electrike) in the forest. Watch out for Thunder Wave and Static as the ability... you're given an X attack beforehand, and you might need it. EDIT 5: Alright, there's a trainer back on what used to be Route 102 who looks around but never left (So you can sneak past her), and has 2 Squirruti. Fight her for EXP. Same with the small child running around on the beach, who has a Bolanchino (Wingull, can do nothing but 2 damage Water Guns) and a Soie (Barboach, but likes to spam Mud Sport). Killing them gets you JUUUST enough EXP for level 10, and that allows Water Gun in the Plug-Oink fight (Which is in the rain.) A crit will OHKO. EDIT 6: You get the Quick Claw and Cut in town. It's possible to avoid both gym trainers... CH Water gun kills Gustano, and it has Twineedle, so you must move fast. Rockorrodo is the same method USUALLY, though it can have a + SpD nature and Rock Tomb you to death. ...aaand that's where my practice run ends. EDIT 7: The Plug Oink fight and Rockorrodo both are Crits for OHKOs ONLY when in Torrent range or with an SpA boosting nature (And you need the Atk boosting one.)
Post subject: Pokemon Quartz
Experienced Forum User
Joined: 7/29/2010
Posts: 5
Location: Somewhere
Pokemon Quartz is a hack of Pokemon Ruby for the Gameboy Advanced. I won't mince words: it's a bad hack. But it is not the WORST hack of pokemon out there. And yet (Behind possibly Shiny Gold), it remains to be the most well known hack of a pokemon game in existance. WHY? Well, a few reasons. One was that the game is actually a completed hack, another is that it was pirated and is still sold on EBay today. But what REALLY allowed it to be well known was a certain LP of the game from Zorak of SomethingAwful. Now, the game's notority is a good enough reason to get it TASd at least one time. But what are the differances between Ruby (or as the current run is, Sapphire) and Quartz? Here are the main ones: ~ While the region design is the same, the actual area maps are different. ~ Pokemon have had ability, type, evolution method, and movepool adjustments to go along with looking entirely different. Occasionally they have edited stats as well, but this is rare. ~ The pokemon owned by trainers and gym leaders are different, and the Gym Leaders WILL stack the deck against you (The second gym has STABd Shadow Balls, and gym 3 has Earthquake!) Now, there are a couple of high notes in this hack. 1: The starters have been edited so that either the Fire or the Water starter can EASILY carry you through the first two gyms, the Water getting a move almost as powerful as Return early on to! Why two gyms though? Well... 2: The Dewford Cave hack has been edited so that it has TWO notable pokemon: Makuhita (Now part electric named Energiz, with a side ability Static... not a good choice.), and more importantly, Machop (Called Kango). And Kango can evolve two times without trading in this hack. (Level 40 for the second evolution.) 3: Many necisary fights in this hack involve electric types (The evil team raises them), and some have Static. You WILL need to be in a lot more fights in this due to the region design, so perhaps you will occasionally need to go to the center, and that means this is nice. Now, there are many things I know about this run. Let me name them all off... 1: First gym leader has a Bug/Ground type and a Bug/Rock type. The Water type is better here, due to having Water Gun at this point. Due to the design, you will need a slave for between here and Gym2 for Cut. 2: Second gym leader is accessable after getting Kango, but as he has a Ghost/Rock and a pure Ghost (With Grasswhistle, be careful!), you need to watch yourself. It IS possible to paralise yourself off the Energiz in the cave, and you have the Quick Claw at that point, but still... if you decide to do the gym with your starter, the Fire starter evolves into a Fire/Dark and has Bite, and will get it by the leader. 3: The THIRD gym leader comes after a bit of required fighting (A bit more of it than in RS.), and has that Bug/Ground mentioned earlier (Has Iron Tail, Earthqake, and IIRC moonlight), as well as a Sandshrew replacement and a Sandslash replacement. They all have EQ, and Sandslash replacement has Fissure, but he also is unable to hit flying types (Incase that is useful) and seems to be part Dark. Strength WILL be needed, and there are a variaty of needed fights on the way to the new Verdanturf. 4: The stretch to the fourth gym involves a route with a lot of Ghost types, and the evil team (Who as mentioned before, raises Electric types) is there to. I belive a center will be necisary simply to get Rock Tomb back before the fourth gym leader. 5: The fourth gym leader has a team of Ice Types, the first looking like a bird but being Ice/Normal (Karate Chop fodder), the second being Water/Ice and having Surf, and the last being an Ice/Dragon with Dragon Claw and Speed Boost... with Milotic's stats. And they all have Blizzard. 6: Fifth gym leader is a rage inducer: He trains Poison types. First is an edited Muk (Same type), second is Tentacruel (Who is the same type, and has Surf), and the third is a Fire/Poison Weezing edit WITH Levitate and Heat Wave. And they all also have Toxic and Sludge Bomb. 7: The path to the sixth gym is fairly long, with many required fights. Kango should easily be Kinboxo at this point (A level 28 Evolution), and be nearing Punchzo (Level 40, but there are a lot more fights at this point and a lot more time spent with Kango). There is an area which replaces the Weather Institute in this time, which has "healing springs" (Think the bed in RSE), so use that while you're there. And you get a free pokemon, and though it learns no HMs, it will help for gym7. 8: 6th gym leader is a joke: Her pokemon are all early 30s (Which is what the 5th gym was), and it trains Grass types. Arquidea is part poison, and Weedaglu (Her highest at 35) has a STAB Hydro Cannon, so watch those, but otherwise sweep her. 9: Between gyms 6 and 7, there are some enemy encounters, which can be defeated. Nothing much, but you want to watch out, the 7th gym leader is a doozy (Not like Gym5, but still bad). 10: Gym leader 7 is a forced double battle (Like RS), and she trains Dragons. The first is that speed boosting Ice/Dragon from gym4, and the second is a Dragon with an unknown side typing (I believe it is Bug though, so Rock Tomb should work). 11: The usual plot has to be done between Gym7 and 8, but this time you have to go through a swamplands. NOTE that going to Pacifidlog gains you access to a few things: One is a johto starter at level 5 (yawn) and one is a SACRED ASH (which could be useful). I advise against going there though. Kinboxo should have been a Punchzo at this point, if not earlier... you will have to fight the Groudon replacement, and if you didn't get the Master Ball, KOing it may be hard. 12: 8th gym leader trains Dark Types. The only slight problem is that Agoir is part Flying, but it should be easy victory. 13: Victory Road has a similar ammount of trainers. There is an optional fight against the Kyogre replacement, and the dungeon is somewhat twisty, so you should scout ahead beforehand. 14: E4 one has an army of Rocks and Steels. Easy. 15: E4 two trains Psychics. I belive his first is Psychic/Normal, so use Cross Chop (or whatever) at that point, but Facade/ Earthquake the rest and if you still have Rock Tomb, use it on Dreamo. 16: E4 three trains Flying types... Ryucantor and (I THINK) Scentbird are part Normal, and Cottoster is part Ice, so fighting attacks are good there, but otherwise go wild with Facade/Rock Tomb. 17: E4 Four appears to be Steel. Go insane with EQ or Cross Chop/Brick Break here. 18: E4 Five seems to be a variaty. Rescuedog is to be fighting attacked, Freech is the Ice/Dragon you fought twice before, (Rock tomb/Fighting attack), Iguagon is Dragon/Something (I think Poison), so Facade (or EQ I guess), Copycatte is Ditto down to the dot (Fighting attack) except with Trace, Wrestmilk is part Normal (WATCH OUT THOUGH, IT HAS 130 BASE ATTACK AND PURE POWER), and Drahago seems to be part Bug (It's the second pokemon in Gym 7). Well, that was a lot. So, is anyone up to the task? I MIGHT start working on this in the future if no one else does.