Posts for Zettaijin

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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
A little tedious all in all, but that's the game's fault, not the author. The sidescrolling shooter segments had a slowed down Gradius vibe. I'm curious though, the game seems to have different paths available, do any of these offer anything besides more/less challenge? By the way, did anyone sit through the end sequence and notice that the two heroes were named Randy R and Zakk W. as in Ozzy Osbourne's two most famous guitarists, Randy Rhoades and Zakk Wylde? Hell, Holy Diver is one of Dio's (as in Ronnie James Dio's band) more famous songs. Those Japanese and their heavy metal fixation.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
In that case, a number of movies should be taken off the site immediately, notably the Tecmo Super Bowl movie and just about every takes no damage run, seeing as in most cases taking damage means saving time.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Oh and the version where Kenshirou never dies is a hack of the original HNK for the Famicom. As I mentioned in my FAQ, it was a big joke back in the older days of emulation with people proclaiming it the worst thing they had ever played, not knowing it was a hacked version. Without the health bar cheat, it was a very challenging game to say the least. Not that the original HNK for the NES was anything to write home about (especially compared to the far superior SMS HNK which became known as Black Belt in North America). Oh and I wanted to add, ziplock, that you did an admirable job on the 3rd level's blocks. Much better than mine; better consistency in timing. Only one exploding block can be destroyed at a time. Or rather, the "stars" the fly out must expand for a certain number of frames before another block can be broken. Very annoying stuff when you have a jumping midget on your tail.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
I'm the resident 8-bit Hokuto no Ken video games expert here (I authored the FAQ for Famicom/NES HNK II on Gamefaqs) and an actual fan of the anime (to a certain extent), so I'm quite familiar with the workings of this game. Oh and I also started and completed my own run a while back (before ziplock's actually - see the thread in the NES video forum) with some differences (I get both the speed power up - 5 lit stars - and do a no damage run). Anyhow, the video was fast - very fast - with only a few minor improvements needed here and there. Notably the dagger throwing third mini-boss, right before facing off with Bronze (Buronzu). Hitting the weak points of the bosses (I uncovered them all and elaborate upon them in my FAQ, although they were mentioned in the instructions manual) isn't easy in normal play as it must be the first hit to connect with him. In some cases, like first boss Bask (Basuku), hitting the upper part of the shoulder with the correct depth isn't practical. In tool assisted play, it's far easier although not always efficient. Other bosses have ridiculously easy to hit weak spots (Gayler/Gailaa requires a crouching punch to the guts) but it messes up CPU AI so that they do things you wouldn't want them to do. This is why Tiger (Taigaa) jumps in my movie. Also, Falco (Faruko, the boss, not the deceased German pop star) slides towards you and his weak spot is the back of his head as he slides. You need to jump high enough to go over him, yet not so much that you'll hit the ground after he's up again and hit a standing punch. Floaty hit boxes make this all the more trickier. Maybe you could take a better look at my movie, ziplock, and see how I hit the weak spots. Might not shave time off of some battles, but it does look better. And lastly, in regards to 5th boss Bolts (Borutsu) and his spawning - he appears at the opposite side of the screen no matter where you are. He's the only boss to do this and your best bet is to keep near the centre of the screen with maybe a step or two to the right (he tends to be easier to trap on the left side). In any case, I've detailed some strategies and tactics over in the thread devoted to my attempted run. In a nutshell, incorporate the weak spots of bosses, better your fight against the third mini-boss of Bronze's stage and I'd vote yes instead of meh. Although a no damage run is better seeing as a normal game involves taking damage to go faster. Nice jumping there - it's a bitch to get the timing right all the time isn't it?
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Well, to be honest, there are already some fighting games movie sites out there who present wicked combo vids and quasi-super play. Well, at least for some of the more recent games. A speedrun while maintaining some semblance of entertainment (that is it won't be one 30 minute vid of a player abusing one or two moves to go through the game as fast as possible) should be better suited to this site's purpose.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Huzzah! The final boss, the Shula Demon, has been defeated! In my excitement at finishing the first draft of the full movie, I somehow forgot to stop the movie at the final blow and overshot it a bit. Oh well, I'll make sure to correct that in due time. http://home.ripway.com/2005-1/246363/fist_of_the_north_star_(u)_-_FinalBoss_dead.fcm So, what can I do to improve this? I know the first boss Bask as well as Falco (7th and before last boss) could be done faster, but I haven't found any way to manipulate their behaviour during those fights. My best guess from trial and error is that it's up to luck as their behaviour probably works on a percentage based on your actions/their health etc. But somehow, they keep repeating the same patterns with every re-record attempts. The third boss, Tiger/Taigaa, was done faster with the jump than by trying to corner him or do a stick and move like I did with Bronze. Bronze, the 6th boss, is a pain due to his illusionary double that makes it impossible to corner him properly. It seems as if this is the fastest and surest way to eliminate him. I'm pretty happy with Bolts and Solia (5th and 4th bosses respectively) as well as with the stages themselves. I tried not to waste too much time with the stairs, although the 6th stage has such large ones that two jumps are needed to clear them. The walking vs. jumping has been explained before. Any questions or comments?
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Joined: 1/27/2005
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Location: Montréal, Québec
I finished off both the 4th and 5th stage with this movie. The 4th stage was incredibly short, especially if you pick up the invincibility bracelet early on. With it, you can just zip your way straight to the boss. The 5th is more of the same only you need to repeat it three times before facing off with Bolts. I tried to make both boss fights as fast and painless as possible, even if it means a fair amount of lather, rinse, repeat in terms of technique. Not that Ken has that much variety in terms of offensive moves. The next stage is a doozy. It's an indoor setting with plenty of break away blocks, platforms, breakaway platforms and three, yes, count em' three minibosses. The second miniboss is almost as tough as a regular one to boot. Also, running is pretty much as fast as jumping so it's up to you to tell me which you prefer seeing. I did most of the 5th stage without jumping constantly as an example. http://home.ripway.com/2005-1/246363/fist_of_the_north_star_(u)_-_5th_Boss_Dead.fcm
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
OK folks, it took me long enough and there were countless problems with FCEU crashing left and right, but I managed to get past the third level. So far the movie is ok, I guess, The main reason to bother with the speed power up is to help in boss battles and I try to jump most of the time to go a little faster. In fact, the small jumps underneath the platform in the second stage were highly annoying for you see, I'm jumping without hitting my head on the platform, not an easy task and the game's shoddy controls don't help either. Also, frame by frame speed doesn't always mean an improvement as the controls aren't responsive enough to allow for a constant, free flowing stream of commands. http://home.ripway.com/2005-1/246363/fist_of_the_north_star_(u)_-_3rd_Boss_Dead.fcm
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Seems I was wrong, the Japanese version also requires that you collect prior power ups before allowing you a speed boost as in the American version.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Seeing as I can't jump nearly as often in later stages, the speed boost is almost a must. I calculated that you can almost triple your walking speed with the speed boost and even punching seems faster. The rapid fire punching/kicking boost isn't much of an issue when using turbo as it's basically the same thing, but the actual speed of everything you do is augmented by the speed boost. However, in the American version there's only one way to get a speed boost - collecting 4 hollow stars and a fifth, full one. Were it not for the slight back tracking involved, I could get them all in the first level. The full star appears near the arena where you need to backtrack and get a guy to drop down near one of the pitfalls. The Japanese version differs in this regard as the speed boost is given by a seperate power-up and affects you no matter how many stars you have. But the location of the first such powerup is more or less the same as that of the full star in the American version. I need to do a run of the 1st level on the Japanese version to see which would be fastest. Both versions have their obstacles and shortcuts.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
*sighs*Apologies again, remind me to always read the instructions on the website first. Thing is, the link I gave was apparently for my own use and not for hotlinking/external downloads. This is apparently the proper URL. (I hope...) http://home.ripway.com/2005-1/246363/fist_of_the_north_star_(u).fcm
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
I edited the link - seems I made a small mistake by putting down the URL for the "homepage" thinking it would lead back to the file. It should work now. Sorry for the inconvenience.
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
Yes, the Japanese game is made slightly harder by the fact that the two first mini-bosses have a weird immunity to all blows except for a single spot on their head. Very annoying and silly - the mini-bosses are tougher than the first two level bosses! Hell, I'd even go as far as saying that I had a tougher time with them than with third level boss Taigaa (Tiger). Also, there are knives and bottles flying around in the early stages as well as the later ones. But the Japanese games' background graphics tend to lack a little luster. As for the jumping, that depends. The first level requires constant jumping, the others make it difficult due to obstacles (stairs and platforms in the second level, breakable blocks in the third), but extra long jumps and a fair number of foes tend to make up for this a bit. Also, once you gain super speed, it isn't quite as bad. The aim isn't pure speed, if that were the case there wouldn't be much of a difference between that and a normal run where you try to get to the end boss as quickly as possible. So, I found a host for my first draft of the 1st level. This a WIP and still needs some tinkering - especially the boss fight. http://www.ripway.com/members/getfile.asp?file=\2005-1\246363\fist_of_the_north_star_(u).fcm Constructive criticism and tips would be very much appreciated.
Post subject: Fist of the North Star
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Joined: 1/27/2005
Posts: 14
Location: Montréal, Québec
I've been dreaming of making some manner of contribution to this website for a long time now and seeing as I'm a neophyte and all, I decided I might go for a game I know all too well: Fist of the North Star for the NES. For the record, this was Hokuto no Ken 2 in Japan, sequel to a lackluster early effort called (obviously) Hokuto no Ken after the manga/anime that inspired it. Most people know the original by way of a hacked version found just about everywhere and labeled Fist of the North Star. A few years back I wrote a FAQ on the game (available on GameFAQs, which I suggest reading if you're interested in the differences between the American and Japanese versions) explaining general strategies and how the events on screen related to the manga/anime series. And now I'm going for a run. My objectives are as follow: -Avoid taking damage -Manage a speedy run (not sure how feasible this will be in later stages considering the first category, but we'll see) Killing everything is pointless as there's an endless supply of fist fodder sent your way. So far no glitches to be found, although slow motion jumping makes for extra high and long jumps. But I can't see much use for this at this point. I plan on experimenting in later stages, but my gut feeling tells me this game is too simple to have major exploitable glitches. Manipulating luck isn't of much use outside the boss battles as the regular foes more or less act the same way at all times and appear more or less at the same places. Bonus stars (gained after killing some foes with your punch) always appear with the same enemies. I've found out that super manly shirt ripping mode isn't exactly a necessity. Four hollow stars and one full star will give you most of the benefits... well THE benefit - faster speed - although you won't be able to launch fireballs. But fireballs aren't any better than regular blows, unless one Boss is particularly weak to them, and they're often thrown when trying to enter a doorway (same button presses). The range is nice but most boss strategies involve staying close to the later as opposed to far away. My main challenge is the iffy hit box/hit detection. No matter how hard you try, the bosses seem to have rather floaty hit boxes that make it difficult to properly land a blow, especially when airborn. And hitting the secret weakpoint is more trouble than it's worth because of this. Even near perfect timing won't necessarily lead to hitting their Achilles heel. You can be right next to a foe and hit without any effect due to mingling sprites. But this can be exploited to an extent by yours truly as most bosses don't hit when your sprites are over theirs. In one attempt at Bask, I found that the sucker was more or less trapped in a corner, going back and forth, falling to my blows rapidly. I've completed the first stage with only some minor issues here and there. I can see maybe three or four improvements and might have to redo much of the battle with Bask. This said, it's not a bad job for now (considering this is my first attempt) and I'll post a WIP as soon as I find a host.