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Psyvariar 2 - System
Buzz: The action of a shot ("cartridge") passing through your mec
Psyvariar 2 - System
Buzz: The action of a shot ("cartridge") passing through your mecha's Buzz Field. The field is the orb around you, that's the range you have to catch shots so take time to learn it and the size/position of the hitpoint. The hitpoint is only a few pixels dead centre of the orb. Each time a shot or object passes through the field it counts as 1 buzz. The key to Psyvariar is to learn how to interact with the shots and surf them rather than avoiding - you have to un-learn a lot from playing past games. Buzzing shots increases the Neutrino gauge explained next:
Neutrino: This is the core gameplay of Psyvariar, the Psyvariar 2 gauge is more precise than the previous Psyvariar games and is variable in fill rate. You Buzz shots to fill this gauge, when the gauge fills it resets to 0, you then level-up by 1 level and a shield will be activated. It will pulse from the hitpoint, fill the buzz field, then reduce to nothing - it's dead when it reduces to your hitpoint. You can activate a shield before the last one finishes - this is a shield chain - and it should be just about constant when you get into it. The rate the gauge fills is down to the Neutrino colour, red is least active while blue is most active - the higher the rate the more levels you gain.
Rolling: (2 types) Rolling increases the rate that Buzz occurres. Instead of triggering a Buzz when the object leaves the field, when rolling you get a Buzz everytime something enters or leaves the field. Rolling is triggered by opposing movements on the stick, up/down, left/right or any of the diagonals. To trigger 1 Roll the motion is just 2 positions up/down for example. The 2 types of rolling affect your movement and are both very useful. * Soft Rolling: This is when you trigger the rolling action quickly then hold the stick in any direction, the rolling will only stop if the stick is returned to neutral so you can move freely still. * Hard Rolling: is an art and something you REALLY need to get down to get good at Psyvariar, you keep the opposing movements going while moving - this increases your speed and the jittery moth-like movement is better for catching shots within your field. There is a small buffer between the opposing movements so it's actually possible to spin on the spot.
Bodily crush: This is where attacking power comes from - during a shield if you ram into an object it will be destroyed or in the case of bosses causes Massive Damage(TM). This is the best way to kill enemies during the stages, you need to create a routine where you sweep across and ram things as you buzz but not sacrificing buzz by destroying things too early. If the technique you use to ram enemies makes you miss a little buzz - change it or dont use it! The shield has a simple attack property - it's initial pulse is VERY powerful then the power weakens to near nothing as the shield dies. There is a tactic needed where you buzz the origin of huge attacks - as the entire thing is hitting you, you level up and survive!
Point Blank Buzz: This is a major gameplay change over Psyvariar Revision - now you get a massive Neutrino boost if you Buzz an attack at point blank. The Neutrino gauge doesnt even have to be near maxed - it can be done nearly anywhere. The first good place to do it is stage 0 boss, you see the red orbs it fires? On green or blue Neutrino you can roll in the boss' face at point blank and level up multiple times as the shots all hit you at once. The rule of point blank is that if done right you get a shield as soon as the shots contact your field so you are in no risk or death.
Cartridge Break: This is where if you run over a shot "Cartridge" during shield and it's destroyed, during the game I make sure I avoid it to maximise buzz, but there is somewhere you NEED it! So keep it in mind.
Stage Difficulty Gates: Area 1, Area 2 and Area 3 are split into 3 difficulties. The better you do through the earlier Area the more Buzz will be made available for you in the next, after a couple day's worth of play Easy and Normal become distant memories:
-------------NOR----HARD AREA-1 â†' LV24 â†' LV35 AREA-2 â†' LV48 â†' LV64 AREA-3 â†' LV88 â†' LV120
Transformations - your ship will evolve at these levels:
LV28 â†' LV118 â†' LV288 â†' LV348
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Added: 1 year ago
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