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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Mie May 06, 2009 5:55 pm 
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O como diría MI AMIGO Night:

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Mie May 06, 2009 7:51 pm 
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Me hace acordar a los Armored Core de PSX.

No se, igual para mí se ve bien. Un juego de Mechas hecho y derecho siempre va como piña.

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Mie May 06, 2009 10:27 pm 
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si esta bueno, apesar de que se ve como juego de play 1 o n64 como mucho, tiene buena fama. lastima que es caro.
igual con esa lista del 2 al 10 no es dificil estar primero :risa:

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Lun May 25, 2009 12:46 am 
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Un par de cositas directo de | insert credit |.

News: Oratan 5.66 on XBLA is a bit broken

April 29, 2009, 02:04 AM by ollie, via SEGA

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Virtual On Oratorio Tangram M.S.B.S. 5.66 was released today on Xbox LIVE Arcade and the rumours of a possible problem (bar the pad controls) have turned out to be true. The functionality for initiating a quick step in close combat range is very difficult to use now due to very stringent timing. Originally, any kind of lateral move in close combat range combined with a turbo button press would produce a quick step. Using this with a weapon trigger would allow the player to use circle slashes, a basic and fundamental part of how close combat worked in the game. Now, the timing for a lateral move has to be almost exactly in sync with the turbo button press. So just pulling off a quick step is much more difficult, rendering the additional aspect of circle slashes unwieldy.

It's worth clarifying that you can pull of quick steps if you get the timing just right but it's made a previously basic feature much more exclusive (something that 5.66 in the arcades went to great lengths to make more accessible over 5.45 on the Dreamcast).

Here's hoping a fix is on the way.

Update: After further testing with a pair of modded Dreamcast sticks, it's clear that the quick stepping issue is down to the deadzone on the analogue sticks. As the game responds to digital inputs so the player has to gauge where the deadzone ends and the input begins. This is why finding the timing is so awkward to nail a quick step, as you're having to guess where the motion starts in order to link that with a turbo button press. The sticks do negate this issue entirely but that's down to the leverage of the stick itself coupled with the purely digital inputs, though this hardly helps many people as the bulk of players will be forced to used the pad anyway. With practice you can pull a quick step off on the pad but not very consistently and that's where the problems start against human players. As it leaves you wide open for traditional dash attacks at close range (amongst many other things). At present, this issue will just alienate newer players as it makes a large section of the game unwieldy.

News: Oratan quick-step issue "fix" and updates

May 14, 2009, 07:47 AM by ollie, via SEGA

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A few days ago, the official site for the XBLA port of Oratan 5.66 came clean about the quick-step issue. Saying the timing is indeed awkward but that the "fix" (for the time being) is to get some practice with said stringent timing in the Training mode of the game. Thanks Sega!

In the column there are comments about potential fixes on the way for various bugs, they're listed below:

    ·Replay save bug in player matches.
    ·Adjusting how disconnects are handled (they will reconsider if it counts as a loss), and fixing a possible bug that causes losses to increment even without a disconnect.
    ·Fixing the inability to rotate while walking with the "Standard" control scheme.
    ·Adding ability to use the d-pad for movement with "Standard" control scheme.
There will also be a response to the possibility of an official twin stick peripheral in the next column update. As well as the news that a premium theme and gamer icons are also on the way.

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Ultima edición por ChaosAngelZero el Lun May 25, 2009 2:13 pm, editado 1 vez en total

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Lun May 25, 2009 1:20 am 
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tendrian que sacarlo en wii asi con el wiimote no hay esos problemas. :shadeicon

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Jue Jun 18, 2009 12:03 pm 
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Fuckin' PERFECT!! :shadeicon :shadeicon

Nomás falta que alguien lo traiga hasta acá, quizás Mad Catz...

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Ultima edición por ChaosAngelZero el Vie Jun 19, 2009 11:10 am, editado 1 vez en total

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Vie Jun 19, 2009 11:03 am 
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ChaosAngelZero escribió:


Fuckin' PERFECT!! :shadeicon :shadeicon

Nomás falta que alguien lo traiga hasta acá, quizás Mad Catz...


:risa: Yo me anoto para comprar el mío.

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Lun Jun 29, 2009 12:02 pm 
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CHE en COTO de Temperley esta el arcade posta del Virtual-on con la cabina gigante y los controles de 2 palancas, taria para un torneo XD
AH, sale 1,50 cada cred.
rober el groso escribió:
si esta bueno, apesar de que se ve como juego de play 1 o n64 como mucho

Pero es un juego viejo, ke kereeh, posta q la 360 vive del reciclaje (la sucesora de ps2 x algo le dicen)

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 Asunto: Re: Cyber Troopers Virtual On: Oratorio Tangram M.S.B.S.Ver.5.66
NotaPosteado: Jue Sep 17, 2009 6:32 pm 
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Ollie Barder recién acaba de poner en marcha su blog, Mecha Damashii, así que quiero pedir una instancia de excepción en la política de linkeo a sitios externos por esta vez aunque sea.

News: TwinStick EX to be playable at TGS 2009: http://www.mechadamashii.com/news/news- ... -tgs-2009/

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