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Tag Archives: 1999

Ken Griffey Jr’s Slugfest (N64)

 

Batting

The batting feature in this game is set up differently than most other baseball video games. The batter is given an elongated oval shape to control and in order for the batter to make contact with the ball, he must wait for the pitch location and then move the oval to the location of the pitch to make contact. Each batter will have a different sized oval or hitting zone depending on how strong of a hitter he is. This feature was originally developed in ‘Major League Baseball Featuring Ken Griffey, Jr. and carried over into this game with slight modifications.

Fielding

The fielding portion of this game makes use of the c-directional pad on the Nintendo 64 controller. As a fielder, you must run to the ball using the analog stick and then choose the correct c-button for the base to which you would like to throw. The controller has four c-buttons: c-up, c-left, c-right, and c-down and each of these represent a different base. Each c-button represents the base that would correspond with it’s location on the controller. For example, c-right represents first base, c-up represents second base, c-left represents third base, and c-down represents home plate.

Pitching

This game uses simple controls for pitching that are very similar to the controls of other baseball video games of the time. Before the pitch, there will be a menu that will show all available pitches that the pitcher can throw. In order to throw a certain pitch, you must press the button that is next to the pitch you would like to throw. The strike zone will be shown by a white rectangular box and any pitch that is located in the box will be a strike. Also, while the ball is being thrown, the pitcher may use the analog stick to move the pitch in any direction. There are several different pitches that can be thrown. They are: fastball, super fastball, change up, super change up, knuckleball, curveball, slider, and screwball. Every pitcher has his own unique set of pitches and no pitcher can throw all the pitches. The speed of the pitches can range anywhere from 40 mph to 106 mph.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 20, 2011 in Game Manual's, Game Profile

 

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Grandia (PSX)

http://upload.wikimedia.org/wikipedia/en/2/25/Grandia_coverart.jpg

Grandia’s environments are depicted as three-dimensional maps, with characters represented by 2-D animated bitmap sprites. The camera is fully rotational and follows the party from an angled third-person perspective; it is often necessary to rotate the camera in order to see hidden items or passageways.

Grandia features a rotational party roster. The statistics of each party member increase each time they gain a new level by defeating enemies and earning experience points. Characters learn new abilities through the repeated use of weapons and spells. Once a particular weapon/magic spell is used a number of times in battle, its Skill Level is raised. Weapons are divided into different classes, including swords, maces, axes, whips and knives. Each party member’s potential abilities are listed on a Skill screen within the game’s main menu, as well as the Skill requirements that must be met in order to learn them. The game encourages players to periodically switch between weapons. When a weapon or magic element levels up, permanent stat points are added to that character as well. For example, when a character’s water skill levels up, they also receive +1 HP as well as +2 MP.

Monsters in Grandia are visible on the field and wander around aimlessly until the party gets close. A battle begins once the monster touches a party member. If the player manages to sneak up on the enemy and make contact from the rear, they gain a preemptive strike and attack first. Likewise, if an enemy touches the a party member from behind, they get the first strike. Combat is shown from a third-person overhead view. The IP bar at the bottom right corner of the screen displays a row of icons, which represent all party members and enemies on the screen. When an icon drifts to the mid-point of the IP Bar, that character can choose their next action. The IP Bar also shows the time it takes for enemies to attack; if the party manages to land a strike during the period where an enemy is preparing an attack, that enemy’s attack is canceled.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 12, 2011 in Game Manual's, Game Profile

 

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Lunar:The Silver Star Story Complete (PSX)

http://upload.wikimedia.org/wikipedia/en/4/43/Lunar1box.jpg

Silver Star Story Complete is a traditional, top-down console role-playing game featuring two-dimensional character and background graphics. Using the Sega Saturn and PlayStation’s advanced hardware, many elements of the original game’s presentation have been altered, including a larger color palette, more sophisticated visual effects, and improved sound quality. Throughout gameplay, the story is interspersed with fully animated cut scenes designed to give the game a cinematic feel, and allow the player to get more involved in the game’s plot. Players advance the game’s narrative by completing story-based objectives and interacting with non-player characters. In the original version, players encountered enemy monsters randomly every few steps when traveling in a harsh environments, while the remake now makes enemies visible, with combat ensuing only after a character has come in contact with one.[1]

Many of the game’s new battle features were adapted from Lunar: Eternal Blue, including the auto-battle feature that allows players to set moves and actions in advance.[1] While in combat, a player may choose to attack an enemy, move about the battlefield, use magic or items, stand their ground and defend, or flee the battle entirely. Silver Star Story Complete retains the original version’s movement feature, which requires characters to be within a certain distance of an enemy before it can be attacked. Battles are won when all enemies are defeated, yielding experience points that allow characters to gain levels, making them stronger as well as allowing access to better abilities. By gaining levels, as well as finding or purchasing increasingly more powerful weapons and armor, characters can battle increasingly more powerful enemies as the game progresses.

The documentation is a map and manual!

MAP

MANUAL

 
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Posted by on December 9, 2011 in Game Manual's, Game Profile

 

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