Round 3 - Marvel Super Heroes

Discussion about MARP's Time Trial Competition
http://gameboy9.marpirc.net/timetrial

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Round 3 - Marvel Super Heroes

Post by gameboy9 »

OK... I have no description for this game... so you'll just have to make one up by yourself. Oh, I guess I can describe that it's a fighting game, as BBH advertised. :)

The third round of the 2004 MARP Time Trials is Marvel Super Heroes.

Lap 1 ends April 3 at 2359 GMT
Lap 2 ends April 5 at 2359 GMT
Lap 3 ends April 7 at 2359 GMT
Lap 4 ends April 9 at 2359 GMT
Lap 5 ends April 11 at 2359 GMT... unless rule 8 takes effect...

Just place your scores as attachments here.

All confirmed scores:

21 pts - 1. BBH - 6:05.70
15 pts - 2. Barry - 7:36.61
10 pts - 3. Destructor - 14:53.55
06 pts - 4. ???
04 pts - 5. ???
02 pts - 6. ???
01 pts - 7. ???

Lap Leaders:

Lap 1: BBH - 6:05.70
Lap 2: BBH - 6:05.70
Lap 3: BBH - 6:05.70
Lap 4: BBH - 6:05.70
Lap 5: ???
Last edited by gameboy9 on Sun Apr 11, 2004 8:46 am, edited 8 times in total.
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Post by BBH »

just to repeat -

the "msh" romset doesn't work so use "mshu". (US 951024)

frame counting shouldn't be necessary since the game displays the total time on the "Today's Result" screen...
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Post by destructor »

Agree.
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Post by gameboy9 »

Ah... you're right BBH, thanks for reminding us. Question: what's the time penalty for continuing? Or is there one?
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Post by BBH »

I don't think a continue penalty will be necessary this time - when you continue the timer is still running, and starting the match over will cost a bit fof time since the previous rounds got you absolutely nowhere. I think. Let's try it like that and see what happens. :)
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Post by destructor »

I think that must be time for continue.
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Post by mahlemiut »

18'12"33 - 1 continue.

I suck.
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Post by BBH »

6'05"70 :)
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Post by mahlemiut »

14'06"20 - Spidey - 1 coin ALL.

I'm no BBH, that's for sure.
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Post by mahlemiut »

12'29"29
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Post by destructor »

14:53:55. No sound.

I have problem with speed this game because my processor is too slow.

Cool game, but I don't understand combos(in every fighting game :) ). How key combinations you use BBH for your combos? I read faq on gamefaqs and I know nothing.
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Post by mahlemiut »

Ok, I didn't think Celerons were quite THAT much slower than Athlons or Pentiums... I had no speed issues with most CPS-2 games on my old 950MHz Athlon (although recent MAME versions had problems only when recording Vampire Saviour). This is all with sound on too. The main issue I had was with RAM. 128MB was not enough.

As far as doing air combos go, each character has a 'launcher' move (eg: Shuma-Gorath's is a standing MK [button 2]). Immediately after connecting with a launcher, you can just push up to do a super jump and quickly do a number of moves from weak to strong (LP,MP,HP or LK,MK,HK generally work and are fairly easy to do). In some cases, you can add a special move into an air combo, instead of HP or HK.
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Post by mike_myers »

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Post by gameboy9 »

Ah... hopefully this will make the competition more tighter in the last three days. Thanks for the info, Mike. :)
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Post by BBH »

destructor wrote: Cool game, but I don't understand combos(in every fighting game :) ). How key combinations you use BBH for your combos? I read faq on gamefaqs and I know nothing.
should've replied to this sooner but Barry mostly got it covered...

first of all, I'll go by what MAME calls the button numbers... 1 = Jab Punch, 2 = Strong Punch, 3 = Fierce Punch, 4 - Short Kick, 5 = Forward Kick, 6 = Roundhouse Kick.

the most important thing to remember in combos is that you can "cancel" any of these normal moves into a special or super move. You have to do it quickly so that the animation for the attack "cancels", of course.

So, every character has at least one "launcher" attack that sends the opponent into the air. For Magneto, it's his Down+3 attack. If the opponent doesn't block they get sent into the air, to follow after them just hold Up.

Once you're in the air, you can do a number of attacks. The basic "chain" that each character can do is 1, 4, 2, 5, and then a "finishing" attack. Pushing 3 or 6 in an air combo will always send them back down, so a decent basic combo can always go 1, 4, 2, 5, 3 or 1, 4, 2, 5, 6. Alternately, you can also cancel the fourth hit into a special or super. Magneto can do 1, 4, 2, 5, EM Disruptor (b, db, d, df, f + Punch). Or if he has a super level charged, 1, 4, 2, 5, Magnetic Tempest (d, df, f + 2 Kicks).

This game is probably way too deep to learn in a week, but eh I wanted to see if it could get some other people playing it since I thought there had been enough platformers...
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