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EnglandGreenalink3 years ago

Here is a mini-comparison video showing how the 2013 Wallace Wells/2021 Complete edition build are different to the 2010's V1.0/V1.1 releases.

Those are the most notable changes I've seen so far, at least the 2021 release does have credits skip. Feel free to post anything (hopefully good changes) below that is exclusive to the 2021 version.

EnglandGreenalink4 years ago

Just done a stage by stage Mania playthrough of SoR3 Skate with the new balance patch.

I will make posts based on my experience so far by pointing out buffs in terms of faster/easier or nerfs in terms of slower/harder.

SoR3 Skate himself:

  • His forward special can be used more frequently, I tested that it's possible to pull this off 17 times before having to recover green life on VS mode, previously it was 11 times.
  • Blitz deals less damage, the time loss is notable when fighting against bosses and regular enemies with roughly above 60 HP. Enemies like Feroccio, Shadow and Dylan cannot be killed by a 2 hit blitz and Condor (red Raven) cannot be killed with a throw to 2 hit blitz combo anymore.

  • Throwing swing type weapons (pipe, sword) and toss only weapons (brick, golden chicken and SOMETIMES grenade for some reason) will use Skate's slower throwing animation similar to his SoR2 counterpart.

  • Changes to his audio when he is performing dash stabbing move.
  • Added grunts when pummeling an opponent
  • Changed his pummel finisher to use his elbow and not his head.
  • Changes to his aerial moves, not using his SoR2 "weyahh" grunts.
  • There's a combo counter bug where using his blitz against superarmor opponents will raise the combo counter by 2 per single hit.

Stage 1

  • Koobo is less scary thanks to his psychic nerf.

Stage 2

  • Commissioner has a slower punch.

Stage 3

  • Weapon wielding Donovan in area 3 has a hammer which is an inferior anti-air weapon.

Stage 4

  • Garnet jump kicks are less scary due to weaker tracking and a nerf to aerial juggles (you get hit in the air during hitstun but the damage is severely toned down).

Stage 5

  • The triple Big Ben at the end of section 1 is a pushover thanks to the removal of armor to his flamethrower

Stage 6

  • SoR3 Skate having a nerf on throwing swinging based weapons does make Dojo room 1 a bit tougher to go through flawlessly.

Stage 7

  • Mostly unchanged other than Skate's damage nerf to blitz.

Stage 8

  • Riha (flame user) doesn't spam her lethal fire pool as much.

Stage 9

  • Elevator wave 1: the Agents can hit Skate, it's no longer a walk in the park for high score runs here.
  • Elevator wave 4: the girls can't hit Skate, come on step it up :p
  • Elevator wave 5: Taking out the first set of Big Bens is really, really easy now thanks to the removal of armour
  • Elevator wave 5: The music track has a new section based on the Extended version of Rising up.

Stage 10

  • The x2 Koobo by the wreaking ball is way less chaotic thanks to the psychic nerf.
  • The shield glitch on the patch notes is when the player resets DJ's stun by performing a rear grab and cancelling it to a blitz away from the boss., it's a minor nerf for SoR3 Skate because it's not the fastest way.
  • The agent GOLD being added to the boss arena does make it a bit tougher now, especially when going on the offensive against the boss.

Stage 11:

  • Victoria wave is less scary due to juggle damage nerf.
  • Falling off the edge does break the player's combo
  • & - : Getting hit by the electric pond now cause a knockdown which is a slower recovery but at the same time the player shouldn't get caught with the same attack twice in a row.
  • & -: Stiletto lost armor but her whips are a lot faster. -: Mr Y will now cancel his uzi into an evasive roll.

Stage 12:

  • Candy having less HP is notable
  • Bronze only has armor when he is in a "ready to fire" pose, when he is firing, his armor is gone.
  • SoR3 Skate blitz nerf does take a bit longer to clear a wave of Shadows.

  • The biggest change is removing the spike ball and Enry (BLUE Big Ben) and is split into 4 waves. (Mixture > Big Ben > Gourmand > Heart). This is a universal time loss for all characters.

  • Before Ms. Y there is an extra Shadow the player needs to take out before going up the stairs.

  • Ms. Y battle, there is a hidden Shadow inside the knight armor containing apple/chicken.

  • I noticed that Ms Y does use her evasive jump a lot more frequent now.

  • Mr Y and Ms Y require to take more damage before the start of phase 2

  • The one who enters the spider robot first will have a full heal.

  • The spider legs are hovering around the middle part of the arena and not the top most part.

  • The spider legs will use attacks from both phases regardless if one twin is down or not.

  • The spider legs have way, way, way less health. They die super quick this time.

I will edit this later to make it more universal for every character if I can...

EnglandGreenalink4 years ago

Pre-patch build has been available for Xbox One and Windows Store for a few weeks but those versions finally got the actual day 1 patch other platforms had weeks ago.

The most common changes were the voice grunts from enemies. Galsias previously had extra grunts for taking a hit. A good amount of male enemy classes reused Signal's KO'd grunt. Garnets were previously using voices from Nora wannabees. Sugar bikers had no voices when charging up an attack. Mr Y's laugh voice samples sounded like an english gentleman yet his voice grunts are identical to day 1 patch.

Score combo Broken in a bad way, the time to extend it doesn't last long enough.

Gameplay mechanics:

I've only watched a run of SoR3 Skate because I am very familiar playing as him.

  • SoR3 Characters' rolling action do not drop items pre-patched. This got altered in the patch by forcing the SoR3 cast to drop items when starting a roll.
  • SoR3 Skate's star move doesn't have OTG properties on the rolling part of the attack. This was added in the day 1 patch.

Rolling is pretty rare for me to use so the addition of OTG on star move made SoR3 Skate better than before.

Level design changes.

  • Stage 3: Ship segment 3 (pure 2D part), had 2 extra boxes pre-patched. Right before the 'hidden' apple. One has a knife and the other item is a cash bag. Apple is still there in day 1 patch but not knife/cash bag.
  • Stage 4: Star and points barrel were originally placed right next to the entrance of the arcade (further away than day 1 patch).

Visual changes: The pit to the train station, entrance to Level 10's boss fight and Y Castle gate had "IN" as visual indicators instead of "GO".

Levels 4 and 10 had "GO" with a slightly curved arrow pointing to the next area and not a straight down arrow.

When nearly defeating Ms Y for the first time, her HP doesn't magically drop to 0 in the pre-patched build.

Any experts who main other characters should watch gameplay material from Xbox One/Windows 10 before that were uploaded online before May 18th to see pre-patched footage and see if there are any other gameplay changes to those characters.

addymac likes this
EnglandGreenalink5 years ago

"Timer starts when you gain control of the character, and ends when control is lost right after the final boss"

When the boss is dying, the player is still under control and should actually move around a bit until the game is forced the character to stop moving. The 18m 17s 660ms run by cohen77 is more like an 18m 24s XXXms with proper timing.

Do full game runs from reset, not by savestate as the jungle bridge boss, for example, is one of the few luck based fights in the game along with the orb robot(s) later on..

turbogilman and cohen77 like this
EnglandGreenalink5 years ago

This is work in progress so any replies with video links are welcome.

How to pull it off?

  1. Open up a red chest.
  2. After the item get jingle, pause the game (timing it tight)
  3. Go back to the title screen menu and hit continue.
  4. You warp back to a previous checkpoint with the new item obtained.

Good examples:

Lion Talisman (up dash upgrade)- Use a checkpoint nearby the path leading down towards the treasure.

Ice Boots - Use the checkpoint found in the top left section right after guiding Pepelogoo through the firey obstacles (requires hover). The go to the far right, crossing over the fire skull dragons and then enter the bottom right section, following this path leads to the Ice boots, avoid any checkpoints if you can to make the checkpoint warp very effective after getting Ice Boots.

Hopefully, there's more to add onto here in the future.

EnglandGreenalink7 years ago

Area 1: Same as the others, Hypershot still required.

Area 2: Same as Gunvolt/Ekoro, his shovel can destroy blocks, so you go to the second last screen (big area) and then go up to the top right and get the crusher. Yes, crusher shot is very likely required, see Area 6 for information.

Area 3 Same as the others, get hover, defeat boss, Save & Quit warp.

Area 4 Same as the others, get a key after defeating boss then Save & Quit warp.

Area 5: Can almost skip Dive Gear but in the final room before Area 6, Shovel Knight doesn't have the tools to make a huge leap to the other side, so Dive Gear is required.

Area 6:

Reverse entry to Wall Climb gear is not possible because he cannot perform a wall jump. I have not tested if his shovel can destroy blocks above him if he cannot then crusher from area 2 is required.

Area 5 > Area 4 Use Dive gear, same as Jason.

Area 7: Same as Jason in terms of 2D route. Shovel Knight has very good walking speed and using phase locket to become temporarily invincible and avoid taking damage.

Area 8

No sequence breaks, the locket is very useful against bosses and has a much easier time than Shantae without her Mother Brain transformation.

Overall: The route is identical to Shantae but has an easier time against bosses thanks to his OP Phase Locket. I haven't entered all of the dungeons and tried out hidden armour abilities.

EnglandGreenalink7 years ago

Area 1: Same as the others, Hypershot still required.

Area 2: Same as Gunvolt/Ekoro, her hair can destroy blocks, so you go to the second last seen (big area) and then go up to the top right and get the crusher. Yes, crusher shot is required, see Area 7/8 for information.

Area 3 Same as the others, get hover, defeat boss, Save & Quit warp.

Area 4 Same as the others, get a key after defeating boss then Save & Quit warp.

Area 5: Can almost skip Dive Gear but in the final room before Area 6, Shantae doesn't have the tools to make a huge leap to the other side, so Dive Gear is required.

Area 6:

Although she cannot whip her hair upwards, there is a small window that her hair can destroy blocks above her. Early Wall climb is not possible because, at the very bottom part of the room, Shantae cannot jump high enough to break the upper 2 ice cubes, Sophia is required and the route is identical to Jason

Area 5 > Area 4 Use Dive gear, same as Jason.

Area 7: Same as Jason in terms of 2D route. The dungeon segment can be done by abusing the elephant's invincibility frames when performing a dash attack. You can even change back to human and then elephant right afterwards to perform another dash ASAP (freezing gameplay when Shantae performs her transformation dance).

Area 8: Use 2 clouds and elephant charge to defeat Antibody cell. Use elephant charge against Underworld Lord's lightning bolt attack. Use elephant charge against Multi-dimensional Overlord's green forme. 2 charge attacks can destroy the meteors and green overlord is defenceless.

Overall this is the first DLC character who does not have a shorter route due to her on-foot abilities being less broken than Gunvolt/Ekoro. Her combat is pretty weak as well, so her damage per second isn't as good as Jason when it comes to boss battles. Good target, for now, is sub 53 minutes.

EnglandGreenalink7 years ago

New modes:

Shantae mode: Available right now if you use a Nintendo Switch JP account to access the store. Or tomorrow if you want to use a Western account.

Shovel Knight mode: Available next month.

Bug fixes:

Corner Ceiling Clipping glitch has been fixed. This only affects DLC character's and NG+ Good ending route for Area 5 because you can pull off stuff like this:

EnglandGreenalink7 years ago

Area 1: Same as the others, Hypershot still required.

Area 2: Same as Gunvolt, her cupid arrows can destroy blocks.

Area 3 Same as the others, get hover, defeat boss, Save & Quit warp.

Area 4 Same as the others, get key after defeating boss then Save & Quit warp.

Area 5: Same as Gunvolt, her cupid arrows can destroy the 4 blocks and her hover allows her to reach to the exit.

Area 6: Although she cannot shoot upwards, there is a small frame/pixel window that her arrow can destroy blocks above her. Early Wall climb is not possible because the route requires wall jumping which Ekoro cannot do.

Area 5 > Area 4 Eject from the tank and take the lower route, avoiding the wall spikes and then go up to the very top and you'll see 4 grey blocks in a single row, with a well timed shot you can destroy the blocks above Ekoro without the underwater gear.

Area 7 and 8 By crouching, aim your cupid shots next to the corner of the breakable block. This allows her to destroy blocks below her without using Crusher shot + wall climb down combo.

Notes: Her eject jump from the tank does not allow her to hover, so there's no new out of bounds with this character.

Overall, the run is not going to be as fast as GV and some of Area 8's final rooms are very difficult if you've skipped the underwater gear

EnglandGreenalink7 years ago

Area 1: None. You still need the first weapon upgrade in order to destroy the wall monster leading to Area 2.

Area 2: Gunvolt's weapons can destroy the brown blocks, so second weapon upgrade can be skipped.

Area 3: Same as normal.

Area 4: Same as normal

Area 5: Gunvolt can destroy the grey blocks underwater, so the Dive Gear can be skipped.

Area 6: After the control switch and a few rooms full of ice blocks, you can go through a path that is intended to be a shortcut after obtaining Wall Climb. The main difference is that we no longer have to go through a series of tough platforming to skip the cannon shot.

Area 7: No major stuff but you can destroy the brown blocks when starting the fight against Skeleton Boss, so platforms are indeed skippable.

Area 8: If you've skipped the Dive Gear, you will have to exit the tank in order to get through the underwater segments.

EnglandGreenalink7 years ago

New modes:

Destroyer Mode Basically, a hard mode where Top-Down mode enemies are weak to certain weapons and Side-View mode enemies are not only tougher but unleash a revenge projectile after getting destroyed. I think they have removed life extensions and certain parts of the game have tweaked the big power-ups to smaller power-ups.

Gunvolt Mode: Available May 4th (that's tomorrow usual eShop update time). Free to download first 2 weeks of launch, becomes paid afterwards (not sure if free users can keep it free forever, probably).

Ekoro Mode Available June 1st Similar to Gunvolt mode, it's free for the first 2 weeks of launch.

Credits: Holding +, L, R, ZL or ZR allows you to speed up the text significantly, shorter in-game times!

Bug fixes: One of the bugs I've posted to Inticreates Twitter account which involves crashing the game by ejecting during the last active frames of a Spark Tackle dash has been fixed!

Tank going backwards: Fixed. If you do either the following: Hold right on stick and left on D-pad OR Hold right on D-pad and left on stick. It's possible for the tank to face to the right but move to the left. This minor exploit no longer works on version 1.2

The out of bound related glitches are still intact.

EnglandGreenalink7 years ago

First one is a major one to those running fresh file 100% or Unlimited mode. DO NOT push the X button right after dashing or you will crash the game. I've tweeted this to Inti Creates and it will be fixed in a future patch.

The next 3 videos are out of bound glitches

Getting Life Up in Area 5 via Out of Bounds might be the fastest way in Unlimited Mode 100% runs as you can skip the painful backtrack by save + reset warping.

EnglandGreenalink8 years ago

Just like the first game, some of the bosses have different names based on the version you are playing, the same rule applies to their desperation move. (phase 3 attack). English name first followed with Japanese name.

Tenjian "The Frozen Blade" [EN/JP] The most frequent boss you'll face in the game.

Desperation Moves: Frigid Blossom [EN] 氷華雪断 Ice Flower Snow Cut [JP] note: JP name does not use English text

Gunvolt vs Phantom Tenjian final attack:

Seven Slashes [EN] 羅雪七星 Seven Star [JP] note: This unique attack does not appear in Secret Mission 5 nor Garden 3's Score run mode (yay).

================

Teseo "The Serial Experiment" [EN/JP] The online troll.

Desperation Moves: Impregnable Fortress [EN/JP]

================

Ghauri "The Prism Master" [EN/JP] The one who speaks quite a lot of English.

Desperation Move:

Poetry Slam [EN] Prism Prisma Prison [JP]

================

Desna "The Starstruck Beauty" [EN] Nike “Tower’s Beauty Hair Angel (Towering Blonde)” [JP]

The female member with blonde hair

Desperation Move:

Entangled Strands [EN] Entangle Blonde [JP]

================

Milas "The Aquadynamic Merman" [JP] Nimrod “The Flowing Merman (Grateful Merman)”[JP]

The one who uses water powers.

Desperation Move:

Aqua Avatar [EN/JP]

================

Asroc “The Pygmalion Furnace” [EN/JP] The puppet master

Desperation Move

Amuse-Bouches [EN] Beat Up Entremets [JP]

================

Gibril “The Full Metal Jacket” [EN] Jibril "Blood & Steel Carved Dress (Full Metal Jacket)” [JP]

The crazy girl with bloody claws.

Desperation Move: Iron Maiden [EN/JP]

================

Zonda "The Lustful Mirage" [EN] Panthera [JP]

The one you did not get to actually fight against in the first game.

Desperation Move (Copy fight) Phantasmagoria [EN/JP]

Desperation Move (Fairy fight vs Gunvolt in Garden 3 story mode) Paradise Lost [EN/JP] note: JP does not use English text.

Desperation Move (Fairy fight vs Copen/Gunvolt in Garden 3 outside of Gunvolt's story Garden 3) Eden's Presence [EN] Resident of Eden [JP]

================

Copen "The Adept Slayer" [EN] Acura (Kamisono Acura) [JP]

The other playable character.

No desperation moves in Tenjian's stage but he has 2 in the true final chapter.

Desperation move (normal) Guilt Sequence [EN] Guilt Combination [JP]

Desperation move (anthem) Doppler Destroyer [EN] Final Lust Doppler [JP]

================

Gunvolt "The Azure Striker" [EN] "Armed Blue" Gunvolt [JP]

The main playable character.

No desperation moves in Tenjian's stage but he has 2 in the true final chapter.

Desperation move (normal) Luxcalibur [EN] Spark Calibur [JP]

Special Moves (anthem) Lightning Sphere - Mandala [JP] Spark Calibur - Shoot/Shot [JP] (Will reconfirm this with a video soon /Jinny)

Desperation move (anthem) Septimal Surge [EN] Unlimited Volt [JP]

EnglandGreenalink8 years ago

If you destroy all 3 cars, the race ends a lot sooner. The IL run is a bit tough because you have to move those racers to a corner at the gas/petrol station and use your own car's explosion as a way to deal damage. Full Game run version is a bit doable as you would have moltovs to deal damage, just tap them to slow a racer down and throw a moltov to deal damage. I got a sub 2 minute run back in 2011 unrecorded but required a lot of resets for the IL run.

BubbleBobbler and agjents like this
EnglandGreenalink8 years ago

Gorem2k is on fire recently as he managed to beat the 3 year old Xbox 360 5:14 in-game time route and this new run does not even use the prologue skip (X360 only) nor cutscene abuse for a shorter in-game time, that's how big these new time savers are.

I have been trying out the double jump bug on the Xbox 360 and it's definitely not 100% consistent to pull it off for 2 possible reasons:

  1. Lower native framerate means smaller execution window.
  2. Dropped inputs, this is a thing and it actually happened in some of my previous 5:14 IGT attempts 3 years ago.

There's also one major concern if someone wanted to pull off this route on the Xbox 360 and that's going around an obstacle.

If you go to the white pipes part at the very top of the mines and perform a Z-slide, Jason will either: Xbox 360: Slowly fall down Remastered: Quickly zip up (faster framerate at uncapped is near instant) So if one player tried the foam walk and get into the trap room that way, I think it's not possible on Xbox 360 because Jason would fall downwards instead of zipping upwards.

The only unconfirmed solution is to pick up foam, enter the save room then go to the right to the point where Claire gets taken to the chopper. Now if it is possible, you could use Z-foam shots nearby the sealed door and do the X360 exclusive corner warp to the trap room, trigger the cutscene and then either:

A) Use Z-foam shots to wrong warp to the far right - risky but saves time. B ) Use load last save and the game will remember that event due to no storage device save bug.

EnglandGreenalink8 years ago

Brad Cummings: Community Manager of Chair Games is currently streaming 2 different game franchises for 2 days per week. On Wednesday they focus on Shadow Complex and on Thursday they focus on Infinity Blade.

The upcoming episode for Shadow Complex is going to be speed run related and I will be special guest for this episode. I don't fully know the questions but I'll do my best for the day.

2 very important links: http://www.twitch.tv/shadowcomplex

and http://www.timeanddate.com/countdown/to?iso=20160224T21&p0=%3A&msg=Shadow+Complex+Interview+with+Greenalink+on+www.twitch.tv%2FShadowComplex&font=cursive

EnglandGreenalink8 years ago

This is coming from a guy who tends to speed run more on consoles and portables, not so much on PC.

Recently I had to judge a new run of Shadow Complex Remastered but this new trick abuses a low framerate to make it possible, while normally that is OK, the method used requires tweaking the actual config files to make it happen.

Source (1:14 on Twitch timestamp)

It turns out you can get grenades WITHOUT the gold armour's ground pound by setting the game's framerate to 15-16 fps. This way it skips an important part where the grenade tile would normally push Jason upwards. This saves a reasonable amount of time.

I haven't made the final judgement whether or not to accept or reject this because the method is a grey area, are there any runs that have a similar treatment (tweak config files to get low FPS vsync) that ended up being accepted or not?

If it ends up being no, I'll have to move this to a misc category because it's technically game modification on one of the files but at the same time it's a faster route.

EnglandGreenalink8 years ago

Confirmed so far:

Number of save slots V1.0 - 1 V1.1 - 10

Golden Guns v1.0 - Simple texture edit v1.1 - A shiny texture edit, the entire gun is made out of gold

Golden Omega Armour V1.0 - Does not exist V1.1 - Does exist to the far left, it does not add item%, you still need regular Omega Armour to pick up the other V5 components but golden armour can pick up grenades in mini-trap area where Claire gets taken away, skipping the first spider boss in NG+ Any% runs

With the Z-slide + ground pound combo, you can get grenades without picking up a gun, actually it is possible to complete the game without picking up any kind of gun at all which leads to a funny ending.

Strange side effects includes:

¤ Foam is locked to 1 direction, aiming towards the background, trying to exit the early foam tunnel is tough due to this restriction. This restriction also allows a new kind of corner warp where Jason has to be right next to a wall or door, shoot some foam towards the background WITH A SOLID WALL, then once the foam gets really close to Jason, jump and climb forward to zip to the far right!.

¤ TORCH MISSILES! Because Jason does not have a gun, he cannot aim at enemies in the far background, so you have to go to the room that has a staircase (just after 4 big lasers) and Z-slide around that, then go out of bounds and go to the far left, you'll either end up in the armour mech room or the save room just before Friction Dampener.

Slow load abuse is required to get Triple Jump before Walker.

EnglandGreenalink8 years ago

The original GBA release can only save up to 32 levels at once but the Wii U VC version that just came out in Japan has removed the 32 level limit allowing the player to playthrough all 38 at once!

tl:dr The Wii U version can do a category that makes it looks less arbitrary as the run completes all 38 e levels without having to turn off the game and load up a different cartridge that has a different set of levels (first 12 levels from the US copy and the other 26 from the JP copy lol).

Edit:

The US Wii U VC release has all 38 World-E levels as well now, 26 of them were JP only!

Mr_Turtle likes this
EnglandGreenalink9 years ago

Many speed games tend to have fresh files as the main category followed by NG+ runs.

Shadow Complex Remastered is very picky at the moment and it isn't as simple as going to the menu and make a new file.

For Xbox 360, the experience points data and Gold Weapons Room unlocked flag are saved towards your gamertag. So a fresh file run requires making a brand new gamertag everytime.

As of 12th Dec 2015, I think fresh file runs by making new gamertags is very likely to be doable on PS4/Xbox One but for PC, that's another story. I have heard some players getting corrupted save files as the only way to start off a new run fully fresh but hopefully there is a better way to not only make fresh files but very quickly as well.

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