sych
"Living for the fantasy" -NIGHTS INTO DREAMS- The Classic Saturn Gem!!!
Joined: July 2009
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Post by sych on Nov 29, 2016 17:39:59 GMT
Does anyone know how to unlock the extra options? It isn´t in any guide or anything. I have the Japanese version and the options contains BGM, EDING BGM, PORTRAIT, and BOOK KEEP with 5 rows of question marks in between. I presume these are unlockable options. I´ve beaten all the main courses, so not sure what these options are for. I kinda hoped there would be a gallery where the ending photos appear after their first appearance. I think this is what you're looking for. www.consoledatabase.com/cheats/segasaturn/fightersmegamix/www.gamefaqs.com/saturn/197327-fighters-megamix/faqs/5166
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alf
Saturn Gamer
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Post by alf on Nov 29, 2016 21:27:35 GMT
In the second link, there comes the info you are seeking for:
Secrets:
Extra Options: Beat any course and then go to options and it will be at the bottom. ----------------------------------------------------------------------- Inside Extra Options:
You automatically get this option. BGM: On/Off You automatically get this option. Ending BGM: A - I Win 500 matches to get this. 1p No Damage: On/Off Win 500 matches to get this. 2p No Damage On/Off Beat 11 fighters in survival mode to get this. Hyper Mode: On/Off Complete 500 moves in training mode to get this. Training Enemy: Choose from any character. Unsure how to get this. Survival Stage: Choose from any walled ring to fight survival mode in. Beat any course and you can view the ending portraits. Portrait: A1 - I3 You automatically get this option Book Keep ----------------------------------------------------------------------- Inside Book Keep:
Play Time: how many hours you've played. Power On: how many times you've turned on and loaded Fighters Megamix. Games: how many matches you've fought. Vs. No.1 Used: whom you've faced the most in vs. mode. Clear Course: shows which, courses you've cleared. All Clear Characters: shows which, characters you've completed every course with. -----------------------------------------------------------------------
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Post by The Elite MYT on Nov 30, 2016 14:13:16 GMT
Aye, that´s the info I´m after! Thanks for that. I couldn´t find the info on the stuff inside the extra options.
That´ll keep me busy for a bit!
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lilly
Saturn Player
*does a sick front flip*
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Post by lilly on Dec 12, 2016 2:07:14 GMT
One thing I always hated about fighters megamix is the fact it doesnt keep the BGM going when a round is completed unlike fighting vipers that had the same track play until the entire match was finished.
It always sucked to be really into a song only to have it reset on round 2 . REally broke up the pace of the game for me
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Post by pocketpocket on Dec 12, 2016 4:28:05 GMT
One thing I always hated about fighters megamix is the fact it doesnt keep the BGM going when a round is completed unlike fighting vipers that had the same track play until the entire match was finished. It always sucked to be really into a song only to have it reset on round 2 . REally broke up the pace of the game for me I remember that really bugged me with the King of Fighters games on Saturn, since each round was broken up by a loading screen with no music (due to the game loading the next characters that will be fighting due to the whole 3-on-3 aspect of that series). If anything, I do think it can be kind of funny in Fighters Megamix when a match ends so quickly that you barely get to even hear the music get going (fight Bean or Bark with Janet, you can KO them in two hits by just using the gun)
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slicer1000
Saturn Player
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Post by slicer1000 on Dec 20, 2016 0:44:16 GMT
The Western release is iirc censored too. These pics particularly Honey and Tokio were censored The only thing I think the western versions have over the japanese one is the music doesn't restart every round. Correction the USA version was censored the PAL version is uncensored and also includes the mini card game, most of the net seems to assume the USA version is the same as the European they are not. However as NeoGeoNinja said the PAL optimisation makes it the worse version as it runs slower than the NTSC release. I have both the Japanese and PAL release and while the PAL release does have a number of bug fixes, the speed loss makes it far worse than the NTSC version. Still there aren't many games where you can do this as a giant teddy bear. Plenty of great moves too Rent A Hero's fireball always made me laugh, Siba sword does a ton of damage too:
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Post by tempest on Dec 21, 2016 12:33:45 GMT
One thing I always hated about fighters megamix is the fact it doesnt keep the BGM going when a round is completed unlike fighting vipers that had the same track play until the entire match was finished. It always sucked to be really into a song only to have it reset on round 2 . REally broke up the pace of the game for me I really hated that too. It broke the flow of the game. Along with the cheap A.I. and unbalanced fighting system, for me it made what many claim to be a stellar title to be very average at best. Probably doesn't help that I play the PAL version, but in game it runs okay at 60Hz.
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Post by Anthaemia. on Dec 24, 2016 22:27:07 GMT
In the days when I frequently spoke to an insider at Sega Europe, I was told of a story concerning Fighters Megamix that will forever stick with me, and since I always think of this as a festive game (similar to Christmas NiGHTS, which came out just a few weeks earlier), now is probably as good a time as any to share such a revelation. Before I continue, though, I'd like to point out that I'm recalling all of this from memory, as I've long since handed over all of my research notes to someone I consider a very capable forum member, who I last heard was in the process of putting together a documentary on the development of Saturn Virtua Fighter 3. Under the subsequent gentleman's agreement, I destroyed any remaining files on my end, with the rest lost to time a while ago when my system was attacked by a Cryptowall-type infection, effectively forcing me to abandon the project I'd been teasing for years, hence my recent silence on this subject.
Going all the way back to when Sega first approached Yu Suzuki about developing their own response to such hit arcade titles as Street Fighter II and Mortal Kombat, one of the AM2 head's key points was that he wanted everything in Virtua Fighter to be grounded in realism. Despite this, he did initially experiment with alternative scenarios. Of these, you can see a few brief physics test clips on the VF History disc that show characters demonstrating superhuman powers like being able to punch down rock walls or make objects levitate, the latter an aspect that controversially made an appearance late into the main canonical plot of Shenmue II, despite this going against the realistic tone established by its predecessor.
Long before Shenmue fans had to worry about floating swords or the Project Berkeley pre-rendered teaser footage hinting at Shenhua fending off potential attackers with some kind of energy shield, Suzuki had tested the proverbial water by incorporating a weak fireball into Rent-A-Hero's command list in Fighters Megamix. Had this move not been so poorly received in the Japanese gaming press, where AM2's efforts were regarded as pure martial arts simulators in contrast to the diluted titles being produced by their direct competitors, Suzuki was planning to make much more of this, starting with the second of his planned series of VF RPG spin-offs.
Now, most people here probably already know that Shenmue began its existence as Akira's Quest, concentrating on how the death of the elder Yuki at the hands of Lau Chan led to a family feud that would have seen the titular Akira travel across mainland China to avenge his father, but what of the other game, dubbed Project Chicago? Apart from a few images in the VF CG Portrait Collection, its appearance in the pre-rendered attract sequence for SCUD Race and some brief clips in the FMV opening of Fighters Megamix, few seem to realise that a certain red supercar was intended to be the personal ride of one Jacky Bryant, co-star of the Chicago-based game I mentioned before!
Details of Project Chicago are very sketchy, but I was told this would have seen Jacky battling to free his sister from the Judgement 6 group that brainwashed her and also created Dural from Tsukikage - the mother Kage Maru had presumed dead. Would this game have featured Jacky, Sarah and Kage crossing paths? Actually, rewind a little. Did I say Kage, or did I mean Gui Zhang? For those unaware, this recurring Shenmue character was originally meant to have been Kage back in the VF RPG period of its development, and I can definitely imagine him meeting up with Akira/Ryo Hazuki in addition to all the other characters I've just discussed.
To cut a very long story short, the point is that my source revealed Yu Suzuki's original intention for Shenmue was to have the story end with Ryo saving Lan-Di from a fireball thrown his way by Shenhua in self defence, showing himself to be the better person. Of course, that's before Suzuki completely reworked his overall story treatment, so this isn't anything to expect from Shenmue III. On the other hand, there is precedent for more fantastical elements - let's see if the long awaited sequel brings us any more clues to suggest that we should expect actual flying mythical creatures to be unleashed, should those real mirrors ever be combined as opposed to just their smaller duplicates, which served as a three dimensional map.
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Post by xDerekRx on Dec 26, 2016 6:29:26 GMT
Was just playing FMM a bit last night (US version) Love the way the game looks and plays. Although not a fighting fanatic myself, always enjoyed Fighting Vipers. Had both VF2 and FV back in 97 (VF2 was a pack in game over here) but never bothered to try FMM.
Always interesting reading about these PAL vs. NTSC woes that PAL region gamers had to endure. Something we over here really have no concept of. One day Id like to experience a PAL version of certain games that NEO mentioned before (Quake, DN3D, Powerslave, FMM) to see how big of a difference there is. I think it would be quite interesting to discover a game in the Saturns library that may have a different reputation simply because of the way two different regions experienced it (pal vs. ntsc). So far I haven't seen one in particular other than maybe Marvel Super Heroes which Ive read is unplayable from certain PAL gamers but plays "fair" from NTSCers. To me proper frame rates can make or break some games (Duke3D saturn vs. Duke3D ps1... Saturn Doom vs. PS1 Doom etc)
Any reason US and JPN adopted NTSC format while Europe and other places went with PAL? Probably a much deeper topic than could be explained here. I understand those who created these formats didn't have video games in mind back in the 50s or 60s...
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Post by zyrobs on Dec 28, 2016 20:59:16 GMT
Any reason US and JPN adopted NTSC format while Europe and other places went with PAL? Probably a much deeper topic than could be explained here. I understand those who created these formats didn't have video games in mind back in the 50s or 60s... NTSC was developed first in the USA, PAL was developed later in Europe because NTSC was completely shit (Never The Same Colour...). I don't know why Japan went with NTSC, but if I had to guess the close proximity of the USA had to be a factor. Either the occupation, or simply the fact that electronic giants wanted to make products for the bigger market. Maybe they picked NTSC simply because they adopted colour TV earlier. I'd quite like to know what's the real story behind that!
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Post by Anthaemia. on Dec 28, 2016 22:40:03 GMT
Wasn't the adoption of the NTSC format in Japan a result of strong trade links with the US, which presumably extended to the importing of technology? In a way, Sega owes its very existence to the health of this market, and I'm eternally grateful for the empire David Rosen went on to create...
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Post by xDerekRx on Dec 29, 2016 6:02:31 GMT
It has to be the ties between US and Japan as far as trade goes. I agree that PAL and Scart are pure formats but the 60hz vs 50hz to me is night and day. Like I couldnt bare to play PAL saturn games now after playing so much NTSC US and JPN games. Although this is certainly due partially to games being made in NTSC then shoehorned into PAL making them look/play worse.
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Post by barryburton on Dec 29, 2016 20:10:13 GMT
It has to be the ties between US and Japan as far as trade goes. I agree that PAL and Scart are pure formats but the 60hz vs 50hz to me is night and day. Like I couldnt bare to play PAL saturn games now after playing so much NTSC US and JPN games. Although this is certainly due partially to games being made in NTSC then shoehorned into PAL making them look/play worse. Yep, the last point is the reason 50hz PAL games are slower and letter boxed - cheap porting of games to our smaller (at least back then) market. PAL optimised games are fine. As far as I can tell, with HD and widespread 60hz capable TVs this is not really an issue for modern games.
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martiniii
Joined: January 2010
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Post by martiniii on Mar 11, 2019 22:53:22 GMT
I plugged my Saturn back in for the first time in about two years and had my first go with this game.
The FMV intro is stunning. Who says the Saturn can't do good FMV? I'm simultaneously playing a PC interactive movie from 1996, and the Fighters Megamix FMV looks much cleaner despite filling the whole TV screen.
I started off with my old standby, Lion, taking him through the novices course. Great-looking arenas. Indeed, for all the hubbub the critics made over Fighters Megamix not running in high resolution mode, to me this looks like a clear graphical improvement over Virtua Fighter 2 in general. I'm mildly irked that they swapped Lion's default and alternate costumes; his alternate costume is perfectly good, but I much prefer his default costume. I assume you can select his costume at the stage select screen, though I can't find any mention of this in the manual, so I'll try that out next time.
I'm not really feeling the imbalance between the Virtuas and the Vipers that the critics complained about, either. Yeah, the Vipers take a lot more hits (at one point during the fight with Grace I felt weary and bored of slapping her around, only to glance at her life bar and see she still had over 1/3 left) but overall I didn't find them any harder to beat than the Virtuas. Their lack of technique seems to balance their higher durability.
The control feels just right. In no time at all I was pulling off Lion's old moves. I'll have to dig into the instruction manual's huge move list and the training mode to try and master all that I can, but already I'm pretty satisfied with the level of strategy. Though I did very quickly stumble on a huge weak point in the AI: If they use the evade maneuver, and you respond with repeated punches, they just keep on doing evade, taking every single one of your punches, never once blocking, dodging, or retaliating.
Seems they got rid of all but one of Lion's taunts. I'm guessing this was necessary to fit the game on one CD, but hearing the same taunt every fight is a little monotonous.
As usual for the Virtua Fighter series, the combination of realistic martial arts and fluid animation is amazing. Candy pulled off this evasion move that was so slick and unexpected, I was too busy gaping in awe to even try to avoid her counterattack. (Still beat the snot out of her, though.)
Having a lot of fun.
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Post by zyrobs on Mar 12, 2019 0:39:43 GMT
You can change outfits by selecting your fighter with either A or C or X or Z in that order. Most characters only have two (A and C), but some have three or even four. For some characters, the extra outfits are unlockables (Honey, Mr. Meat, AM2 Palm Tree).
Of note is Siba for whom you can pick a flat-shaded look reminiscent of VF1 (he was a prototype VF1 character).
Gameplay wise, after playing VF2 more often, I now don't like Fighters Megamix as much. It plays too much like Vipers. The sound effects are unimpressive, there are no stand-up attacks, the fights just don't play as smooth as in VF even if you put the game in VF mode (then it just becomes slower paced). No ring outs. The music keeps restarting between rounds. And the framerate is notably lower on many stages. edit: also, characters mouths don't move anymore, even at win quotes, wtf. Even VF1 had that.
Anyone knows what they optimized between JP and other versions? I think the PAL version played smoother with less slowdowns, but that's generally true for all PAL titles since they have more frame time allowed.
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