So can anyone tell me what exactly the rules for reaching Amuka are? I couldn’t reach him a couple of times even though I didn’t use any continues. I remember reading a loooooooong time ago there was a few requirements like one of them was you had to have so many points or don’t use any continues.
Anyways heres my Ken Play Through
[media=youtube]KP7UEyGQr4U[/media]
Here is the replay and the one for Gief for anyone that wants to watch them that way
I don’t know of the exact requirements, but I’m pretty sure one of them is not using any continues during your playthrough. I’ve reached Akuma plenty of times in the arcades. It seems you can even lose several rounds and still reach Akuma, as long as you don’t lose a single game. Hell, Watson lost several rounds on purpose, and still somehow reached Akuma.
The exact requirements to fight against Gouki at the end are to not continue AND:
Upon beating Sagat, game time is lower than 1500 seconds
OR
Upon beating Sagat, game score is higher than 1.2 million
It’s usually a lot easier to satisfy the first requirement.
There’s also a 3rd option: win against 12 human opponents in a row and then hold down any button except Start for 2 seconds at the win quote screen. This rarely mentioned option has an even less mentioned caveat, which is that dictator’s stage must be next in 1-player mode. That means all 11 AI characters in 1-player mode before dictator must have been defeated and greyed out. In other words, Shin Gouki can only be fought in dictator’s stage.
OK, now back to your regularly scheduled happy hour.
“On the DVD set of HBO’s “Six Feet Under” (Season 1), there is a special feature which goes into detail about the creation of the show’s opening credits. In that feature, they explain that (I’m paraphrasing directly from the director’s words here) since it’s illegal to film crows, they had to use a similar bird (can’t recall the species, sorry) that looks very similar to a crow but which has a white blaze on its chest. They go on further to state that they covered the blaze with black makeup to give the appearance of the bird being a crow.”
Hmm, I swear NKI’s website was up a few weeks ago… I wanted to look something up in his dreamcast Dip switches page today and I had to use archive.org… Anyone know what happened to his page?
I don’t have time to filter this properly and debugging the PSX CPU isn’t exactly a fast process when you’re using M.E.S.S., so I did it the ghetto way.
Unfortunately another side effect is that PSX-Jin’s “gui.box” function causes slow down when larger boxes get drawn, theres now way for me to fix it, but for the most part it runs full speed (just don’t cast richters ricochet ball super lol, full screen hitbox causes 5fps).
BLUE = Player vulnerability
GREEN = Player subweapon and sub attacks (like richters special moves)
WHITE = Player attacks (whip/swords etc…)
RED = Everything else (enemies, candles, etc…)
Enjoy!
You can toggle the HP display on enemies by setting the top line in the script to ‘true’ instead of ‘false’. I turned it off by default because someones its hard to see the boxes with the HP text overlaying it.