Weaponlord Thread

weaponlord was a game begging to be released in the arcade on more powerful hardware. the character detail was so freakishly good. but it only animated on keyframes. hence bad animation. the game innovated in so many areas its not even funny. most importantly, parries. beat sf3 series to it by almost 2 years. plus it was first game to truly high a really technical high/low mixup style game.

yes, there needs to be another one!

Hell yeah, somebody else remembers this game. It had one of my all time favorite Boss fights ever.

Used to play Jentai the most, though I finished the game with everyone trying to get that password. Namco really should let Goddard create a new one, though keep it 2D so people won’t bitch about it being a Soul Caliber clone.

Well, there’s a possibility that this game could be included in TarkanX’s Underrated Fighting Game League, so I figured this deserved a bump.

I rented this game once when it was new, and that’s about the extent of my experience. Looking at the FAQ, there seems to be a ton of things going on here, and I’m intrigued. I noticed in there that Bane’s weapon can’t be broken - is this actually a big deal?

And if this does get into the tournaments, should we ban infinites?

Thanks,
Josh.

Bane’s weapon range is already very short, if any shorter, he’d have to hug someone to hit them :rofl:.

I didn’t think this game was that bad on infinites, who actually has them?

I loved this game. I wish it came out earlier and everyone got into this game. I never had anybody to challenge though :frowning:

Hey everyone- awesome WL thread. I have been busy with Shred Nebula to the point of having my head up my ass and not doing anything but working.

Cut Characters: Pit Beast (Zarak’s hideously treated creature trained from birth to kill-maim-maul).

Concept characers: 2 gargoyles (yes standing on each other).

They both were awesome, but even at 24megs we could not fit them. :sweat:

This is still something we want to revisit, but money and the right timing is pretty much it. I love there is passion for this and in the mean time I will be delivering Shred Nebula which should surprise everyone with the deep WL based defense system we built into it. We have been playing Multiplayer like crazy the last month and tuning it, the game has grown beyond anything expected and the dogfights for you WL fans will have a similar depth and organic feel-- I just can’t explain it until the videos drop.

Back to WL, my personal favorite character was Bane, you could not break is weapon because of range (like someone mentioned) and his overall speed was slower. His weaponbreak setup as a result was harder to make this a fair tradeoff. I also really liked playing Zarak because he was just non-stop long-range death once you got the roll of him. My toughest character to win with was Talazia, you really have to be on your game to crush-all with her (inclose F3-2in1 to up kick (looks like in-close F3 but launches) to air-frenzy always good for laugh!

I of course also played tons of Korr and love the way that character flows, but if I ever get to revisit WL2, guess what? He will not be the main character of the game/story! :looney:

-DJAMES

Wow this is as close as a Spolier of WL2 we could ever get!!

Not to mention
Endings

Spoiler

Raith showing up in several of the endings. That confused the heck out of me along with the game’s prologue. I was like wait, There’s TWO demonlords??!!?

all weaponlord ending link

:rofl: I know, but it is just a tease because there is a huge twist right from the start that I am not mentioning…

I am glad someone noticed the demon’s name decrepancy in the prologue. I got a lot of shit internally about that (like I forgot to adjust the name) and how players would think we made an error… but that was the whole point (so I forced it through). I won’t say any more, but if you need a refresher you can see all the endings here:
** SERIOUS SPOILERS IF YOU HAVE NOT EARNED THE ENDINGS YOURSELF BEFORE-- but still pretty cool! ***
http://www.vgmuseum.com/end/snes/a/wl.htm
Explanations on this next link, the way it is set up shows you the progression of what is revealed as you beat the game with each character on barbarian (LISTED AS EASY ON THE PAGE) and then warlord (LISTED AS HARD ENDING) dif. settings + secrect ending/twists if you killed special characters (only a few have this). To get the FULL picture, you can read Arcade for all backstory pre-tournament, then Storymode for the final results (current).
http://neoseeker.com/resourcelink.html?rlid=143617
thanks to ReyVGM (over at vgmuseum) for putting all the work into getting these.

-DJAMES

ALRIGHT DJAMES! Myself and Nani-mo had asked you about this back when there was a large posting scene for WL on gamefaqs, and you never replied…

So, what are Divada and Zorn’s, Jumping-Down Attacks in WL. As they just are not there? Unless we missed something? :confused:

If you look at my FAQ on gamefaqs, I go into short detail about what I named the T&S (Thrust and Stumble) technique. Which you Thrust Block your opponent’s attack, and after the TB, you can do a certain normal Slash that will cause them to Stumble or Stagger towards you. Just remember you have to be in range of the normal move/attack which causes the stumble. So if you’re using Talazia, and you do a T&S, her B1 or X slash has to be able to hit/connect with your opponent.

Now what I found out about the Jumping-Down Attacks (aside that you have to do a very deep attack), is that if you connect with one, you can actually get the same result as when doing the T&S Technique.
-Meaning, you do a Jumping-Down Attack, followed by a certain normal attack, which will then cause your opponent to Stumble towards you, letting you extend your combo…

I can do Talazia and Zarak’s about half the time I try to or so, and I’ve performed Bane’s, Jen-Tai’s and Korr’s once.

I talk and explain more about the T&S and JIDA’s techniques (as I have named them) in my faq that can be found here:

http://www.gamefaqs.com/console/genesis/game/586594.html (DEATHSCHILD)


I’m not going to mention the members name, but you know who you are! And I didn’t know you were such an expert in WeaponLord and Primal Rage. Why don’t you tell us your thoughts and expertise about these 2 fighters?
Or, do you just like to go around and randomly give negative reps to SRK members?!

Hey! Sorry, over the years I just get so consumed by different projects, I miss threads, sorry I did not answer. I actually had to look at my notes this time and then do a quick playtest session. here is what I figured out/remembered:

Divada: No pull down, I gave the 2nd hit of her jumping B3 the same collision/reaction settings. You have to whiff the 1st hit to get this. So jump and do it early to have it actually hit deep. I did this to give her different pressure & flow options- this move works great because it can stuff the opponent if they were to jump (1st hit) and if they stay on the ground and just try to Anti-Air Thrust block, the 1st hit is too high and fakes them into a missed thrust & then they get hit by the 2nd hit!

Zorn: No pull down. He has so many other cheap things going for him we did not give him this. His special flying shield attack was used to do similar to this since most people would stick a move into it and get hit by it (power deflects weapons).

As for staggers, I put ‘critical’ stagger collision on specific frames ranges of animations that can be hit by ‘stagger’ enabled moves. So the most extreme high reaction (R3 standing) is what the pull down move causes- on the farthest position in this reaction, the knee is open, thus you can hit it if your timing is great. It is really hard and not meant for all the pull downs (a by-product of the system).

-DJAMES

-DJAMES

I like Zorn (not as much as Talazia :lovin:), and I noticed that, sometimes when I do a deep, jumping B3 with him, that it’ll actually hit twice.

Thanks for clarifying this, as I was getting very frustrated :annoy: when I was writing my FAQ (trying to get them to work at least 50% of the time), as unlike the staggers that you can do after a successful Thrust Block (which, if in range, will pretty much work 100% of the time, unless, you had just performed a Thrust Block without counter attacking). That I’ve noticed, with the Genesis version…

You really put a lot of innovative and original mechanical concepts into WL. My question (or two) is:

  1. Were there any kind of concepts you left out, due to not having enough TIME?
  2. And if there was one in particular, would it have made a big difference in WeaponLord’s overall gameplay?

Also, the Hair Trimming, was different, and a pretty cool idea! :tup:

Yes, quite a bit got put on the cutting floor. The BIGGEST thing that got cut that would have made all the difference in ‘understanding’ the game was the training mode. I had the 1st training mode design (called weapon training) that would have showed you how to do all the various weapon system moves from basic clashing, thrust blocking to weapon breaking in a progressive series of tests. It also had the combat dummy and move commands. We had to cut this :sweat: Dave Winstead had the foresight to insist the concept of a practice/training mode be added to Tekken 2 PS1!

Just think about how many mode people would have uderstood the basics of how to play WL if we had not cut this – easily the biggest mistake I have made on a product but there was not enough time. Alternatively I know the control is part of the reason why the game was too hard for most (+ the AI), but this would have made a difference.

The other things that I can talk about that were cut are: The other things that I can talk about that were cut are:

  • Head Staggers (bashes to the head that make you stagger away allowing for a follow-up jumping combo!): I literally planned this for korr as the prototype: Power deflect at mid range, crouching F2 to knee-stagger them forward, step towards them and do an inclose F3 (they stagger into you), crouching B2 2in1 to double over (very hard), crouching F1, crouching B2 2in1 to Knee-Tarok, 2in1 from the knee part (no 2in1 now) to cancel into to the head stagger bash (sword butt- now cut) which would have head-staggered them backwards, immediately jump foward after them, pull down F2 (big hit) deep, Standing F3, Standing B2, Elbow Strike to take down, jump after again F3 deep(on ground) crouch F3, 2in1 to the heart Strike. (or vary to frenzy instead of the elbow strike) about 14 hits, 60% damage.

Sounds cool, but it was a necessary cut at the time for master balance reasons (not enough time to do it for all characters properly).

*Dizzies: We had them, I cut dizzies because barbarians are too tough to dizzy, you can kill them, but not dizzy them :looney:

There were other new things that still have not been done to this day that got cut I am saving. Sorry I cannot say what, but I promise the best system stuff is in WL already.

Heya James.
Did you ever find out if Bane actually has that extra ending you mentioned in one of your emails to me last year?
I guess it never officially got into the game then?

I would have loved to have seen those Head Staggers for each character in WL, if you had been given more time to work on the game! Those would have made for some very interesting and unique looking combos.

Korr’s crouching B2 2in1 to Double Over combo, kinda reminds me of Divada’s standing B3 2in1 to Soul Displacer (which you have to be right next to your opponent).

-Aside from the 2 Gargoyles and the Pit Beast, were there any other character concepts you had in your mind that never made it onto paper?

Has there been any thought to touching up the game, adding netcode, and putting it on XBLA?

This is really weird man, I cannot get it to work, but I reviewed the printed story endings and confirmed the special ending it there. I am wondering if I stupidly did something like require all characters to be killed (like zarak’s special ending) because Bane’s special ending is so controversial! According to my notes, it is warlord + korr dead only, which would be either a decap (roll kick off head) or head-burst (frenzy). But I may have done the whole all dead… ahh! Trust me, it is a very screwed up ending. If I get a chance, I will put the game into each round passwords, deathstrike every round and low 2p health to try and confirm all kill does this.

Yes, totally. But that is the whole needing to go back to Namco, get support, and the original code deal. I personally want to just have the cash to buy it and develop it myself. A major issue however is how to play on either the Xbox 360 pad or even the PS3 pad with WL’s complex control system. Which is why I honestly keep saying I am figuring out exactly how to do this game right (meaning the genere) then push for hopefully it being WL, or an original game that will have the same passion but re-envisioned by today’s standards and flow.

It would be really nice to see high level matches with you Goddard, and anyone else who still plays the game…Alot of people didn’t get a chance to see that, I hope that happens at some point.

And people say that UMK3 is the only great fighting game made in the America.

I support this post.

I would love to see some high level play.