It looks like a Princess Crown fan translation might finally happen. I really hope these progress reports are truthful, I've been wanting to play this forever. I wish they made a sequel with the same set up/systems.
I love how bosses look like some stupid weird side scrolling JRPG Monster Hunter and like it even works!
Now that it's Christmas and Hanukkah-time, it's time for all Sega Saturn fans to play Christmas Nights. I find it most fun to play a complete game from the very beginning, unlocking all of the presents and playing through all the cool bonus modes like Link Mode, Time Attack and Sonic.
As always, when I begin, I don't run immediately towards the gazebo but wander around in search of 20 blue spheres. Many are hidden inside Christmas trees and along platforms that cannot be reached when flying as Nights. You must also watch out for hills that suddenly pop up into mountains when you step on them.
Keep your eyes and ears open for the egg clock that is relentlessly stalking you. If you jump onto its head, you can knock it out for a short while, buying you valuable time. You should also keep your eyes open for those pop-whistle-thingies that jump you forward towards the gazebo. Even though Spring Valley is small, it's easy to become lost.
To see the complete ending, you'll need to complete a run with both children in Christmas mode. This includes the closing animation and that wonderful vocal music at the closing credits. Winter and Christmas modes are nearly identical, aside from the music and change of wardrobe for the children. Of course, you'll need to set your Saturn to December 25 in order to see Santa Claus, and there are variations in floating objects based on the time you play, ranging from snow to candies and other surprises.
All of the presents can be unlocked by playing, but one final surprise awaits you when playing on April 1: playable Raela. Once this character is unlocked, you can select them at any time, so I would recommend changing your Saturn clock and cheating a little instead of waiting another ten weeks.
Christmas Nights is a really fantastic disc. Had this been the only Nights title released by Sonic Team, it would still qualify as an all-time classic. The sheer amount of gameplay features and bonus items, as well as the variations between the two children's stages (they share the same Spring Valley but use different racetracks), raise this game far above the ranks of a mere demo. Why Sega couldn't properly promote this disc more wisely is another mystery for the ages. Personally, I would have made this the Saturn's pack-in title and released worldwide for the 1996 Holiday season. If memory serves, we Westerners didn't see this game until the following summer, which doesn't make any sense. But that's Sega for you.
Really excited and hopeful that one day the Satiator and Phoebe/Rhea will be widely/easily available (lol, yeah I know).
I'm going to be proactive and try to get some clean/nice Saturn hardware when I go to Japan in a few weeks. I just got my RADX2 HDMI cable.
It only took me 2,5 decades to discover the Saturn version of Virtua Fighter 2 gives you the option of the original release or the 2.1 revision. Wtf! It makes the attract use alternate costumes as on the arcades to indicate it's 2.1 too. Are there more ports with such settings?
Yeah I now know it's in the manual, I never read it or noticed that button indication on the menu, lol. Why wasn't 2.1 the default, that makes no sense.
Not seeing that behavior, is it every hit or nearly every hit or specific moves or other conditions? Testing Lau vs Lau in 2.0 and 2.1 the regular standing kick does the same damage when not a counter (basically takes the health down to the start of enemy Lau's name box). Float seems the same.There is, however, one massive glitch that renders VF 2.1 all but unplayable: every hit registers as a “major counter,” which normally occurs when you strike an opponent while they are actively attacking. This enables greater damage and, more importunely, higher floats that enable extra hits in combos. Because of this glitch, it becomes easy for some fighters like Lau or Kage to float a character completely off the arena after nothing more than a standing kick. D’oh!
Not seeing that behavior, is it every hit or nearly every hit or specific moves or other conditions? Testing Lau vs Lau in 2.0 and 2.1 the regular standing kick does the same damage when not a counter (basically takes the health down to the start of enemy Lau's name box). Float seems the same.
I should send some inquiries to the company to ask about Powerslave. I'm curious to hear what they intend to do with the property. I can't image that it would languish in obscurity forever, and given that Turok was released on Nintendo Switch with modern graphics (and silky smooth frame rate), I would hope for the same to happen here. But, again, please use the Saturn version and not the lesser PSX port.
I was looking at Virtua Fighter 2 and Fighting Vipers for the Xbox One and realized that I primarily used it as a Sega Saturn replacement. I own Nights into Dreams and I'm curious what other Saturn essentials made their way to the Xbox.
I know some titles will be stuck behind, not being on the Backwards Compatible list, I'm still waiting to use my copy of Jet Set Radio Future.