![]() Save point before Kamek/Magikoopa has been moved into the room with Croco’s 2nd shop to prevent problems of possibly “getting stuck” due to Kamek/Magikoopa’s increased difficulty. Some enemy spells have been made weaker for balancing issues. Smithy, Jinx, and Culex have been tweaked. ![]() The bug with the Specials menu where characters would learn a special at Level 51 has been fixed. Bosses have all been tested to ensure that no bugs or oddities exist any more. Characters and characters’ stats have been tweaked to bring a greater balance between the party members. EXP and monetary gains have been tweaked to be generally more rewarding but to establish a flow with the game. Most other equipment has been tweaked to maintain that balance. New equipment and items have been made, while some items have been changed to be made more useful. Some enemies and bosses have seen improvements to their scripts to make sure that the game is fair but giving off a challenging vibe. All enemies and bosses are balanced as best as possible. Mallow given Thunderbolt as his first special again. Names of enemies, attacks and spells edited to be more fitting to the Japanese version of the game and to make more sense out of the attack. ALL FUTURE RELEASES WILL BE FOR THE SAKE OF BUG FIXING! Culex will still kill you at any Level if you’re not careful. A few bosses have been tweaked and/or improved to be more balanced and/or difficult. ![]() Slight dialogue change, talk to the guy behind the house to the left of the castle in Mushroom Kingdom at the beginning! Triplets’ Shop sells more useful selection of items and also sells a very much improved “Mushroom”. “Bob” the Shy Ranger now has a more appropriate name. All messages have been proofread and edited. Save Point in Bowser’s Castle moved back out of Croco’s Room and placed before Kamek to fix a glitchy bug that occurs in the Factory section of the Gate area. All enemies, bosses, characters, weapons equipment, jump counters (Yes, the one that’s attached to Jump), timing, items, specials, and level ups are now completely balanced. Geno Whirl now costs 8 FP and Terrorize now does damage again. power decreases but are ALSO the only other specials blessed with the Jump Counter bump still. Fixed the Lamb’s Lure not working properly and not allowing you to obtain a certain later item. Fixes ALL bugs that existed in previous versions, including the bugs where the battle message doesn’t pop up for specials after Level 30. I couldn't defeat the final final final boss without some savestate abuse, but I had already been extremely satisfied with the game experience until then so I cheated my butt off just to see what happens next.This is a ROM hack of Super Mario RPG that shows off what you can do with the statistical and gameplay (battle system-wise) aspects of the game mostly, but also shows what you can do in terms of attack animations and other things as well. I recall having used a few savestates towards the end mainly to avoid backtracking, since I didn't have as much time for gaming. The difficulty curve is indeed a curve (at least it was in v8), the challenges are almost all surmountable by the average player who has enough patience to cook omelets. I can say that SMRPG Armageddon is a technical masterpiece which should be experienced by all veteran SMRPG players. I can't speak for v10, but I have been loosely following the dedicated forum since then and there have certain been many drastic changes. The end-game was a bit "open world" in that you could approach most of the bosses, but 9/10 of them would smoosh you until defeating the easier ones or performing a very thorough gear check. It brought a very fresh and a bit more challenging experience to the original game all the way up to Smithy.Īfter Smithy was the meat of this hack, the end-game, which is a sort of easter egg hunt for the new bosses and zones, many of which are teased while playing through the main storyline. So, I game across SMRPG Armageddon and decided to give it a shot. and I'm convinced the game is deliberately soft-locked at Grate Guy and Knife Guy who must have infinite HP. Mario is a Drug Addict was surprisingly enjoyable, except for a few bosses with stupidly high HP. Bob-Omb Mafia seemed like it would be good but the difficulty was simply infuriating. I had played the few other available SMRPG hacks but was never able to scratch the itch I had for a positive, fresh experience of SMRPG, while I was constantly finishing hacks of Zelda ALTTP, Super Metroid, SMW, etc, with great satisfaction. challenging, unique experiences, crossover bosses, etc. I played through version 8.x of this game a few years back. Disclaimer: I do not play "Kaizo" hacks and generally steer clear of most "hard" hacks.
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