Tuesday, December 17, 2013

66% Off Gasha with Kalinka Xmas Bonus

Just a small heads up for anyone that's interested or currently playing Rockman Xover. Starting now, to the 25th. A 66% off Gasha for a one time usage will grant a new Kalinka battle memory that's Christmas themed. It has Cost 20 with C Boost B. Depending on how much Crest you put in, you'll get a certain amount from the table below. I definitely advise doing this for anyone just starting the game, or if they especially want a strong setup of Water cards. You can combine these battle memories and make them as strong as a DoubleSuperRare. It takes up the last amount of cards for the roulette, so it's a definite and not a random chance for this card.

 

Crest

Kalinka

1000

5

500

3

100

1

Wednesday, December 11, 2013

Rockman EXE4 10th Anniversary

I'd hate to ruin any kind of original series stuff I've had posted since we did have a breakthrough with the PocketStation stuff last month. A breakthrough for me anyway. But it's only right since the time has come.

 

 

To start this story off. It took me quite some time to get into the EXE series. But when I did, I started needing to have something other than the PSX Rockman games to collect at the time. Since the first localized release. I hated waiting for those to come. Either bad typos or changes / removals, the delays were awful, especially for the second game. Until then, I started having to collect them in Japanese like I did with the PSX games. Up to this time, the games would release with one version. Until Battle Network Rockman EXE3 came along, it released in December, and in March a second version was slated for release. Before an announcement, many people wondered about these "extra" Giga Class Chips within plain 3. And a few people had found a Shadow Style within the game. Not to mention, with the Anime still shown during the time, and merchandising like the Card Game, and the Plug-In PET, it would release things called Lotto Numbers. Which are numbered codes within the game data to give out new prizes during each week or month to be released. 3 was supposed to the end the series I believe, correct me if I'm wrong. But sales were probably just good enough for a second version release, not to mention the merchandising again.

 

 

4 had been announced during the Summer of 2003, with smaller sprites / maps in over world view so they could show more on the screen. A simultaneous release for two versions, more merchandising and a new Anime would come as well to hype the game's release up with more and more news on the game every 2 weeks to a month of more CoroCoro Magazine info. I really loved the names of these versions though, it was something that must have stuck with a lot of people back then int the excitement for release.

 

 

12/09/2003:

This was when the ROM dumps came out. They released them while I was in school, I had my games on Preorder from NCS at the time. I had not known about backup / flash cartridges at the time so I had to use emulation if I wanted to view and play early. One of my good friends was with me, and I had gotten him into the series since a few of my other friends stopped playing at 2 and 3 so it was perfect. I was very excited about Full Synchro, it looked so cool. And Soul Unison was pretty neat over Style Changes, which was a nice change at the time. I thought it added more strategy to battles. And the BGM was glorious. The Title Screen Theme was on the Official Site at the time. Very excited though.

 

12/12/2003:
I will never forget that day. I remember I stayed home from my Junior year from High School, I couldn't even sleep the next day. Since I knew my copies of the game were coming in the mail. Usually shipment comes to them on Thursday, and I get my shipment from them the next day. I was playing Soldier of Fortune II Double Helix on the original Xbox on Live with some friends and family. I checked my status of where the package was while I waiting for the map to load, and it was delivered. Turned the Box off, went outside, got the package, and opened it. Everything was so cool about this. Both cartridges were colored, which was the best touch I thought. And most copies did come with Axess Series Battle Chips of MeteorRedSun and BlueMoonRay depending which version you bought. Hooked up the ol' GB Player, and it was wonderful. I think it was snowing that day too. So it was very fun. I would progress through my games like so since my Friends at school could play my other version, since they wouldn't be able to play it for half a yearish anyway.

 

I was kind of annoyed at the time by multi-playthroughs, it was a nuisance trying to keep up and make sure you've gotten every vital Upgrade or Chip. Not to mention, these games had a nasty habit back then of erasing save data, especially my Tournament Red Sun. And I needed to keep backups with my GameShark which a made a Action Replay V3 at the time. Half the time I would have to restart or do multiple attempts to get my save data back then. I just wish I knew about the Flash Carts and it's linkers back then so I could have avoided this.

 

 

Maybe it had something to do with game being huge in the end? Or maybe my hardware was dusty / faulty...

 

-Lotto Number (Anime, Books, Advanced PET, CD, etc)

-Card e-Reader+ (Kaizou System of Customization)

-Battle|Progress Chip / Beast Link Gate

(Operation Battle Mode [4&5], Team Battle, NDC Install [6], Chip Support)

-Rockman Zero 3 (Z Saber Mega Class Chip acquisition (4))

-Bokura no Taiyou (Cameo, Crossover Battle 1-2 (5&6))

 

This game would set the standard for years to come in terms of gameplay and the connectivity above for each future title. This game ended up being the best handheld Rockman ever to be sold in Japan, or probably worldwide. And the sales would die down after each year until they eventually stopped producing Action RPG Rockman titles in late 2009. With 2010, and there on never having another title again. I do have to say that I am disappointed by this. Especially since it was the best sold one for the handheld market. It's a shame that it's been so long, and that nothing has been done like a re-release / enhanced port anytime for this year. Yes, I would like a 3DS Cartridge of something like this. Make them single game carts, or split it into two cartridges for the whole series. Not Zero Collection bad, and definitely not a lackluster Virtual Console release. I actually favor this more than the SSR games, the 3D ruined the genre of these games, and it would get progressively worse until it wasn't interesting anymore. EXEOSS released as the final game counting each year. We did make it back to EXE though. I hope something happens with Capcom. Since this franchise never did them wrong, especially 10 years ago. And you might not like 4, while it might have been annoying for most people. Give it a try again, keep track of the things you collect in each playthrough. Especially without additions like the Kaizou System or Operation Battle Mode, this game is still fun to me. Some of these years have been a big part of my life next to the original series of games. And it's been a great 10 years if I say so myself.

Sunday, December 1, 2013

PocketStation & Pocket Link Max Stats Saves Update

 

It's been almost a month since the re-release of the PocketStation as an emulator for the PlayStation Vita released. Since then, I've corrected some things I wasn't too happy with on the PocketStation side of my game saves for Rockman 1~6 on the PSX. This time the revised release has Perfect stats for both Rockman and the Bosses for each game as much as the games (including the PocketStation's Pock Rock 1~6) allows them to go.

 

Attack

Overall

2

1

5

2

8

3

10

4

13

5

16

6

21

8

From my calculations with my 80/27 Rockman & Bosses. This chart represents the maximum stats for attacks on 4~6. While the overall when viewing the PocketStation on the PSX game should be 27 (on 1~3 Data Library as well). Yamatoman was odd, since he could gain 2 more stat points, but his attack wouldn't go up any further than those, so it doesn't change in the main game on 6 utilizing Pocket Link with him. This should help anyone wanting to achieve the most out of the Pocket Link, that aren't using my saves. You can also keep in mind that if you wanted to go this route, the SP "Speed" stat is only used on the PocketStation, and the stat will not be displayed on the main game. Even though it does get saved on the Memory Card save data. You could also swap attack 3&4 if you wanted to with Rockman and other Bosses, but I think's better to have what it gives you. It might be a good way to change what you want to get attacks up if you know what you're doing, then again, it might decrease the attack on the main game...

 

When I had acquired a PocketStation in 2001ish. I only bothered to level up Rockman with maximum stats, it wasn't until 2007ish when I decided to get LV99 Bosses going. I did it pretty lazily though, I had only gotten them from the Team Battle if I saw any LV99s. I must have been busy or something, and I think it was in the Summer time a little before Ryuusei no Rockman 2 was announced. In 2011, I released PS3 versions of my saves. Since I was rebuying them as they were still releasing on PSN and I still never thought to maximize them then either, since I only use the Rockman LV99 only saves I've made for doing practice runs carefree. The PocketStation for Vita really made me want to redo this and experiment in different ways. I've had a long history with my saves, I really love how you can use the old saves with the PSN versions. I usually favor the PSN releases now adays due to HDTV support and not having to use my actual discs.

 

While it is random how leveling up goes, with different stats being powered up. I've found that it was best to simply use a blank save and save what you want to level up from LV00 off saving them on the PSX game. It might not achieve the max HP&SP with maximum attacks. But 87% of the time, you can usually achieve a perfect Boss or Rockman depending on how lucky you can get. I'm pretty sure on December 5th, there's going to be download up for free PSN members, I forget if it costs 500 yen or if it's free. So it's definitely worth it if you wanted to get a Vita anyway with something extra and it might be the next best option if you didn't want to use older hardware / getting PocketStation emulation to work on a computer. I plan on getting a Vita TV down the road for the emulation on the TV, even though I am done now with what I wanted to do with it. I still have a fond memory of the PocketStation and these games which I'll always end up cherishing.

Wednesday, November 6, 2013

PocketStation for PlayStation Vita ~ Pock Rock 1~6 Overview

 

Sony released PocketStation support for the PlayStation Vita after it's teaser video. The Rockman Complete Works games utilized this never released accessory overseas. We'll a look into the aspects of this functionality on the Vita for anyone wanting to see how this will be when it does release for non PS Plus subscribers. While I do own Rockman 1~6 on the original PlayStation, this is much easier for taking screenshots rather than using a PocketStation that wasn't backlit originally. Unfortunately you cannot take screen captures yet for PocketStation functionality. You actually can take screenshots, but you have to be out of the PocketStation home BIOS, and not in the Memory Card utility. Here's a preview of what this looks like in both it's frames. I'll be utilizing the normal boarder size though, since I do prefer over the Full when using it.

 

If you wanted to use old data from the PlayStation console. It's definitely possible to do this, using a Memory Card transfer cable and a PS3. You might need a spare Memory Card too, rather than a PocketStation for transfer since it might not work (I need to test this). Unfortunately, it's very picky trying to copy things, you have to use Memory Card 2 or other Memory Cards off different PlayStation titles you might have downloaded on to the Vita prior. Not only that, but PocketStation type data refuses to copy. So if you wanted to go through this route, you'll need to Save "セーブ", when a PocketStation is in Slot 1 with Pock Rock Data on there for each single Boss and Rockman this way you can get them on Pock Rock 1~6. Also make sure that Rockman 1~6 Save Data is on each PocketStation you're trying to do too to save time. You can load them up after copying them through Option "オプション", on Load "ロード", and through the Database too.

 

It plays extremely well, especially for more adult hands and fingers, compared to how it was originally. Here you can play different minigames (which are different for each title), gain new Robot Master Bosses, and level them up accordingly. for importing them into the main game titles with improved stats in Navi Mode. You can do this for Rockman and any Robot Master Bosses if you want an easier time or more challenging main bosses.

 

Once you've finished leveling whatever you were wanting to level up, you can use Load "ロード, from within the Database (1~3) or Dr. Right's Lab (4~6) to load it from the Pock Rock data. And once that's done, you can save the Rockman Save Data from the Database on any Enemy or Boss that isn't a PocketStation compatible type with a Memory Card icon (1~3) or Dr. Right's Lab menu for "セーブ" (4~6).

 

It's true to how it originally was, you won't have to burn through anymore CR2032 batteries anymore, or dealing a screen that's scratched up since the PocketStations you might have aren't new. Or you just might want to try it for a first time since you couldn't before. It's very good experience indeed, and I'm definitely pleased with it, especially being able to bring back my leveled Rock and Robot Masters from my old saves. You can check out the Game Save page if you want PS3 saves which has everything to LV99. I'll reupload them with PSP/V support some time soon. And I also wouldn't be surprised if PocketStation support gets updated in the future for PSOne Classic support.

Monday, May 20, 2013

Rockman Xover thoughts / My SR&SR+ drops (WIP)

I will admit. I'm one person that did not admire this game much in the past. But I did end up giving it a shot, and I can definitely say, it's not too bad for a social game. While it's not the best kind of Rockman game out there, there's definitely a lot to do in the game. I really like the card system, and leveling up cards to make the stats go up higher, and certain skills might need to be used with different armors in order achieve results from winning against some of those tougher Boss Battles.

 

Here are some SR and SR+ Battle Memories I've acquired. While it's not as cool as the Card e-Reader+ stuff in the EXE days. It's definitely nice to see the older series' as Cards, especially the original series. I bought Credits just so I could get Kalinka in an SR+ Gauge Event for the month. I'll have to update this more with my older SR/SR+ Cards I've acquired, I already had the SR Kalinka from Master Boss grinding. My referral code is in on the left side bar on the top of the DS game listings.

 

Unlocking Minigames with a Battle Chip Gate in Rockman Zero 3

Back in the GBA era of Rockman games. There was a special feature only for the original Japanese versions of the games. Excluding Card e-Reader+ functionality, you could actually use a Rockman EXE Axess Battle Chip Gate to unlock certain Minigames as an alternative. This is good especially for the player that isn't too good at these types of games, or just wants to save some time with less playthroughs of the game.

 

Keep in mind, I've tested the localized copy of this game and I can definitely say it does not work. This only for the original game, I'm also sure there's more Battle Chips out there that could work with it. I honestly don't feel like taking out all my chips to test each minigame with it. Below are some of the ones I've used for my results. I may update the listing at a later time if I have anymore of an interest. Oh, and I already submitted this to GameFAQs. Thanks.

 

Minigame

Battle Chip

Fernir

MeteorRedSun

Leviathan

Counter2

BlueMoonRay

Harpuia

MeteorRedSun & BlueMoonRay

Phantom

MeteorRedSun & BlueMoonRay

Monday, March 18, 2013

Progress PET ~ Forte Cross Edition

New and unopened. Not really my priority for getting one, I figured I could try seeing if I could get one for my collection and I did. I don't have any interest to open the Box like the Link PET_EX Forte Version before it. I don't believe you can use Forte Cross with the PET, at least not at the start. I liked how Chip usage was backward compatible with Axess Series Chips. Around a month before EXE5 Team of Blues came out. Because the Progress PET could read Chip Names, they would reconfigure the contacts on the chips to show different results. This is how they were able to get a complete list of chips before EXE5 ToB even came out.

 

There were also odd instances of GrandPrixPower and Duo showing up for Chip Names. This could mean that they were probably meant to have them as Axess Series Battle Chips at one point and never did, at least on the Takara side of things since they might've forgot to remove them from the Chip listings on the LCD game. Something like Rockman EXE4.5 Real Operation will make the game freeze using these Chips, since the data in that game isn't actually there for it for the attacks. I'm sure it would probably work on 4.