Post subject: The Peace Keepers 2-Player Run
Former player
Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
Hey all, I think this would be the most interesting SNES beat-em-up for our treatment. Why? A freakin' HUGE number of routes, that's why. It's going to take a lot of effort to figure out the best one, I will say... I've played this game a lot and can offer some useful advice, including the following: 1. Use the Japanese version (Rushing Beat Shura). Music is the default setting (in the US version, boring background noise is), and there's a lot more of it. Also, there are a few enemies that were removed from the US one (i.e. mechanical spiders). It gives you more lives, but that's the only way in which it is easier. Oh yeah, and the super moves look much cooler. =P 2. This game is all about throws, punch combos cause almost no hitstun and are pretty useless in general. With luck manipulation you may be able to get something out of them, though. There are also A-button attacks which drain your life...some are good, others not. 3. Dick and Elfin (Flynn and Echo in the US one) are far and away the two best characters. They're the two fastest AND also more damaging than anyone besides Jimmy (Prokop)...you have no reason to ever use anyone else. See, after grabbing an enemy, they can hit them 3 times before throwing; everyone else except Jimmy can only do two hits, and Dick and Elfin do just as much damage per hit as them. Although Jimmy does more damage per grab than anyone, he is WAY too slow to be worth considering (it's only a little more damage, we're not talking SoR2 Max here!). Elfin is much faster than anyone else...her dash attack is going to be very important for forward movement. Her throws are pretty straightforward. Her A-button attack is crap (a dinky 1-hit somersault kick), but it's a small price to pay for everything else. Dick is the second-fastest character, same strength as Elfin. His A-button attack is actually good (multi-hit dash punch, good damage). When throwing with him, hold up/left or up/right to throw them farther, or left or right to throw them straight down (quicker, same damage). 4. This game has a rather odd feature...if you throw an enemy into another enemy, the thrown enemy takes double damage and the guy on the receiving end takes nothing. This is why it's a very good thing that Dick and Elfin can throw people so far...the video should contain lots of 2-4x damage throws. If you're only fighting one enemy, Flynn's normal throw is better than the upward one. 5. By holding X+A, you can execute super moves that hit everything on the screen for massive damage. However, you only get two of them per life (forget if that's per character, or just two period) and cannot acquire any others. And they don't work on the final boss, so don't save them for him...but everything else is fair game. 6. In quite a few rooms, you don't have to fight anyone. Just make your way to an exit. 7. While grabbing an enemy, you are invulnerable to projectiles. Might come in handy. 8. OK, here's the controversy...if you grab an enemy, then move the controller in a half-circle motion from back to forward and press Y (like Dhalsim's Yoga Flame in Street Fighter II, essentially), you will perform a much more powerful throw that also launches the enemy farther. This is not documented in the American manual, don't know about the Japanese one...should this be allowed? If so, there's almost no reason to use any other throws (delivering a final blow is the only thing I can think of). Another one I'm not sure about is Dick's "Super Saiyan Mode". When he's below 10% life, hold R (the block button...don't see it coming into play with luck on your side, but you never know) and perform the SF2 fireball motion and press X. It's a pain to execute for some reason, but ridiculously cheesy; you turn into a palette swap of the last boss, become invincible, and can punch everything for stupid damage. You may be able to use this just once per life, I don't remember exactly, but it's definitely awesome if allowed. Alright then, that's all for now, just wanted to get some info out there. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I don't see why those button combinations wouldn't be allowed, look at the other stuff on the site...
Joined: 10/3/2005
Posts: 1332
Yes, yes, YES! I had no idea a thread was already started on this. I actually attempted this a while back. Not a proper TAS, but something I did for fun... it got deleted, unfortunately. I used Elfin and Dick in the Japanese version. IIRC, the English version makes it hard to skip the dialogue; you can't just hold down the start button to dismiss the text. The inclusion of the spider-bots might not be a good thing, in terms of TASing. The hit detection on those things is a little clumsy compared to the "Squash" enemies that replaced them in the English versions. Elfin's running knee-thrust seems like a good complement to Dick's half-circle throw... You probably wouldn't want to use Elfin's HC-throw, as it tends to launch the enemy out of the screen. I think Orbot might be worth testing, as he (it?) has those "Go!" dash attacks (for the sake of movement), and generally dishes it out like a badass, alternating between his x-charge and grapples. It could be that he would be useful in some levels, but not others. Fortunately, characters are reselected at the start of every level, so that's another demension to the strategy; another reason to TAS the hell out of this game. For information's sake, Orbot and Norton are enabled by pressing and holding L+R+A (the shoulder buttons, not the D-pad) during the opening logos, up until the title screen. As for routes... I don't know much offhand, but I'm sure Ozymandias would be a smart choice- all those pits everywhere, just asking for enemies to be tossed in. Snake Pliskin would be a bad choice. Long and brutal, and the bosses have uninterruptable attacks, which might be difficult to avoid. Taking the underground path to the Crazy Horse and letting it crash is probably unworkable compared to the Airport route... those Thirdons are laggy as hell. Damn pirates. By and large, the routes are small choices, made between a lab that has spike pits, and an identical lab with electrical fields. There's also the occasional scientist hidden here and there- it's probably worth including them in the path if it means avoiding enemies. -And that's a big if. The big question probably lies in choosing which to fight first: Connor or Jesse. Onto the miscellany... Invulnerability is tricky. You can be shot by orbots while in grapples, IIRC. Flynn's A-attack, however, is less vulnerable. I think only Yamaoka's horridly cheap throw attacks can take priority over the A-attack, but I'm not entirely certain. One more thing I would test: have player 2 join in after the action has started. I think it'll save a couple frames from that first selection screen. Dick/Flynn's Super Saiyan mode can be invoked repeatedly- he just needs to recover some health and then get his ass handed to him again- an obvious time waster, which is why I think it might be worthwhile to keep friendly fire enabled. To have Elfin slap Dick around during the brief pauses here and there (waiting for scrolling, etc) could have him ready to transform for the boss fight. The bosses, however, I found to be easiest disposed of using infinite combos... Maybe not quickest, however. It's possible to grapple and let go with the X button cheer thing in order to buy a few frames, thus preventing a knockdown blow. That X-cheer might be useful for AI manipulation. You never know. I'm not sure when, if ever, one would use the X+A attacks. They're very time consuming, and don't do that much damage compared to straight fighting... I guess Kira and Onido? ...Any takers?