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Forum: Donald Duck: Goin' Quackers

Thread: is the PAL version of Donald Duck:Goin' Quackers fastewr than the NTSC version?

Started by: Marcus720Marcus720

Actually I think the PSN version is always NTSC, regardless of where you are.

I play this game on my PAL PS3, but since it was downloaded from the PSN store it has the American title "Goin' Quackers" instead of the European (and arguably better) title "Quack Attack".

 

Forum: Spyro Reignited Trilogy (Console & Time Trials)

Thread: Dr Shemp damage boost

Started by: Marsh_GLMarsh_GL

This is prolly already known, but you can damage boost onto that Big Momma platform on Dr Shemp.

Looks like it might save a second, but I don't know?

 

Forum: Spyro Reignited Trilogy (Console & Time Trials)

Thread: Active or passive camera for Spyro 120%?

Started by: Marsh_GLMarsh_GL

Yeah I'm pretty sure passive is default. Was just wondering if I'm missing out by not choosing active

 

Forum: Spyro Reignited Trilogy (Console & Time Trials)

Thread: Active or passive camera for Spyro 120%?

Started by: Marsh_GLMarsh_GL

Hi

I'm wondering about the best camera setting for Spyro 120%.

Currently I have mine on Passive mode, with the Reignited control scheme for use of the L2 camers reposition.

What's best for speedrunning this game - active or passive?

 

Forum: Spyro the Dragon

Thread: Slowest Console

Started by: XEmblemXEmblem

Its gotta be that one model of PS1 with the power unit too close to the láser reader so that it gradually gets worse the longer it's turned on

takevfivetakevfive likes this. 

Forum: Metal Gear Solid

Thread: Boba skip Hind questions

Started by: Marsh_GLMarsh_GL

Ah I see. Thanks so much!

 

Forum: Metal Gear Solid

Thread: Boba skip Hind questions

Started by: Marsh_GLMarsh_GL

(edited: )

Hi guys I've been curious about something for a while.

If you were to do Boba skip then you will skip the rappel sequence. So say you do this and then go on to defeat the hind as normal before returning with the rope to the roof. Will the rappel sequence then start with the now defeated hind?

Also, I imagine not, but since the cutscene doesn't play out of liquid destroying the tower walkway, is this walkway still in place if you do Boba skip? And if so can you walk between tower tops?

These questions have been on my mind for ages 😀

 

Forum: Oddworld: Abe's Oddysee

Thread: Basic category explanation

Started by: MarkTheW0lfMarkTheW0lf

Oh wow I never knew that! Thanks so much for answering my question 🙂

MarkTheW0lfMarkTheW0lf likes this. 

Forum: Oddworld: Abe's Oddysee

Thread: Basic category explanation

Started by: MarkTheW0lfMarkTheW0lf

Sorry I'm not sure I'm following you. The goal is to save 50 mudokens and kill 49?

 

Forum: Oddworld: Abe's Oddysee

Thread: Basic category explanation

Started by: MarkTheW0lfMarkTheW0lf

(edited: )

How exactly does 50/50 work when there's an odd number of Mudokons? Do you say it's 49 saved and 50 killed or is it the other way around? 😀

 

Forum: Spyro Reignited Trilogy (Console & Time Trials)

Thread: Dragon Shores

Started by: Marsh_GLMarsh_GL

Brilliant thanks for answering. It seemed right but feels like it would make the game a little anti-climatic.

 

Forum: Spyro Reignited Trilogy (Console & Time Trials)

Thread: Dragon Shores

Started by: Marsh_GLMarsh_GL

So, Dragon Shores isnt necessary for 100% or 337%?

 

Forum: Oddworld: Stranger's Wrath

Thread: Some 100% questions

Started by: Marsh_GLMarsh_GL

That's brilliant folks, so helpful. And yes I'm planning on 100% SD 🙂

 

Forum: Oddworld: Stranger's Wrath

Thread: Some 100% questions

Started by: Marsh_GLMarsh_GL

Hi

Just a few questions about the conditions for 100%.

About buying all upgrades as a bounty hunter, is there a list of what these are? Are we taking top knuckles,  top stamina, and all possible ammo upgrades possible by that point in the game? Is this all available in the New Yolk city general store or do you have to get some in the earlier towns? And do you need to use the black Market for any?

Also don't the steef armour upgrades occur automatically as part of the story? I don't remember you having to do anything extra to get them, though it's been a while since I played.

The bounties are fine to be dead when collected, right?

And are there four Glocktigi in the game?

Many thanks in advance for taking the time out to answer me

 

Forum: Spyro the Dragon

Thread: How on earth do you one-cycle the Gnasty Gnorc circuit for 120%?

Started by: Marsh_GLMarsh_GL

Thank you. I'll just keep practicing I guess

 

Forum: Spyro the Dragon

Thread: How on earth do you one-cycle the Gnasty Gnorc circuit for 120%?

Started by: Marsh_GLMarsh_GL

(edited: )

I often feel like I'm quick enough to complete the circuit whilst getting every gem, and I can get to Gnasty's platform before he's firing his 2nd attack. But Gnasty always does his 2nd cycle for me. He seems to run down when Spyro gets too close. Is there some trick to flaming him when he's on his platform, or is it just down to a quick circuit?

 

Forum: Spyro the Dragon

Thread: Cheat% discussion.

Started by: TowerizerTowerizer

Meh, gotta say that I feel like some people here were a little douchy to a person who simply had a question and wanted clarification.

shempmdshempmd, GingeSwagTiaGingeSwagTia and 4 others like this. 

Forum: Donald Duck: Goin' Quackers

Thread: PS2 / GameCube differences

Started by: Marsh_GLMarsh_GL

(edited: )

Hey all, sorry for posting so much recently.

The differences between the PS2 and the GameCube versions of the game are largely undocumented. I’m pretty familiar with the PS2 / PSN version (both are the same from what I can see). So I’ve reviewed gameplay of the GameCube version and have noted all of the differences I could see. This is probably not an exhaustive list, but I think I covered a large amount of the changes.

I categorise the differences into three types:
- Level changes: Requires the user to play the level differently.
- Design changes: Are aesthetic only and do not affect gameplay.
- Camera changes: Alters the player's view during certain sections.

I use two videos to reference the times and places these changes are present. The PS2 video I use is from my own any%, and there is also a GameCube Let’s Play video I use too:

- PS2:
- GameCube:

I didn’t explore any of the bonus levels - just the first four zones and their boss fights.

As a final note, you may have noticed that the PSN version I reference is the PAL “Quack Attack” and the GameCube version is the NTSC “Goin’ Quackers”. I have looked at videos of the NTSC PS2 version and I’m confident in saying that the differences I list here are present because the games are made for different consoles, and not because of any PAL/NTSC difference. However, I didn’t look at any footage of the PAL GameCube version, so I may have missed something.

General:
- The GameCube version appears slightly darker in the level select area and yet brighter within the actual levels.
- Text is in a different font (more curvy on the GameCube) and obviously different buttons are displayed for the special moves depending on the console.
- Movement seems a lot more fluid on the GameCube version.
- Load times seem slightly faster on GameCube but this is untested.
- Orange and purple boxes are shaded darker on the GameCube.
- The life icon of Donald's head is a lot smaller on the GameCube.
- The lids for the level entrances are coloured differently between versions.
- The GameCube version has an extra "Continue without saving" option if you choose to save after a level is completed.
- Floating boxes only have shadows on the GameCube version.
- I'm 80% certain that the Nephews only tell you when you've collected all of the special moves in a location on the GameCube version. I'm pretty sure that this is absent entirely on PS2. [GameCube: 31:32]
- When a zone is not yet available the TV screens are black on the GameCube version, but display static on the PS2. [PS2: 19:05] [GameCube: 35:56]
- Donald's shadow is oval-shaped on the PS2, whereas his shadow is more realistically-shaped on the GameCube. Ex: [PS2: 29:05] [GameCube: 50:42]
- Backgrounds are often modeled differently in subtle ways.

Forest general:
- Design change: Some rocks appear more detailed, trees are darker, and particular logs are coloured differently. Some extra trees are visible in the background of the GameCube version. Ex: [PS2: 2:09] [GameCube: 6:29]

Forest 1:
- Level change: Near the start of the level the GameCube version has three extra gaps which require platforming to get across, whereas the PS2 version has land covering all of this area that you can simply run through. [PS2: 0:49] [GameCube: 4:44]

- Level change: Another extra gap is present on the GameCube version. Also the fence posts are designed differently. [PS2: 1:27] [GameCube: 5:34]

- Level change: There is a bigger ledge on the GameCube version immediately followed by a different ground texture. [PS2: 1:30] [GameCube: 5:38]

Forest 2:
Level change: There is a bigger ledge on the GameCube version which is filled in by horizontal logs. [PS2: 3:32] [GameCube: 9:21]

Design change: Water appears a lot more detailed on GameCube, and the more obvious current gives the impression that the area is longer than it is. [PS2: 4:11] [GameCube: 10:11]

Forest 3:
Design change: More detailed waterfall on GameCube. [PS2: 5:30] [GameCube: 12:28]

Forest 4:
Level change: An extra log and thorns appear on GameCube. [PS2: 7:33] [GameCube: 15:56]

Chicken:
No obvious differences.

Duckburg general:
Design change: Fire hydrants spit out white water on GameCube and blue water on PS2. [PS2: 10:34] [GameCube: 22:41]

Duckburg 1:
Design change: The logo and text on the moving vans is only legible on the GameCube version.

Design change: The skybox is darker on GameCube.

Duckburg 2:
Design change: The PS2 version seems to take place at evening whilst the GameCube version seems to take place at daytime. [PS2: 12:53]
[GameCube: 25:43]

Camera change: The GameCube version pans down just before the second thread area to reveal extra windows and boxes, whereas the PS2 camera remains straight throughout this section. [PS2: 13:40] [GameCube: 25:53]

Camera change: The camera is raised slightly higher towards the end on the GameCube version. [PS2: 14:05] [GameCube: 26:43]

Level change: There is an additional box on the PS2 version. The paint cans to the last thread are also bigger on GameCube (as the ledge they are next to is bigger itself) [PS2: 14:11] [GameCube: 26:52]

Design change: Additional trees are present in the background of the PS2 version. [PS2: 14:32] [GameCube: 27:22]

Duckburg 3:
Design change: Additional boxes are present during one section on GameCube. These appear to be a part of the background however and are not climbable. [PS2: 16:04] [GameCube: 30:13]

Design change: A two-lane road (in the background) on the PS2 version is changed to a one-lane road with additional houses on the GameCube version. [PS2: 16:41] [GameCube: 30:55]

Beagle Boys:
Design change: Clouds are absent on GameCube, also there's an additional sun-ray effect. [PS2: 17:07] [GameCube: 32:49]

Design change: The background road is different on the left-side, and traffic seems to behave slightly differently depending on the version.

Level change: The box you are restricted to seems fairly smaller on the GameCube.

Design change: The wrecking ball casts a shadow on the GameCube, but not on the PS2. It's also more textured.

Camera change: The camera appears slightly higher on GameCube, though this might be because of the decreased area size.

Haunted general:
Design change: The PS2 sometimes has a green matrix hue whereas the GameCube has a blue Twilight hue.

Design change: Webs are clearly white on PS2 but a little more pinkish on GameCube.

Haunted 1:
Design change: There is a different background layout near the start. [PS2: 19:52] [GameCube: 37:00]

Design change: The ceiling is visible on the GameCube version at certain sections, but not on the PS2. Ex: [PS2: 20:49] [GameCube: 38:11]

Haunted 2:
Level change: A climbable bookcase is absent on the GameCube. [PS2: 22:50] [GameCube: 40:59]

Design change: The big duck statue is absent on the GameCube version. [PS2: 23:18] [GameCube: 41:30]

Design change: At the end of the level there are outside objects visible through the windows only on the PS2 version. The floor cut-off point is also straighter on GameCube. [PS2: 23:49] [GameCube: 42:03]

Haunted 3:
Design change: The outside area has a different skybox, and some objects (such as fallen trees) are tweaked differently between versions.

Magica DeSpell:
No obvious differences (aside from shading).

Fire general:
Design change: Trampolines light up when bounced upon on the PSN version, but not the GameCube version. This is the only difference I've ever noticed between the PS2 and the PSN, because they also don't light up on the PS2 version I've got, so this might be the only actual PAL/NTSC difference. [PS2: 40:22]

Design change: Various colour changes (platforms, lava, trampolines).

Design change: Flame shooters are somewhat easier to see on the GameCube version because of the way they stand out.

Fire 1:
No obvious differences.

Fire 2:
Design change: The closing/opening walls have a black rim at their base on GameCube.

Fire 3:
No obvious differences.

Fire 4:
Level change: An extra flame shooter is present on the right-side wall of the GameCube version at one point. [PS2: 38:12] [GameCube: 1:03:06]

Merlock:
Design change: The tornado is harder to see in the GameCube version because it is faded. [PS2: 39:45] [GameCube: 1:06:06]

In my opinion, the differences between the PS2, PSN, and GameCube versions do not merit a splitting of the category. The biggest level change happens on the very first level and it really doesn’t do much to affect play, other than requiring the player to need to jump a little extra. Other level changes are rather minor and don’t seem to pose much additional risk or slow the player down at all.

UI_JessUI_Jess likes this.