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Old July 2nd, 2004   #1 (permalink)
Prince of Persia
 
Join Date: Aug 2002
Location: USA
Posts: 1,105
Power Rangers Flash Game

This is worth posting from Gamefaqs.

Power Ranger Game: http://nanana_m.at.infoseek.co.jp/m_ranger.swf

Quote:
First menu option begins the game.

Second is level select with the last 4 options allowing you to fight against your own chars (who are obviously extremely cheap due to unlimited special use).

Third changes controls (Z, X and C being defaults, Z being attack, X being specials and C being character change)

Fourth changes options (first is detail, right for more and left for less, second is sound on/off, third is the amount of hitsparks, this time left being more and right being less and fourth is combo/score display on/off)

Fifth is a not-that-helpful help screen, unless you speak Japanese. And if you do, feel free to skip the rest of my instructions here.

As for the actual gameplay...

All chars can dash, jump (duh), triangle jump and do a recovery backflip when knocked down. All characters are invincible when dashing or during a recovery backflip.

Z is the main attack button, with each char being able to do combos of varying lenghts (3 for Red, 4 for Blue, 2 for Yellow and 4 for Gray in both stances), as well as a jump attack.

X is the special attack button, each char has 4 special attacks that cost varying amounts of special gauge with each use. The special moves are done by pressing X, down+X, X while jumping or X while dashing. Also, when you're far enough from an enemy so that a targetting sight appears on them, pressing X uses your character's projectile attack.

Pressing C changes characters. If you have sufficient amount of special gauge available when you change characters, pressing C makes the next character in order use their projectile attack prior to your former character leaving and switching control over to the new character. If you press down before pressing C or if you don't have enough energy left for the projectile attack, you'll switch over to the next character immediately. The order the characters go in is Red->Blue->Yellow->back to Red, and all 3 share the same lifebar. Also, to finish off bosses, you need to mash C when far enough from the boss (except Grey who teleports far enough before using the finisher).

After finishing off the boss' first form, they do what PR badguys usually do, and grow 100 feet tall, forcing your guys to fight'em in their Megazord thingy. Same controls basically, except you can't do a triangle jump, recovery backflip (mainly because you can't be knocked down) and you're a lot slower. Instead of changing characters, holding C makes you block, an ability you'll be using a lot if you wish to win any boss battles as the 'Zord.

Notice that you're constantly under a time limit: after the first time limit runs out, all the regular badguys will leave and you'll fight the boss, and after that, running out of time will be a Game Over.

I'm pretty sure I'll run out of space soon, so I'll post the character-specific movelists in the next post.
---
Damned imbeciles. Why do you wish to fight?
-Bahamut, FF8
From: AnotherGamer | Posted: 6/26/2004 4:00:04 PM | Message Detail
Red Ranger: Uses a sword and blaster, much like in the show. Probably the least-changed one of the much.

Z, Z, Z: Basic 3-hit sword combo. Last hit pushes enemies back. Any hit can be cancelled into X or down+X.
Z while jumping: Diagonally downward sideways swipe. Can be cancelled into jumping X, or performed after an early walljumped air X.
X: A quick stab combo. Can be cancelled into down+X.
Down+X: A generic sword Shoryuken. Can be cancelled into air X.
X while jumping: Spins around with sword extended.
X while dashing: Does a diagonally upward dashing slash. Knocks enemies into the air, good juggle starter.
X when the targetting sight is visible or C as Yellow Ranger: Takes out his blaster and shoots the targetted enemy with it. Quick and accurate but doesn't do much damage.

Blue Ranger: Switched his spear for a pair of iron claws, and wields twin blasters.

Z, Z, Z, Z: Rapid slashing combo. Quick but doesn't have too much range and individual hits are weak. Any hit can be cancelled into X or down+X.
Z while jumping: Downward slash with both claws. Think Blanka's J.FP except with slightly less range. Can be cancelled into jumping X.
X: Quick 3-hit combo that knocks enemies down. Can be cancelled into down+X.
Down+X: Leaps diagonally upwards, claws first. Can be cancelled into jump X.
X while jumping: Dives diagonally downwards, claws first.
X while dashing: Slides on the floor, claws first. Knocks down.
X when the targetting sight is visible or C as Red Ranger: Takes out his twin blasters and shoots at the enemy 4 times. Useful because it can hit several enemies, but doesn't do much damage, obviously.

Yellow Ranger: The most changed of the bunch, she(?)now wields a large metal hammer and and some sort of a plasma bazooka.

Z, Z: Overhead swing into sideways swing. First hit knocks the enemies into the air and the second knocks them way. It's not usually possible to hit the enemies after the second hit since they end up being knocked too far away, but either hit can be cancelled into X or down+X regardless.
Z while jumping: Overhead swing in midair. Knocks down. Has the largest vertical range out of all jumping attacks, and is the easiest to hit flying enemies (like the 2nd stage boss) with. Can be cancelled into jump X.
X: Spins around with hammer extended, followed by a sideways swing. Hits the largest amount of times out of all of Yellow's moves. Can be cancelled into down+X
Down+X: Upward swing. Knocks the enemies into the air, but doesn't follow them by jumping, so can't be cancelled into jump X like with other chars. Can be cancelled into X unlike with other chars, but probably only hits bosses.
X while jumping: Quickly drops down while slamming the hammer into the ground. The actual drop can hit once, and the shockwave that follows can do 2 extra hits.
X while dashing: Rolls on the ground once with hammer extended and then does a downward swing while somewhat crouching.
X when the targetting sight is visible or C as Blue Ranger: Takes out the plasma bazooka and shoots an energy projectile in an arc, which explodes into a pillar of flame upon hitting the ground. Obviously does the most damage out of all projectile attacks, but is the hardest to hit with.

Finisher: All 3 leap in, put their weapons together to form some sort of a large beam cannon, and shoot a multihit laser beam at the opponent.

Megazord: Doesn't seem to have a sword to speak of, and mainly uses its thurster jets instead.

Z, Z, Z: A 3 punch combo. Can be cancelled into X or down+X.
Z while jumping: A double-legged downwards flying kick. Can be cancelled into jump X.
X: Puts both arms forward and shoots a blue jet of flame from both of them. Not sure if it's actually cancelable into down+X, since if it is, it seems like it can only be done really late into the move.
down+X: Uses arm jets to propel itself upward while spinning around with its legs extended. Has probably the largest vertical range of all of its moves. Might be able to be cancelled into jump X.
X while jumping: Points both arms diagonally downwards and shoots the said blue jet of flame from both of them.
X while dashing: Performs a powerful dashing punch.

Finisher: Uses its thursters to fly offscreen (yet still visible due to the diagonal split screen effect), and the charges at the opponent with the said flying kick.

If you've read this this far, you're probably wondering what the hell do I mean when I'm talking about Grey. Well, the Grey Ranger is the secret character. To play as him, click on the logo so it changes grey, and you'll play as him instead the usual trio.

Grey Ranger: I don't know if he's supposed to be the game's equalient of the Green Ranger or what, but he uses drills as his weapons. Like stated above, you play as him alone, and pressing C instead changes his stance and gives him a new basic combo and a jump attack.

Z, Z, Z, Z in stance 1: Jabs forward with his drills 3 times and finishes off with an overhead swing that knocks down. Can be cancelled into X or down+X. Does the largest amount of hits in the game.
Z, Z, Z, Z in stance 2: 2 swipes into 2 charging jabs. Only 1 hit per attack, but it's easier to fill the special gauge with this combo instead, and the attacks have larger range too. Can be cancelled into X or down+X.
Z while jumping in stance 1: Points both drills downwards while driling with them. Pretty crappy as far as jump attacks go.
Knocks down. Can be cancelled into air X.
Z while jumping in stance 2: Does windmill swipes with both drillarms. A lot better jump attack than the other one. Can be cancelled into air X.
X: Leaps forward while drilling at the opponent.
down+X: Does an upward swipe with one arm that knocks the opponent into the air, and then uses the other arm to shoot a drill after'em. Like with Yellow, can't be cancelled into air X because you stay grounded, but leaves you with plenty of time to smack the opponent around while the drill is hitting them.
X while jumping: First leaps higher into the air while drilling upwards, then drops down while drilling downwards with both arms. You can control him left and right while he's falling down.
X while dashing: Disappears and appears on the other side of the screen, somehow hitting every enemy in front of him, even airborne ones. You can keep dashing back and forth for as long as you don't run out of special gauge and keep comboing enemies that way, or go into another combo after the first dash special.
X when the targetting sight is visible: Throws a drill into the air. Upon reaching its apex, it stops spinning and charges into the targetted enemy. Has no recovery unlike with the other projectile attacks, thus you can use the drill toss as a combo starter.

Finisher: Puts a drill into the ground and then thursts his drills forward several times, shooting a group of drills at the opponent.
---
Damned imbeciles. Why do you wish to fight?
-Bahamut, FF8
From: AnotherGamer | Posted: 6/26/2004 4:03:11 PM | Message Detail
Drillzord(?): In many ways, a lot better variation of the Megazord. Reasons stated below.

Z, Z, Z: 3 drill thurst combo. The interesting this is that the drills actually detach from the arms and go increasingly further with each thurst, giving the 3rd hit close to half screen range.
Z while jumping: A jumping drill thurst, complete with the drill detachment. Has no real value as far as a jump-in attack, but is great for battling airborne opponents.
X: Flails both drill arms around like windmills. Much like a grounded version of Grey Ranger's stance 2 jump attack.
down+X: Bends downward and sends a drill straight up before it returns back. A lot safer antiair attack than Megazord's down+X.
X while jumping: Flails both drill arms up and down, hitting on both sides. Great air-to-air attack.
X while dashing: Shoots one drill across the screen so it attaches to an (imaginary) wall, and rushes after it while drilling at the opponent with the second drill. Reaches all the way to the other side of the screen like stated.

Think that's about it. If someone finds a way to get infinite specials and/or energy, feel free to tell me.

namely Drillzord's finisher (from ALT too):

Finisher: Raises both drill bits in the air, fashions a beam sword from them, and slashes downward cutting the opponent with it.
This was posted by AnotherGamer at Gamefaqs.

Source: http://boards.gamefaqs.com/gfaqs/gen...topic=14802493
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