Saving wastes 15s so you should keep the number of saves to a minimum. Either save when you enter hana, on your way out, or like tuomii mentioned - after blooming sf's sapling.
Shinshu would probably be best, because, as I just realized, I'm already going to have to go out of my way in the area to get to the shop, as shopping in Kamiki is no longer an option. Also, I'll need to check and see if the upgrade route needs adjusting due to missing praise.
just read through this thread having just finished the game, and it seems like there is little documentation of any of the glitches aside from groobo's 2:50 run which doesn't seem to work anymore.. so can someone explain what the kt glitch is, for one? though I may screw around a little and see if I can figure out anything to help the NG run since groobo seems to have ng+ covered well enough already, as far as breaks are concerned.
The kt (karmic transformation) glitch gives you an extra jump/double jump each time it's performed. Basically you have to jump, go to the inventory screen and switch to a different karmic transformer, then you have to hit square (on the ps2) at exactly the first frame when you get back to the game. Ammy will freeze in mid-air, lean back, and dash. You can then jump anytime between the freeze and the end of the dash (preferably during the dash since then you'll keep your speed), she'll just start falling if you don't. This is only possible in ng+, for obvious reasons. Also, this glitch doesn't work when Ammy is above liquids (it does work above the void though).
heh, frame-specific wiimote shakes ftl. <_< Thanks though, can get it to work now.
Regarding City Checkpoint, just for the record it's pretty easily possible to get in range of the blossom without kt glitch by doing a jump + dash from the railing on the left at full speed, though it still seems impossible to get the rest of the way across the gap.
Regarding City Checkpoint, just for the record it's pretty easily possible to get in range of the blossom without kt glitch by doing a jump + dash from the railing on the left at full speed, though it still seems impossible to get the rest of the way across the gap.
Really? In that case, it might be possible to make it the rest of the way with the vine glitch. One of the blossoms is fairly close to a ledge on the far side, so maybe with tumoli's extension of the vine glitch, it'll be possible to get in range of the ledge. I'll play around with this tomorrow and see if I can get anywhere.
eh, it seems like you'd need to be able to jump slightly farther, actually, because I haven't been able to make the jump without including the dash at the end, which prevents you from being able to jump from the vine. I'll keep messing with it. (edit: or you can just keep going further down the blossom trail until one lets you off on some solid ground, and then head back up to get the jump)
I mention it earlier that it is possible to get oob at the wrong side in cc and I tried to get oob at the other side and I got to the point that I wasen't able to vine one of the blossom because of the height and we need go higher to reach the other side.
Ahoy, just wondering if this is still underway, I loved Okami, and would love to see a speedrun (hell I got a DS as soon as I learned a sequel was comming out on the DS (looks awesome!)
Since the game is, in a lot of ways, very zelda-y I think it will make an entertaining speedrun. Although I probably can't give you any information you don't have already, played it a lot but mostly as a completionist kind of thing and less for speed running it.
I never knew about this until just now. Not surprising though.
BlueGlass: It looks a proper sequel. It just seems like a rehash because of the similar (maybe even reused) graphics and the reused music for that trailer. I doubt the final game's music will sound like that though. It's probably just placeholder music for the trailer.
I think it's a terrible idea to release it on the ds, for various reasons. Also I have an uncomfortable feeling that it's going to be a prequel to the original. Who is the delveloper anyway?
I think it's a terrible idea to release it on the ds, for various reasons. Also I have an uncomfortable feeling that it's going to be a prequel to the original. Who is the delveloper anyway?
Capcom is behind this. I was not impressed at all when I saw the trailer, I think a sequel to wii would be alot better.
Probably obvious to anyone reading this, but Capcom owns the license, so this is NOT being done by Clover/Seeds/whatever (guys who made the original). Same people as the Wii port. I dunno why some people think it's another port/rehash/prequel. There may be little difference between them, just like Viewtiful Joe 1 and 2, but this will probably be a new game.
Man, I thought I was the only person who thought portable games in existing series are all blatant cash grabs, bar none.
Probably obvious to anyone reading this, but Capcom owns the license, so this is NOT being done by Clover/Seeds/whatever (guys who made the original). Same people as the Wii port.
Well hopefully they've gotten better since then, because the controls on the Wii port are terrible.
The controls for the Wii weren't all that bad, except for the fact that it was almost completely impossible to draw the lightning sign and have it register as such.
And drawing in general can be really wonky (I've missed power slashes), fleetfoot hardly ever works the way you want it to, and the registering for swinging the remote (equivalent of square) is sometimes off.
Maybe I'm just mad at them for removing the credits and epilogue, I don't know.