Stream Triple Six Mafia - Underground Vol.1, a playlist by Nichtwie Duheist from desktop or your mobile device. May 25, 2011. Three 6 Mafia (Triple 6 Mafia) - Underground Vol. 1 (1991-1994). Ridin' n' tha Chevy 02. Niggaz Ain't Barin' Dat 03. Charging These Hoe 04. Now I'm High, Really High 05. Sucks on Dick 06. Playa Hataz 07. Paul, With da 45 08. Where da Bud At 09. Mask and da Glock 10. Don't Be Scared 11. What up guys? Since Three 6 Mafia is one of my favorite groups of all time I felt like I needed to make a mixtape of my collection all of their material. Most people know Three 6 started out with 6 members: DJ Paul (Born 1977), Juicy J (Born 1975), Gangsta Boo (Born 1979), Koopsta Knicca (Born 1974),. Mar 23, 2012. Three Six Mafia - Underground vol. 1 (1991-1994). Ridin' da Chevy 6:02. Niggaz Ain't Barin' Dat 6:12. Charging These Hoes 3:27. Now I'm High, Really High 4:21. Juicy J - Sucks on Dick 2:44. Playa Hataz 3:38. Paul, With da 45 4:59. Lord Infamous - Where da Bud At 4:29. Three six mafia underground vol 1 download. Dec 25, 2015. Triple 6 Mafia - Underground Vol. 1 1991-1994 (1999). The infamous compilation made up of remastered early Triple 6 tracks that kind of brought. Ridin' In Da Chevy, Walk Up To Your House, and Playa Hataz make this the best of the three volumes of re-released underground material Triple 6 put out.
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Sacada de la descripcion de GSC2007 This work is for learning exchange only. Thanks to any secondary changes and business profit! Arcade can be directly selected in the grass grass / road card, no avatar; 2. Attack / attack +1; 3. Defense CD buckle 3 energy beads, and forced burst gas; 4.
Infinite burst gas, all the characters launch time unified gas explosion, the explosive gas only once the batter 5. The composite explosive gas-air falling acceleration, the composite gas explosion default forward ground support pressed key composite explosive gas, and a key debounce; different 6. Explosive gas Moves can be bmc, and combat technology can sc, sc super kill / max super kill no additional energy consumption, sc MAX2 need an extra energy; 7. Yamazaki Dragon II: ↓ ↘ → + ABCD change failure action; 8.
Random increase in the figures, and the random character color; 9. ABCD increased launch MAX2 of a key (. Ryuji Yamazaki, except Chen Khan, Lixiamier) 10. The improved correction system injury; 11. Home machine sorting without time limit; 12.
Sorting screen shake a circle of people on the halo; 13. Sort screen 3 to choose 2; 14. Blood in the 1/2 and 1/4 below the blood tank color changes; 15. Practice mode 'RECOVERY' energy is 0, Immediately restore; 16. Release the day / US / European version of the game limit: a. Release the Japanese version of the K9999 super kill arm was set guns; b. Remove the Japanese version of the WHIP shooting was the gun set; c.
Release the Japanese version of the MAY chest jitter settings; 17. Modify the original part of the bug: a.Daimon cast → ↓ ← → + B / D severity regardless of the amendment; C.MAI 3B after the body action correction; d.
In YASHIRO bark for the earth ↓ ↘ → ↓ ↘ → + B or D severity regardless of the amendment; e.Leona Chang appearance of the posture correction; F.Kim domineering ↓ ↓ + B no energy to cancel BUG correction; g.Kim shielded MAX Phoenix feet 246 + BD flash correction; h.Ralf face up to get up BUG amendment; i.K 'hot ↓ ↘ → ↓ ˙ → + A / C version of the side of the BUG correction; j.BENIMARU back up BUG amendment; k.TASK OVER OFF; 18. Increase First Attack, start the first hit the opponent's energy full, use the defense of the CD side Automatically remove First Attack! Added Just Defense, was hit before the 0.1s precision defense, body white flash. Defensive hard straight halved, the value of life is not reduced, anti-zero value of the anti- 20 players play against the challenge 21. Increase the re-election menu.
—, Similar to, except that it isn't difficult per se, it just makes the game longer to play. The claim that a game is often a sign of this. It may also exist in a milder form where the time-consuming element is part of an optional quest. Note: this doesn't mean that. Some common ways of doing this include:.: Some RPGs force you to level up your characters several times before you can move on to the next area.
which may result in a player lingering in an area for a long period of time trying to get the drop. quests which consist of little more than farming randomly-dropped gewgaws.
which consist of hunting for and killing the same type of enemy over and over again. Also common in. After sending a hundred of the same enemy at the player, the game introduces a new enemy, which turns out to be the same enemy. (just extending each battle by ten seconds can add hours to a game). Overly long. Having many and counting them towards the game length. Anything which appears at random and requires to get the best result.
Often leads the player to spend hours at the., especially to make the game feel longer. that take time to get by without taking damage.
An abundance of, and that take ages to beat without actually being interesting. with one or more of the following traits:. Has a or ten.
Has very few, forcing the player to play through large amounts of game they've already played. Especially bad if they're placed before a instead of after it., especially if the boss has no real gimmick besides.; Repeats the same thing over and over and over again. Forcing the player to explore side passages of negligible difficulty just to clear an arbitrary obstacle (such as a or an ) placed in the main path., intentional or otherwise, when the game puts a large focus on, so you don't know what's really left to collect., especially in a game that doesn't have a levelling system.
Making the unnecessarily huge even though there is nothing to do in it but run back and forth., which are situations when the best result can only be obtained by doing nothing for a set period of time. wide-open worlds that don't mark objectives, leaving you to aimlessly wander around the (beautifully-rendered) 20+ square miles of game world for five hours until you accidentally stumble face-first into a steaming pile of story-quest or desperately look up a walkthrough in your frustration because dammit, you have to get some sleep before work tomorrow. Not allowing you to save whenever you want so you have to replay from a checkpoint if you need to turn it off.
Bosses where the player must use trial and error to figure out how to kill them, but where an easy but time-consuming section must be completed before each trial. This can happen either in regular play, or in an where a series of easy bosses must be killed each time before one or more difficult bosses at the end. Rewards that are dependent on difficulty level, and only unlock when playing on a particular difficulty but not the ones above it.
While negligible for players who choose to start on the easiest difficulty settings, a player aiming for and chooses to skip Easy mode to play Normal or Hard mode will have to go back to the lower difficulty level(s) to get all of the rewards, even if they've demonstrated that they are far more than good enough for those easier difficulty modes. Achievement systems are particularly guilty of this. Requiring multiple playthroughs to experience all the content regardless of difficulty, whether by making you choose one challenge/reward or the other or by unlocking certain rewards, challenges or endings only on a (or 'second loop').
The common thread in most of these is repetition; the player is given the same challenge or experience several times. Extremely common, especially in RPGs, and we're so used to it that games that avert it can seem ridiculously short, when in fact they have as much content as anything else in the same genre (the 2D, for instance). See for fake longevity in other mediums.
If removing Fake Longevity causes the fans to, then you've discovered an. The Triforce Hunting segment of is notorious for being very time consuming but not particularly fun. Particularly since it costs so much to have Tingle that you have to increase your wallet size to even start this part. The HD remaster reduces the longevity by having only three fragments collected via the maps, as the other five are collected directly in the chests that pointed to their maps in the original. Wind Waker also has a very long figurine side-quest. In The Minish Cap, figurines are collected by taking part in a lottery that can be done over and over again through collecting shells that are very easy to find. In Wind Waker, the player has to take a photograph of the NPC/enemy they want a figure of, take it to the figurine maker, who only makes one per game-day (so you'd better get to love the Song of Passing, which moves time forward twelve game-hours, should you want to complete this sidequest; you'll be playing it over and over and over.) Also, your camera only holds three photos.
Also, the figurine maker will reject photos if they're not 'good' enough. With some photos (such as Tetra's), you only have a single opportunity to take them, and you can't be certain if they're 'good' enough until you show them to the figurine maker. Don't save in the meantime. Though still time consuming, this sidequest is significantly improved in the HD remaster; Carlov now accepts as many pictures in a single game-day as you can give him, the camera can hold up to 12 pictures, and the camera puts a stamp on pictures he'll accept so you know whether they'll work ahead of time. In, you constantly have to re-visit the same temple to get the next map to go fetch the next. There's only a handful of waypoints around the temple, so there are levels you will constantly revisit. And no, they don't stay opened, so you have to re-do the puzzles each time (although most, but not all, can be skipped or become much easier with newly acquired items).
A in, though, since the Tower of Spirits is frequently revisited but allows you to skip floors. In both Spirit Tracks and Phantom Hourglass, collecting train and boat parts can take an absurd amount of time, as in Spirit Tracks you need to collect a large amount of rare treasure — simply getting the Golden Train can take a while, depending on luck.
For Wind Waker, Phantom Hourglass, and Spirit Tracks, the sheer amount of time spent on sailing/riding the tracks may have taken up most of the gameplay hours. is sometimes criticized for this as well, largely due to the vast distances between locations in the Sky and the final Spirit Realm challenge near the end. There's also a point where you must go through the first dungeon again with new enemies to get Sacred Water to heal the Water Dragon. You can't even skip it by getting the water during your first visit; it will inexplicably be regular water if you try to scoop it up before you're tasked with getting it. downplays the tradition of 'go to dungeon, beat boss, get ' by having only four dungeons that give said Heart Containers. To find the rest, you have to seek out Shrines and solve the puzzles within to get a Spirit Orb and collect four of those to exchange them for a Heart Container or Stamina Wheel. Since most enemies can hit like trucks, cautious players will do their best to get more Heart Containers, but that requires the player to stop doing side quests and the main story in order to find a shrine.
While the shrines themselves don't take very long to complete (unless you get stumped on a puzzle), the act of finding a shrine or getting access to one can take quite a while and it adds up when you have to do it multiple times. Breath of the Wild also has an armor system where you can upgrade your gear if you have the right materials.
Most materials are either found in the wild (plants, bugs, etc) or are from monsters directly. Some of said monsters may only appear in specific areas and/or specific times of the day, thus you'll have to do a lot of traveling or waiting around.
Due to RNG, a specific material you need may not even drop., hours and hours of flying through hyperspace so you can try to mine a few more metals? Seriously, some hyperspace 'jumps' took upwards of ten minutes of just watching your ship fly in a straight line. Of course, once you get the Portal Spawner you can skip around 90% of that (and save a fortune in fuel). Experienced players are sure to do so early on, and it streamlines the entire game. But like many of the sidequests in that game, you will only find out the thing even exists if you investigate cryptic hints and gossip from the dialog trees.
Games based on:. 's Riddler Challenges are this. They're not at all necessary, except for the introductory riddle, but give nice juicy chunks of experience to buy upgrades with. Plus they unlock interview tapes of the villains and character profiles, and that extra health tank would be useful against those damn stun baton guys that keep popping up. Many of these require you to backtrack with new gear to older areas just to be able to get them, or require some pixel hunting armed with some fairly obscure Bat-trivia. The sequel game, is just as bad, if not worse than the original.
400 different Riddler trophies to be collected with Batman alone, including physical trophies to find, riddles/puzzles to solve, and combat challenges to complete. Without having all 400, you can't complete one of the bigger sidequests in the game. Some of these are genuinely engaging and fun to hunt down or do, but it can be argued that there's a great deal of tedious filler involved as well. There are also the balloons and security cameras that can be destroyed. This is somewhat mitigated by the fact that you can get Riddler information on your map by interrogating specially marked green-hued thugs for Riddle information, and TYGAR security terminals give map information on where the cameras are.
You had to collect a certain number of 'hero points' in between chapters of the second game. This translates to a lot of purse- and balloon-retrieval.
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In, as Venom, there's a kid holding a balloon in his tutorial;.: Most of the game is excruciatingly long sections of running around, using to run up and across walls over, and fighting an unnecessary number of enemies when you actually get somewhere. The controls are kind of finicky, meaning you'll fall (and die) several times most likely. Boss fights are usually some form of, and that's if you're NOT looking for the extremely out-of-the-way collectables (mainly, the Abraxas Shards) in an otherwise. The original suffered from this: In order to enter into ranking fights with opposing assassins, you have to first perform side jobs and miscellaneous assassination requests to work up the cash needed to enter the fights.
It didn't help that most of these side quests were quite tedious. Thankfully, this was improved in, where you didn't need to pay to partake in ranking fights.:. The Great Maze in Brawl. By this point, you fought a good portion of the Smash Bros. Crew and all of the bosses. Now you have to travel in a maze that consists of all the areas you went through and have to beat ALL Smash Bros.
Characters AND the bosses (again!) before you're even allowed to fight the final boss. That one level comprises about 31% of the completion total. Also in Brawl, the challenges for beating certain modes with every single character in the game. To 100% the whole thing, you need to beat Classic Mode, All-Star Mode, Boss Battles, Home Run Contest, all five Target Smash levels and 100-Man Brawl with all 35 characters. The Target Smash levels in particular are worth mentioning since previous games had one level for each character, but this one has all characters doing all of the exact same 5 levels. In Super Smash Bros.
For 3DS, you have to beat several modes with every single character to beat all the challenges like above. This means beating Classic Mode, All-Star Mode, 10-Man Smash, 100-Man Smash, participating in Target Blast, and placing first in Smash Run with all characters. Fortunately, the Mii Fighters and DLC characters don't count, but that's still a tall order. The Wii U Challenges are more difficult and still include a few 'all characters' objectives (including clone characters), such as clearing Classic on 7.0, and All-Star (no continues) on Hard.
In both the Wii U and 3DS versions of the game, unlocking all of the custom moves and gear takes forever, since it's comprised mainly of, and things you've already collected will keep popping up. Want the full gamerscore from the 2011 reboot of? Among other things, you need to have played each character — of which there are 27 without DLC — for 24 hours in total.
Two of them can only be unlocked by playing through the campaign, which takes another couple of hours. gives you two options to unlock all the available colors for customization: use each playable character 40 times — and there are over 30 characters — or pay for a unlock key. Other feats, as unlocking the gallery and two additional playable characters, also have requirements as obnoxious as that one, and of course can be unlocked by purchasing a DLC unlock key. KOF: Maximum Impact 2 is another offender. Each character has two costumes with eight color palettes for each of them, but only the first four are unlocked for each costume. Unlocking the other four on each costume (eight in total) requires you to beat any of the 1P modes with every character.
While there are plenty of modes to go around (most of them packed inside Challenge Mode), there are also plenty of characters to do this with: you start with 24 and unlock 14 more along the way, for a total of 38. And the requirements are the same for the secret characters too. You only unlock one color at a time, and only for the costume you choose each time, and by the way, grinding them in Mission Mode is useless: you won't unlock anything by completing a mission you already completed with another character. Getting everything in the story mode of the first ultimately grinds down to having to do every scenario (of which there are nineteen of them) about three times each for a majority of them. You have to clear it in the first place to unlock the bonuses, interact with every single thing on each map (fight the battle pieces and take the potions, chests, and ethers), and collect all the prizes on the reel in order to reach 100%.
Especially for a player who has already played the game, it turns into a whole lot of busywork, and at times basically mandates overleveling in order to be able to wreck everything the way the game expects you to. 's MMO based structure brings an unfortunate level of into the Parallel Quest design. Sometimes you can't trigger an Ultimate Finish even if you fulfill all the requirements for it. Even when you do, it's not a guarantee you'll get that Ultimate Skill or Super Attack you were farming for. Even worse for clothes and Z-Souls, which may also come with certain conditions before you get lucky enough to acquire them.
This makes getting much longer than it needs to be. The remake of not only relies on a checkpoint system, it uses very long platforming segments devoid of combat to pad out the game's short length. All games in the series feature a search for that open the way for, which are accused of only existing to make the game longer. Only the third game made an attempt to shorten the task by putting the coupons along your path as you travel the game normally and not requiring every single one to pass to the final area.:. implemented a new mechanic for its 'Legendary' difficulty setting. While the foes in Legendary are nowhere near invincible (they're just a bit more challenging), decided to give co-op mode a 'status link' between the two players; basically, if one of you dies, the game resets you back to your last continue point.
In the past the remaining player could retreat and allow his comrade to respawn back in (if they could make it a fair distance from local enemies without being killed themselves), but this is no longer a viable option. Naturally, this means that any blunders can cause you to replay the same room over and over and over again, made much worse by the new health system. After considerable backlash from fans, Bungie restored the old mechanic for 's Legendary difficulty setting. It (and subsequent games) also have fake longevity via. In 2, nearly every single mission in the game is set faaaaar from where you actually receive the missions from, amounting to seemingly endless driving (occasionally spiced with gunfights every time you cross through a guard post) in the process. And while there is Instant Travel possible in the form of Bus Stops, these are so few of those inbetween they don't do much to cut out the filler.:. The DLC Mad Moxxi's Underdome Riot.
Rather than actually create a challenging new clump of story, the designers scratched together three small arenas using leftover textures and models from the game, and make you fight out five rounds in each of them, each round consisting of five waves of about 20 enemies each. So that's 75 waves of enemies to pass a quest that gives you relatively little experience, a paltry amount of new guns, and 10 gamer points. If you want the other 115 gamer points you paid for, you have to sit through over THREE HUNDRED waves in the advanced challenges - which still take place in the same three arenas. Even worse, it holds you back with multiple examples of, like taking you back to the start of the PREVIOUS wave if you die, and throwing in random modifiers that inevitably leave you with no shields and your health draining away facing an enemy which can only be injured with headshots.
Oh, and the waves start 'doubling up' later on, so once you've cleared five of the enemies, another five spawn in. Towards rounds 15-20 it seems like there are about two to three times the amount of enemies per wave compared to the starting waves. It's been estimated that overall, the DLC pack takes 12-15 hours to complete (assuming you cheat, in which case it's boring - if you don't cheat it's almost impossible), for 3 maps that each take about fifteen seconds to do a complete lap of. The longevity on this is about as inflated as it can get without bursting. The Secret Armory of General Knoxx doesn't fare much better. You spend hours (literally) driving down highways, occasionally leaving the car to infiltrate copy-pasted Crimson Lance toll outposts to deactivate their roadblocks. With the pull of a single lever ( Good thing they'll never think about flipping the switch again!).
Ensues as you are requested to 'remove' two of these roadblocks. If you have to leave your vehicle and take a walking detour between said roadblocks because the road is blocked entirely by debris, how are the rebel trucks supposed to pass through anyway?. The real Fake Longevity in is the amount of time you will spend walking between locations because your car is made of paper and got blown up again. infamously extended the time it took players to harvest ADAM by asking them to perform a prolonged for every single little sister they find in the game. Rescuing/harvesting little sisters (whether you perform to escort mission or not) is literally the only way to upgrade the player's character. And to make matters worse, you are forced to fight a after rescuing the last little sister in every level, in addition to the ones guarding every little sister.
used to do this pretty shamelessly. If you wiped in a raid dungeon, you often had to walk for ten minutes only to get back in note Originally you were ported to a graveyard outside the instance/dungeon and had to walk all the way back to the instance portal. Have you ever walked to the actual instance entrance of Deadmines in Westfall? Yeah, brand new level 15 Alliance players (most of whom followed someone else in in the first place and so they had no clue which way to go when they were by themselves) had to do that EACH TIME THEY DIED, and then another thirty to get back to the last boss. Unless the normal enemies started respawning, in which case you have to wait for most people to get back in and kill all of them again.
And after some real life days, the entire raid would reset. To say nothing about the 'attunements', increasingly elaborate quest chains every player needed to complete to even enter the raid, or the pains of having to buff 40 people individually as a paladin with buffs that only lasted 5 minutes. However, in the expansions these timewasters were reduced severely to make raids more accessible. A similar development took place with ingame cutscenes becoming more commonplace even in normal dungeons. Culling of Stratholme contains nearly 8 minutes of talking, most of it at the very beginning, as well as an segment with a rather slow NPC. Trial of the Champion had a similar introduction but was soon changed so players could choose to skip through the majority of it, with Stratholme being changed to the same concept in the next patch. Newer instances changed the design completely so that you can generally just do your thing while the NPCs talk, though some bosses still have some pre-combat banter you need to sit through before you can actually engage them.
Even more notorious than Stratholme was the final boss in Tempest Keep during the Burning Crusade. This boss was considered incredibly complicated even by World of Warcraft standards, and featured a 15 minute scripted opening that had to be repeated every time you attempted the fight, even if it was your 10th time seeing the same fight that day. Travelling in World Of Warcraft is another form of fake longevity. For the first few levels, you are restricted to base movement speed (most but not all classes get some form of foot-travel aide such as Blink or Ghost Wolf form these days; though they used to come much later). You can buy your first ground mount at Level 20, increasing your speed by 60% of base. You can upgrade it at level 40 to a 100% speed increase.
You can buy your first flying mount at Level 60, which is +100% on the ground and +150% in the air. Flying is the quickest and safest form of travel, but Flight Masters often use elaborate, scenic routes. In the past you even had to stop at each Flight Master to pay for the next flight. While some of these problems have been straightened out, even if you're using your own flying mount and the auto-run key it can still take up to an hour to fly the length of a continent, munching scenery all the way.
And pray the server doesn't disconnect you for inactivity. It's made more noticable by the way that Zeppellins and Hearthstones are almost instant travel, as are long-distance ships, but you still have to wait for the ship to arrive at the dock (up to ten minutes if you don't want to miss your flight), then wait for it to leave. The guild perk which let someone summon anyone in their raid/group to their location has been replaced with a perk that slightly increases the speed when using the aforementioned flight masters. Another guild perk that was removed does this indirectly by halving the duration of flasks thus doubling the number of cauldrons that need to be made for a raid.
There are also the legendary weapon quests, which often require you to repeatedly kill raid bosses in order to collect quest items they drop (and depending on the quest, it might not be a 100% chance). And then once you complete that quest, you might get another one that requires to you farm even more raid bosses. It's not uncommon for a high end raiding guild to spend months getting a legendary weapon.:. The game shipped with at least a couple of notorious bits of Fake Longevity. The first is the infamous Tatooine Jawa balloon, which requires at least 30 minutes riding a balloon to get to a couple of stat-increasing items. This 30 minutes does not include the wait time for the balloon to show up at the one location you can board it.
The second problem is the orbital station found at many planets. Instead of being able to land directly on the planet, you're forced to stop at the orbital station and run to a shuttle that will actually take you to the surface. This doubles the number of loading screens you have to sit through to reach your destination.
Fan outcry has been sufficient enough to get Bioware patch the game so that players can return to their ships directly from the planet surfaces as well as speeder travel on the orbital stations. They also had a special spin on the random loot system with assigned drops in the Normal Mode operation (raid) difficulty. The boss would drop a set amount of loot (2 pieces in 8-man) that on top of being randomly decided, also was pre-assigned to a person who could use it. This was supposedly to prevent loot drama in pick-up groups, but the normal setting was a natural part of the learning and gearing process for organized groups too. This meant guilds could have their tank inquisitor get his third loot token for pants in three consecutive weeks that they had nothing to do with but sell to a vendor, while the healing inquisitor was unable to loot it.:.
Free download indian philosophy books in hindi. Before update 15.13, getting Hydroid's parts involved hunting for special units that would only spawn in one place, then hoping they dropped the resources you needed, then finally fighting Councilor Vay Hek. Thankfully, update 15.13 removed that entirely and now Vay Hek can be accessed any time provided your Mastery Rank is 5 or higher. Mesa's parts drop from Mutalist Alad V. In order to kill him, you need to first complete the 'Patient Zero' quest (which awards you the blueprint required to build the key), then wait for an Invasion that offers Mutalist Alad V Nav Coordinates to show up. Then you can finally fight Alad V, but since every Warframe has three components (Helmet, Chassis and Systems) you need to go through the whole ordeal at least two more times.:.
The un-remastered Cardassian story arc. Untouched since game launch, almost every mission in it is a with between space and ground maps multiple times per mission, and usually involves a full of. And then there are missions with the simple goal to interact with a few objects, except there are usually hordes of you have to chew through, and you are forced into through them most times. All the loot including the mission rewards are little better than.
Word has it though that the Cardassian missions will be overhauled with the release of Season 11 in late October 2015. Most of the original storyline missions were like this, but have since been remastered and streamlines to be quicker, more interesting and fun to play. during 1.0 was notorious for having areas that were copy and pasted everywhere, limiting the player to how much experience points a day they could earn, needing to be certain classes in order to do certain tasks, and other problems. When the game was rebooted for 2.0, the majority of the problems were axed, but the relic quest lines were purposely designed to take as long as possible so that players could get their relics at their own pace without worrying about needing to clear difficult end game content. However, 99% of the relic quests involve having the player playing in old content numerous times to grind for specific items. is one of the biggest offenders, if not the biggest.
The game is insanely hard, with a lot of elements that make the game absurdly frustrating and prolonged, but the worst is this: the first time you beat it, you get a fake ending, and you're sent back to level one on a higher difficulty. You're actually forced to beat the game two times in one sitting to see the real ending, which at that point. has its stars, the first two stars in particular. The first star requires you to wait at least thirty minutes before you can jump on a cloud, then wait another hour and a half before you can get the star. Yes, that's two full hours of doing nothing but letting the game run.
You cannot save or restart the level during this time or you'll have to start over again. The second star must be obtained before you complete the second world or else Even worse, the stars are so well hidden they. The indie/freeware game Billy Bob the Cactus Blob 0.5 parodies this with its 'crappy invisible maze to extend gameplay'.
In, the Koopa Clown Car boss is actually three fights in a row. The third boss is on par with the game's. However, the first two forms are trivial to beat. Essentially, it's an unskippable two minute cutscene every single time you fight the boss. And given how many times you'll need to do that before you finally manage to defeat the third form, those two minutes add up very quickly.
There is a save point beforehand which requires you to get the sphere first THEN jump back into the room with the save point which alleviates this a bit. A good number of games are guilty of this trope:. In order to unlock the Last Story in, you must complete each Team's individual story, which is standard enough and has been Sonic Team's standby since. The problem is that each different story consists of four almost-identical playthroughs of the same 14 levels and 7 bosses, with the main differences being different arrangements of enemies and 'longer' stages that often amount to extended repetitions. In the Egg Fleet stage, Team Rose must merely reach Eggman's first battle ship, while Team Sonic must reach and destroy two battleships, Team Dark three and although Team Chaotix don't have to destroy any battleships, they have to contend with their second and final ).
Playing the Last Story in requires you to see all 10 endings of the main story. This means you have to play through the levels of each possible path again and again, having to play the final levels at least twice and choosing the opposite mission to face the other final boss of that level, and having to play Westopolis 10 times. contains, the first of which may take less than four seconds; backtracking through almost every level with every team; spacious hub areas; puzzles (billiards, anyone?) and generally schizophrenic controls which add much onto the twenty hours of gameplay. does away with the load screens (to an acceptable degree), and has fair gameplay, but takes the completely optional collectable medals in 06 and makes them mandatory to unlock new levels. Collecting 120 Sun Medals to play the final day stage will require either excessive replays, slow sleuthing level runs, or doing a ton of sidequests.
Oh, and you'll also need over 100 Moon Medals as well. And Werehog levels may take 20 minutes to beat, each. And don't even mention Eggmanland.
In the 360 and PS3 versions, most of the medals were usually on alternate pathways or required some tricky movements in either type of level. However, given how backtracking is usually impossible, missing an opportunity to get a medal usually means having to replay a level. Meanwhile, in the Wii version you would get two medals for collecting (almost) all the rings/experience points (nothing too hard for most levels). And the third medal for completing the level again, this time as fast as you could. It's normally possible to take your time to get the medals in the night time levels, but in the daytime levels. has mercifully pared back much of the fake longevity. Yes it can take excessive replays to get the Red Rings and the S ranks to unlock the Game Land levels and, subsequently, Super Sonic, but they are completely optional.
In fact, you can't use Super Sonic in boss battles. Unlike Unleashed (and ), Colors didn't allow the player to acquire most of the collectibles on their first run through a stage since Wisps needed to access most of them were unlocked as they progress through the game, forcing players to return to previously beaten stages.
This did sometimes allow for different paths to be taken, however. The Chao Garden in (including the Gamecube version). The amount of rings needed to buy things to improve your Chao are staggering. Even if a 0 was lopped off the end of each price, they would still be too expensive.
Got an A-Rank on all five missions in every level of the game? You probably still don't have nearly enough rings. As says, thank goodness for glitches. All the games in the have something like this. The first Sonic Advance requires you to beat the game with all four characters and get all the Chaos Emeralds to unlock the true final boss and get the true ending.
In Sonic Advance 2, you not only have to beat the game with four characters like last time, you must also get all the Chaos Emeralds for Sonic only, and you must get 7 Special Rings in one life in each zone to be able to get each Chaos Emerald, and you have to do this with every other character if you want to unlock extra content such as Amy. In Sonic Advance 3. You have to scour each zone for Chao, get a Special Key and complete an act of each zone while carrying it, and then attempt increasingly-difficult Special Stages to get the true ending (though unlike Advance 2 the Chao are permanent collectables and don't require you to use every character to collect them). has you do plenty of sailing and replaying levels to be able to accumulate enough materials for upgrading your vehicles, getting the Chaos Emeralds from the Johnny races and for getting where you need to go.:. has four extra Worlds after World 8. You have to beat the game eight times, with.
Fortunately, the version only requires you to complete Worlds 1 through 8 once, and Warp Zones are allowed. DS has you catching rabbits so you can get keys to unlock minigames. Slight as they are not vital to the plot, but there are a ton of them and there's no way to tell which you've caught. So you could spend 15 minutes going after a rabbit just to find you've already caught it. Also, after a certain point, you'll stumble onto shiny rabbits. Catch one.and he'll say there are around 7 more.
They're hard to find (your best bet is the Castle Grounds with Yoshi) and you need to catch them all to get a key, which unlocks the silent, white door in the character select room to get a Star. The Green Stars in. It's and Fake Longevity combined. 120 extra stars, which are located in the craziest locations, have no hints on the location save for a very quiet tinkling sound, and are spread out in galaxies people have already completed.
Then, after getting all the green stars and beating the regular Grandmaster Galaxy level, you still can't play The Perfect Run until there are 9999 star bits in the bank. has you have to play every single level as both Mario and Luigi and get gold flags (hit the top of every flag pole in the game at the end of the level) to get stars on your game file and unlock the true final level. If you were prepared beforehand it made it slightly less tedious (by getting the gold flag, star medals and initial level completion in one run), if not you had to play every single level at least three times just to complete the game. has two examples, both for otherwise 'optional' rewards. For one thing, to get all the stars on the file select screen, you had to max out the lives counter to the point you got three crowns, otherwise entirely optional in past games and painfully tedious unless you used those infinite lives tricks.
Then to get the final rewards? You need a million coins. Then about TEN million coins. That's a good few days of non-stop Coin Rush with the best possible set of levels (30,000-coin maximum per run) if you're lucky, weeks or months if you aren't. All for different title screens. In order to obtain the Character Stamps (stamps of the main character's portraits ), you needed to beat every level with a single character. Just for that character's stamp.
In multiplayer, the character has to touch the flagpole for it to count. It gets especially glaring once you unlock Rosalina after having beaten a large portion of the game: you need to backtrack and beat all of the previous levels with Rosalina. And you can't keep track of whether or not you've beaten a level with a certain character until the very last world is unlocked. The earlier.
A playthrough of Clone Zero in ZKW's Orochi Iori and Orochi Leona hack for King of Fighters 2000. Moves: qcf + P f, d, df + P qcf + K qcb + K (DM) qcf, qcf + P (DM) qcf, qcf + K Well here's Clone Zero, usually affectionately referred to as 'Commander Pringles'. His moves list is pretty bare, especially in comparison to previous bosses. Unhappy with this design (though I personally prefer it a lot), Zero later returned in KOF 2001, and this Zero was retconned as Clone Zero. As a boss, Zero is mainly meant to be extremely defensive, though stands are being rather limited in his move set. This was made worse in KOF 2001 where he had even fewer moves, though was backed up with a few strikers.
His cape can be used as a defensive or offensive strike, and he can uppercut with it as well. His other moves include using his shadow to catch the enemy and then combo them, which is very cool, and kneeling to catch them, then throwing them backwards with a blast of energy. His desperation moves include a cape combo which can break through the person's defence, and a black hole move which can hit anywhere on screen, as well as deal massive to an opponent caught inside of it. This gives Clone Zero a decent though seemingly token move list; he has an uppercut, some reach and a screen-filling attack.
As I'm writing this I realise he reminds me a lot of Mukai, though he's still a million times better than him. If I'd played KOF 2000 extensively then I don't think I'd like this boss as much as I do, as he's probably the most dull of the main four. That said, there's a sort of charm about how obscure he is. Anyway, enjoy this playthrough.
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