Should I skip FZ and go for FZIIDX?
If you only want to get one of them, yes go for 3D FZII W.
Should I skip FZ and go for FZIIDX?
They didn't, the original plan was just to port Fantasy Zone 1 but they got the chance down the line to work on bringing 2 to the collection. The thing is M2's System-16 FZII isn't really like the other games in the remake series. I think it could even have stood on its own, separate from the 3D Classics line.Why did M2 decide to bring two Fantasy Zone games within the same wave? No other game received a sequel in the 3D Classics series in such a short time.
They didn't, the original plan was just to port Fantasy Zone 1 but they got the chance down the line to work on bringing 2 to the collection. The thing is M2's System-16 FZII isn't really like the other games in the remake series. I think it could even have stood on its own, separate from the 3D Classics line.
http://blogs.sega.com/2015/04/13/sega-3d-classics-3d-fantasy-zone-ii-interview-part-1/
If you're new, stick to Bright sides of rounds, get a Jet Engine at the least, and make sure you start using Twin Bombs to destroy bases. You can adjust the bombs' trajectory based on which vector Opa-Opa's moving in (i.e. when rocketing towards a base, dropping bombs will shoot them roughly horizontal to the screen and faster than when flying downward). Conserve your money to save up for purchasing extra lives; this will matter even more when you start learning the Dark sides of rounds. These strategies all work on arcade settings, but they're just as effective after you've modified the settings.I have no experience with FZ whatsoever, but I'm *loving* FZ2. Can anyone offer general strategies for the game? Is there a certain buying ritual that generally works? The only thing I'm finding to be absolutely essential is increased movement speed; the weapons are so short-lived that I have a harder time spending money on them (even though I have tons).
if you guys want even more fantasy zone greatness, play Super Fantasy Zone on the genesis. iirc it got a rerelease on the wii vc. it is basically fantasy zone 3. not as good as fantasy zone ii dx, but still damn great.
if you guys want even more fantasy zone greatness, play Super Fantasy Zone on the genesis. iirc it got a rerelease on the wii vc. it is basically fantasy zone 3. not as good as fantasy zone ii dx, but still damn great.
if you guys want even more fantasy zone greatness, play Super Fantasy Zone on the genesis. iirc it got a rerelease on the wii vc. it is basically fantasy zone 3. not as good as fantasy zone ii dx, but still damn great.
Wait, what? Fantasy Zone on the Genesis / Mega Drive was an entirely new entry!?! I had no idea.
Actually, it'sHow do you unlock the neutral ending in FZIIDX?
Actually, it'sthe best ending. Same as good, but get the tear drop item & use it on Dark Opa-Opa while he's flashing after defeating him.
Oh, so you got the top & bottom endings & need the middle? Because there's no neutral ending it seems.I did that, but still gives me the good ending. I've seen ending A and C I think. At the end of the route chart there's a stage I haven't seen yet.
I was trying to follow a route whereOpa's face stands at neutral, neither happy or angry, but since the number of stages is 7, there is no way to split them evenly.
Sega said:NH: For me, the fact that it would be designed for the System-16 was really important, so it couldnt just look like a System-16 game; it had to actually run on a System-16 Board.
When I first told the staff that we were going to make a new game for System-16, their reaction was, Oh man, the boss is off his rocker again. So they tried to get me to give up on the idea, saying that they looked into it, but the work area for System-16 was too small for current programming styles, and we wouldnt be able to make the game fit. If we couldnt solve this key issue, then it would be impossible. But I visited some hardware guys in the area to talk to them about it, and they said, Oh yeah, we can add some memory on to the board there for you. So I had them add some memory onto a System-16B board. So the team tried to kill it off that way, but now they actually had to follow through with it.
- (laughs)
NH: When I showed the staff this System-16 board with memory added to it, I said, As I recall there werent any obstacles else other than the lack of memory right? All they could do was just grit their teeth. Then
I said, Alright, since this is something we can actually put out, were going to do this, right? Yes, sir.
And thus we went on to make the System-16 remake. We made it so it would actually run on a System-16 board as long as it has memory added to it. It was the birth of the System-16C.
YO: The process basically involved you guys building a PC-based System-16 emulator, and then getting the game running on that, right?
NH: Yes, essentially, we made it on an emulator, but then wed burn it to a System-16 EPROM and would playtest the game on the board itself.
The System-16C board that currently lives at M2s offices. The remake of The Tears of Opa-Opa can actually run on it.
Sega said:YO: The biggest benefit of building the game from scratch is that we are able to put in more stereoscopic 3D effects than we have previously. Alright, Horii-san, unleash the beast! (laughs)
NH: Okay, so on the topic of putting 3D into the various objects, weve tried a lot of things up until this point. For example, we were able to get the enemy spawn bases to have roundness to them in Opa-Opa Bros, but that was done by layering just two objects on top of each other. This time around though, were able to display a large number of objects, so theres no need to just settle for two layers. Theres a ton of them, up to seven layers even, and that makes things look really nice and curved. Thats what you get when you have virtual hardware that can display 2,048 individual pieces.
After all weve been through, being able to achieve the look we want without being limited by the number of in-game objects Words cannot express the feeling.
YO: What makes this interesting compared to other 3DS games is that though this is 3DS, it doesnt use polygons. It uses sprites, and they werent designed to be displayed in stereoscopic 3D in the first place. The same staff took 2D graphic art that was designed to run on the System-16 for the 2008 remake, and put those into 3D themselves. So considering that, this too is most certainly a 3D Remaster title.
NH: The same staff basically disassembled all the objects that would need to be put into 3D. Starting with the background, they put objects in deep, in the front, then more in front, then all the way on top, all by hand. The result is just impressively smooth. It was just one person on our staff who stuck to it to get the work done. They were very set on getting a very good 3D implementation.
YO: Widescreen and 3D support really expand the playfieldto a much larger degree than even the other 3D Remaster Project titles.
NH: Opa-Opa Bros was really impressive, and 3D Shinobi III was another one we were really proud of, but 3D Fantasy Zone II really takes the cake. You could call it the most recent of our proud achievements.
- Its not just that it looks 3D, but it looks really natural in 3D. Thats the difference. In previous games, you could tell that its in 3D, or that a lot of work went into the 3D support, but Fantasy Zone II is the real deal.
NH: It does seem like we crossed a certain threshold somewhere in the production process. Its like we broke through to the other side. But nothing feels forced. Its as if everything is as it should be. The people working on it really busted their butts to get it done, but for those enjoying the results, it seems as if a picture-perfect world is popping out at them in 3D.
- Its like the difference between movies when they first started doing 3D, and movies these days. You dont see things that seem forcedeverything feels so natural. Your eyes dont get tired.
YO: In the grand scheme of things, there really arent that many 2D games that have been enhanced with 3D support. But M2 has worked on a lot of these projects in a short amount of time, from 3D Space Harrier to the current title. I think 3D Fantasy Zone II is the best theyve done so far. It is in the most literal sense a grand compilation of the best 3D techniques theyve developed as theyve worked on each of the projects.
- This might just be me, but I imagine the process by which you take 2D visuals and put them into 3D probably hasnt changed all that much. But in optimization through object placement and the way things move, Fantasy Zone II has simply blown everything else out of the water with how everything looks in 3D. Its like there were limits to what you could do before, but now you have the freedom to do more.
NH: When we slice 2D visuals into layers to make them 3D, thats intertwined with the timing for the objects animation. When were recreating an existing game we make sure we dont change the original animation timing. But in this case, we made some slight adjustments. Its not that we made changes just to make it 3Dwe made detailed adjustments so things look better. I think a lot of small changes come together to result in such a breakthrough.
- Its like a lot of puzzle pieces have come together to fit perfectly. Like a lot of amazing things have combined to create something and looks and plays in the most natural, normal-seeming way.
YO: I think thats one way in which this goes beyond what weve done previously.
- Its something that a person who has been taking 2D visuals and putting them into 3D would appreciate. At least, Im guessing it is.
NH: Though the people who have been reading our interviews might be able to appreciate it as well.
- And Im sure they get a kick out of it (laughs). It just feels like a lot of care and work has gone into every little detail. Everything feels like it is as it should be.
NH: There arent as many loose seams anymore, at least.
YO: 3D polygon-based characters of course look just fine on 3DS in stereoscopic 3D, but I hope that people feel this stuff seems just as natural as well.
NH: Thats all Im looking for.
- I wouldnt be surprised if it stops some people in their tracks.
NH: I think weve really pushed things pretty far when it comes to the challenge of taking 2D pixel art and getting that into 3D. And this is the grand compilation of that.
- Horii-san, you spoke previously about how there were no other challengers looking to do this sort of thing.
NH: There arent. Though I would love to see other people doing this stuff.
- With this, all will know the fearsomeness of 3D pixel art. The work youve put in can be seen all over the place, such as the easier-to-see bullets.
NH: When it was in development, I went and stood behind the designer working on it, and I just stopped in my tracks. The number of layers they split an object into, and the time and effort they put into trial and error to get things right are just astounding. And they do that over and over. I think the results of all that work really shine through.
Theres a big difference between doing everything can think of within the constraints of system processing power and doing anything you want without the processing restrictions. A lot has happened between our first title, Space Harrier, and now when it comes to taking a character and making it 3D. We have gotten a lot better. But sometimes, wed try something and end up giving up because it would cause things not to run at 60fps. I really hope the people who make the 3DS hardware see these games and smile.
Nintendo Life said:
To summarise, 3D Fantasy Zone II is a wonderfully sublime shooter that works perfectly as a handheld title. Developer M2 performed wonders with the original PS2 remake, but here on 3DS the team has outdone itself. It's hard to see how even M2 can raise the bar in terms of retro-remakes, and certainly bodes well for upcoming releases.
As with Out Run, the Nintendo 3DS is now home to the best version of Fantasy Zone II and, in our opinion, the best Fantasy Zone game in the entire series. If you have even a passing interest in the genre, you should pick this one up straight away.
9/10
This from the part 2 of the interview blew my mind:
I'm glad you liked that bit. It was my favorite part of the article too. I was laughing while I was working on it, thinking "Oh, Horii-san... You so crazy."
Oh, so you got the top & bottom endings & need the middle? Because there's no neutral ending it seems.
As for Ending B,Just beat all the stages on the Dark versions, but don't use the tear.
put me in the bin of folks not crazy about FZ1 but enamoured with FZ2. the game is just more fun to play.So if I kinda sorta didn't really enjoy 3D Fantasy Zone that much (blasphemy, I know), is there any chance of my liking 3D Fantasy Zone II W? Are there any appreciable differences or improvements between the two games? (Other than the apparently amazing 3D effects, based on that interview excerpt above?)
There's a 3D Bare Knuckle 2 trailer on the JP eShop now. check it out.
The JP page is up, too: http://archives.sega.jp/3d/bk2/index.html
I will really enjoy playing it, when it is localised in two years.
I now remember I forgot to enter the Outrun one. Also I found this bit a little odd:In case you didn't win a controller hoodie already, there's another contest happening with 3D Fantasy Zone II.
So entries close April 30th but the ballot will not be drawn until July?(6) Prize Awarding Winners will be selected in a random drawing from all eligible entries conducted by Sponsor on or about July 2, 2015.
Not available to Canadians. Sweet. :/In case you didn't win a controller hoodie already, there's another contest happening with 3D Fantasy Zone II.
I wanna sayFor Link Loop Land how do youunlock the left character? I have Evil Opa-Opa.
Anybody have tips on getting better at Out Run? For harder turns, should I be braking or just letting off the gas? And is there any trick to switching gears besides being in high gear for straightaways and low gear for turns? Oh, and for the course select screen where you can go up/down for courses - is that just to show best times, or can you somehow select the course you start at?
General tips and stuff would be appreciated.
For tight turns, you should let off the gas, and braking only if you are about to crash with an object at the side of the course.
There are several tricks with the gears. You have to master them.
One is the quick start. At the initial countdown, press the accel, then wait for the countdown to come to 1, and then let go the accel and press it again when the velocimeter is decreasing at the green segment for a much faster startup. You can also do this after a crash, but the sequence is much much shorter (basically press, let go, press again as the velocimeter decreases).
The other trick is the quick gear shift to avoid spinning and losing speed. Whenever you bump another vehicle, downshift and upshift quickly to stop the spin and keep your speed.
These tricks will save you a lot of time. The key is practice!
For tight turns, you should let off the gas, and braking only if you are about to crash with an object at the side of the course.
There are several tricks with the gears. You have to master them.
One is the quick start. At the initial countdown, press the accel, then wait for the countdown to come to 1, and then let go the accel and press it again when the velocimeter is decreasing at the green segment for a much faster startup. You can also do this after a crash, but the sequence is much much shorter (basically press, let go, press again as the velocimeter decreases).
The other trick is the quick gear shift to avoid spinning and losing speed. Whenever you bump another vehicle, downshift and upshift quickly to stop the spin and keep your speed.
These tricks will save you a lot of time. The key is practice!
If we buy the hell out of Gunstar Heroes, maybe we can get
?
I would assume next week. The 14th is more in the middle of the month, which seems to be when these have been getting released. For comparison:Are we getting Thunderblade next week or is it the week after?