High Five (original version) by Basara-kunįor High Five, the only thing that matters is getting close to the opponent. What I'm trying to say here is that Jim is very easily shut down. ![]() Jim also requires power to access his most useful moves. Additionally, he can't do much up close save for his throw, but even then it barely pushes the opponent back at all. With no reliable anti-airs, Jim struggles against jump-ins. So naturally the AI will usually lock itself in a corner and attempt to zone as much as it can because Jim is weak. In spite of all this though, he has a couple decent projectiles and spacing tools. His damage output is low, his attacks are slow, and he's very vulnerable. To get things out of the way, Earthworm Jim is weak. However, you're free to reverse this if you want see the config section of "astro_AI.caca" for more info. ![]() Unfortunately, this move is incredibly glitchy and will sometimes not work, therefore I have decided to disable the AI from using it. When you factor in Astro's relatively quick power gain, flushing this turd can be a bit of a challenge.Īstro has a super move that is only usable when he has less than 40% of his health. He's also got a great oki game, with two hypers that deal big amounts of chip damage. He most notably has a move that leaves him invulnerable for the entire thing. Not only does he have a couple anti-airs, Astro has a couple of decent reversals in case the opponent decides to chase him down. In any event, he'd rather be left to himself.Īlthough Astro's approaches aren't all that good, he can still pull off a good defense game. Even then, it's usually only so he can keep them away. Astro is really much more of a zoner than anything, and only rarely does he get up close and personal with the opponent. The PC version has a different intro, and is much shorter than the N64 Version.Don't let the gloves fool you. The soundtrack, while similar in the PC version, adds more tracks. The PC version's music is in a much higher quality than the N64 version. The PC version's sprites are pretty much cleaned up and some are changed, the textures are also in a higher resolution and are more detailed. The game's title screen is different on PC, removing the in-game demos and adding some options to the menu. The PC version runs in 640×480, while the N64 version runs in its native resolution 320×237. The game was released on PC seven months after its N64 release, with some minor tweaks here and there. In addition to the European version containing options to display the text in French, German, Spanish, and Italian, it also contains an option for a "language" called Jîbber-Jabber, which seems to be an intentionally-bad English translation. Placement indicates old name for Barn to be Wild. Like Aggression Hub, hidden name for Earthworm Kim Fight for the menu. Placement indicates that it's the long name for "Agg Boss", name indicates old name for Fatty Roswell fight. Most likely placeholder for Psycrow fight. Maybe alternative name for Boogie Nights. Real name in the menu is "Mansion Lobby". There is an unused copy of the Poultrygeist Too names (the real names referenced by the game are stored elsewhere) which states that the long version of "Poultrygeist Too" is "Poultrygeist II: They're Back", which is stored at 0x800C1B9C in RAM. Freezes the game otherwise.Įach map has a short and long variant of its name, for example "Boogie Nights" is the short version for "Boogie Nights of the Living Dead". Kill Boss - Kills the boss, if there's one on-screen.Health/Lives/Ammo/Guns - Switches infinite health, lives, ammo, and guns, duh. ![]() Coords - Shows the player's coordinates.Freezeframe - Freezes the game on the current frame.Compensate - Unlocks the frames (game still shows 60FPS but everything is faster).Heap Monitor - Shows several statistics for the game's resources.FPS - Triggers a simple frames per second display. ![]() Timer - Displays some colourful bars on-screen.Realcam - Enables a different (unused?) camera mode controlled by the C-buttons.Video Tools - A simple menu for adjusting gamma, aliasing and dithering.Try adjusting any of them after changing to one of the DSP options in-game. Music Volumes - Presumably would adjust the volumes of all of the game's music tracks, but doesn't appear to do anything at first sight.Audio Tools - Contains on/off toggles for the game's music, SFX, and digital signal processors.View the progress of the currently-active file. This one appears to be broken, however, as there's only one option: the hub world.
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