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Adimar Nigerson

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Aug 2, 2024, 7:24:46 PM8/2/24
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I must point out that Rising Falcon and Summon: Corrine are not actually unused. Rising Falcon is Lloyd's "Hi-Ougi" and isn't activated through normal means, which is why it causes Unison Attacks to glitch out. Summon: Corrine is just Sheena's first summon and is, in fact, the only one she has for a while. It's really not notable at all except for the fact that it can be cast out of Over Limit and doesn't require a pact. I'm also not certain that Zelos' Judgement is unused, I can't remember. Everything else listed is unused, though. ChozoZero 15:00, 27 July 2012 (EDT)

I think you meant Falcon's Crest for Lloyd's Mystic Arte. As for Zelos' Judgement, he uses it when you fight him as a boss on the "Kratos path" but you can only unlock it fo rhim in the PS2 version. MightyKombat 17:35, 27 July 2012 (EDT)

If you manage to enter Palmacosta on disc 2, after Palmacosta has been destroyed, most NPC's dialogue changes to "Until the end." I've been curious about this for years. Could someone look further into this, maybe? Find where this line is called from and see what surrounds it or something. I'd also like to know what this line of dialogue is in the Japanese version, NGC, PS2 or that more recent remake. Vorbei (talk) 19:15, 29 January 2015 (EST)

There were a few unused rooms that were cut relatively later in development that I've found using Action Replay codes years ago... I don't have the codes at this very moment, and the site in which I shared my findings (the official tales forum) has been down for a year and a half now.

Unfortunately, most images I have are abysmal quality, but at some point late in development it would seem Dirk's House was meant to be attacked. It had a song assigned as well as working entrances/exits. Exiting the map puts you outside of Dirk's House on the world map. The stairs are unclimbable, so the upper level is inaccessible. If you attempt to enter the upper level from the balcony, the game hangs. Additionally, there was a test room in which an idle Lloyd recites an ENTIRE scene, specifically the event where Raine and Genis meet their mother Virginia.

Looked through the Steam version of the game at the function that initalizes Party data by copying the initial stats or members and noticed there were 2 unused entries for Rutee and Cress. The latter is notable for having nearly all their stats maxed out.--Hector Ceromus (talk) 07:20, 19 April 2023 (UTC)

Back in early 2004, Namco announced their new addition to the Tales series of games: Tales of Symphonia. This was a surprise entry that appeared in the Cube's barren RPG section. Namco are most commonly associated with arcade games, but this was a step in the opposite direction; a step that proved to be a groundbreaking Gamecube RPG.

The "tale" is long and full of hidden dialogue -- expect a barrage of emotions and twists 'til the very last second. As expected from an RPG you will feel for the characters as they develop; some are a deep mystery until events about their past are told. Many are told in the main story but others you will have to seek out yourself like the "Skits" and side missions. Skits are little rings of light that appear on the world map and activating these sparks conversations between the characters. If you're a completist you will try to find every possible part to the story and scouring the map for skits can become an obsession! There are voice-overs for the major scenes but many times you will be keeping your literacy skills well trained, especially in skits.

Seasoned RPG veterans will find something new and refreshing here; a break away from tradition. From the first second, a clear coherent story with many side plots is laid out. Features include an excellent battle system with worthy AI, a wide range of music suited to the game and great visuals - but there are letdowns, like the world map. Those who are deterred by stereotypical Japanese RPGs are well advised to give this a try and see how different it is.

Such an incredible Action/RPG. While it can be cliche, and some parts are awfully mind-numbing and pointless (here's lookin' at you, Ymir Forest), there's so much fun to be had that you forget about it. An engrossing plot, awesome characters (Kratos FTW), and an incredibly enjoyable battle system (bit like SSB, actually) make this one of my favorie Gamecube titles.

This astounding game deserves a 10/10! It's my fave rpg ever!!! It's got a great story, awesome characters, (especially Kratos) a brilliant battle system and a wonderful soundtrack. This is easily the best game on the gamecube, IMO. But it is not just my favourite rpg ever and my favourite GC game but also my favourite game ever!

A few demos of RPGs have been made by some, and FF6 has been hacked to make Pony Fantasy 6, but I wanted to try something too. I'm not really a very good game maker, but I got the idea to make a box art for a fake game, so I could at least make something. I know this isn't technically fan art, it's more of a photoshopping, but it's probably ok if I show it anyway.. I think it looks pretty neat, tell me what you think about it!

A lot of graphical/game feel idea inspiriation, especially the name, came from the Tales of games. (Tales of Symphonia, Vesperia, so on) Even the name Tales of Equestria seems like it would fit. (although, in my idea it would likely be turn based like MLP Online or so)

I looked through many many fonts (which I'm extraordinarily picky about) to find something that seemed to really feel good for the name, I picked a few, I did some stuff to it, and this is the one I like. I also am wondering if I should add the elemnts of harmony someplace on it, but I'm not sure where.

The background I got from Ponyville/Canterlot, and I mixed in this drawing of the mane 6 with Celestia and Nightmare Moon in the background. The pose seemed pretty good for the box. I could always change it though. I would link to the drawing used, but looking on derpibooru I can't seem to find it. It used to be on ponibooru but that's offline now. Anyone know what it is?

I have a WIP back of the box too, have to find a good image or few to use for it, maybe some vectors of some of the main characters against a Canterlot background or something. The text talks about the day and night, and Celestia having to banish Nightmare Moon, with Twi having to stop her with her friends, also saying at that it's just the start of something more.

It looks like you put a lot of time into this, I do like the inclusion of the moon and sun. I think you should stick with the brown background on the text as it makes it look more like a collection of tales, a story book if you will. I think keeping the logo where it is is probably the best course of action as it's out of the way and looks nice and tidy, and personally I wouldn't bother with the Elements of Harmoney because 1) You don't want to make it too cluttered and 2) It looks fine as it is.

If this game were to actually be made (which would be completely awesome), What I think would be a good style for the gameplay is maybe something like Pokepark 2, where there is a storyline you follow, you explore the land of Equestria, finding each of Mane6, and overcoming obstacles and minigames that will require a certain pony of Mane6.

In 1942, Odette Sansom was invited to join 'F' Section of the Special Operations Executive (SOE). She was a Frenchwoman, married to an Englishman, and was living in Somerset with their three young daughters.

'F' Section sent SOE agents to France on behalf of the British Government to work secretly against the German occupying forces. Sansom was torn, as she wanted to help but didn't want to leave her children. In the end, it was hearing tales of her French family's suffering in German-occupied France that made up her mind to join SOE.

Sansom became 'Agent S.23'. She was taught self-defence, Morse code, and how to resist interrogation. On 31 October 1942, under her codename, 'Lise', she arrived in Cannes. She was met by Peter Churchill, codename 'Raoul', and joined his resistance group.

On 16 April 1943, 'Lise' and 'Raoul' were betrayed by a member of their network and arrested. Sansom told the Germans that Churchill was in the country on her insistence. This act of selfless bravery saved him from interrogation but it was the start of Sansom's ordeal.

She was brutally tortured by the Gestapo for information on her fellow agents. Despite having all her toenails pulled out and a red hot poker placed on her back, she told them nothing. To every question Sansom simply replied: 'I have nothing to say'. Her brave endurance saved the lives of many agents.

Sansom was sent to Ravensbrck concentration camp, Germany, in July 1944. She was treated harshly, and was once kept in the dark on her own for three months and 11 days.

On 3 May 1945, knowing that Allied forces had entered Germany, the camp commandant, Fritz Suhren, decided he wanted to escape. As Sansom had told him she was related to Winston Churchill he took her with him to American forces, thinking that this would help his case. Instead, Sansom told the Americans to take him prisoner. Suhren was later hanged for war crimes. Sansom also gave evidence against several of Ravensbrck's staff, which influenced their sentencing.

In 1946, Odette Sansom was awarded the George Cross (GC) for refusing to betray her fellow secret agents under torture. She became a national heroine and in 1950, a film was made about her. Despite all this, Sansom didn't want fame. She told her story and accepted her GC on behalf of all her comrades who did not survive. She died in 1995, aged 82.

Her George Cross (GC) is on display in the Lord Ashcroft Gallery at IWM London.

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