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Re: Is Model 3 emulation on Demul dead now?
07/11/11 10:53 PM
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> great. ZiNc is dead with no change of seeing the light of day... and now Demul. > ZiNc (and Demul) works so much faster than MAME
ZiNc was good back in its day, however there were many things still not emulated back then, and it had quite a few bugs still in the system. It also lacked configuration options for its plugins, of which only a select few were partially compatible (ZiNc didn't keep track of their config settings).
I'm afraid I dropped ZiNc and the entire PSEmu Pro plugin system like a ton of hot bricks when the S11 games were promoted to 'working' in MAME. I didn't care much for the other games, as long as the proper arcade version of Tekken 2 worked!
Off-topic Tekken talk (e.g., hit the back button!):
I have no idea what Namco were thinking, but Tekken 2 had a total of three totally different AI systems. The original Ver.A would have the CPU attempt combos all the time, leaving themselves predictable and open. Ver.B featured the hardest AI, where the CPU would just poke or counter your moves, usually with a rising right kick, except it had one bug - If you knocked the CPU opponent over and then walked right up to them, the CPU would *always* roll and attempt to kick you (except for Lei, who would roll away), so it was very easy to time and get high-damage counter hits and very quick time records of under 3 minutes (2 round matches). The AI featured on the PlayStation version reverted to that of Ver.A (10-Hit Combo fest), but it was slightly different again and much easier.
It wasn't just that game though, Tekken 1 also had the same AI problem; hard arcade and way too easy on PSX - whether it was on Easy or Ultra Hard made little to no difference on the PlayStation. The only good thing about the PSX version was the selectable bosses, all which featured brand new moves (except Kunimitsu who only had a 'crippled' Yoshimitsu moveset with no unblockables) from the then-upcoming Tekken 2 which hadn't been released in arcades yet. If you liked Galaga, you could probably sit for ages trying to get perfect kills on its challenging modes (it had no normal stages), the reward for beating every single stage with perfects in one sitting being a Devil style outfit for Kazuya (no additional 'Devil' moves) that couldn't even be saved on the memory card, unlike the bosses.
A few years back, Namco then dragged out released Tekken 5 on the PS2. For me, it was really only worth getting for the 4 arcade games on the disc, and Devil Within if you like a 3D platform game crossed with Tekken 4's Force Mode, and playing as a Tekken 3 rendition of Jin (yay) with awkward controls (boo). The gameplay of Tekken 5 itself takes a lot of getting used to, and it had seemed that the 'classic' charm of Tekken was all but gone, so I levelled up the characters (What?! Is this a fighting game or an RPG?), killed the cheating Jinpachi a number of times and got bored really fast. To me, even Tekken 4 was a better, more complete game, despite not having a good old clumsy 400lb Jack robot to effortlessly juggle around in the air by a 40 pound teenage girl. Maybe the 5.1 update of the game was better, or Dark Resurrection, but I have never played either of these games, nor have I played Tekken 6 or later. I actually ended up spending more time on the Arcade History mode playing the 3 classics (I never played Starblade), despite them not having any option to save the 'crucial' game data like time records (WHY Namco?!!!).
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