Technology Temerity

General Changes (vs. Golden Axe Remake)

Optimizing:

Due to a large amount of new content, this module is larger and more demanding in general than the original. It also requires far more front loading. However, all practical optimizations have been applied, many that were not plausible when the original was made. This new version is thus quite a bit more compact and efficient “pound per pound” then its predecessor.

  • All new sprites are in .png format using maximum compression possible with Adobe Photoshop CS4. These are about 30% smaller on average then .gif counterparts.
  • Existing sprites for all characters have been replaced with .png, reducing size by about 150KB per character.
  • Through use of script and new palette capabilities, many superfluous sprites have been removed outright. For example, Red and Blue Dragons are no longer separate sprite sets, saving about 70KB per character.
  • Sound effects have been further trimmed to reduce their size.
  • Several loaded models have been eliminated by consolidation and script manipulation.

Presentation:

  • All in game sound effects are now played in location based stereo. If you KO someone on the right side of the screen and you have stereo speakers, you’ll hear their death scream from the right!
  • All stage music re-mastered with stereo, using OpenBOR’s recently added .ogg vorbis support.
  • Simulated transparency via blinking images has been replaced with true transparent motion trails.
  • Life bar replaced with blocks as in the arcade Golden Axe, with the added feature of individually changing color as they are depleted ala Altered Beast.
  • Nearly every single animation in the module has been tweaked for greater fluidity (fully animated idle stances, more precise timing, transitions for jumps/landings, additional frames for existing moves, etc.).
  • Dust effects added for jumping, landing, falls, slams, and so on.
  • Almost all particle effects have been retouched or replaced outright to take full advantage of OpenBOR’s transparency capabilities.
  • Entities stepping off a platform now assume their jump animation instead of “walking on air”.
  • Common enemy KO wails are randomized for variety, and all characters have far more extensive voice sets.
  • A multitude of new sounds have been added in general. As the battle rages, characters on both sides goad, shout their war slogans, call for aid, and so on. In addition, all “BOR” sounds used in the original remake have been replaced with samples taken from the real Golden Axe where a version existed.
  • Color correcting has been made on several characters whose palettes did not match their arcade counterparts (Amazon for example).
  • Player characters can now choose from several color schemes. Gillius for example, can choose between original arcade colors, either of the Gillis Rockhead color sets from Golden Axe Duel, or his colors from the Genesis port.

Gameplay:

General:

  • Bizzarians are now much more dangerous. While riding a bizzarian it is now possible to block, perform a wider array of grappling moves, and execute a more powerful version of the animal’s normal attack by holding and releasing the attack button. In addition, opponents being held by a bizzarian cannot immediately special out (it is still possible to escape, but only after a delay). Bizarians also have use of all the new movement options (lateral jumps, dashes, etc.)
  • A lot of minor adjustments for balance. Damage, move speed, and other aspects have been tweaked to try and make all characters/moves useful in their own way.
  • Overall difficulty increased to compensate for more powerful player characters.

Playable Characters:

  • Two new characters added: Alex the soldier and special guest Joe Musashi. These are not just random additions; their presence is explained in game and their mechanics are designed to be unique while still meshing appropriately with the three original heroes.
  • Vast array of new techniques have been added to each character’s individual move list. Most are direct takes or inspirations from moves seen throughout the Golden Axe series, but some are new or have new mechanics. Look for chain throws, long range attacks, and so on.
  • A variety of tag team moves are available, including tag team magic.
  • Characters are now more unique in relation to each other. As a few examples:
    • Tyris attacks are on the whole slower and weaker then Ax’s similar counterparts and she cannot withstand a large amount of damage. On the other hand she can control her magic level, possesses incredible agility, and has a few other surprises for unwary foes.
    • Ax has all around ability and can perform painful chain grabs for big damage.
    • Gilius has the most pedestrian move set, but is evasive as ever, soaks up tons of damage and deals it out in spades with the most powerful and longest reaching attacks.
    • Joe lacks melee range and his attacks require precise timing to land properly. Yet he has speed second to none, striking power on par with Ax, and a vast arsenal of tricks to call upon – inducing powerful magic and help from faithful dog Yamoto.
    • Alex is the weakest fighter in general, but he comes with some unique tricks and is good at supporting others.
  • All PCs except Tyris have a lateral “up” and “down” jump command. This allows you to move to a “higher” platform along the Z axis (Tyris only has the “up” version, as she can already move laterally while jumping).
  • All PCs have a back dash (A2 Button).
  • All PCs can dash laterally (UU or DD).
  • All PC’s have a specific charge attack move.

AI Controlled (NPC’s/Enemies)

All:

  • Can now get past obstacles and platforms along Z axis by jumping laterally onto or over them.
  • Can dash backward or laterally.
  • AI now has access to a Bizarian’s entire move list when riding; including all previous and newly added abilities.
  • No longer become less aggressive when riding Bizarians (in fact, they are usually more aggressive now).

Amazon:

  • More aggressive.
  • Can block, and will always do so if player attacks from the air.
  • Has counter throw move ala Geese Howard. She will use it whenever blocking an attack or as her breakaway special on any non grapple immune opponent.
  • Can toss her axe at distant opponents.
  • Lunges forward instead of “treadmilling” during melee attacks, giving them better visual appeal and even longer range.
  • Can grab opponents and perform a Neckbreaker slam or german suplex.
  • “Dark” version can teleport behind a player and grab them instantly.

Author: Damon Caskey

Hello all, Damon Caskey here - the esteemed owner of this little slice of cyberspace. Welcome!

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