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#151
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I actually like all 3 chapters so... I vote for cowboy as it is short, and can be fun/challenging depending on how you intend to play it.
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#152
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COWBOY: 8
NINJA: 1 KUNG FU: 1 NOT COWBOY: 1 I think it's safe to say that COWBOY won that. You will get your cowboy. Soon. soon |
#153
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I was too late to vote, but it wasn't neccesary. You voted well, TT. Cowboy is the best chapter.
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#154
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Yeah, Cowboy's a pretty cool chapter.
There were some extra things you missed in Sci-Fi, but they're not really that important. You could head back to the mother computer and input the wrong password it gave you earlier to get some info dumps and world building. There's also the boss' real form,(linked in case it's a spoiler you kept for later) which you can reveal by using Info Research on it after destroying all 8 Stabilizers. |
#155
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You know it. A haggard traveler with a price on his head wanders into Success Town, the recent target of a notorious outlaw gang. Work quickly to set traps and take down the Crazy Bunch!! I am excited for gunslinging. There isn't much information about this guy available in English, but he won a Shogakukan award in 1989 for B.B., a comic about a guy who serves some jail time and then becomes a boxer. Sheriff: Barman, post this up for me. Barman: A new wanted poster, huh? |
#156
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The Sundown Kid…. A man wanders http://www.youtube.com/watch?v=9OAcIMiXvAI& through the desert, mesas towering in the background. He slows his horse, and someone greets him. My trusty friend here's gonna put the final period on your little old life. I think you oughta be a mite bit thankful. I'm Mad Dog, after all! I can't get yer yellow-belly get itself killed by jes' any old varmint. Wouldn't be good for business. But that's also… |
#158
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Sundown just hops back on his horse. Another shot rings out. W-wait! No reason not to head for the saloon. |
#159
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Everyone turns to look at him, and the performers stop playing and dash to their seats. Except for him. Nope. W-what'll it be? There's no need t'pay, o'course… Who's this asshole? You there. Ain't seen your mug round here, stranger. That's MY seat. So git off it! |
#160
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We don't want anyone who don't pay! Classic class. What's with you? Are those TOYS hanging from your hips? Gene! Gibson! Are your names the only good things about you? That Asshole: Heheh, Annie. I like strong girlies. Annie: Don't be daft! BOOM |
#161
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Annie: Billy! Shut your bazoo, boy! And he hurls Billy along the bar stools. Here, let me buy you a drink. Barman, glass o' milk. Nope. Or don't ya drink any milk… What!? That a bluff, or do ya mean to play for real!? Lookin' good. One shot fixes him. |
#162
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So you ain't with the Crazy Bunch… Billy: Wow! Annie: You really cleaned his plow! Billy: You're a regular old curly wolf, ain't you…? Billy: Pa, you're… You're such a damned hard case! Sheriff: … Billy… Barman: Annie… Annie: Shut your hole! You're all just beatin' the devil round the stump! Barman: But, Sheriff! This here traveller… He's… Sundown! Barman: Come t'think of it… This new wanted poster! An' I, Mad Dog, am fixin' to collect it! I think you've been trying for long enough. Mad Dog: Sorry kid, I ain't the lyin' type. |
#163
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Sundown isn't either. Billy: You're lying! Mad Dog: Heheh…So the Kid can't stand up to a kid. You scared Gold off. I'm gonna run you through the mill! It's a duel… Mad Dog: Aww, why the long face? You sad that this'll be the last time we tangle? Ah well, I feel the same. But them's the breaks, Kid! I'd say he does, yeah. See who's left standing… But here it is for the audience's benefit. Mad Dog: One… Two… Three… Four! Five! Wayne: Those two… Gene: They noticed 'em! Billy: Whoa… You two are th' Simon pure! |
#164
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I can't turn down such a fine lady! Okay Kid. The duel's off for now. Fellow by the name of O. Dio. They're a lawless bunch of varmints. Dio's probably got wind of today's fuss. He'll be right along, I've no doubt… I'm seeing a pattern here. Everyone else in the room has something to say, too. Bartender: You know, Success Town used to be really lively during the Gold Rush times…. I'm sure the Crazy Bunch is fixin' to get our hard-earned riches. we'll give you the town's money as thanks. Gene: We'll help out! Just tell us what we need to do. Gibson: If there's anything I can do… Clint: We really ain't much for gunslingers. Next time: A Plan |
#165
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I get most of the name references, but is Gibson's name supposed to be a reference to something?
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#166
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The guitar company, if nothing else.
"Bone orchard" is the best euphemism. |
#167
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I assumed Mel, ala Maverick.
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#168
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I forgot how, uh, "flavorful" the dialogue was in this chapter. It tastes pretty bad.
Still, this is one of my favorite settings in a game full of great ones, so looking forward to the rest of it. |
#169
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Quote:
This is my favorite chapter as well. Love that music in the beginning, when I was playing I'd never heard anything like it in a videogame before. And the way Sunset Kid blows his pistol after battle is neat. The fact that he's one of the most powerful characters was of course also one reason I picked him in the final chapter. |
#170
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Ooh, I didn't realize it had an identical Latin root, thought it was just Spanish. This is not a blind playthrough, if you were wondering. I've got to partway through the final chapter, so I know what's up.
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#171
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This chapter and some of the Wild Arms games makes me wish that there were more RPG westerns, since I love the genre. Though, the dialogue in this one tries a little too hard I think.
Sundown ended up being my main character in the final chapter due to both this chapter, and just how powerful he is damage-wise. |
#172
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The thing about Sundown later is if you don't pick him as your starter, he's a real pain to recruit.
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#173
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Aim for the face!
Ninja says no about sundown being hard to recruit. |
#174
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So what's the plan?
How about we set traps t'thin 'em out a bit. Certainly couldn't hurt… But ya know… Annie: I'll help! Billy: Me too! Bartender: I-I'll give it a go. And so everyone ends up agreeing to help. Yeahhhhh Mad Dog: Heh. Alright! Billy rushes over and takes something from the sheriff. My pa…He ain't fit to wear it! Sheriff: … Sometimes, you just can't win without toeing the line. Sundown Kid… No, never mind. You're just a stranger whose name I don't know. You hold on to that badge for me… Til this is all over with. Til I can be a real sheriff again. Mad Dog: It's decided then. Me and the Kid'll poke around for any kind of knickknacks that can be used for traps. Let's get goin! Mad Dog: Reckon it might be a good idea to save now, don't you think? Heheh The bell will sound exactly 8 times before dawn. Basically we'll give anything we find to different townspeople to set up. Different residents work at different speeds. Talking to the Sheriff and agreeing to start setting traps will allow you to start assigning traps. |
#175
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Clint: I may not be very strong, but I'm certainly better than Gibson. Wayne's Wife: I work harder than my husband! Pancho: Of we three I am more useful than Delos~ Sometimes I am helpful That doesn't sound promising. Next Time: Tequila and Molotovs |
#176
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I only had a middling opinion of this game when I played it--I thought it had a lot of potential it didn't quite live up to, and the combat system never really won me--but I really enjoyed the Cowboy chapter. I'm not usually one for timed missions, but this one really felt exciting in a "think fast!" kind of way.
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#177
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Is the Peacekeeper Badge some sort of equipment?
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#178
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Time to start looking.
Got Slingshot! Billy is the only one who can use the Slingshot, so we may as well give it right back to him. Time to check some other rooms. This is the office behind the bar. Checking this wardrobe slides it out of the way, letting us into this room. Inside we find a jacket. Plus some oil and an empty bottle. Mad Dog: We can make molotov cocktails with oil an' empty bottles. We can give one molotov to a villager to set up as a trap. Molotovs can also be used in combat, so we'll be saving up the rest for the fight. We pass a Molotov to Pancho. Billy and the musicians are among the slowest workers, so we're assigning them traps first to make sure they finish. Sancho gets the Barman's Poster. We find more oil in another room on the bar's second floor. The first bell's rung, but at least we've already got two traps assigned, and we're on the next building. |
#179
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Cigars and liquor and so on are all healing items. Liquor tends to heal a lot, but screws up your movement temporarily.
That's enough to make a second molotov cocktail. Time to head for the Sheriff's office. There's another cigar on the sheriff's desk… and some dynamite in the crate in the corner. Dynamite is about the most effective trap we'll get. There's another Peacemaker in this building that I missed as well. Don't tell. The Buntline is another gun. It's weaker than Sundown's Peacemaker, but Mad Dog's already got one equipped. We can equip it to either of them in addition to their current weapon. (According to wiki times, the name Buntline was created by an author in the '30's, but it's since been used in Westerns and so on, and Colt revolvers have even been sold under the name.) Let's check this house. That's about all that's there. And the stables down here. Ooh. We've been setting a pretty good pace. The second bell doesn't even ring until we enter this building. Time to make another Molotov. (There's an item in here that I've missed, we'll be back for it later. Shh…!) Now for the next building. This is Wayne's inn, if I'm not mistaken. There's nothing here to pick up, really. Except in this secret-ish room behind the stairs. There's some rope in a crate by the bed. The Rope is another trap. Then we move on to another stable. We also find another carrot in a crate, as well as some horse dung. They're both usable as traps. We find this, plus another two carrots in another stable on the north side. |
#180
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Let's check this house. That's another molotov. And the third bell rings... There's also another bottle of tequila in the last stable to the east of this house. Let's set up the rest of these traps. Clint: Sure! Wayne gets a carrot. Wayne: Right! Wayne's wife gets to set up the horse dung. She don't care. Gene gets to set up the Dynamite. Gene: Gotcha! Clotheslined! The Sheriff is actually the fastest worker. He gets the coal tar. Good luck, man. There's one thing we missed, though. |