Skip to content
Super Zangyura trophy guide

Super Zangyura Trophy & Unlocks Guide

Super Zangyura is out on PS4/Vita/PS5 in English now! I couldn’t find a good trophy guide so…I made one! Here are all the trophy descriptions, unlocks, and tricks you should need to get that platinum trophy!

Super Zangyura Controls

Most of the controls work as simply as described, though I highly recommend changing the default Attack and Jump commands to be on Square and X instead of the default. I like X to jump and Square to attack.

Secret techniques:

Jump while charging an attack to fall slower. Essential to reach certain items, especially in Hard.

Jump after being hit to do a mid-air hop, is essential to escape some constant-hit traps or save yourself from a bad fall.

Sometimes the Charge Attack will be required to break walls for secrets or even to proceed. If stuck, hit everything. Sometimes a normal attack and charged attack have different results.

Attack while moving forward to attack just a bit farther.

Attacking while crouching can help hit certain objects, usually through small gaps.

Charging an attack also blocks projectiles from above, even the “laser” from Rooks, essential in some areas.

The Dash can seem useless to a casual player, but it’s essential at some points to cross gaps. In higher difficulties, you’ll need to be very familiar with exactly how far you will dash. Also, it’s faster than walking so good for speed runs.

Super Zangyura Trophies (Epics)

Each Trophy is listed in the Epics menu, giving a vauge hint before being unlocked and the actual description after unlocking. The PSN Trophy lists the hint, not the real solution. Most will be obtained simply by beating Super Zangyura once and completing the Mythics in Time Trials.

Read More »An Objective Undertale Review

An Objective Undertale Review

The Undertale logo


(There are some very vague, very technical, very Objective™ spoilers for Undertale below. You probably won’t get the joke if you haven’t beaten Undertale at least once anyway.)

Undertale is a 122.52 MB single player game with “partial” controller support described as an “RPG Game”. The game is rendered at 640×480 pixels like a 30 year old CRT television though almost all ingame art is actually made at a resolution well below 480p. Most enemies are black and white in combat with extremely limited animation. The color pallette is similarly limited, probably 32 colors or less on most screens. The game only uses three buttons and arrow keys.

An objective sample of Undertale's art.

An objective sample of Undertale’s art.

The game has three endings. Two endings can be achieved at level 1, while the other ending requires more time grinding than playing the game. The “hardest” boss in the entire game has only 1 HP and their attacks can only deal 1 HP in return. The strongest equipment in the game is literally useless. Several fights cannot be lost.

Read More »An Objective Undertale Review

MegaTagmension Blanc + Neptune vs Zombies Import Guide

Megatagmension Blanc + Neptune vs Zombies

This is a work in progress guide for importers of MegaTagmension Blanc + Neptune vs Zombies

This game is known in Japanese as Extreme Dimension Tag Blanc + Neptune VS Zombie Army AKA Geki Jigen Tag Blanc + Neptune Vs. Zombie Gundan AKA 激次元タッグ ブラン+ネプテューヌVSゾンビ軍団. Thankfully the localized title is slightly shorter.

It’s not going to be perfect as I don’t speak Japanese myself, but I play very thoroughly. You’ll find English Menu Translations and general tips on playing the game.

Note this game is fairly import-friendly especially if you’ve played Neptunia Action Unleashed, as it’s largely a sequel in terms of gameplay, though the equipment mechanics are very different.

Work in progress!

I’ve only gotten to Scene 10 and have not dove too deep into certain things and I haven’t yet bothered translating the specifics of some things.  I’ll try and toss a note in this section when I’ve updated, but I’ll try and shove as much useful information into this page as quickly as I can.

Last updated:

2015-11-26: Added English translation of Cheats, one of the Multiplayer screens.

2015-11-22: initial version.

Read More »MegaTagmension Blanc + Neptune vs Zombies Import Guide

Getting in Gear

I’ve been trying to figure out just what I’m doing with my channel/website/content in general for a while now, and I’ve finally settled on a few things I think I can make work. The last couple weeks I’ve been working on a lot of that and trying to streamline some processes, and I hope it’s starting to show.

Read More »Getting in Gear

Chibi-Robo Zip Lash Guide & Outfit Codes!

Chibi-Robo! Zip Lash Outfit Codes Guide & Walkthrough

Here’s a guide with all Chibi Robo Zip Lash outfits, how to unlock them and where they are. It also includes additional information on where to finding toys and other secrets and general gameplay information.

Update: 2017-08-29: Miiverse is shutting down November 8th, but all outfits are still obtainable so long as you use this guide. You just can’t perform the original “crowdsourcing” method to piece together the codes yourself, all the codes still work.

Zip Lash All Outfit Codes

Read More »Chibi-Robo Zip Lash Guide & Outfit Codes!

Animal Crossing Happy Home Designer Mini-Review

Animal Crossing Happy Home Designer logo.

If you don’t follow me on Twitter, you might not know I’m a pretty huge Animal Crossing fan. Being able to design my home is pretty much the main driving force behind most of my actions in Animal Crossing, so I was quite excited to see them break out a whole game around designing homes.

Animal Crossing: Happy Home Designer has gotten a lot of “who asked for this” replies from the peanut gallery but I’ve always been pretty excited and I was very relieved to find out that yes, it’s pretty darn fun!

Read More »Animal Crossing Happy Home Designer Mini-Review

Backwards compatibility in the digital age

Backwards compatibility has had a weird history. The PS2 is probably the first “major” device to offer it, mostly being a thing sported by minor revisions of specific PC/console gaming systems like the PC Engine (and generally PC games have BC though each Windows version jump is a bit of a question mark).

Since Backwards Compatibility never really became a 100% expected feature of consoles, a lot of “no one even uses that” talk came out when it was announced the PS4 and Xbox One would completely lack any form of Backwards Compatibility–and in Sony/MS’s defense, the architecture mismatch is a pretty big deal so it’s not quite a minor deal.Read More »Backwards compatibility in the digital age

On pace and walking simulators

pace
noun
1. a rate of movement, especially in stepping, walking, etc.: to walk at a brisk pace of five miles an hour.

2. a rate of activity, progress, growth, performance, etc.; tempo.

While playing TIMEframe I found myself thinking–isn’t this a bit slow? As a “walking simulator” (forgive my use of the term, I don’t mean it derogatorily), TIMEframe’s primary input is, yes, walking. And I began to notice something about the genre: they really all are quite slow–very much walking sims and not running sims.

Read More »On pace and walking simulators