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Since: Jan 19, 2007 Posts: 272
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(Msg. 1) Posted: Thu Aug 30, 2007 9:56 pm
Post subject: [SA] Lowrider Challenge and Other Crappy Rhythm Games Archived from groups: alt>games>grand-theft-auto (more info?)
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I don't suppose anyone knows of any mods (well, cheats) out there (and
saves with them already complete just won't do) to give you an instant
win (or at least make it register perfect no matter what you press) on
the least enjoyable part of GTA:SA? (ie, get past the 'rhythm' games -
seriously, what the *BLEEP* are these stupidities [and I include DDR
which seems to have spawned, or at least popularized, the concept, in
that description] doing in an action game, anyways?)
--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004] >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Aug 30, 2007 Posts: 15
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(Msg. 2) Posted: Fri Aug 31, 2007 9:56 am
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Gumby a écrit :
> I don't suppose anyone knows of any mods (well, cheats) out there (and
> saves with them already complete just won't do) to give you an instant
> win (or at least make it register perfect no matter what you press) on
> the least enjoyable part of GTA:SA? (ie, get past the 'rhythm' games -
> seriously, what the *BLEEP* are these stupidities [and I include DDR
> which seems to have spawned, or at least popularized, the concept, in
> that description] doing in an action game, anyways?)
If u don't like this game, why do you keep playing it ? >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Apr 02, 2005 Posts: 179
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(Msg. 3) Posted: Fri Aug 31, 2007 9:56 am
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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hendrix <a.TakeThisOut@a.com> wrote in news:46d80d03$0$27373$ba4acef3@news.orange.fr:
> Gumby a écrit :
>> I don't suppose anyone knows of any mods (well, cheats) out there (and
>
>> saves with them already complete just won't do) to give you an instant
>
>> win (or at least make it register perfect no matter what you press) on
>
>> the least enjoyable part of GTA:SA? (ie, get past the 'rhythm' games -
>
>> seriously, what the *BLEEP* are these stupidities [and I include DDR
>> which seems to have spawned, or at least popularized, the concept, in
>> that description] doing in an action game, anyways?)
>
> If u don't like this game, why do you keep playing it ?
>
Sounds like he likes the game fine except for that part. I didn't enjoy the rhythm game much, either, but I
had the advanatge of a wife who's a trained musician. I talked her into giving it a try and she passed
easily the first time and replayed it several times over. The game got a lot more fun once I finally got
the controller back from her.
-- Bob >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Jun 08, 2007 Posts: 37
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(Msg. 4) Posted: Fri Aug 31, 2007 10:12 am
Post subject: Re: Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Aug 31, 7:44?am, hendrix <a... DeleteThis @a.com> wrote:
>
> If u don't like this game, why do you keep playing it ?
To cover the time invested. Im trying to do end of the line. In a long
multi part mission it would seem obvious that you should only need to
redo the very last failed part continuing from the completed portion
rather than redoing the entire thing. The GTA clone Godfather had
this. Any game with save points should have this. Overall the game is
fine except for that large lump of scripting cheesiness. To me
anyways. >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Mar 13, 2005 Posts: 392
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(Msg. 5) Posted: Fri Aug 31, 2007 11:19 am
Post subject: Re: Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Gamester" <gamestersgames.RemoveThis@aol.com> wrote in message
news:1188580353.829628.58580@k79g2000hse.googlegroups.com...
> On Aug 31, 7:44?am, hendrix <a....RemoveThis@a.com> wrote:
>
>>
>> If u don't like this game, why do you keep playing it ?
>
> To cover the time invested. Im trying to do end of the line. In a long
> multi part mission it would seem obvious that you should only need to
> redo the very last failed part continuing from the completed portion
> rather than redoing the entire thing. The GTA clone Godfather had
> this. Any game with save points should have this. Overall the game is
> fine except for that large lump of scripting cheesiness. To me
> anyways.
>
>
End of the Line DOES have this. If you've gotten as far as the fire truck
chase before failing, then the mission activation marker in front of Sweet's
house starts you at the chase again (you don't have to do the stuff in the
building). It's the only SA mission I know of that allows you to restart
part way through a mission in this manner. (Once you're sure it's working,
Save and you can reload later and have it still work.)
I keep a Save at this point so that I can replay the fire truck part and
play with it. The truck takes a long detour on a dirt road north of the
northern most LS houses. It's almost possible to jump onto the fire truck
as it passes from a low roof near where the dirt road rejoins the street.
(Perhaps it IS possible, but I've never managed to make it stick yet.)
Another fun element is the lone train engine. As you chase the truck toward
Unity Station, you'll see a train engine (no cars) come to a stop on the
tracks (and the engineer bails). Abandon the mission and jack the engine.
It's great fun to derail. It doesn't have any cars holding it back. It
accelerates much more quickly than the other trains. When it derails, it
can sail off several tenths of a mile. It can be quite spectacular. (One
good place is at the first bend north of the northern end of the northern LS
tunnel, traveling north (lots of norths); it can fly through the air for a
considerable distance.)
--cleve >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Jul 13, 2007 Posts: 2
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(Msg. 6) Posted: Fri Aug 31, 2007 8:54 pm
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Fri, 31 Aug 2007 01:01:52 GMT, Gumby
<gumbyjd RemoveThis @eastlink.spammersmustdie.ca> wrote:
>I don't suppose anyone knows of any mods (well, cheats) out there (and
I don't know about mods or cheats since I haven't gone looking for
any. I did, however, read that version 2 and the patch for version 2
(aka, Hot Coffee fix) had code that tightened up timings for the
dance-like missions. I cannot confirm this since I am still using the
original version in an unpatched state.
I was able to solve the problem by using key mappings. The controls
for the lowrider and the dancing are separate from the normal car
controls. So what I did was to map the "dance control" keys to unused
keyboard keys in an inverted-T configuration. Using my new mappings
I was able to get through each of those missions in a single try. I
seem to recall that the default mappings use a weird pattern of keys
on the number pad. My inverted-T configuration made it much simpler
to match the arrows on the screen to the keys.
You also need to determine the relationship of the arrows vs key
presses. The timing is very important.
>saves with them already complete just won't do) to give you an instant
>win (or at least make it register perfect no matter what you press) on
>the least enjoyable part of GTA:SA? (ie, get past the 'rhythm' games -
>seriously, what the *BLEEP* are these stupidities [and I include DDR
>which seems to have spawned, or at least popularized, the concept, in
>that description] doing in an action game, anyways?)
Everyone has their own bitch about the game. It was true in III. It
was true in VC. And it is true is SA. Mine is and always has been
the impossible flight school. Enough said about that.
I believe that they could put in some method of bypassing missions
that individuals find problematic. It could be as simple a counter
that racks up the failed attempts. When the counter hits 20, 50, or
100 (pick a number) of fails attempts a message is displayed offering
to bypass the mission. A penalty may or may not be inflicted. The
important part is that the game state would be advanced and play could
continue. The only cheat with bypasses is the loss of experience for
the individual player. I can live with the fact that I tried but
failed.
I would like to be able to progress beyond the flight school but I
have been stuck there for a couple of years now. OK, its not enough.
I am not very pleased that I can't finish the game. >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: May 06, 2005 Posts: 116
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(Msg. 7) Posted: Sat Sep 01, 2007 4:55 am
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ABE wrote:
> I believe that they could put in some method of bypassing missions
> that individuals find problematic. It could be as simple a counter
> that racks up the failed attempts. When the counter hits 20, 50, or
> 100 (pick a number) of fails attempts a message is displayed offering
> to bypass the mission. A penalty may or may not be inflicted. The
> important part is that the game state would be advanced and play could
> continue. The only cheat with bypasses is the loss of experience for
> the individual player. I can live with the fact that I tried but
> failed.
>
> I would like to be able to progress beyond the flight school but I
> have been stuck there for a couple of years now. OK, its not enough.
> I am not very pleased that I can't finish the game.
I have to agree here. I hated the dance missions and the flight school
(but eventually passed them). What I would be OK with is maybe even
after failing a 'tough' mission, the game would prompt you to continue,
which would lower your criminal ranking (if such things exist in future
GTAs) and also inform you that you will not get 100% until you go back
and successfully complete the mission.
Gameplay would then proceed to the next mission, and after completing
the rest of the storyline missions, you would then see an icon on your
map (or in the cell phone menu) for each skipped mission. I think they
should limit it to 5 or less mission skips allowed, though. Actually,
one of my main wishes for the GTA series is that once the storyline
missions are complete, all completed missions become replayable from
that point on. >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Mar 13, 2005 Posts: 392
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(Msg. 8) Posted: Sat Sep 01, 2007 8:47 am
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"ABE" <abraham RemoveThis @nowhere.net> wrote in message
news:kjjhd31gluqmim2aipnpqahgpanoqdmvgp@4ax.com...
>
> I would like to be able to progress beyond the flight school but I
> have been stuck there for a couple of years now. OK, its not enough.
> I am not very pleased that I can't finish the game.
Yikes. Is it system dependent? (I'm on a PS2 and didn't have too bad a
time of it, at least just to pass it. (All golds was harder.))
Try applying my Life's a Beach solution to Flight School: have someone else
try it. A different touch may be all it takes. (This is amazingly true
with Life's a Beach. It's everything from easy to impossible, depending on
the person.)
--cleve >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Jan 19, 2007 Posts: 272
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(Msg. 9) Posted: Sat Sep 01, 2007 1:55 pm
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Cleve wrote:
> "ABE" <abraham.RemoveThis@nowhere.net> wrote in message
> news:kjjhd31gluqmim2aipnpqahgpanoqdmvgp@4ax.com...
>> I would like to be able to progress beyond the flight school but I
>> have been stuck there for a couple of years now. OK, its not enough.
>> I am not very pleased that I can't finish the game.
>
> Yikes. Is it system dependent? (I'm on a PS2 and didn't have too bad a
> time of it, at least just to pass it. (All golds was harder.))
Shouldn't be *that* much harder - at least if you have a decent (or at
least PS2-style  gamepad. I imagine that, like driving, it's insanely
difficult with the keyboard.
--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004] >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Jun 11, 2005 Posts: 163
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(Msg. 10) Posted: Tue Sep 04, 2007 8:56 am
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Cleve" <clevens.DeleteThis@cox.net> writes:
> "ABE" <abraham.DeleteThis@nowhere.net> wrote in message
> news:kjjhd31gluqmim2aipnpqahgpanoqdmvgp@4ax.com...
>>
>> I would like to be able to progress beyond the flight school but I
>> have been stuck there for a couple of years now. OK, its not enough.
>> I am not very pleased that I can't finish the game.
>
> Yikes. Is it system dependent? (I'm on a PS2 and didn't have too bad a
> time of it, at least just to pass it. (All golds was harder.))
Well, it's been a while, but I seem to recall I had some trouble with
flying school, on PS2. First it was the "circle airstrip" part where I
tended to lose control or hit something or miss a corona and wasting
too much time getting back on track. Then the heli mission where you
first shoot the stationary trucks and then the moving ones. I had real
trouble getting that done fast enough. Actually, I had real trouble
controlling the heli. I'm still not a very good pilot, but these days
I can pass all flight school missions with one try. Just don't ask me
to get gold in all of them...
> Try applying my Life's a Beach solution to Flight School: have someone else
> try it. A different touch may be all it takes. (This is amazingly true
> with Life's a Beach. It's everything from easy to impossible, depending on
> the person.)
I have to wonder how this can be so hard. Well, on the PS2 it was hard
to remember which button was which, but learning that took only some
tries, say 10 or 20. On the PC you just map the buttons to some handy
keys, I think I used i, j, k, m. But haven't games always been about
hitting the right control at the right time? >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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Since: Mar 07, 2005 Posts: 620
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(Msg. 11) Posted: Wed Sep 05, 2007 11:46 pm
Post subject: Re: [SA] Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Sep 19, 2007 Posts: 13
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(Msg. 12) Posted: Wed Sep 19, 2007 7:55 am
Post subject: Re: Lowrider Challenge and Other Crappy Rhythm Games [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 1 Sep, 04:54, ABE <abra....TakeThisOut@nowhere.net> wrote:
> I would like to be able to progress beyond the flight school but I
> have been stuck there for a couple of years now. OK, its not enough.
> I am not very pleased that I can't finish the game.
I'm sure that after such a long time you've probably tried everything
but, just in case, have you experimented with different view points?
I was stuck on "circle the airstrip and land" because I found it hard
to control the plane in third-person. It was much easier to navigate
through the coronas in first-person, though, but then that made
landing difficult. So I took off and circled the airfield in first
person and then switched to third person for the landing. Using this
strategy I passed after a few tries (bronze but hey, it felt like
gold).
First-person view also helped with destroying targets in the
helicopter because you're looking along the line of fire. >> Stay informed about: [SA] Lowrider Challenge and Other Crappy Rhythm Games |
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