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Night Slashers X Rebalanced

In Progress Night Slashers X variants - me Internets Archive channels is under attack edition 1.31

No permission to download
The project is currently under development.
@oldyz
Thank you very much. I was looking for this particular version.

Update: This version of Night Slashers X is tough. Takes forever for Ash to beat regular monsters using just combos.
it is meant to be played with at least one other person, and you will find that no gameplay session is the same
 
it is meant to be played with at least one other person, and you will find that no gameplay session is the same
I think number of players shouldn't be a reason to define the game difficulty unless you're adding specific enemies to spawn when other players are present.

While I respect your decisions on the project I think the game required more appropriate characters in the roster. Aside from the obvious presence of Chris, Jake and Hong Hua I think you should've added characters that would fit better into the game's universe, like the players from Capcom's Dungeons and Dragons for example
DnDToD_Elf.png


Some inclusions like Jasmin and Ash are nice and fit great but the rest seem just random pick ups and feel out of place
 
I think number of players shouldn't be a reason to define the game difficulty unless you're adding specific enemies to spawn when other players are present.

While I respect your decisions on the project I think the game required more appropriate characters in the roster. Aside from the obvious presence of Chris, Jake and Hong Hua I think you should've added characters that would fit better into the game's universe, like the players from Capcom's Dungeons and Dragons for example
DnDToD_Elf.png


Some inclusions like Jasmin and Ash are nice and fit great but the rest seem just random pick ups and feel out of place
Greetings @Chris Monvel , a great part of the decisions for NSX version 24 A have to do with a combination of things -

Ash was a las minute addition, kindly developed & donated by Mr Thatcher
Aska, Hong and Ortega belong to Life of End - they where integrated to version 24A as an thanks and respect to his work, rebalance and 24a started to drift apart when it came to the story - the story on variant 24A is potentially more elaborate and weird no problem including them, so in that reguard:

lots of concepts i have are beyond my scope.
any new character must be completely integrated, have their own adaptive cinemas, paths an ending, even music if possible- i dont like to just paste characters and call it a day

gameplay wise - i have not been able to develop an antiwall script that accounts for platforms or walls below, some levels i designed need it, other wise some old bugs come back.
on the same vein, blood splatters and other potential sprite effects need to account for platforms too -

lazyness - when i converted the game to 16 by 9, it was a total pain, some things simply would not work and i made some weird solutions, so i never accounted for 2p 3p or 4p spawns and decided to make the "X levels" for 4 players and that's it --- trying to implement those spawns with my current level of skill would most likely break something -
to make things even more complicated, i intend to overhaul the whole monster spawn system with script, to make the monsters absolutely random, down to their spawn position if possible...

lack of skill - finding and fixing the bugs is a headache - learning the scripting is torture- i hate for fun things to become a chore.. which takes us to

a feeling that games are not so fun anymore - it has been 2 years that i have not sat down and played something other than NSX24a or SORX2 for reseach , have not finshed any of the single player games that i have started (altered beast on NES in my head does not count- i used lots of save states)- i still like multiplayer session with friends and family , but those opportunities get rarer and rarer now....

lack of money - if i had it i would hire people, the "normie paths" for making money won't cut it and for reasons, those paths are unavailable to me anyway...
the darker moneymaking paths available in my coutry to get money fast are easy, but completely evil & to make matters worse clean anonymous money is getting too hard to make - believe me if i where making bussiness like i was in the 2010's the game would be much better
 
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Greetings, MR Life of Finale has made some updates to his version of the game:


have not asked , but it is a weird things when ideas or inspirations "synchronise"

this year i finally played Terrordrome, and was thinking about how to go about and making Ash's special moves to be more like Terrordrome Ash, well it seems that Life of Finale might have also played terrordrome, from what i see on the video...
 
Hi! After some research, I found three PlayStation 2 optimized versions of this game, all of them seem to be made by Adrian Oliveira, from Brazil. These are simplified versions of the original Night Slashers X, with no weapons, no alternative path in stage 2, fewer moves per character, fewer animations and lower quality sprites and backgrounds. They also use the basic BoR life bars both for the players and for enemies.

Night Slashers X v0.4

This is the one I was searching for initially. This version excludes Hong Hua from the roster and doesn´t have a timer, which is funny because there are several extra time pick-ups still in the game. It have three modes: "Modo Normal", "Modo Facil" and "Dogs and Bats", the latter replaces all the enemies with zombie dogs and bats.

Night Slashers X v0.3

This version does have a functional timer, but Hong Hua is not playable again. It have three modes: "Modo Normal", "Modo Chato" and "Dogs and Bats". I feel like this game is a bit more forgiving than the others, but I'm not sure.

Night Slashers X


This is the only version that is in Adrian Oliveira's Blogspot, you can find his other works there. It displays a warning before the intro beggins. It's the same as v0.3, but it actually includes Hong Hua and it has a new "Boss Rush" mode.

Hope this help.😁
 
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