BLUE GEM CAN NOW DAMAGE ENEMIES!!

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Published on ● Video Link: https://www.youtube.com/watch?v=WRenaf4HjZw



Duration: 28:01
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Patch by Chara/Nancy!

0:00 - wvo
2:45 - bos2
3:33 - wap (5 : 03 - p25 (xbla blue gem speed))
8:06 - csc
12:08 - flc
15:46 - rct
18:04 - bos4
19:19 - kdv
22:21 - aqa
24:34 - twn (mission bonus)

I can’t recall if this actually was in the game at one point, but it certainly was intended to damage enemies, so it makes it that much more amazing we have this now! It’s starting to make more sense why an insane amount of speed the blue gem got in the xbla would’ve caused enemy damage.
I think what happened was they figured it was way too fast even if their maturity meter was programmed back then, so they slowed the speed down a lot, to the point that the damage seemed unjustified to have it for such speeds when you have a command to do damage while on the move and the ground already.

Not sure if it’s a hit box thing or if the damage states are programmed differently, but it is interesting to note that both the top and the lower searchlights of Genesis don’t take damage at all with this patch. I would’ve thought if anything boss silver would struggle, but quite the opposite interestingly.

This damage state lasts as long as the blue gem state is triggered, so as soon as the sound, particle, and speed cut out, and you can start steering around again, basically you’re vulnerable again if you’re still running toward an enemy, even if the momentum of the speed is still on the running speed.
It explains why the demo length was so much longer, not just letting the sound fully play and loop but also allowing the damage state to last a little longer.
I wonder if it would be necessary for the steer-lock when in the blue gem state to be disabled alongside this patch to allow the player to steer while in the state, cuz it’s not restrictive with retail speed, but you certainly have to make more of a conscious effort to when and where you trigger it if you want to damage enemies.
The best it worked for me when I was using it as I progressed and ignored the enemies, so that if they got in the way it was accidental success in a sense. I also advise using this with the remove-stumble-over patch since without it invites ALOT of stumbling if you touch a wall.

But yet another patch off the bucket list of things to fix in 06, another step closer to a more enhanced/p-06 equivalent mod in the original!


What’re you guys curious to see next for patches/mods?