PSX Armored Core PVP – Now with Rollback!

Over at Twitter and on our Discord server, val brought this to our attention: HeatXD‘s fork of DuckStation with GGPO, which in turn enables netplay with rollback.

For those unaware, GGPO is middleware/code that is designed to mitigate differences in ping and latency by simulating the next frames of action in games based on previous inputs from the player. If an input arrives that is different from what is being simulated, the game “rolls back” to the frame of the last correct state, and then executes the player’s inputs as intended. What this amounts to is a sometimes jerky, but near-lagless online experience, which is preferred over a delayed on-screen reaction. GGPO was created by Tony Cannon (of the Cannon Bros/SRK/Evo Championship Series fame), and as such has a rich history with fighting games. In fact, a lot of modern fighting games have implemented GGPO code.

HeatXD‘s implementation has been hotly received, and at the time of writing, there are already numerous examples of games benefiting from the addition over on his Twitter – from Tekken 3, to Bloody Roar 2, to Rival Schools, and even Gundam Battle Assault 2. There’s also a written guide to help you set it up, so no excuses.

So, what does this mean for first-gen AC PVP? In val‘s own words:

Seems like a strong case to me.

[via val on Twitter and HeatXD on GitHub]

Play as Armored Core Bosses!

Leave it to the Japanese to squeeze out just a bit more from our favorite ancient games. In the same vein as the Sailor Moon vid posted some time ago, we’ve again come across some cool AC1 hacks, this time by YouTube user aniski.

Check them out after the jump.

Armored Core: Sailor Moon

What’s this? Someone actually took the time of putting a robotic version of Sailor Moon for Armored Core: Master of Arena, and it looks like it is working just as expected. We’re strangely excited about trying this out for some reason, and we’re expecting some sort of magical transformation to occur when you equip the grenade launcher. See the gameplay video after the jump:

10 Most Overpowered Weapons in Armored Core

Right arm weapons are nobrainers to use. Just point and shoot, simple enough that anyone with the slightest bit of hand-eye coordination would be able to do. While there is a wide variety of weapons to choose that will burn, shoot or crush your opponents, at times From Software just makes it a little too easy for people punch holes into each other. Here we shall see the 10 most overpowered weapons in old school AC that make killing NineBall Seraph and Phantasma, a breeze.

An Unkindness of Ravens

A Nest for Ravens

Armored Core has always been something of a niche catering to the already-niche genre of mecha simulation. The Armored Core trilogy for the PS1 provided mech fans everywhere with the rare chance to build and battle with their very own customized mechs. As players got to know the game better, their skills improved along with their ability to design ACs. It got to the point where bashing the AI rankers wasn’t enough any more and nothing other than an equally skilled human opponent would suffice for competition. But as most AC players surely realized, finding people to play against, let alone skilled ones, was just as challenging as learning to play Armored Core itself.

Names in Armored Core: Nine-Ball

Anyone familiar with the game of pool will be familiar with the “nine-ball” format. Unlike other pool formats, nine-ball is generally played one-on-one, and remains to be a popular event in major pool sporting tournaments. The primary appeal of a nine-ball game is its mano-a-mano format, offering spectators a duel of fates between two competitors whether it is in the spirit of friendly competition, or bitter rivalries. It is this very same format and emotionally charged atmosphere that surround Armored Core’s defining attribute – the arena.