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Stuff.
Sept 12, 2010 2:45:54 GMT -5
Post by sineG yuG lareneG on Sept 12, 2010 2:45:54 GMT -5
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Stuff.
Sept 12, 2010 19:31:47 GMT -5
Post by sineG yuG lareneG on Sept 12, 2010 19:31:47 GMT -5
GameFAQs Secret Board System List 3DO Amiga APF-*1000/IM Apple II Arcadia 2001 Astrocade Atari 2600 Atari 5200 Atari 7800 Atari 8-bit BBS Door CD-I Channel F Colecovision Commodore 64 DVD Player Famicom Disc System Game.com GameGear GP32 Intellivision Jaguar Jaguar CD Lynx Macintosh Microvision MSX Neo-Geo CD NeoGeo Nintendo 64DD Nuon Odyssey Odyssey^2 OS/2 Palm OS PC-FX Pinball Playdia Pocket PC Redemption Sega 32X Sega CD Sega Master System SG-1000 Turbo CD TurboGrafx-16 Unix/Linux Vectrex VIC-20 VirtualBoy WonderSwan WonderSwan Color www.angelfire.com/super2/gamefats/sbhfaq.html
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Stuff.
Nov 27, 2010 23:16:39 GMT -5
Post by sineG yuG lareneG on Nov 27, 2010 23:16:39 GMT -5
Day 0
Army: Shy Guy Army (Working Title) General: General Guy Captain: Gourment Guy Messenger: Fly Guy
Base: Toad Town
Civilians: 500
Troops:- 2000 Shy Guys (basic unit) 2000 Spear Guys (tribal Shy Guys) 1000 Pyro Guys (flaming Shy Guy)
Total: 5000
Alliances: None Wars: None
Base Defences:
Toy Turret (20 Days) The wrecked remains of a Toy Tank, now used as a turrent.
Projects:
Completed Projects: None
Log:
Gourmet Guy was one of the few survivors of the Shy Guy Army. He, along with a few other of the survivors, settled down in the peaceful Toad Town and lived quiet lives. Nearly all the other captains were dead or missing; the remaining troops were disorganized and fell apart. Many joined their tribal relatives or formed petty gangs, but none were able to reform any sort of army.
As years past, many built up small businesses and forgot about the army entirely. But of course, there was one leader who never stopped plotting to bring the shy guys to power, in life, or death.
That is why, after Gourmet Guy had just finished has last batch of cakes, the wall of his bakery blew up on what would later be called "Day 0."
General Guy's improvised Toy Tank rolled up and it's engine sputtered out.
"I didn't escape from death to find my captain sleeping on the floor! Get up, we have much to work on."
"H-how did you-"
"You can save the questions for later, we must first gather our troops."
Gourmet Guy slowly got up from his ruined cakes. General Guy turned his attention to the engine of the Toy Tank.
"None of troops are still alive..."
"Send messages to our tribal relatives."
"The captains are gone..."
"Consider yourself second-in-command."
"But we have no base..."
"Have our tribal relatives take over the toad. Now, I must go find my other captains."
General Guy walked off, leaving Gourmet Guy standing baffled and covered in icing.
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Nov 28, 2010 4:52:21 GMT -5
Post by sineG yuG lareneG on Nov 28, 2010 4:52:21 GMT -5
Shy Guys The standard unit of this army, these guys are basic in every sense. Unlike the majority of Shy Guys, they neither fail or excel in any aspect. Armed with only toys and whatever they find, their combat style can be unpredictable. BB Guns (20 Days) Armed with the strongest guns within Toad Town, Shy Guys have developed a type of BB pellet that bursts upon contact, preforming damage you wouldn't expect from a BB gun. Won't do a thing against decent armor, though. Aluminum Baseball Bat (20 Days) Spear Guys Savage tribal shy guys that have lived in wilderness, these guys are skilled at close combat and wield simple weapons made from sticks and stones. Living out in the wild has made them perceptive and swift, but they aren't too bright when it comes to tactics; they'll charge recklessly and unorderly. Upgrades: Poison (20 Days) Using various plants and chemicals, they have devised a poison to coat their speartips. Though not always fatal, it will render most troops incapable of fighting once it takes effect. Pyro Guys How do they endure the flames? Nobody except them know the secret... Always burning bright, the Pyro Guys are hard to kill in close combat. But because of their inability to use weapons, Pyro Guys can do little more than ram into troops and set them alight. Extingusting their flames cause them to die. Upgrades: Explosion (30 Days) Having mastered the art of spontaneous combustion (or at least the concept) they can preform a suicidal attack that severely damages anything within 3 yards at the cost of their life. Medi Guys Hastily appointed Shy Guys with medical training, these guys are adept at patching up minor injuries and able to fix up troops to send them back to their death. Klown-Car-like Transport Things (30 Days) These resemble a Koopa Klown Car, but with a spike on the bottom. These allow they to move faster around the battlefield and provide some attack. Spy Guys www.mariowiki.com/File:Spyguy.gifWearing camoflauged robes unefficentive in most enviroments, Spy Guys are swift and silent troops that work on taking out units by surprise. Though armed with sturdy hammers and slingshots, these are made for knocking out enemies rather than killing. Groove Guys Primarily ice skaters and dancers, Groove Guys are the swiftest units of the army. Lacking any actual combat training, they work to dispatch enemies with swift, rapid blows while dodging attacks. Sky Guys As their name would imply, these are the aerial units of the army, using surprisingly efficent balloons to keep afloat. Armed with only simple slingshots, they do their best to harm enemies from afar. Anti Guys
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Stuff.
Dec 30, 2010 1:54:03 GMT -5
Post by sineG yuG lareneG on Dec 30, 2010 1:54:03 GMT -5
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Stuff.
Dec 31, 2010 12:56:12 GMT -5
Post by sineG yuG lareneG on Dec 31, 2010 12:56:12 GMT -5
Legendary Weapons: Yin and Yang These knitting needles were apparently ancient demons sealed within wooden staffs in hope that it would enable them to be sealed away and forgotten, but doubtless some sorcerer or another retrieved them in hopes of using their powers. Yin-Yarn prefers to just call them Yellow and Purple. Having no choice but to grant Yin-Yarn their powers or be used by an elderly grandmother to knit socks, they often wonder whether or not they made the right choice. Puppeteer (20 Days) If they can maintain physical contact with a feeble-willed or dead subject, they can transfer Dark Matter, a substance that stirs up negative emotions and memories while obscuring happier ones, clouding their thoughts. The subject will them become willing to ignore foes and attacking allies, though at the current dose of Dark Matter, it isn't quite controlling. If the subject is dead, then the Dark Matter simply takes control of the host body. Passive AbilitiesSimply An Outline (20 Days) Yin-Yarn is, well, made of yarn. More often than not, projectiles will simply go through him without making actual contact. Active AbilitiesReplacement Stitching (20 Days) At the cost of the lives of his troops, Yin-Yarn can unravel troops to repair himself or others.
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