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#Ps1 controller silhoutte full#
( internal X & Internal Y= Very High, Stretching mode: Stretch to full window size, render Mode: 2 (Use framebuffer object) text filt = 2 FPS limit= 63, Compatibility=2,3,2 Shader effects= 5 (GLSlang Files (gpuPeteOGL2-slv/slf)) While fending off enemy attacks, the story of a girl and go to clear the stage Iki their service area extends the line to change the scenario adopted by the situation Maruchiendingusutori clear the stage.
The game got lots of humour, nice cartoon graphics, excellent audio tracks and a 2 player mode.Īction Arcade Ri acclaim "Gals" based action puzzle. To advance in the game the player have to solve every silhouette but the difficult part is that there is only one life to do it and limited number of continues, and the silhouette starts from the beginning every time that the player use a continue. The plot of Silhouette Stories begins when a young kid finds a strange star that talk to him and start to go with him around the town where they will meet different characters until the puzzle game starts. When capturing background, only the enclosed area without the stage boss is uncovered, so it is possible to capture 100% of silhouette without capturing the entire background, by limiting boss's movement to an area without silhouette. The objective is to uncover the silhouette portion of background with a marker until at least 80% of the silhouette is uncovered. Goto preferred that his controller had handles and eventually, he was able to convince them thus sending to the production line the PlayStation controller we all know (and some of us love).Have you ever played the classic Taito game Qix or any of the Gals Panic game series? In that case you know what Silhouette Stories is about. What’s also interesting in the interview, is the fact that Goto had to “fight” with the management in order to get his design approved as they preferred a controller similar to that of Super Nintendo you know, this one: Photo: Wikimedia Commons People thought those colors were mixed up, and I had to reinforce to management that that’s what I wanted. The circle and X represent ‘yes’ or ‘no’ decision-making and I made them red and blue respectively. Square refers to a piece of paper I had it represent menus or documents and made it pink. The triangle refers to viewpoint I had it represent one’s head or direction and made it green.
I gave each symbol a meaning and a color. We wanted something simple to remember, which is why we went with icons or symbols, and I came up with the triangle-circle-X-square combination immediately afterward. Other game companies at the time assigned alphabet letters or colors to the buttons.