Posts for Bag_of_Magic_Food

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Oh, like what Baxter and I were doing with Lolo 3 before we got bored...
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So taking turns?
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Well, I've never played that game. So uh...
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Wow, that wasn't as bad as I expected. Here's my plan. Once I switch to Carry, I'm going to just stick with it all the way until the last two Screw Drivers, where I'll switch to Rolling Cutter because the Carry's energy should be all gone by then, and Carry would only save a couple of frames over the Cutter there anyway. (Actually, now that I think about it, Carry would probably waste time because I'd need health refills to take damage there.) There are a few other places where I could use the Carry to save time but won't, because they don't save very much and will cause me to run out before I've used it in the most helpful spots. It also won't help to use a weapon in the middle of the stage to beat some enemies for refills because the combined time lost from not using Carry in those few places I mentioned are less than the total weapon switching time, and defeating enemies there saves almost no time anyway. I also found some new techniques to speed up the ladder-climbing section. One involves using the Carry on a ladder to get a neat boost up the screen, although it seems to only work when the ladder is against a wall on the right with space on the left. For the ladders that are the other way around, the Carry just disappears when I try to make it, so I guess I'm stuck using the Carry the regular way unless somebody figures something out. Another trick I learned was how to make the Bomber Bird Pipi appear on the side of the screen I want it to so I won't have to tangle with the birdies at all. And finally, just after the ladder section, I found a way to use what's normally a detrimental bug to conserve the Carry's energy. Oh, and I won't take the upper path because it would waste a stupid amount of time, and the Atomic Fire is pretty worthless for fighting the Scworms because I can't carry a charge across vertical scroll points. So as usual, the most irritating part of making the movie will be coming up with effective waiting dances, such as for the block-jumping sections and for when Dr. Wily's second form isn't firing.
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Heh, sometimes I goof up and think this award is about what movies we were anticipating before April rather than what anticipated movies were published before then...
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Did Flagitious even tell anyone about it? Or did you mean we were all anticipating OmnipotentEntity's version of the movie instead...
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But doesn't a VHS tape start to look bad after a while if you record over it too many times?
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Maybe SprintGod means the first level should be under 27 seconds and the second level should be under 1 minute and 20 seconds.
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Well, it was just the last part that was redone...
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Yeah, I didn't realize there was still a Superman movie sitting in there.
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Do you mean this would be a way to draw attention to movies still in the queue that should have been decided on already?
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So are you thinking that someone might break the rules just to get into this category? Yeah, that could be a problem.
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It was funny when the knight sat in a chair saying "bleh" and throwing cups at you...
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I think the difficulty may depend on the quality of the movie. Even a relatively easy game can be difficult to timeattack if you're extremely determined to be pixel-perfect and test everything. But difficulty can also be subjective because what may be difficult for one person to do may not be difficult for another.
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Three things. 1. If you're going to jump like Mario, you should stick your fist up in the air! 2. If you're going to fight like Link, you should hold the sword in your left hand! (unless you're that dumb TV show Link) 3. Isn't Tetris music based on songs from Russia?
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Oh, so it only applies to finished work?
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Ah, I see... The trick was in keeping him stunned.
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Yeah, this level will take a lot longer to finish, simply because I need to find the best strategies, and I hadn't done any tests on it at all before. There are places where Carry will be helpful to jump over enemies, jump onto the backs of enemies to take damage going forwards, jump across the ends of spike pits early, possibly jump up ladders a little faster, or even just avoid switching to something else for a while. But I can't switch to Carry in every possible instance, or I'll run out. I also need it for three obligatory wall jumps, and likely a fourth time after that for the downward section with the split path, either to jump to the upper/right path to avoid the first two enemies, or to possibly get further to the right at the end of the lower/left path to reach the bottom corner more directly--but it may be more likely I'll need it to pass the electric beams in the upper/right path more efficiently. I don't know. But if I jump up to reach the upper/right path, I'll also be forced to use Atomic Fire, which I might try keeping all the way to Dr. Wily, as that's his first form's weakness. So I've got the decisions for when to use Carry, when and how to take damage, and which path to take at the fork right there. And I should also look at what weapons I'll use when I'm not using Carry. Bubble Lead would seem to be the best all around, as it'll kill Bigeyes and Cutting Wheels in two hits and Changkey Makers and Sniper Joes in three hits, but I don't know if it will work on the birds so well, especially in that ladder-climbing part. For them I could try Fire Storm, which is what I usually do, since the spinning shield will take the birds out as they come at me, possibly without having to shoot on the ladder itself and waste time. Or I could try Time Stopper. For some reason, the Time Stopper in this game shuts off when you scroll the screen vertically. So although it drains fast, I could still use it multiple times to keep all the birds away. Sadly, it doesn't seem possible to freeze the electric beams at a time when they're turned off, so I'll have to decide whether to wait for or get hit by them, too. Another idea I had was that if I'm going to be using Time Stopper on the ladder section, I could use it in the previous section to avoid the last Super Cutter. The high ones I don't have to worry about, and the Cutting Wheels I'll probably destroy with Bubble Lead if that seems advantageous to switch to, but the low Super Cutters will force me to stop to avoid them as they swing back around. I don't want to freeze them ahead of time, since I can't jump completely over them at the beginning if they don't move, but I was thinking that I could freeze the last one after jumping over it. But that might cause me to run out of Time Stopper before stopping all the birds. There's also the possibility of freezing the cutters with Ice Slasher instead, although it seems like a long shot, but I should probably test. So you can see I have a lot to toy around with before I can make the finished version of this level. Part of me wants to just pick one way of doing it and not worry about time so much, but I know that wouldn't be fair to the viewers. As always, I'm open to suggestions, even if I doubt their validity for a while.
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No. Using quotes is more interesting.
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And Nach thinks you should have hit another invisible heart block in 3-1!
scubed wrote:
I noticed that in 3-1 and 4-1 when you had firepower, you didn't shoot at all of the enemies that you could have (without slowing down). Is there a reason for that? If your goal was points, that should have gotten you a few points extra.
hopper wrote:
You choose the the Fireflower in the bonus stage at the end of World 2, but in 3-1 you don't shoot some of the Pirahna Plants, even though you stated that your secondary objective was getting the highest possible score. It also looked like you didn't shoot everyone that you could have in 4-2. Would that have slowed you down or negatively impacted the run, or would the shot have gone through the Pirahna Plants because they weren't totally out of the pipe yet? This definitely gets a Yes vote, but I'm sure people will wonder.
Bag of Magic Food wrote:
Yeah, since TheAxeMan's holding B all the time to run, he has to release B to throw a fireball for it to register as a new button press, and that lowers his speed a tiny bit.
TheAxeMan wrote:
BOMF is right about the fireballs, it seems to cost a frame each time. Near the end of 4-2 I shoot the last snake because his fireball would have cause more than a frame of lag. The snake I shoot with the bouncing shot was just in my way.
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Did you consider what the second-best weapons against the Robot Masters were?
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Too late, should've told him to do that earlier
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Whose fault is that?
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Yeah, I guess it is a little repetitious... Though that's part of the fun...
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Yeah, it's hard to get into a community when you can't talk to anyone...
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