Posts for Bag_of_Magic_Food

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It would be nice to be able to skip that two-and-a-half-minute-long story sequence at the beginning of the game with a reset. It's easy enough to re-watch if you own the game. But I guess it is a little helpful to people who don't own it...
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Shinryuu wrote:
Heatman's weapon is used to skip the long blank screen animation
I wonder how this works.
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Right, if you want to leave a comment on that movie, do it here http://tasvideos.org/forum/viewtopic.php?t=6856
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zvsp wrote:
You know, I jump with 6 bombs to go to next map, in Green Garden. It's impossible to get much bombs number up items by that time. Didn't old testruns of this topic do the same?
It was just my hunch that Blue Resort could get you the power-ups sooner, just in case they were helpful. Maybe Red Mountain would work too, but that's even further away on the selection screen.
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Hey guys, did you see this? http://s6.zetaboards.com/The_Rockman_EXE_Zone/topic/8550108/2/#post8051745 That's where I started discussing the ProtoMan glitch again. I got it to happen once with Quake1, but I don't know how to do it again, so help me out so I can try it with Quake3! If you press opposite directions, MegaMan switches between facing north and facing northeast every frame. If you left go of both of them at the same time, he walks in place facing left. Silly. Opening your folder when you've stepped on a cutscene trigger may save time when closing the menu, maybe. In the power plant, the number of bars left is the fraction out of 10 of your maximum HP that you regain after the next battle you win.
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Are you supposed to use the version with the greatest difficulty?
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This topic is no good anymore? http://tasvideos.org/forum/viewtopic.php?t=1158
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Here's an example of the kind of speedrun you can do. http://www.youtube.com/watch?v=faKMUSMUpm8 This was on the Anniversary Collection, and it didn't use Navi Mode, but the weapon switching buttons are still there. That means you have more opportunities to use weakness weapons on minor enemies and secondary weaknesses on bosses when other weapons aren't convenient. Remember that 1 through 3 don't have buttons for switching to your transport items, but you'll notice that you can instant-switch to the weapon beside that item to save a few frames on the menu. By the way, here's what you can get if you could connect to a PocketStation. http://www.youtube.com/watch?v=mcv10gKQF9A It appears that "leveling up" the Robot Masters gives them larger life bars during the normal game. So you could either level up RockMan and make the game ridiculously easy, or you could level up all the bosses to make their fights ridiculously long. Probably not something you'd want in a speedrun, but it's funny to see once.
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What, I thought one-letter nicknames were pretty cool.
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Post subject: Re: #2377: Shinryuu, TaoTao, pirohiko & FinalFighter's NES Rockman 2 in 23:54.75
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adelikat wrote:
FM2ifying the submisison. It is now 9 frames longer since it doesn't take advantage of soft reset to do the start sequence faster.
Huh? You mean FCEUX doesn't support soft resets? Why is that a good thing?
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What do we do with the 4 bits that seem to be irrelevant to button presses?
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Hey that's what I said!
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So Viddler takes extra CPU, huh? I guess we'll be telling everyone with an old PC, "Too bad, enjoy your 4 FPS."
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It looked as though Zvsp had run out of lives at the beginning for some reason (probably from some deathwarp trick in an earlier level I've forgotten about), and two extra lives were needed for deathwarps there.
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Zurreco wrote:
Are you guys letting the runs fully load before running them? Flygon's SMB video was really really choppy until I paused and let it load. After that, it was fluid again.
Nope, that didn't work for me. It was choppy even after I let the bar fill all the way up and started over. It seems to be choppier when there's more motion, like during scrolling.
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I liked all the different game styles. I couldn't see any mistakes, so I voted Yes. Must have been a tough maze!
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Wow, I must not have been paying much attention to the Dungeons & Dragons entries on the Workbench. I guess I dismissed them all as probably being the same boring thing, because after all, how exciting could a video game based on a tabletop RPG be? But one day I saw this topic and got curious, thinking, "For an NES game, I wonder how ADVANCED it is..."
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It reminded me of Zelda 2 for a while. You know what, I just figured out that I had watched the wrong SpoonyExperiment review. It turns out there's more than one Advanced Dungeons & Dragons Dragonlance game for NES, and I had watched the review of the first one, Heroes of the Lance, rather than the sequel you played, Dragons of Flame. But maybe you could submit a run of Heroes of the Lance first so that this one looks nicer in comparison!
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Fabian wrote:
Hey guys, interesting problem. Did you know the contestant actually has a higher chance of winning if he switches after the host removes a door? Very counter intuitive, but it's true. There's a wiki page on it somewhere, maybe someone knows what it's called.
Wow, did you see that movie "21"?
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I was pretty sure that Zurreco was using sarcasm; I just couldn't figure out in what way.
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And Blublu didn't even want to look three posts up, so I come off looking better in comparison!
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I didn't feel like reading the rest of the topic.
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One analysis I read said to try exaggerating the numbers in the problem. So say there were 1000 doors, and 999 had a goat behind them, and when you first picked a door, the host opens 998 other doors that had a goat. Now, do you really think you picked the one door out of a thousand correctly on your first try? Obviously the odds are that you didn't, so you have a 99.9% chance of winning by switching to the other door.
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Do a game that you can do a good TAS of!
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Make the hardest ZZT game ever! Then TAS the hardest ZZT game ever!
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