Posts for Bag_of_Magic_Food

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"Oh but it works into the 'entertainment value' so we should change the rules for it"
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Are there even any warps in this game?
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Yeah, I guess, though I'm not sure if everybody would notice the pattern. If you decide to go just for speed, though, my preliminary tests show that getting 1 life is 29 frames faster than getting a flower as small Mario, getting a flower as big Mario is 40 frames faster than getting 1 life, and getting a flower as ball-throwing Mario is 64 frames faster than getting a flower as big Mario. So what you go for in the bonus games may depend on what power-ups you plan to use in the levels. And since the starting positions of Mario and the prizes are randomized, you can probably manipulate the game to give you a straightaway path to the prize you want from the very start.
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You could, but that would probably get boring pretty quickly, with the viewer saying, "Yeah, yeah, I know, I know, he's gonna get three lives AGAIN." But I admit that being able to reach the upper exit every time might look cool, and you can get Mario frozen off the top of the screen just to be funny.
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Okay. I'm using Windows XP now, but when I went home for spring break, VisualBoyAdvance with shanedudddy's latest patch worked just fine on the computer with Windows 98 I used.
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Right, but 1-3, 2-3, and 3-3 don't have multiple exits. So I THINK you always get the bonus games in them... But I could be wrong.
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Well, I just experienced the same problem as BoltR. Turning off Read-Only mode partway through a movie doesn't work! But since it says it's recording, what's most likely happening is that it records the new movie, but it fails to overwrite the old one because it's looking at the original Read-Only setting.
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Ooh, I found another bug. You know the Select+Start+A+B reset code that many games have? Well, in the first and third Mega Man games (any version), using that code causes VisualBoyAdvance to freeze completely. I don't know of any other games that have this problem, but I'll tell you if I find any.
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Yeah, the jump there is tricky--it might be subject to half-pixel variation that makes it impossible with the wrong timing. And yes, you can kill the other Suzy in time. ...Which means I'd better see for myself whether it's possible to jump over Sniper Joe. ;) But don't worry about me. I've already time-attacked most of the game, so it shouldn't be too bad now.
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There seems to be a flaw in the use of borders during movies: VBA uses the border settings for the previously played movie rather than the current one. So if you watch a SGB movie immediately after watching a GB or GBC movie, it won't show the border unless you turn it on yourself; and if you watch a GB or GBC movie immediately after watching a SGB movie, there'll be a useless black border, even if you never turned it on.
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Say, doesn't every third level let you play the bonus game anyway? Maybe you could get a fireflower then.
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It has LESS slowdown on Super Game Boy? Huh. That's nice. The current movie is on Super Game Boy, anyway.
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Well, there was a little interesting stuff. At the beginning, I notice that you liked to wait to get up close to the Bunby Heris before shooting them. I guess that looks dangerous, but my style is to do everything as soon as possible, so I show off that I know everything ahead of time. I don't know which is preferred, but I like sticking to one rule all the time. But I did think it was neat that you just avoided one of the Bunby Heris at the end. You took TWO hits in the room with the Suzies? I managed to do that room without taking any hits, and the only time I slowed down was while falling into the room so I didn't hit the first Suzy. (This requires that you don't press against the wall too much as you fall, since the game oddly stores your "momentum" from just pushing the wall.) I just had to do a tricky jump to squeeze onto the platform and fire at the Suzy as fast as possible. In the next section, I noticed there was flickering caused by not killing the third Bunby Heri as early as possible. This brings up the issue of avoiding slowdown by properly timing enemy kills. Destroying an enemy sooner will help minimize its time onscreen, but that requires making a shot earlier, and the shot might slow the game down in busy situations, too. I guess you have to take it on a case-by-case basis. At the first Scworm, I noticed that you caught the edge of the platform so you could jump over and get knocked to the right. Smart. I think you also could have jumped onto the right side of the Sniper Joe when you caught the edge like that to possibly save some time. I figured this issue was moot since I planned on using Rolling Cutter here, but maybe I ought to test again. I could also test Thunder Beam here again, although my initial tests showed that Rolling Cutter was faster, even considering the switch time. And you didn't do anything with the icicles that I don't know about, though maybe it would have been smarter if I hadn't gone to the trouble of adding well-calculated waiting dances to a run that wasn't going to be published. I figured I needed the practice, anyway. It's just annoying that after some bosses, Megaman will teleport out later if you do too much messing around, or mess around too early, or do the wrong kind of messing around. I have to keep toying with the timing until I get what I think is the earliest time.
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Mercury's stage was nice, but I thought Neptune's stage might have had too much charging. I remember you were destroying enemies with the charged shot that you used the plain shot on in the earlier run. Maybe you did it so you could fire without stopping a slide and let the boomerang take care of it, but I don't know. And you hold the charge an awfully long time before getting to the enemies you use it on. I think it might have even caused slowdown at one point, though I'm not sure. Judging from the Neptune fight, you don't need very long at all to charge up. And if you're worried about firing useless shots, you could start holding B at a time when you can't fire, such as during slides or screen transitions.
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nitsuja wrote:
Bag of Magic Food: Would you rather have them cancel out? I thought having it choose one of the two was more user-friendly and standard, but maybe it isn't.
Nah, you probably did the right thing. I mean, a lot of games just choose one over the other anyway. It's just harder for me to notice if I have the option turned on in such a game, heh.
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Hey, I was working on this game! I'm going to start over, though, since there's a new movie format now, and I want to round out any last mistakes from my test run. (I haven't put up the progress yet, but my test run has almost all of Dr. Wily 1 done, so all I need to do now is figure out a good Enker strategy and decide which weapons to use and path to take at the fork in Dr. Wily 2.) And I switched to the Japanese version, Rockman World, partly because it lets you start the game sooner, but also because its title keeps people from confusing it with the NES game (though a few people mistook it for Rockman MEGAWorld--argh). Well, I'll watch your movie and see if there are any tricks you did that I didn't think of.
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Post subject: Re: On Glitches
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Ramzi wrote:
Then maybe the game just continues to push your character through the wall, allowing you to skip a lot of stuff. Why does this happen, rather than a total lock-up?
Because a total lock-up would be really annoying! It's better to just let something weird happen.
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Didn't somebody propose PRETENDING to go for the bonus stage, then suddenly dropping down? Maybe I just misunderstood.
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Yeah, though you'd think that "how long will we be safe" wouldn't take up any more space than "how long will us be safe".
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Yeah, and Star Trek is supposed to have one big timeline too, but the writers mess it up all the time.
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Well, maybe if Nintendulator gets that full Unix support.
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Although I notice that disallowing opposite directions doesn't make them both cancel out, as FCEU does, but instead chooses Left for Left+Right and Up for Up+Down.
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Now that you mention it, Ventuz proposed using Grab Buster on the miniboss of Mars, but he won't get that weapon until he beats Mercury, so his current order won't allow for that. Oh, never mind, it's just the strategy list that's out of order. He's actually doing Mercury second.
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It's an option under Joypad.
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In a few months, maybe Quietust's takin' it easy now
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