Posts for Bag_of_Magic_Food

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Make Cazlab finish it.
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Bisqwit wrote:
Besides that he had notified me personally, I knew it from the Simon's Quest discussion thread in the NES games forum.
I've found one post from Walker Boh on October 9th saying that he might do it in the future. ...And that's all.
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Could you record a reset into the movie?
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Lunar Pool?
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You're missing the point. The point is that only the input should be manipulated.
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G'argh! We're not finding the EASIEST way to play; we're finding the BEST way to play!
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TouchOdeath wrote:
Understand that overclocking DOES NOT make your run faster (accept for the real-life time). It just makes the frames go through smoother (it doesnt actually give your video less frames).
Um, yes it would, if it's removing dead frames. I can see why you would want to do that, since the dead frames don't really count towards anything and it might look more impressive to play at full speed all the time. But I'm pretty sure it would lead to even more accusations of cheating, based on the fact that NESes aren't commonly overclocked, and it would just look like a cheap method to shave time where you shouldn't be able to. This site is about manipulating the INPUT to the machine, not the machine itself.
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Yeah, no kidding. Why are his eyes on the outside of his helmet now?
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You can record from a restart. All you have to do is Pause, Restart, Record, then Unpause.
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Experienced Forum User, Published Author, Active player (278)
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Ooh! Ooh! How about the Bomberman GB series? Or you could try Pocket Bomberman, just to show how Bomberman works as a platformer without all those random walls.
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Operation Contra?
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Wow, and now nesvideos.stc.cx takes you to another rude page. [Edit by Bisqwit:I updated the post text to make sense. It was changed by a script when the forum address changed.]
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Phil wrote:
There's an annoying sound at the end of the movie :P
That sound is at the end of every movie. Is there a way to prevent that?
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Oh yeah, Bomberking... I remember I was going to look into the randomness of the item appearances some more, but I never got around to it. I'm pretty sure that proper item collection and usage are the keys to this game.
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Oops, I left-clicked it too fast to read your note. Oh well, it just brought up that stupid Quicktime error about not having components anyway.
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I read Something Awful, but I'm too cheap to subscribe to their message board. Maybe you can try to convince me what's so special about it, and I might not be so cheap in the future.
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I think the new cartoon show is trying to be a little bit like the comic book.
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Bisqwit wrote:
It's just so much better when I can edit and compile my own versions. I hold the possibility to change the program as I want as a high priority. I can't compile code that has been written for Microsoft Visual C++ with Windows libs.
Well then switch to Windows!!!
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There was a live-action TV show, too.
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Omega wrote:
I hate the fact that you can't directly jump out of a slide. :(
Actually, I like that for the fact that you can just hold Down and tap A really fast to slide continuously.
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Wow, that level setup sounds a little like Umihara Kawase.
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Post subject: IT'S A COMMUNIST PLOT
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Avin wrote:
Was there a Purple Yoshi in another version of the game? Because on the page you linked to, Fabian, there was more than one person who claimed you could get a Purple Yoshi. At first I thought it was just posted by someone who had their color skewed on their TV, but now I'm a bit curious.
And I read in a couple of places that you could get a purple Yoshi in Yoshi's Story by collecting all the coins in a level, but I tried that, and it didn't work. I think the purple Yoshi is a SHAM.
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Wow, this whole time I assumed you were using Famtasia.
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Post subject: Re: #474: Zerstorung's NES Super Turrican in 11:21
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NesVideoAgent wrote:
Super Turrican was definately an interesting find for me. It plays very similarly to Metroid, but uses a weapon system similar to that of the older Contra games, and you have infinite ammo. Also, the exploration element is limited to the majority of the levels consisting of one or two paths that continue through the game, while the rest simply are dead ends, with no way of knowing which way is correct other than to memorize it.
Actually, I think that style of game is more similar to Wizards and Warriors or Duke Nukem, where you're exploring a big place that scrolls in all directions.
Tombad wrote:
Props to the the composer of the soundtrack for awesome music. :)
For some reason, the music always makes me think of Egypt. I haven't yet figured out the reason.
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You'd better send it to me if you want to know for sure. (That would be nice for me, too, as I never managed to figure out how to save that time in 3-5 you were talking about.) I have a few guesses. 1. Pressing Start. I noticed that in this game, you can just hold Start down the whole time to get the game to start, rather than having to press it at key moments. So that's what I did. If you used turbo-fire, remember that it presses the button every other frame, so there's always a 50% chance that it'll go a frame too late for what you want to do. 2. Rounding the corner. Did you make sure to press Up at the very first column where you wouldn't be blocked? You didn't pause before turning, did you? 3. Maybe sliding really is faster! I don't know... One thing I do know, though, is that Lolo's movement in the level intro areas isn't quite 1 pixel per frame. Every once in a while, he moves ahead 2 pixels at once. (It's really obvious when using the sliding trick because there aren't any other sprites to distract from it.) This is probably just a subtle way to speed up a somewhat pointless part of the game, but maybe my sliding trick influences it somehow. Maybe the load time for the level is a little bit randomized and different button presses affect it, too. 4. You measured wrong. For stopping Famtasia at a certain point, I think it's best to go to 2% speed and press the pause button between frames as they're displayed, then choose Stop from the menu and unpause. You could try this first, I suppose...
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