Posts for Bag_of_Magic_Food

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Xkeeper wrote:
Much like the SM 100% TAS, it should just collect all permanent items. So it should go for the white sword, blue ring, etc.
But they're not permanent if they can be replaced with a better sword or ring.
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You know, I still find myself saying, "Man, when is the left sidebar going to load? ....Oh." Maybe the new layout just wasn't different enough for me.
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I would normally leave on the game sound all the time, even for frame advance, since it can be helpful to know whether a certain sound effect has played, and the position of the music helps remind me how long it's been past some checkpoint (meaning, "The less I've heard of this song before I get to the door, the faster I must have been!"). The only reasons I don't do so always are because my new headphones get uncomfortable after a while and because game sound at different speeds can be irritating to listen to. I don't think I ever put on some other music, because I would feel as if I'm in some kind of race to finish what I'm working on before the end of the song.
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I remember I used to see that abbreviation jammed together in filenames and wonder, "What are antids? Or who is Antid, and what's this plugin he made?"
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Ferret Warlord wrote:
I think this game got brought up about a year ago. Was it here? Was it IRC? Was it that forum I'm always lurking at? I don't recall. :(
Me too. I don't recall either. I think I just watched a video of someone playing it.
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I heard of an emulator that runs like one Bubble Bobble game, and that's it.
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What, you mean his hair? You mistook both the hair and the sword for a cape?
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I'm guessing I shouldn't apply for Partner status when all my videos consist entirely of badly edited footage from other shows.
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Oh... So what would happen if you did start in Professional mode? Would you go through the exact same difficulty level twice?
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Perfect entertainment, you mean!
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Well, you never chose Professional mode at the start of the game, right?
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But isn't it cheating if you skip cutscenes that you couldn't skip on console? Wouldn't that make the times impossible to compare to real speed runs?
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Actually, I don't think it's so much that he jumps higher as that the game is more lenient about catching onto ledges. You may have noticed that you can start to slip off a ledge for a moment but still be able to sneak right back on if you're fast enough. Another trick I found is to fire a Hard Knuckle the instant before you hit a boss gate. You'll cause a shortened transition where the door doesn't close behind you, and you can't open your menu anymore until you leave the area. If you enter the boss's room that way, you also get to move around while the boss is entering, so you can get some early strikes in that way. But since you can't change weapons now, you need to be able to beat that boss with your remaining stock of Hard Knuckle. Whether you win or lose, the game seems to proceed normally. This could be useful against Top Man and Buster Rod G, at least. You can also fire Hard Knuckle just before falling into a new room to get frozen at the top of the next room. Just open the menu to be able to move again. This probably isn't useful, though.
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I think Ventuz already made a video of that trick, and it did look quicker.
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Well, did you watch for lag? Don't just try to hit on the earliest frame; watch the length of each invulnerability flash to see if it's lagging, so you can try to make the earliest frame arrive even earlier.
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Comicalflop wrote:
Do fish get thirsty? Take the dumb test now.
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I made a .zip file containing all the test runs I made that could possibly be of interest. I think I tried to organize them by which revision of VisualBoyAdvance you need. The descriptions aren't always very good, though, and a few of them have added colors because I was into that for a while. http://www.box.net/shared/0quxt714ga I probably already mentioned this before, but make sure you have a working plan for weapon energy for the rest of the game before you go beyond the first 4 levels. Then you won't get stuck wondering if you should have conserved or refilled somewhere.
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Did you know you can clear this jump without using Rush?
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DeHackEd wrote:
And for the record, the face boss has a name as well. (But it's stupid)
Didn't they change it to "Lambda Bamda" or something like that in another game?
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Kuwaga wrote:
V2R from Youtube wrote:
Revised Video: http://www.youtube.com/watch?v=rHL4JX... Its the 4th day on MM. It stops time for those who dont already know. What you have to do is wait until the timer almost stops (Around 5 sec left). Then look into the telescope at the bombers hideout. AS SOON AS THE TIMER STOPS JAM THE B BUTTON!!!!! If you did it correctly than you should be standing next to the old man talking to him. Once you can play you will have no timer and the moon will be gone. Also you cannnot access your start menu UNTIL it either sais Dawn of A New Day OR it goes to the (what i call) Night of A New Day. Then asfyer that you may use items again. But beware talking to people will crash your game!!!!! Do not talk to anybody except for the telescope man and the guards just to be safe.
If this comes because the game tries to load people's texts from the fourth day that don't exist or - what would be even better - from setting flags that you have talked to somebody in a part of the memory where it shouldn't be set, I was wondering if this could lead to any game breaking glitches. Has anybody investigated this case yet?
That link doesn't work. I think the last few characters got turned into an ellipsis.
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hanzou wrote:
The end result would be a run that gets a pokedex of 152 without actually encountering most of these pokemon. There is little point in making such a movie because something like this already exists: gia's Pokemon Yellow run, which is only two minutes long. Thus, I think it's fine and sensible to set the catch-'em-all movie goals to avoid using ZZAZZ or any massive-corruption glitches.
Well, you could change the goal from filling the Pokedex by any means possible to actually obtaining every kind of Pokemon at some point by any means, which is what you're supposed to have to do in order to fill the Pokedex. That way you could still allow the glitches. But it might not be so nice if the glitch makes the Pokedex less than what it should be.
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So are we all in agreement that GoodNES's label is incorrect?
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The way the power-ups work is that as you encounter enemies in the game, the number of encounters is logged in the lab database, and certain numbers of total encounters unlock the power-ups in the lab. You can equip up to 2 power-ups before restarting the game. They basically work like specialized Game Genie cheats, modifying the emulated Famicom game to affect speeds, damage ratings, energy consumption, or whatever. I believe you can collect up to 99 in "battle data" per enemy, and the number is incremented every time the enemy is spawned--it doesn't matter if you fight it at all, just seeing the enemy is enough. You could run back and forth at a spot where an enemy appears at the edge of the screen to scroll it on and off again and rack up points for it very quickly. The problem with this system is that if you start from a blank save, you couldn't work the power-ups into a continuous play-through of the game. You'd have to play a couple levels, go back to the main menu, pick your power-ups, then load the game again and return to the point you left off at with a password or save. So either you waste time saving to the memory card, or you get into the whole "Where is the password given?" question of timing. You also have a problem if you want to make a run in hard mode, in mission mode, or with a different number of lives: These features all need to be unlocked first by beating the game in another mode. Nevertheless, I think a normal speed-run will still be interesting because of the "weapon change in action" feature you mentioned. I imagine Rockman 6 could be greatly helped by the fact that you could use the Rush powers anywhere they would help, not just when you're forced to or when you can make up for a couple of menu transitions and not being able to slide for a while. Navi Mode will at least offer the new music, healthbar graphics, extra ending, and (in 4/5/6) helmetless RockMan, although you have to hold Select when you start the game to get the special songs in 1, 2, and 3. (What, were they ashamed of not having arcade music for every level in those games?)
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adelikat wrote:
What if someone made a SMB3 hack that put in the SMW cape and proceeded to fly over all the levels?
You can do that in Super Mario Advance 4, heh heh...
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I got the feeling that it doesn't matter where you end up, because of how the music is timed: It starts when Player 1 starts sliding over to the left, and the "hit" at the end is always heard exactly when he high-fives Player 2. (I didn't want to take a chance guessing which one was Mick and which one was Mack.) In addition, I remember seeing Player 1 move more slowly the closer he was to that spot on the left, so I'm thinking the speed at which he slides over is recalculated based on the remaining distance, making the timing the same every time.
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