Posts for Bag_of_Magic_Food

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Ferret Warlord wrote:
Bag of Magic Food's is full of nothing but Youtube Poops, yet he's still on the list.
Yeah, someday I'll have to put some kind of game video on there. I was thinking of inserting the cutscenes back into my Totally Rad movie, but that would go over the time limit, and I don't think I signed up for the director program while there was still time. And I don't like splitting stuff.
upthorn wrote:
Aww. I was hoping it'd be a youtube poop.
I still got a laugh out of hearing MEET THE FLINTSTONES on the title screen.
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So are the skull squares taken from the pool of all kinds of questions, or just certain ones?
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Why do I keep getting asked to take "the dumb test"? I KNOW TAKING THREE APPLES GIVES ME THREE APPLES, HUR HUR
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Thanks for letting me know, because I was just about to try doodling some routes on that GameFAQs map. Now I just wish I knew whether you can skip or speed up the questions in that game, because that would affect whether or not it's worth answering a few more to avoid even the quickest mini-game. EDIT: And here's the GameFAQs map as well as another map I found on some old Angelfire site. I noticed the first map has a bunch of Clock squares where the second map has Visual, so we'll want to check those for sure. EDIT AGAIN: And the second map's missing three whole squares in the middle. Brilliant. It looks like the second map is right about those squares being Visual, though. I guess the first mapmaker couldn't tell eyes from clocks.
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It could be worth taking a detour over to a Joker space to be able to skip some of the timed mini-game challenges, as long as there are no mini-games in the way of the Joker.
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Hey Joseph, could you reupload your files? I decided I wanted to watch this, but it's expired.
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Have you tried that NES-style clone of RockMan 7, Bisqwit? I'd like to know how accurate you think its physics were.
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Second cat? Don't you mean MAXIMUM CATS? Oh dear, I've found myself considering the mechanics of the cat food system again...
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Didn't you see the annotations? "I'm using an infinite magic cheat in this video" "It's not needed if you have Double Magic."
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It might just be what Bobmario needed to know!
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Ferret Warlord wrote:
Possibly because such playarounds have a hard time fitting within the infrastructure of the site which is built around obsoleting old runs. The culture ended up being built around mostly objective measures, which is why the Rivercity Ransom playaround had to fight to get onto the site.
Thank you for explaining this trend that Xkeeper is ALWAYS whining about. I feel insulted having to be told "The S stands for Superplay!" repeatedly.
Ferret Warlord wrote:
In regards to the topic at hand, it is reminiscent of those speed-creation contests I keep hearing about. Film a short movie in a day, write a novel in a month, etc., etc.
Hey, I tried a few of those "Make a ZZT game in one day" contests before! And don't forget about what happened with Super Mario Land 2. I believe we need to completely rethink what would make a good contest for this website.
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No, it's supposed to be impressive that the quickest way to do something turns out to be so silly-looking.
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But if enemies have higher HP, then that makes playing more difficult because they get more strikes at you before you can finish them off. That's the whole point of HP! I mean, most movies that play a game with difficulty settings pick the highest difficulty, right? So why should we work against that by picking an easier ROM?
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So you're not supposed to pick the version that's MORE difficult in order to demonstrate perfect victory against the greatest amount of resistance?
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Mr. Kelly R. Flewin wrote:
VS. Super Mario Bros. - No warp run [since warping won't get you too far] A reworked Super Mario Bros. for the Arcade, but there's a rom for it, and it's a good challenge. Some new levels here and there, retweaked coin boxes and locations of goodies. Definitely would be interesting.
"All Night Nippon Super Mario Bros." was a similar reworking based on the Super Mario Bros. 2 engine, with a cheesy graphics hack thrown in as part of a promotion. I think HappyLee should make a run of both games. :)
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Some other things I should mention: When you're deciding whether it's worth refilling energy, remember that the game freezes for 4 frames per 1 notch of energy you fill. If you wanted to refill an odd number of notches, you could collect a capsule with that many notches down, and the game-freezing will stop early (19 is the total for every bar). And remember that when you switch to a new weapon but switch back to the old one later, that's TWO switches. But if you switch to a new weapon and finish the level with it, that will be only one weapon switch. And if you were going to switch from Weapon A to Weapon B in the middle of a level anyway, you could add a switch from Weapon A to Weapon C before switching to Weapon B, and that will also be only one more menu's worth of switching time added to your plan. (I forget what the time for opening and closing the menu is in this game exactly... In the mid-fifties of frames?) One more tip... I remembered that almost every weapon causes MegaMan to be unable to run or climb for a short time after firing. You can still jump, slide, or hang onto ladders, though. And I think you could cut the no-climbing time short by facing the opposite direction, strangely.
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FractalFusion wrote:
Bright Man fights. The first one (presumably the faster one) was by Pharaoh Shot, the second by Rain Flush. This inconsistency strikes me as bad.
Not to mention, even if you can't spare the Pharaoh Shot ammo, the Mega Buster is still faster than the Rain Flush on BrightMan.
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Well, um... Here are some things to check before you start a new run: -See if Beat helps. First we should find out how much time it costs to collect the letters, which may depend on level order. Then we should test Beat on everything to see if he beats any of the later enemies extra fast. Actually... -Try every weapon everywhere. Basically, make a good speed run of every level using just the Mega Buster, then make another run of that same level where you use a particular weapon at every place where it would save time. Afterward, add up all the frames that that one weapon saved; this will always be minus whatever time it takes to open the menu to switch to that weapon in the first place, so you might not even have saved time if the weapon didn't help enough. Also notice how the switch time might vary depending on lag and how many other weapons you have to toggle past. Once you've gotten the time savings for each weapon collected for a level, you can compare the different weapons to see which weapon is best, or even if you should use more than one special weapon in one level. This will be much easier for the first 4 levels because you get a free refill at the end of each one. After that, you have to consider your energy bar limits for the game on the whole. Oh, and you should test Rush Jet and Rush Coil like this too, wherever they might get you past some obstacle faster. -Finally, we need to see if there's anything in Dr. Right's lab worth making. Remember that you're forced to go there once before starting the final fortress, so at least at that point you'll only have to worry about the time penalty for purchasing the item, not the penalty for visiting the lab in the first place. Since weapon energy is a big hassle in the castle, the S tank may be a good buy, as you can refill the energy of everything at once. One downside is that you'll probably end up refilling the energy of weapons you don't need to use anymore, which simply wastes time, so in the end it might be quicker to use a W tank or just pick up refills from defeated enemies in a timely fashion. You could also buy the item that refills all your weapons instantly back at the lab, so you would still start the fortress with full weapons, and you wouldn't have to collect as many P-chips for it. But we won't really know for sure until we complete all the weapon use tests, and maybe even some P-chip collection tests. I already made the time savings list for PharaohMan's level, and I got halfway through RingMan's level before I got bored with TAS-making again. I'll accept any help or encouragement.
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AngerFist wrote:
I completely agree with you my dear friend.
It doesn't really emphasize anything in particular when you bold your entire post. It just makes you look desperate for attention.
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And this is after checking your fractional pixel positions and everything?
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superjupi wrote:
I always thought the in-game time challenge was a bit silly to come up with, but in practice, I like that it (initially) showed a much different path than the realtime movies had. It was nice to see something new, even if the goal itself sounds silly.
Now I'm reminded of how Mega Man 9 encourages the player to switch weapons a lot in timeattacks because the weapon select screen pauses the timer, whereas when you include those slow menu openings in the time, you only see one or two weapon switches per level in a classic-style Mega Man speedrun. So sometimes going by an in-game timer improves the action of a game despite adding to its length with menu time.
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Hey, I didn't start this topic!
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Oh, I was expecting you'd just take a dip in the lava, because that seems to be what you have to do in the Game Boy version, where there isn't anything that turns the lava to ash or frost or whatever. It was also strange how that game let you cut off Launch Octopus's tentacles, but not Flame Mammoth's trunk.
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Oh, I never noticed that was there. I must be too used to boards that put the quick reply box in the center, right under the last post, where I can see it.
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Some blogs are okay, though, and that might be one of them.
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