Posts for Bag_of_Magic_Food

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Okay, now I've read that Zero runs around your ride chaser if you don't get any armor but still get all the heart tanks and sub tanks. Does anyone feel like playing through this game a few more times to figure this out? Maybe look for different values in RAM for each kind of ending to see where it changes? Actually, I just read some more reports that say you only need to have no armor parts to get that ending, and it doesn't matter what else you get. So... I'd be happy just calling this the "inverse of the any%" run.
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GeminiSaint wrote:
1st Ballade fight: At the end of the battle, Mega Man auto-walks to the left side of the screen. Maybe it could have been faster if Mega Man was already there before Ballade was defeated?
I remember I actually tested this. I think there was a set amount of time after Ballade's final jump before he would teleport out, and it was a little longer than the time it took for MegaMan to walk all the way across the room, so it didn't matter where MegaMan ended up, and I just stayed up against Ballade for kicks. I believe the actual time you wanted to minimize was the time Ballade spent jumping back into position. I'm surprised no one mentioned the obvious improvement, firing uncharged shots in between fully charged shots when using the Mega Buster against bosses. That's something I didn't figure out until I made the Rockman World 3 run. I'm sorry that I've been so slow to make a new run for this game. If anyone wants to help me test levels, I'll try to stay on IRC for the next few days. You'll know I'm available to chat when I reply!
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Twisted Eye wrote:
some of the enemy-freezing weapon usage (was that necessary? Did it save frames of lag? Did it balance out the need to change weapons again after?)
That's one of those strategies where, when it's done, you don't see why it's done. (Think of that part in the Rockman 1 run where he fires Thunder Beams at blocks that are just offscreen. People who hadn't played the game much thought he was firing at nothing.) There are enemies that hide in the pits and rocket up to crash into you before you can clear the pit. With Flash Stopper, you don't have to take the time to wait for them to lower or crash into them and worry about recovering the health later.
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On the other hand, I didn't want to submit this movie. I was only hoping that Preddy finishing a test run would let us find improvements more easily. It's too sloppy the way it is now.
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Post subject: Re: #2126: cpadolf's SNES Contra III - The Alien Wars (U) [!].smc in 03:23.27
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cpadolf wrote:
Dark Clod
Hey!
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Ah, I'd heard about that, where people weren't sure what the conditions for making Zero run around in the ending were.
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Something I forgot to mention: When you're on top of blocks that you wait on to fall out from under you, you should jump just before they fall so that you pass through their starting location with falling speed and land on the lower floor slightly earlier.
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Most of that looked pretty good. It's a shame we used too many Pharaoh Shots before and had to make an extra weapon switch just for the last hit on the boss. But the way you attacked the giant Mets looked slow. I probably would have used Ring Boomerang on them. And after you crashed into the gumball machine, you didn't jump off the ledge to ascend the ladder faster! You need to think of these things and be precise!
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Hmm, so this run will collect the exact opposite of what the other run collects. Does that mean a best ending run of Mega RockMan X3 would collect everything but Zero's saber so that Zero would be intact and X would have the golden armor in the ending? Er wait, I guess you're not counting special armor as producing a "good ending"... How confusing... But I think we should do it that way anyway just for variety.
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Zelda is the only RPG saga I know that doesn't contain any RPGs.
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Truncated wrote:
The movie has unclear goals - it does not go for max score, fastest time, or entertainment.
Hmmm....
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I say you should optimize score, because I have no idea how to optimize entertainment.
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A cutscene can show a lack of cutscenes?
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How does that matter?
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But Rockman Complete Works 4-6 log your time playing!
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alden wrote:
What about doing one better than the X series and enable the third and fourth controller buttons to select a specific weapon; in other words, Weapon 1 would be on the up button, Weapon 2 on the right button, etc...
But how could you fit those in on an NES controller?
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It would be nice to replay levels with the weapons you get from beating them, since normally you don't get to do that in games 2 and 3. Maybe your hack could take away the restriction on replaying levels too.
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Sheesh, and I thought Pokemon was already too slow.
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It doesn't handle the BIOS? Why? I thought FCEUX was supposed to be the definitive version of FCEU!
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I just checked, and the ROM I was thinking of was an incomplete hack of Mega Man 3 called "mega_man_3_challenge.nes". I don't remember where I got it from, but in addition to adding the Select button for cycling through weapons, it does some really neat stuff with weather and parallax effects in the backgrounds of the levels that were edited. Let me know if you've heard of this. Do you have any idea what the other hacks on that site are like?
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Actually... I think I might have seen a hack like that already, now that you mention it...
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At least that way it makes the timing roughly equivalent to if you had the instant weapon switch ability. Now, in the Rockman Complete Works series, you DO have that ability, so you may want to consider running those games to show off what you could do with the different timing as well as a few other special features.
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Yeah, I first heard that rumor on that board.
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I think I read somewhere that you have to jump while walking, not dashing. Did you try that already?
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Hey, if anyone cares, Importaku has confirmed that there is one more level that hasn't been leaked online. http://www.gamefaqs.com/boards/genmessage.php?board=589393&topic=45429046 If someone ever gets it, then I'll try to make a new save file.
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