Posts for Bag_of_Magic_Food

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Am I the only one who expects "B. Bomb" to be HornetMan's weapon, due to its similarity to Blast Hornet's Bomb Bee from Mega Man Xtreme 2?
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FractalFusion wrote:
The most likely people to be turned off from this game are those who are well-versed in traditional Mega Man games. This game is just a totally different game with a few Mega Man shoutouts.
Yeah, this is the point when Capcom realized that all they had to do to make a game sell was to title it "MegaMan" and put the main character in similar-looking armor.
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I don't have much to say at this point; it looks nice. I got a laugh out of this quote in the MegaMan X topic:
hero of the day wrote:
also in the chill penguin stage, I was thinking of ways of getting the robot carrier armor up to where the heart tank is so that you wouldn't have to revisit the stage later on. It would be cool but I doubt its possible.
Considering that I can almost reach it in this game...
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It's okay, but I believe Napalm Bomb is their main weakness. But the first eye may fly too high for you to use it very fast.
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See, this is the kind of boss you want to save Pharaoh Shot for: http://www.mediafire.com/?ht2mthtvvg2 On the next section, you should try Flash Stopper so you don't have to wait for those rockets.
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eh, they'll say whatever they're paid to say
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Warp wrote:
I don't know which "Lord of the Rings" movie you are talking about, as you seem to talk about it as if it was a single 3-hour movie, but at least I have watched the entire extended trilogy as a marathon a couple of times. Yes, that's right, about 11 hours straight, from beginning to end. And I still enjoy it.
I would just watch Fellowship of the Ring and then quit.
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What phrase did you search for? Or is this a guessing game?
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Viovis is what Gamedirector usually goes by on the Internet.
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Go ahead and change the order! It will be nice to see things mixed up with a short, short, long, short, short, long type of order.
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What, is there no instant weapon switch button? Even the NES games had that added when they were rereleased for Playstation.
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mmbossman wrote:
nineko wrote:
And what about adding "Game Gear" to the Master System forum?
Roughly 98% of game gear games are direct ports of SMS games, and there has yet to be a submission of a game gear exclusive. I don't see any problem with changing the listing once there is such a publication, though.
We should be more proactive than that. The forum should mention the Game Gear so people will be inspired to run Game Gear games in the first place!
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I've been thinking about how to do the escape. Your best bet would likely be using the Mega Buster as long as you can, then switching to Ballade Cracker when you get really boxed in. Ballade Cracker is very useful here because you can throw it in any direction and wedge it in between two or three barriers to destroy them all at once. However, it does add its own explosion that, while not damaging to MegaMan, can lag the game a bit extra, and you might want to conserve the energy for the final level. Here are some other weapons that might be useful: Charge Kick - This looks really cool to use because you get immunity to the explosions and just slide on through, but there aren't many places where you can get by with only destroying barriers on the floor in front of you. Still, you're not going to need this many other times in the game, so you may as well try it everywhere you can to see if it saves any time. Pharaoh Shot - Well, you can throw it up or down, though you still can't take out multiple barriers with it. Probably a bad choice since it's better to save it for bosses. Power Stone - Also seems like a silly choice, since you have to wait for the stones to slowly spin around, and they'll probably blow up the floor beneath you. But you would hit multiple barriers with one shot, and it's another weapon that you probably won't be using much later on. Rain Flush and Crystal Eye have no effect on the barriers, and everything else is no better than the regular Mega Buster. So I think I'd go with Mega Buster for the first few barriers, Ballade Cracker for most of the rest, and Charge Kick near the end.
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PreddY wrote:
did u watch my WIP? u didnt say anything about it but i wanted to hear ur oppinion :D
It didn't look too bad. My test run of StoneMan's stage was done in pieces, so I'll have to sort my movie files out before I can be sure what my strategies would be. I just hope you're using Pharaoh Shot in the right places.
PreddY wrote:
and, did u manipulate charge man actively to not get invulnerable until hes killed or were u lucky?
Think about it. If it's luck, then you can manipulate it. Figure out when a boss chooses its next attack so that you can choose the sequence of attacks that will let you destroy it the fastest. In addition to dealing damage as fast as possible, try to set it up so that you end the fight in the closest position to reach the next area, and try to avoid actions that lag the game processor too much--explosives like Napalm Bomb and Ballade Cracker get a significant penalty in that regard. (I discovered in Rockman World 3 that sliding can be a bit less laggy than standing still. So if you're stuck waiting in a busy area, see if sliding around saves a few frames.)
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PreddY wrote:
can u give me a hint on luck manipulating drops?
Every button you press on a non-lag frame changes your luck, even if the button doesn't cause Mega Man to do anything different. So you could press forward while sliding or climbing, Up while not sliding, Down just about anytime you're not near a ladder, B in any situation where you're unable to fire, A when free-falling, Down+A after you've already started sliding, Start (or any other button) during a screen transition, and Select anytime. Try any combination of those buttons on many different frames just before destroying an enemy, and eventually you can receive any item you need without having to deviate from the perfect path.
PreddY wrote:
u think its fine to reset and enter password to get refilled?
I have a lot of doubts about it. Not everybody will agree on when the level is considered "beaten" or when the password is "obtained", and the judges will have to go to the trouble of making sure every password used is identical to the last one given. It seems like cheating to get around the energy limitations like that--why else would Dr. Right have an instant refill option in the lab? I think it would be better to declare this a "Never chooses the Pass Word option" run up front, since that still allows for the intro skip with the reset code.
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Don't forget that weapon energy doesn't refill itself after you complete levels at this point, so you may want to conserve certain weapons if they would be more useful later.
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Comicalflop wrote:
Also, I'd like to reiterate that the vast majority of the runs on the site probably have a method for resetting that will skip the intro, and very few do.
I really doubt this. Why wouldn't you want to skip a useless cutscene at the beginning as long as you don't break the rules? It saves time watching it from the beginning, it saves space in the movie recording, and if anyone still wants to watch it, all they have to do is start up the game.
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FractalFusion wrote:
Irrelevant. Uncharged shots do the same damage whether dashing or not.
It seems to make a difference on certain enemies. I recommend you test it out.
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You mean an uncharged shot while dashing, right?
FractalFusion wrote:
but for Zero Final, I'm getting it regardless, because I would like to show how cool Zero Final is. Consider it a speed/entertainment tradeoff.
I'm not sure how "cool" is it to simply get a free hit on somebody, but if it doesn't turn out to save time, you could always make a new run that doesn't get it.
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Yeah, zooming in makes it go a tiny bit faster, I guess because the system doesn't have to draw as much.
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You can play the first one on the original Game Boy, but it slows down a lot more, at least on VisualBoyAdvance.
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Mega Man Xtreme 2 may be more worthwhile because only about half the levels are direct copies of the SNES versions, but it also has a lot more possible strategies to consider. Xtreme 1 should still be fun to watch because of the way it mixes up the levels of two games and adds a few new powers and mini-bosses. I just had another thought about FractalFusion's plan: Charging up special weapons would be useful for bosses like Bospider that can't be hit for long periods of time. You'd do more damage before having to wait again. So now I'm starting to think the X-Buster upgrade is worth the time.
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Having played through the Xtreme games now, I completely agree with you on starting with Extreme Mode. What's the point of seeing every level done 2 or 3 times over in one run? The "challenge" of not having a full arsenal in Normal Mode? The only snag is that in the sequel Xtreme 2, playing only one mission means you miss an entire level, but then that could be considered a part of the "tactics" of Extreme Mode, the deciding of which level is faster.
FractalFusion wrote:
Start from SRAM is not available in VBA.
Really? Why is that? It only works for Game Boy Advance or something? I honestly didn't notice any restrictions on recording from reset until now.
FractalFusion wrote:
Planned route: Storm Eagle, Flame Stag, Spark Mandrill, Morph Moth, Magna Centipede, Chill Penguin, Armored Armadillo, Wheel Gator.
Hmm, why did you move Chill Penguin out of weakness order? Is there something in Spark Mandrill's, Morph Moth's, or Magna Centipede's stages you could use there that would make up for not having wall-dash-jump in those three stages and Shotgun Ice for Spark Mandrill? I can see that you could push Armored Armadillo back without messing up the weakness order because Morph Moth is weaker to Speed Burner anyway, but have you considered whether the invincibility a charged-up Rolling Shield provides would be useful in the other stages?
FractalFusion wrote:
Planned upgrades: Head part, Wall-Dash (forced), X-Buster upgrade, Zero Final.
Well, I guess I'm okay with you getting the Helmet since it does get you two other upgrades. Just as long as you're sure that Zero Final and the charged-up special weapons would save that much time over simply spamming the bosses with regular weapons at the normal rate...
FractalFusion wrote:
Intro stage done
Did you check whether you could save a little time on those giant bees by making the first shot a charged shot? I know you can stay charged up while taking damage; you just have to be careful not to release the fire button during your damage animation, or you'll lose the charge without firing. And I take it Vava isn't affected by your shots for the first couple of seconds or something, yeah?
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Oh dear, I forgot to tell you... I already recorded half of NapalmMan's stage once, but I went back and redid CrystalMan's stage to fix a tiny mistake, and then I didn't move on to redo NapalmMan's stage. It's not a big deal, though, since we'll want to redo the whole run from PharaohMan anyway to take advantage of the "amortized shot" technique, and it will be nice to have a full test run of StoneMan and the Wily levels first. But check out how different my run turned out: http://www.mediafire.com/?sharekey=eba5cdf793b4b16cab1eab3e9fa335cae369e624b81c6bd4
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Well I didn't watch it all the way through. Maybe the Blues Brothers movie is more similar.
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