Posts for Bag_of_Magic_Food

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Okay, big discovery. http://www.filespace.org/BagOfMagicFood/Tails_Adventures_U.mmv Notice anything strange about how I collect the speed shoes?!? So I've figured out most of the stuff you can do with the glitch; I just need to really understand it and optimize it all. However, I also did this glitch today that I don't understand at all: http://www.filespace.org/BagOfMagicFood/strangeexit.mmv Why does Tails exit the level just because he touched a corner a certain way? Is it some kind of rare 1-frame zip?
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I'm using Windows XP, and I haven't had any problems loading a movie while another is playing.
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But then he'd be CROSSING THE STREAMS, and you can't have that!
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I liked the part when the skeleton jumped away from you all the way out of the building.
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Meh, I got bored just trying to play it normally all over again.
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I remember that one of the levels near the end of the game had a whole new area in it in this version. Also, I think the spinning castle things don't spin or have enemies on them anymore... which is dumb.
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Yes, you can't fly over because of inconvenient wind currents. This game does that, sticking arbitrary wind in certain places to prevent you from flying across. But feel free to try that stuff out yourself; you might find something I missed. Hmm, I forgot to explain the "fast flying" trick. Basically you tap 2 to start flying right after starting a jump, but do NOT hold Up at all for a while. I think this makes you take off faster because when you start flying in mid-air, you start off with the same motion vector you just had, but during flight you tend to accelerate or decelerate toward the normal maximum flight speed in whatever direction you're pressing, or towards zero if you're not pressing any direction, rather than simply losing vertical velocity as during a jump. And I guess that its tendency toward zero is slower than its tendency toward your usual upward speed, so for a while it's better not to hold Up. That reminds me of another good strategy. Flying close to the ground is a good way to get past backwards conveyor belts quickly, so the Wrench may not be useful at all. When you're the robot, you can fly through a thin passage without landing if you stay right up against a ceiling, but you have to be careful not to get bounced back too low. This could be used to avoid having to pull out the propeller extra times. Other good things to do are to jump at corners whenever possible, since they shove you ahead if you're close enough, and to not hold Right on downward slopes because it makes you go a teensy bit faster for some reason.
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Post subject: Tails' Adventures
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I'm going on vacation for a little over a week, so I wanted to post what I have learned about this game! I don't know if I want to run the whole game myself, but I at least want to share some cool tricks. Here is a rough test run of the first level: http://www.filespace.org/BagOfMagicFood/Tails_Adventures_U.mmv Now, I think the real interest in this game is in seeing what you can skip, since it's an adventure. I think the only items you absolutely need to finish the game are Remote Robot, Remote Bomb, Napalm Bomb, Large Bomb, Mine, Anti-Air Missile, Extra Speed, Rocket Booster, and 3 Chaos Emeralds or so. I know 4 Chaos Emeralds is enough to withstand the mines in the low path of Lake Rocky without Extra Armor, and I know you can also withstand them with 3 Chaos Emeralds and the Spark, but I haven't managed it with just 3 Chaos Emeralds and not the Spark yet. Maybe when I get more time... So those Chaos Emeralds should probably be Red, Green, and Purple, since Red and Green aren't out of your way at all, and you're forced to collect Purple. Now as far as speed-up items go, you can get the Speed Boots early on. Either backtrack from the Remote Robot right away, then go right back to the exit, or just exit, re-enter, and go back out the entrance, depending on whichever path is shorter; I didn't test yet. I don't know how much the Speed Boots help, though, since they only work on the ground and leave you defenseless. (The Sonic item lets you jump and attack while maintaining your speed, but it's much too far along--there's nothing essential in Caron Forest anyway.) I was considering getting the Teleport Device for levels where you just collect something and leave the way you came in, but it may lose its value due to an interesting glitch. You see, when you collect an item with the Remote Robot rather than with Tails himself, you're still allowed to use your button-1 recall function to return to Tails while the item is flashing its name. This can have some strange effects on the scenery depending on where you use it, and it can even allow Tails to fall through the scenery and exit the level, since a pit counts as an exit! There's another glitch that works against you a little bit, though. When you collect your first three items other than Chaos Emeralds, they automatically assign themselves to the next empty use slot, so you don't have to go back to your house to equip them. However, it stupidly also equips submarine items that you can't use as just plain Tails. So as you go through Cavern Island, starting with just the bare necessities of Regular Bomb, Remote Robot, and Remote Bomb, you can get the Mine, then the Napalm Bomb, but the Mine assigns itself to the fourth item slot, so the Napalm Bomb is stuck in your large inventory back at home, and worse still, the Mine still isn't assigned to the submarine yet. (You even have to equip the Vulcan Gun manually, even though it comes with the sub!) So you could either skip the Mine, get the Napalm Bomb, then backtrack to the Mine and finish the level for the Anti-Air Missile so the Napalm Bomb is equipped right away; or you could just equip the Napalm Bomb at your house, which is probably faster anyway. But if you're using Speed Boots, then none of this matters, since you picked your fourth item already. So, go ahead and have fun with this game, and tell me if you come up with a new idea.
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Dwedit wrote:
Ice Key can be collected by careful jumping with no cheats.
Really? I never heard how to do that. I only heard about funny stuff you could do with the "moonjump" code.
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Who cares if it's boring? If it's as fast as possible, then that means it should be published, right?
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Hey, you were right. It was the overlay. YUV and RGB make it not show anything after I switch back unless I choose another overlay option, even the same one.
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stanski wrote:
Does this work with vista? It worked on my xp computer fine, but when i load rom, the music plays but the video is still blank.
On my computer with Windows XP, if I use Switch User, then when I log back in, Dega is blank until I load another ROM. Probably not related, but whatever.
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I use Audacity for all my sound editing needs, and I found out you can hit record (the round red button) and it'll record whatever sound is playing on your computer. So you get all of the quality, no need for microphones, and you can trim the beginning and ending or do whatever other edits you need. Only catch is you have to set the system volume low enough that the sound doesn't clip by hitting the boundaries of whatever.
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Dude, I've just been getting into Sonic communities recently. I had this silly idea the other day of somehow combining all the Sonic the Hedgehog continuities into one, but I don't think anyone wants to hear it.
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Is the region setting supposed to work for all games? For a while now I've been messing around with Tails' Adventures, which is a game that displays Japanese text when your Game Gear is set to Japan and English text when it isn't. But in Dega, it displays English text regardless of whether I check the Japan setting, while the setting actually worked when I tried it in Meka on the same ROM.
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emu wrote:
voted no, splinter is not human, he is a mutated rat.
Why must there be so many different continuities :(
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I guess it might be a faster time in terms of ceasing controller input, but probably not in terms of actually reaching the princess as fast as possible. But first let's see someone do it!
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And maybe the 600 is actually the minority, since this site's just that popular?
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Mukki wrote:
What action there was in this movie I felt was heavily fragmented by annoying door transitions and lengthy end of stage score counts.
But, the doors made cute noises like in Wizard and Warriors and the score counts had a cute song, so that made up for it! Also I presume the funny bomb-collecting routes are to avoid too many bonuses and that you had this whole thing totally figured out, so I'm voting Yeah.
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Boco wrote:
Did they forget that the first three Contra US games take place in the 1950s, so Mad Dog and Scorpian (note spelling) are long dead?
I thought they took place in the 1980s and 90s, and 1957 was merely when Red Falcon first arrived.
Boco wrote:
and anyway, Shattered Soldier made the US continuity invalid entirely, so these are just in-jokes and references?
SOME STILL BELIEVE! in the USA timeline and that silly Japan should stop polluting it. Yup. Well I mean, they merged the Blaster Master timelines okay didn't they?
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Well, to be fair, didn't they have to claim the characters in Contra 3 were look-alike descendants of the characters in Contra 1 because they changed Contra 1 to occur in the present? At least the aliens still go by the " [animal]" naming scheme.
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So Contra Hard Corps wasn't Contra 4? (And neither was "Contra Fource", as I like to joke?)
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It's been said that's because the menu screens tend to have a better variety of colors, which is one thing the algorithm looks for.
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I didn't even know there was a 20070209. I was still using 20061213. Where do you get all this stuff?
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Are you going to make an improved version? Also, are the tall robots supposed to be R2D2s or Daleks?
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