Posts for Bag_of_Magic_Food

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Right, they were careful to make the whistles one-time-only acquisitions in the NES version. I don't remember if all that's still true for the SNES version, but on GBA it doesn't matter so much because after you beat the game you get to select a world every time you load your game. I wish backwards warping still worked in that version though...
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Zowayix wrote:
- After non-small Mario is hit, he will turn to small Mario regardless of current power-up, like SMW.
Or like the ORIGINAL version of Super Mario Bros. 3! I think they were going to add this for nostalgia for the older releases of Mario games with the stiffer power-down mechanic.
Zowayix wrote:
- *There is an item reserve box on the screen. Unlike SMW, it starts the level containing a Mushroom. After taking a hit, the item will drop down and a random new item will replace it, which will either be a Mushroom/Flower/Leaf/Frog Suit/Hammer Suit/Tanooki Suit.
I recall this one was a little glitchy, as it would show incorrect graphics in some areas, and if combined with the previous switch could fail to give you your new power-up because it wouldn't detect the full power-down from certain suits. I wonder if this switch was even considered finished.
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But what MooZooH objected to in the Metal Slug thing wasn't the kind of continue you get for free, that's just taking advantage of a game's inherent graciousness, but the kind of continue that's a reward for feeding more money into an arcade cabinet. I think the number of credits an arcade TAS is allowed to use is something that should have been discussed and decided on as a rule before arcade submission was approved, but oh well, I guess no one thought about it. That's also why I'm a little on the fence about AtMa's idea to use GBA slot bonuses in MegaMan Battle Network 5 DS, where you're just being awarded easy power for buying a certain other game, or even for buying a port of a game you already own!
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moozooh wrote:
To make this more noticeable, score counters in the vast majority of games increment the last digit every time a continue has been used.
"Vast majority"? I had never even heard of this practice until you mentioned it. The closest thing I've seen to that is the -99 point "Cheap Shot" bonus from Smash Brothers, but that game's actual Continue after Game Over halves the score. I thought most other games simply zeroed the score after a Continue.
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That's... Wha? How can you speedrun a game without having played it before? That's just going to make you a lot more likely to run into places where you learn something new is possible that forces you to redo everything you've done. I wouldn't start a tool-assisted speedrun unless I already had a pretty good idea of how the whole thing was going to look. Faulty assumptions usually come in from NOT having played the game enough. If I'm trying out an emulated game for the first time, I like to start with a few "genuine" plays where I just see how far I get without using savestates. After those few Game Overs, I'll have an idea of the game's difficulty and pacing. Then I'll do a "serious" play where I complete the whole game with as much savestate abuse as necessary--possibly more than necessary if I'm feeling perfectionist about not missing anything or not failing anywhere. I might even use frame advance to see what improbable maneuvers can be made or just to watch some speedier animations frame-by-frame. Then if I really like the game, I may learn how to play the game from start to finish without savestate abuse, see if I can pull off any strange combos or sequence breaks along the way (where I might allow savestates again to check the possibility), or just start checking how feasible it would be to make a full TAS--but those prior activities are usually important to planning the TAS properly, I feel! So I guess I'm not like other people who can look at a new game, whip up a decent strategy for completing a good TAS, and quickly finish and forget it. I basically have to be completely in love with the game over a period of months for there to be a chance of finishing a TAS, and the game can't be so complex that I can't be 100% sure I've got the perfect route and mastered the physics, or the perfectionist in me will just worry too much and never get anything serious accomplished!
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Soon you will recreate all the features of Complete Works without the need for PlayStation emulation!
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So a "charge-up shot" is basically the same thing as a cooldown, only it comes before the first use and you have to keep your thumb on a button, right?
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Wow, I... I really can't imagine how you would possibly accomplish all that before your original drops have fallen out of reach, but try it if you want, Spider-Waffle.
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Hey ElectroSpecter, erokky said that you are wrong for saying "completionist" and you should say "completist" instead!
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You reminded me of the idea to use a cheat in Wario Land to set the timer to exactly the amount of time it takes to complete the level, so that technically it's making the game as "difficult" as possible. But that's pointless: It doesn't really raise the danger level when in a TAS you know Wario isn't going to die, and if the viewer wants to know how long a level took, they can look at the time left over and subtract it from the starting amount. No need for the TASer to do that and go to the trouble of retroactively inserting it at the beginning for no real gain. Doing so only turns the timer into a run-specific countdown, which could ruin the element of surprise by revealing how long the level is going to take and how close Wario is to finishing. So when you propose entering cheat codes, you have to think about whether you're really enhancing the struggle your character is going through, or whether you just want to show off that you "thought of everything" by coming up with a way to excuse a silly cheat on a technicality.
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Ah, sorry I haven't posted in so long, to anyone who's been following this topic. I actually finished the map of the blue version's Keldor Town a long time ago, but I didn't want to upload it until I finished the red version's too. But the town was so much work to map, I wanted to take a break, so I tried mapping the castle shootout mini-game enemies, only to get discouraged when I messed something up. Then I got sidetracked with playing other games, especially that one I made a tool-assisted play of. Recently though, I felt it was wrong to keep sitting on this map when people could be looking at it already, so here it is. http://www.box.net/shared/rpz5rqy2hb I hope to start on the other version's map soon. As a bonus, I discovered a new video on YouTube today that showed off some glitches I hadn't seen before. http://www.youtube.com/watch?v=4-ykq4hfMhQ I would need someone to translate the annotations in order to understand all the special cases being pointed out, but I got the general idea of the main glitch, which is that if you hit Select while Dizzy is recovering damage, he will become completely immune to certain kinds of enemies, until he touches any other kind of hazard. This could be a big deal for any speedrun that needs to pass through a lot of enemies, and I tested it and found that it also works in the red version! It works with fruit as well as diamonds; I don't think it has to do with Dizzy's eating animation, but rather just the fact that the damage bar hasn't reached its final value yet. Today I worked out a variation of the glitch I saw in the video but didn't understand: You can gain immunity to the same enemies by hitting Select while Dizzy is taking damage from any enemy. This also has the side effect of leaving Dizzy stuck in his hurt face until something else changes his face again. I remember I got Dizzy's face stuck that way on accident a few times, but I didn't realize what I did or that it was making him invincible! This will definitely be the faster way to get the invulnerability, as you just need to take a smidgen of damage, enter and exit the detail display, and you're good to go. So far it appears the immunity applies to enemies with a one-dimensional movement pattern: Spiders, ants, rats, and guillotines. Didn't work in the river mini-game, though. And I noticed that the red version makes Dizzy wait a lot longer between successive item grabs (acceptance of the B button) than the blue version, especially if there is no item for him to grab. This makes sense with the new inventory system if you're mostly transporting one item at a time and don't want to accidentally pick up what you just dropped, I guess.
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Maybe it's just me, but I kinda like these slower platformers where the viewer has time to try to guess what will happen next.
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I'll buy that for a dollar!
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I actually don't care what total you go for as much as I act like, since I'm sure it'll look cool anyway. But I wonder why we have to give so much credence to the pause screens in determining it.
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Oh, I thought the logic was that 100% was unnecessary, since it's only a little bit more than any% anyway.
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Have you ever even seen an any% run of it?
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100% means all 115 Mumbo tokens, right?
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alden wrote:
Let's face it, stuff like M64 has a devoted speedrunning community to itself -- but most people don't care about obscure NES titles like Linus Spacehead.
Meh, I was hoping I could make that game less obscure with a TAS. Or I was hoping its having a funny name would make more people care to check it out. >_<
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And now it is politically correct to be politically incorrect, so there's no pleasing some people!
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This may come off as nagging now, since I already mentioned it in the submission topic and bothered a few people on IRC about it already, but that was before I remembered we had a Site Bugs topic, so I figure I may have better luck here. What's going on is that I want to edit in some more text for my description of Linus Spacehead's Cosmic Crusade, and for a while I had no problem doing that, but now I've reached some limit where if I add any more text into the edit, the page rejects it all with the message "Problems! The description is way too short". When talking it over with Ilari, we noticed that the number of bytes in the description was close to the maximum unsigned 16-bit integer, so we thought that the number must have overflowed and appeared very small, as a couple of submission texts longer than this one have gotten through just fine in the past. I remember the snippet of code they looked at checked that the string length wasn't under 100. But I tried adding a lot more than 100 characters past what was giving me the error, and I still got the error, so I'm starting to doubt this is a simple overflow problem. I don't know if this normally happens, but when the page with the error message appears, the entire Comments and Explanations box goes empty, while all the other fields are still filled in. For now, would it be possible to simply disable that error message or turn it into a warning that lets the edit through anyway? I think anyone who would leave their description a stub would tend to have bigger problems with their submission anyway.
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I haven't been to SDA in a while, but I remember one of the issues with newer recording technology was that it could introduce a delay in the video output, so you wouldn't be able to react to things until half a second after they happened.
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What problem could anyone have with you uploading a .dsm?
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<erokky> pfft, like Guinness World Records is worth a damn <erokky> LONGEST AMOUNT OF TIME SOMEONE HAS SAT IN A CHAIR WITH ONLY ONE EYED OPEN WHILE HOLDING A BOTTLE OF WATER IN ONE HAND AND OTHER HAND ON HIS HEAD WHILE LOOKING OUTSIDE THE WINDOW COUNTING HOW RED CARS DRIVE PAST <erokky> WHOA A NEW GUINNESS WORLD RECORD ALRIGHT
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I'm actually trying to add a little bit more to the text, but the submission script is having some kind of issue where the number of bytes overflows and it says "The description is way too short". And that's probably why there are still a few typos in there, because I fixed them at the same time as adding those last few technique descriptions and I can't get past this site bug.
Zeupar wrote:
The chosen screenshot is optimized now.
Mm, did you cut off the top 8 lines and the bottom 8 lines in making that? In Linus Spacehead it's typically only the bottom 15 lines that go unused, thus I would crop it like so:
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Well now I see what your favorite levels were. :P I would pick that very first one, in the upper-left corner.
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