Posts for Booda

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Yes, the current Zelda 2 run is the Famicon disk version. It takes no damage because taking damage saves no time at all, and uses the Up+A trick.
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Truncated wrote:
A question - is there any way to kill the second player a little now and then without the level restarting? That would be faster than having him die all his lives at once in the bugged level.
It can't just be "jump into the pit in level 1" though. It can be made entertaining. Like smashing him into a wall in level 3. I forget what happens though; does the other player keep going? If so, it's a nice seemless way to off him.
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No no, this one's made by Capcom.
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I think beating it without dying is possible in a time attack, it'd just take a lot of work. Avoid all those enemies, don't miss any shots, manipulate luck to get powerups... and do it all with two players? I'm tellin' ya, if it ever happens, it'll be the best. I didn't see Mighty Final Fight in Phil's thread; I saw Final Fight Guy.
Post subject: NES wishlist
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Yeah, I know, I should do them myself. But anyway, here's my list of games that I think would be fun to watch. - 8 Eyes - Gargoyle's Quest 2 - Ikari Warriors - Mighty Final Fight - Smash TV I know 8 Eyes has been worked on, and I think Gargoyle's Quest has also been worked on a little. I really, really want to see a two-player Smash TV run, but that would perhaps be the most challenging run to date. Big money! Big prizes! I love it! Ikari Warriors is really more just a classic than an entertaining run. Mighty Final Fight is similarly (rather, a spoof on a classic).
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Seen it before. It should be a standard for all forums. That kind of behavior hasn't really affected these forums yet, but it is always lurking in the shadows. Waiting to catch on like a plague. *shudder*
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Worse than X-Men?
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Again, compare graphic novel and comic book. There is, in a strict definition, something called graphic novels. Yet, just about anyone will call them comics. The word "comic" itself is residual from the word comedy, so it's very close to the cartoon-animation comparison. Personally, I go with what's catchy. People remember it better.
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When Japanese animation was first introduced to me (technically reintroduced, since I didn't know Voltron was anime when I was 4), it was usually in reference to the culture and style of the television show or the movie. Although the term "animation" is in there, it's not literally the animation that defines Japanese animation. It's the style of how the characters are drawn, the choreography, plot, personality, and the overall perspective of the media. Japanese animation is one of those terms like "graphic novels" that people use because they think "Japanese cartoons" sounds too cheap or childish. Americans think of cartoons as Merrie Melodies and Tom & Jerry. Meanwhile, Batman and Justice League are "animated series." As far as the media they use, they're both the same. Think of it in more specific terms. Akira Toriyama designed the characters for Dragonball Z, but did he personally draw every frame of animation in the series? Of course not, a team of animators did. Yet, they still kept Toriyama's distinct style. Likewise, it doesn't matter who's actually doing the dirty work, either Japanese or American. It matters what the style is.
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E.T. is pretty horrible, although I don't think it technically has any glitches (as if I'd play long enough to find out). I've been refraining from naming utterly horrible NES games because, well, they're horrible. However, if people are having fun doing runs of bad games (note: Deadly Towers and Super Pitfall are also considered "Manos" games), Cheetahmen may open the way for such anti-classics as X-Men. Is that what we want? Well, I guess it's kind of like, "the most gruesome and disgusting movie you'll ever see." People want to see it just to judge for themselves if it's really that bad. I've played E.T., but I've never even heard of Cheetahmen II. Is it really that bad?
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Yeah, boost and brake don't actually change the speed at which the level scrolls. Think of it like moving forward and backward in Gradius. You change position, but it's not going to make the level go quicker. But hey, Gradius III is a very entertaining run, so if the desynch problem is fixed, I'm sure Star Fox will be entertaining. Does the black hole level act as a shortcut? It's been so long since I've played, I can't remember. All I remember was that the third path was much more difficult but a lot more fun.
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I don't know enough about MK2, but I think it'd definitely be cool to see Shang Tsung morphing into whichever character necessary to beat them as quickly as possible. Sounds like a lot of work though; taking each possible character and trying each possible morph against him/her. That's a lot of potential rerecords. What kind of cancelling does MK2 have, if any? Is there anyway to "morph cancel" so there's less frame disadvantage?
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Whatever. My point being to maximize the amount of experience gained in a minimal amount of time. I know characters in game, level and number of characters actually at the scene of the kill, and level of the monsters all apply to how much experience is gained. I'm also trying to come up with strategies so that the movie wouldn't just be a low level character standing around while a sorc casts Frozen Orb on everything.
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When is experience not multiplied by the number of players and when do you gain experience even when not around the monsters being killed? The only instance I can think of for the latter is the ancients, but by that time it doesn't matter. The target character will probably be slower at killing monsters, but if he's getting 100% of the experience, it may require him to kill fewer of them. Depending on certain extremities, it could save time. In 1.09, it took somewhere between 10-20 minutes to go through all the act bosses with a good rusher. There's a few more requirments in 1.10, but the real barrier here is the ancients. You can't complete the quest unless you're level 20, and you can't enter the Worldstone Keep without completing the quest. So I think getting the character up to level 20 in the shortest amount of time is the main goal.
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What I'm asking is, where does the entertainment value come from? Unless you pull off some ridiculous tricks to complete the game in an unheard of amount of time, it's just going to be like playing Diablo... except less than that. I'm sure it can be done, even if it requires a lot of organization, but would it really be that fun to watch? Some notes: - More characters in the game means more experience. Any time monsters are being killed, there should be 8 characters in the game. - The "target" character must be present at the time something is killed to get the experience for that kill. Radius is something like the edge of the screen in hi-res mode. - Experience is divided among all characters present at the kill. Fewer characters means more experience for the target character. Target character should only have someone present if it's too slow for him to kill things himself (is there a way to accurate measure experience/second?) - The division of experience is based on level. The higher the level, the bigger cut of experience you get from a kill. If the assisting characters are too high above the target character, he won't get much experience. Assisting characters should be as low level as possible but also as powerful as they could be. Good equipment needed. EDIT: One more note: - Experience is also scaled by the difference in level between the character and the monster. This is why a level 24 character barely gets anything in a normal Baal run, while a level 25 character gets all the experience.
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So... we're proposing a movie of the world's fastest normal rush? I've been on enough rushes to not be impressed unless there's some really ridiculous stuff going on. The rusher(s) would have to supply insane equipment, and it would have to be done on hardcore. Otherwise, I've seen it all before.
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I have three Metroid time attacks on my computer now.
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Are we limited to video games? #1. Capcom vs. SNK 2. #2. Tetris, although I've long since retired. #3. Probably Mega Man 3. #4. What I'm fourth best at? Gets kind of vague here. Probably a fighting game, side-scrolling platformer, or Twisted Metal 2.
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Oh no, I'm not thinking a professional game. That would require capital. I'm just thinking a fun little nonprofit project that could be worked on in everyone's spare time (those 5-10 minutes a day you don't do anything can accomplish a lot!). It could still have originality, but it'd be somewhat humble in its delivery.
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Hard to talk meat when not everyone has sat at the dinner table... or something. We should see how many people we get before making decisions. I would like to believe I can design anything, so I'm open to what the public is interested in for what kind of game to make. EDIT: With 95 views and only three people, I'm guessing this will be a small project... if one at all.
Post subject: Anyone want to MAKE a game?
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Such a strong video game community, I can't help but ask. I've been on a few game projects, so I know how most of them turn out. Still, I like designing games. A lot. So I keep asking: anyone want to make a game? A little background: I went to a school called DigiPen ([URL]http://www.digipen.edu[/URL]) to learn about real-time interactive simulation. That's their fancy pants way of saying "video games." While the school offered little about game design and how to break into game design, I did learn about game development teams and planning. My game design idol is Mark Rosewater, current head designer of Magic: The Gathering ([URL]http://www.magicthegathering.com[/URL]). Mark had previous experience working in entertainment, while most video game designers were just programmers. I think this gives him an edge on game design because he knows how to reach out to the audience. MaRo also introduced me, through his articles, to a book called, A Whack on the Side of the Head by Roger von Oech, a great book on how to be more creative. So, game project? Depending on how many people we get, we may have different teams, but the major roles to fill are: Lead Game Design - While everyone is free to submit ideas, it's always a good idea to designate someone who gets the final say on what's in and what's out. The lead designer is usually like a movie director. He doesn't necessarily write the movie, but it's his vision of it that everyone is trying to actualize. Tech Director - Same as above, except for a different job. Tech director has to take whatever the designer/design team comes up with and map out how it's going to be coded. I speak from experience: tough job. Art Director - With lots of people throwing ideas here and there, you need somebody to step back and make it all look good. The art director has to make the game look as cohesive as it plays (if not better).
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I played 4. I was disgusted, but not horrified.
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Boco wrote:
Metroid is sci-fi horror. Like Alien & Aliens.
I don't know about the label "sci-fi horror," but I do agree it should be like Aliens. But not like Alien Resurrection.
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Oh, of course! How could I forget the love scenes? Samus shares a passionate kiss with her space lover... just because! Not because it enhances the story or sets the mood or anything like that. Just because. In that same vein, we must also include a gratuitous rear shot of Samus in her panties. It'd take real writing talent to work these things into a story about killing aliens. Instead, we'll just have them be flashbacks that Samus remembers while destroying some random monster. "This Geemer has blue eyes. Just like my lover. I remember him..."
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A Metroid movie would hands-down suck, because whoever writes it would forget about making it kickass action sci-fi adventure and say, [in a mocking, stupid voice] "duhr, this doesn't have enough story. I'll add some characters! Huh huh!" And the characters will all be pointless and unnecessary and probably irritating even to people who have never played the game before. Oh, and you know how Samus is a bounty hunter and she took on the Space Pirates because she was hired to? Nice and straight-forward, right? Forget about that. There will be a whole new story that is much more convoluted and will somehow involve Samus's origin and people who never existed before but were added in to give more "depth" to the story. Action sequences? Nevermind that. We'll turn Metroid into a suspense/thriller, with few action scenes and lots of implied danger. You know, a half-lit cavern with some background noise like dripping water and music that only consists of two or three very slow notes. Dunnn, duunnn, DUUUNNNN!!! And instead of fighting like they hate every cell of each others' existence in an awesome battle sequence, Samus will kill Ridley by causing a computer to overload and he will be killed in the resulting explosion.