Posts for Booda

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Ugh. Instead of Arcade's Revenge, it should have been called Game Designer's Revenge. Apparently the designer said to himself, "Everyone can beat Super Mario Bros., but no one will beat my game! That will make it better!" That's why all these super-powered heroes all seem to have so little power. The thing that irks me the most is that Cyclops loses life for using his optic blasts. That's just not good game design in my opinion. Since I don't think there's good game design, I'm willing to bet there's some bad programming that can be exploited too.
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No, Dolph is not good in Masters of the Universe. Me and a friend did our own MST3K episode to that movie. The credits show that Mr. Lundgren had both an acting coach and a drama coach. Oh, and do you have any idea who else is in that movie? Geez. First of all, Billy Barty, who's just fun to laugh at. Then there's Courtney Cox and that guy who plays Tom Paris on Star Trek Voyager. And there's Bald Guy, the guy who played the principal in Back to the Future. I think Bald Guy also played a teacher in Problem Child 2. Ah, the 80s...
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XXII Considering NES came out in 86, I'm surprised to find so many 16-year-olds. Even in 91 with SNES, those people would only be 3 years old! I expected most people would've been at least 5 in 1986, and that would make them 23 now.
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You know how slow April and Splinter talk? I don't remember the exact wording, but they say something like "Leo got caught. Who's next?" I don't know how many frames it takes them to output each letter, but you'd have to add that to the death animation and all that would have to be less than the time it takes for one turtle to walk to the blimp. EDIT Also when you die, I think your next turtle starts at the last place on the overworld map that you exited from. So if you died in Level 2, you have the death animation, April talking, then walking down the dam and jumping into the water, then swimming to the last bomb.
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Truncated wrote:
Going to the blimb takes a lot of time. Perhaps it is faster if one of the turtles are dead? Easily fixed if you don't spread the damage as much as you did.
No, dying results in a sequence of April or Splinter talking about the turtle being captured, which definitely takes longer than the few moments of the turtle getting on the blimp.
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But Mega Man was such a horrible cartoon! I don't think I've ever sat through an entire episode. I would watch for a while, become frusrated with how bad it was and turn it off, then turned it back on a few minutes later because I'm a huge Mega Man fan and I was desperately hoping for a saving grace. So, after doing that a few times, I did managed to see entire episodes. Just not all together.
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Just making sure on the door thing. So the run is definitely possible in my mind now.
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Yeah, the whole point is that Mega Man no longer exists and X has taken the role as the new Mega Man. They're totally different characters. However, I don't understand nitpicking like that since everyone should know who you're talking about.
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So... does Ridley have red door in front of him? I can't remember. I know Kraid does, so you'd only be able to fight Kraid if you pick up missiles. Unless you do a door glitch or something.
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From A Whack on the Side of the Head by Roger von Oech: Such rule-breaking happens in sports as well. Take swimming. Until the 1920's, there were only three competitive swimming strokes--freestyle, backstroke, and breaststroke--and each had specific rules that described how it was to be performed. The rules of breaststroke stated that both arms must be pulled together underwater and then recovered simultaneously back to the start of the pulling position to begin the next stroke. Most people interpreted this arm recovery to mean an underwater recovery. In the 1920's, however, someone challenged the rules and reinterpreted this arm recovery to be an out-of-water recovery. Since this new "breaststroke" was about 15% faster, people using the orthodox version couldn't effectively compete. Something had to be done. Finally, this new stroke--now known as the "butterfly"--won recognition as the fourth swimming stroke, and became an Olympic event in 1956.
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House rules.
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Good 'nuff. Same as "go to secret" in map 15? I used "wintex" a little bit. Which I think was powered by deutex and/or dehacked. I don't think I have the program anymore, nor do I remember how to use the program.
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Bladegash wrote:
In Map07, sectors with tag 666 were designed to lower to the nearest(?) sector once all the Mancubus were killed, and tag 667 was designed to raise 16 units once the Arachnotrons were killed. This is also present in E1M8 and E4M8 of Doom, where the sectors tagged 666 would lower once the Barons/Spiderdemon were killed.
So, anything with tag 666 says, "when MancubusCount==0, go to lowest floor," or something? Thanks for helping me with this. I was worried the game was too old. :4D WadAuthor is decent, but you can only edit maps (and maybe graphics, I think). You can't change sprites, sound, or music. I've found it adequate thanks to a vivid imagination; I can see more than just a bunch of lines and boxes. Consequently, however, my levels don't usually have very good aesthetics.
Post subject: DOOM II editing
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For some reason, I never really stayed current with the latest, editable first-person shooters. In way, I like it, because most FPS's are multiplayer and you pretty much just think of different deathmatch arenas to put people in. Doom has a single-player side that can be very fun to design for. I've been using WadAuthor for my maps, and there is one feature that has eluded me as far as how to implement it. It's from Dead Simple. Those that remember Dead Simple remember that the walls don't come down until you've killed all the initial monsters. Then after killing the rest of the monsters, a step appears so you can reach the exit. How the hell is that done? I would love to make levels where killing an enemy is required to open a door or something, but WadAuthor doesn't seem to support the tag. Anyone old-school Doom players know what I need to do here?
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I watched this run and... I fell asleep. Of course, that's because I was trying to fall asleep.
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Small errors yes, but it is a very entertaining run. Facing the screen when picking up items, morphing into a ball and bouncing over enemies, it's not just walking from point A to point B.
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feitclub wrote:
Ripping Guilty Gear sprites? Alert the MUGEN community immediately. ^_^
Might have some resolution issues.
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Wow, I just watched this run and it's the first time I had looked into the game. I wish I could just bust out Simon Belmont in every game.
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Ich bin ein berliner.
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Joined: 4/26/2004
Posts: 149
What if you just did a mini run of that level to see how fast you could get through it?
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Hey, uh, this isn't a Metroid thread. I'm looking for Castlevania info.
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Sheesh, all I was saying is that it takes a lot of work to perfect a Super Metroid 100% speedrun. The Grant run wouldn't be as entertaining, but it wouldn't be that much work either. While we're on the Castlevania subject, what about Simon's Quest? Anyone going to try those "time saving glitches"?
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Oh. Still, people are willing to do 100% runs of Super Metroid and such.
Post subject: Grant run in Castlevania 3?
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We have the Alucard and Sypha runs, but is anyone working on another run with Grant? There was a post in the workbench about Castlevania 3, but it was kind of cryptic.
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No, Crow is there, but there's another Crow. And it's an episode with Joel. Their invention was some kind of shoe with cheese in its heel.