Posts for Catastrophe

1 2
6 7 8
11 12
Post subject: Lufia 2 WIP
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Looks great! And it also works with 1.43 r14 with the wrong rom. Ditto what Halamantariel said. You've got two fans now!
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Someone is starting it! Yay! Your route and boss strategies for the WoB are in the SNES thread. Just don't do the extra crap that I did to set up the Sketch Glitch, since you can't. The Magitek Research Facility is the only place where you will have trouble killing bosses. Erokky used an instant death trick with Gau on the first boss, then fought the second one mostly with tools. I killed both bosses legit. You will have to do that, too. Here's the difference to a TAS: - no more sketch glitch - (no more equip anything glitch, SNES JP only) - all of the cool things you could do with a Merit Award are fixed - no more mblock glitch - setting up Cyan's infinite Retort trick is much harder (basically fixed) -- Vanish/Banish is fixed + you can still rig the slots (you know) + less text to scroll through + your evade stat now works and you can now manipulate dodges! ++ increased sprinting speed +++ bonus content The tricks for manipulating a pre-emptive strike are the same, but I never found the matching memory addresses to watch on the GBA. Sorry. Fortunately, the battle transition animation seemed to not cause a "16 frame rule" in my tests. So I think you'll spend much less time manipulating random encounters than I did. (That's why I took a year doing the SNES version.) Dodge is so nice that you might want the Guardian. It's a knife class weapon for Locke that you can find at the start of Mt Koltz. The RNG this game has is horrible for a TAS and Locke is forced to be in your party for so much of the game. That extra 10% dodge may open up more possibilities in your luck manipulation. Skip Gau in the WoR, do not "skip Celes", get the Charm Bangle, and get Mog in the WoR. But you didn't ask for a WoR route. :) If you do this game, you have to do the bonus content stuff. Try to beat Kefka in less than 2:30:00, real time. Having to actually kill most bosses will be a pain, but some people like that. (Dodge, hit for 1000, dodge, hit for 1000, dodge, hit for 1000, oh boy. Magus versus Lavos sucked. But I digress.)
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I think I see it: 1) The game has a clean battery, 99 tonics, and 1 tab. 2) Save this game into slots 1 and 2. 3) Exchange the tonics and the tab. now: 4) Save over slot 2, but reset on a certain frame before the save finishes. 5) Load slot 1. Notice that slot 2 is broken. (Obviously.) 6) Save over slot 2 again, but again intentionally end the save early. 7) Glitch to load the broken slot 2. You'll have the items from step 2 and the quantities from step 6, right? The game keeps a list of 255 item IDs, followed by a matching list of quantities for each slot. At step 6, you're cutting it off early enough that it only writes the first list and not the second? I wish these tricks worked on other games. After replicating the save+reset trick on Chrono Trigger I attempted it on as many other classic Squaresoft games as I could. No luck at all. Even FF4 was secure and that game is old. CT is newer, but maybe it was programmed from scratch? The only reason this works is because you can load a broken save. I can perform steps 1-6 in any game with a battery, but the key step is step 7. I'm surprised that these tricks work with frame advance. When I did FF6 I noticed that if I reset on frames 0 or 1, the save would be canceled. Frame 2 would write an incomplete save file. But by frame 3 the save would be complete. There's no room to manipulate the timing of the reset button in there. CT does seem to have some space. But maybe if inichi had access to some sort of "reset right as this instruction reaches the processor" command then he could have more accurate control over how many bytes are saved. So forget items, maybe he'd able to move event flags or the party's location between two save files?
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Oh boy! FF6 derail! :D We can solve that by using the GBA version. Just have Mog around when you obtain Leviathan. All Lores is pretty easy. Just do Strago's side quest, luck manipulate the Dark Forces in the final dungeon, and make sure he faces Poltrgeist. Getting all 8 dances should add only seconds to the run. Getting all of the lores might add 3-4 minutes. But I'm still against the idea because we'd have to arbitrarily ignore Gau. I think getting every skill is kind of like maxing out your spellbook for every character. Which is bad. That's my official excuse for not wanting to do it. I think the real entertainment comes from just seeing all of the content. There might be some other way to make it interesting besides 100% powerups. We could make an arbitrary (eeek!) but interesting goal just for the run. The traditional challenge is to do it with the weakest and most underleveled party possible. I also think it would be interesting to use every party member for variety. (Remember, 6+ hours to fill.) There's an obvious all-star team that could Moogle Charm through everything pretty quick. But that doesn't use TAS tools at all. I think a good way to make all those extra caves interesting would be to solo them. So Cyan solos his quest. Strago faces Hidon alone. The Fanatics Tower is done by Terra, Celes, and/or Relm. Setzer can solo Daryl's Tomb. I'd love to see a TAS send a team of Gau and Umaro into Kefka's Tower since only a TAS can control that team. Locke can solo Zozo. Sabin and Terra already have tons of solo time to shine. Anyway, the idea is to give the viewer the complete tour of the game without stopping to pickup every nickel along the way.
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Amazing Inichi! Both of those glitches are extremely impressive. I can't wait to see where this takes the game!
-Transfering items from one data to the other one. If you reset the game one frame after you save a data on an exisiting one, only SRAM for item slot is overwritten. As a result of reseting the game in the middle of save processing, a target data is deleted and shown as "No Data". However, as I mentioned above, now that you can access to a "No Data" and retrieve a deleted data, that will be no problem.
But this one in particular seems interesting. You're intentionally corrupting your SRAM. I don't think I've seen a run yet that attempts to do this. Reset recording was only somewhat recently implemented on the SNES so there are probably a bunch of games worth experimenting with. The best part about the glitch as it relates to Chrono Trigger is that it looks like the programmers made a solid effort to prevent half-written save files from loading. There is obviously a checksum or a "save in progress" flag in SRAM that allows the game to detect an unfinished save. But just like you do with the skip glitch, you walk right around the problem. The programmers just can't win, even with their system level functions. :P
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
DarkKobold wrote:
I hate how new games incorporate a 'training session' into every new game. It's gonna be a bitch to TAS xbox, 360, ps2, and etc games someday, because the training missions CAN'T BE SKIPPED. Does anyone else play a brand new game (GTA4, assasin's creed, etc) and think about the TAS?
Actually, yes! I think about TASes on every game I see now. And DS games too. Even the Zelda games starting with OOT have a ton of hand holding. Off the top of my head, there must be 20 pages of text in OOT that basically reads from the instruction manual. And then there's the famous sword errand in the beginning. All that hand holding is definitely annoying during speed runs. Or even just playing the game a second time. (Who does that?!) Actually, I just played Mega Man X8 for the first time, and apparently I have to beat the game twice? What is this, Ghouls and Ghosts? :) Also, I'm worried that the scope of the newer games kind of defys making a nice one-sitting run. DQ8 is never going to get a nice run like DQ3 did. Even Mario is kind of epic now. You gotta do 60 or 70 levels of your choice from 15 different worlds? Plus random boss battles? What happened to my 12 levels + warp whistles? Crap. CAN'T BE SKIPPED. ;)
Post subject: Definition of 100%
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
100%, if someone does it, should be "100% of the things that can be had without spending hours repeating a task for no gain". Getting all of Gau's rages, finding 99 of every item, and teaching everyone every spell would take hours and add nothing. I'd suggest: * 100% of items * 100% of espers, with Raiden replacing Odin * 100% of characters Which is basically everything notable about the game. In order to meet these three movie goals you'll have to kill almost every monster, visit almost every map, and complete almost every quest anyway. And you'll also have to be playing the GBA version in order to get 100% items. Which is good, because then the movie will show off the bonus content. The current SNES run still haunts me to this day. My original goal was 4 hours. Ending with 4:15 after a year's effort was disappointing. Seeing that the published run also missed 4 hours was encouraging. And I've already posted the route for 3:45. Knowing that my goal is all but done is maddening. A 20 minute improvement is probably an auto-accept. But it would be the most boring 20 minute improvement ever. I don't think anyone would want to spend 3 hours watching it, and I don't want to spend 40-50 hours making it. Especially since the GBA version would make for a much better and much faster movie. I think the GBA version should obsolete the SNES version. But even if I or someone else does the GBA version, and it's an awesome movie, I'm still going to be haunted by the SNES version. >_<
Post subject: Re: Mini-game TASes (forum exclusives)
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Pekopon wrote:
Kirby's Air Grind (Since the course length is random, not much to do about top time)
Sure there is! What is the shortest possible course that the game can give you? Now how can you make the game give you a course of that length? And does setting that course up cost more than running a slightly longer course? :) Gunty's Lufia 2 TAS definitely belongs in this category. He basically TAS'ed a random dungeon generator and created an extremely improbable and fast movie.
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Amazing! Just that preview is star worthy! Of course, it won't get one because it isn't obvious what's going on and you're playing an alternate goal. But the length is perfect. The manipulation just to get the stairs that close together is insane. Added to that the fact that you also got the first nine Iris Treasures in about 3 minutes... just wow. I giggled. This movie is what TASes are all about. What you just did in 10,000 frames is probably what I would spend 20-30 hours doing unassisted. (Maybe.)
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
DeHackEd wrote:
I'm skeptical that any game that survived even FF6 level quality assurance would be in any danger.
The running joke is that there was none. :) But really any game that large with that many quirky special cases is doomed to be buggy anyway. Realistically, who is going to get Gogo and then the Gem Box in the same sitting? Or play through the game to the floating continent and lose without saving? I can't blame them for not testing Relm enough, who is very rarely ever in your party anyway. The reason for the joke is because Vanish+Doom, mblock ?= block, and walking through moving npcs are all kind of dumb mistakes.
Myria wrote:
I wish with Final Fantasy 6 US 1.0 that you could use Sketch to change the byte of memory that specifies whether you're in the World of Ruin.
Those memory addresses are too low and out of reach. The SG works just like the Super Metroid bug: the game loads a bitmap from a non-bitmap part of the cartridge, runs a decompression routine on this random data (uh-oh), and then paints it to the screen (oh crap). In FF6 we can't manipulate either the values or the corrupted area because we can't change the cartridge data or the code. The funny thing about the SG is that nukes a large portion of RAM, but it's mostly useless areas that get hit. The game copies a bunch of data structures and each battle takes place in a new copied instance of your game state. Those copies and some graphics are what get hit. The only reason you get to keep your corrupted inventory is because the game does an explicit copy of your in-battle inventory over your original one. (White lie: the contents of the overworld map and some camera variables may also be hit, but never in a useful way. Even if Relm could build land bridges it wouldn't be useful because you get her late, both times.) But on the topic of finding a bug that allows for pinpoint, manipulatable, corruption with the ability to execute the payload, how about larger complicated games with scripting systems? The scripting system might be vulnerable. The example given at the start of the thread was making Mega Man shoot Mario-style fireballs. Thanks to the equip anything bug in FF6j it is possible to alter the attack animations intentionally to produce a result that is new to the game. If the goal is to make the game look like it has been modded, then mission accomplished. Unless you've got a bet for a specific mod or something.
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Rising Tempest - Depot 00A 0:48 "I'm in your base, ruining your shit." Voted yes! I watched the youtube version. I was enthusiastic for your WIPs and I'm still a big fan. This is one of the N64 runs that I most wanted to see done because of all the action and how it had speedrunning built into the game already. Your 'routes' are pretty awesome too. Aztec isn't part of this run, but killing Jaws last was unexpected and very smart. Your Depot is delightfully impossible to do in realtime. Good work! It's a shame about the graphics issues though. It's probably better that they wait for better plugins. At least anyone can still watch the unofficially published version until then.
Post subject: Windows TAS
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
TNSe wrote:
To give you a more direct answer: Does not make a run a TAS: - Physics glitches - AutoHotKey scripts (See this as a controller with auto-fire) - Other glitches (Out of Bounds) - Input recording and playback. Does make a run a TAS: - Slowing down the game in order to allow a human to perform complex operations. Playback needs to happen at full speed. - Making programs to alter or edit player input (hex editing, rerecording). Playback still needs to stay in sync. - Making a program ('bot') that plays the game.
Of your last three, the first one fits the 'A' and the last two fit the 'T'. (In 'TAS'.) But of your first 4, I'm pretty sure that 2 and 4 qualify as tools too. They both do the same as a bot. AutoHotKey is just semi-automatic instead of fully-automatic. Macros have been used on console runs. Sweet WIPs! They definitely looked tool-assisted. Is there some sort of a trick where you can use the gravity gun to pull items below your feet and make yourself levitate? I recognized a part that was like Ocarina of Time where you got on top of a 'wall', ran around the outer rim of the map, and jumped onto the roof of another area. I don't know why you punted all those rocks but I'm sure you had a reason. You're already publishing yourself on youtube so it doesn't matter that there's no PC sub-forum here. Just keep going!
Post subject: CT Glitches
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Well...
The Longest Movies Page wrote:
4:21:11.83 [450] SNES Chrono Trigger (USA) by hero of the day in 4:21:11.83 4:05:52.87 [549] SNES Final Fantasy VI (USA v1.1) by Erokky in 4:05:52.87 3:34:41.07 [942] SNES Final Fantasy V (JPN) by samurai goroh in 3:34:41.07 3:26:09.18 [567] SNES Earthbound (USA) by Halamantariel & Nitrodon in 3:26:09.18 3:03:12.78 [792] SNES Lufia II (USA) by Gunty in 3:03:12.78
When a movie is this long it just needs to be shorter. So for Chrono Trigger I say go for the largest and craziest improvement possible. (Which you are!) CT is one of those RPGs where only three things happen: you walk around, you read text, and you watch pretty battle animations. It's hard to make it entertaining. I'm a big fan of sequence breakers in these types of games because, ironically, they add something that I haven't seen before. I've played through CT maybe a dozen times in addition to watching the accepted movie. So I've seen Mr. Zombor 13 times. If you want to entertain me then show me something impossible. Crossing Zenan Bridge without waking up Zombor is impossible. ;)
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Blublu wrote:
I can't understand this fetish with impossible hacks. What happened to creating levels that are actually fun?
Agreed! But at least now I don't have to play this one since I've seen it. :P In the case of this hack, minus 1 million points for the uncreative use of those stupid piranha plants over and over as a "don't enter this space" tile. But I did enjoy watching this run of a really bad hack. The placement of that keyhole is the second dumbest thing I have ever seen in a Mario hack. (The dumbest thing being what they did to Bowser.) Why did Bowser's first stage only require one hit? Could it be a glitch? Because that seems like a really odd thing for this hack to alter, especially since 1-2-2 doesn't seem intentional. Given how dumb the rest of the hack is, if the change was intentional, I would've expected Bowser's HP to be 2-1-1 with the third stage not dropping any mechakoopas. Being able to carry a mechakoopa from round 2 to round 3 saves a bit time off the end of the movie.
Post subject: 9 Iris Treasures
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Pre-yes from me too! I was rarely ever able to reach the bottom of the cave on a console. If you could somehow get all 9 Iris Treasures in one run then that would be amazing! It's something you can only do in a TAS I'm sure. As for fastest vs entertainment, I don't think you'll have a choice! You'll have to manipulate: the maps to give the treasures in an easily reachable place, the contents of the treasures, and the monsters. I don't even know if it's possible for the game to spawn multiple Iris Treasures in one instance of the cave. And if it is possible, then it's very improbable. I think you're going to have such a hard time completing the basic goals that you'll be forced to just go with whatever happens. (You should however run from power on to the cave as fast as possible.) I think this run should be a new category under Lufia 2. That's pretty unheard of, but most SNES games don't include "Diablo" as a minigame either. (Man, would I love to see a TAS of Diablo or any of the games that inspired it!)
Post subject: Youkai Douchuuki
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I'm also seeing some of the subtitles flash very quickly. I'm using VLC 0.8.4a. I watched this movie twice and I slowed it down to read the subtitles. The undersea palace was the only part of the game that made a bit of sense of to me, and it turns that I didn't understand it at all. So what you're supposed to do is ride the turtle to the undersea palace, watch the girl dance, and then not open the box? How could the developers get something like that wrong?
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I should've assumed that any potentially novel idea that I might have ever had about this game really wasn't novel. I was hoping to do what Ramzi was suggesting. I think I remember reading Ramzi's thread awhile back, too. That, and some other post where the suggestion was to rocket boost with the candle. Just in case anyone didn't know, the levels fit together like a jigsaw puzzle. Take levels 4-1-5-6-3-2 and place them together in that order. They should form a nice overworld sized block of rooms. The 'gaps' are the tunnel and item rooms. For example, two screens right of the first room of level 1 is the room with the magic wand in it. If you glitch into that room then the magic wand will just be sitting there on the ground and you can pick it up the same as the boomerang. Levels 9-7-8 are on another 'map' entirely, and level 7 is the only dungeon that borders level 9. Just in case a glitch is found it might be good to know that. Thanks to Euclid's new underworld editor (and no thanks to Vista for making VB6 apps a btich to run) I was able to test what happens when doors appear where they should not. UNDERWORLD ONLY: 1. If you scroll the screen in a direction where there is no door, then you will get the "Lost Woods" type of effect. (Old news, useless.) 2. Walking into one level from another does exactly what it does in pretty much every other video game - the game still thinks you're in whatever level you started in. 3. If you 'do damage' (unlock a door, bomb a wall, take an item, etc) to any room of any level then the game will remember this information correctly. Each wall/door/item is permanently saved independent of each other. For example, if you somehow enter level 4 from level 1 and you start bombing walls, then those walls will remain remain down if you later reenter 'the level' from level 4's entrance. (Triforce pieces are just ordinary items. So don't take two triforce pieces for the same level!) 4. If you walk off the edge of the underworld map you'll merely exit whatever dungeon you were in. 5. The talking quotes use the lines from the dungeon that you actually entered. I was hoping that walking from level 7 to 9 would cause Mr Grumbles to replace Mr Triforce. But instead I got the message "DODONGO DISLIKES SMOKE." Darn. 6. The stairs may or may not be wrong in other levels. If you walk from level 1 to level 4 and try to pick up the Ladder you'll end up stuck in a wall instead. However, if you walk from level 7 to level 9 then you can pick up the Red Ring no problem. 7. If you touch Zelda anywhere, you win. It doesn't matter what level you're in. And that's it! So if a glitch is found then it needs to be more like the boomerang-whistle (FDS) glitch that moves your map rather than the clipping type. That way you could maybe do something like use the door that actually exists on one screen to cause a scroll to another screen that is two screens away. If anyone wants to try to break scrolling with lag then I recommend: 5 enemies plus the boomerang, the red candle, and the Patras in level 9. The problem is, once you start scrolling, the enemies go away, and so does your lag source.
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
AnS wrote:
Yeah, I'm not so familiar with FCEU modding, so I inserted new tool right into the game (Darkwing Duck ROM) -
0_0
AnS wrote:
there were a couple of troubles to shoot (like optimizing original code to retrieve several CPU ticks for INC/DEC instructions - because movie should sync with both modified and original ROM), but also there's one advantage - final result can be played anywhere - from NES hardware to Famtasia emulator (I used it to see lag in currently published movie).
0_0 That's amazing!
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
1) Open a bomb passage north 2) Walk thru 3) Go back 4) Press L+R+A 5) Wait enough time to be able to swing your sword again 6) Press L+R+A And the game crashes? The requirements are: xpos (0x70) = 78h, ypos (0x84) == 5dh, and "most recent door" = north. If one of these things is not true then the crash will not happen. So what is the game checking for? When I do this on a south bomb-door nothing special happens. I'll be unable to press L,R,A, or B just like when I'm in a normal doorway, but it doesn't crash. Maybe if I knew why the game crashed then I could figure out what the game is thinking. Sadly, the game seems to be programmed to look for underworld walls in the following way:
if (x < 20h) return DoorTypes[LEFT] != NONE && DoorStatus[LEFT] == OPEN
if (x > d0h) return DoorTypes[RIGHT] != NONE  && DoorStatus[RIGHT] == OPEN
if (y < 8dx && this is a talking room && room is not cleared) return FALSE
if (y < 5Dh) return DoorType[UP] != NONE  && DoorStatus[UP] == OPEN
if (y > BDh) return DooeTypes[DOWN] != NONE && DoorStatus[DOWN] == OPEN
otherwise check the map data
Which makes sense because there is no map data for those coordinates. So even with my cheating and setting values to 0x70 and 0x84, it's still just about impossible to make the screen scroll when it shouldn't. (You need to be able to take a step to cause a scroll.) The crappy part is that when I did cause an illegal scroll it just took me back to the same map. For example: enter level 3, scroll right, enter level 3 from the left. Or enter level 2, up one, right one, kill 3/5 Ropes, scroll right, re-enter the same map and 2 Ropes spawn. It's just like the Lost Woods. :(
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Kyrsimys wrote:
I don't understand this fixation with a swordless run. You hardly ever use the sword in this run! I can't see why it would be accepted.
It was a famous console challenge during the 80s (before emulators or the Internet became popular). It's not like the other creative restrictions that a TASer might come up with. The thing about the sword is that when you need it, you really need it. On a console you can't manipulate bomb drops and play Bomberman in the darknut rooms. Also, clubbing a 4-headed Gleeok to death with the magic wand isn't easy. A swordless game was my main motivation for wanting to get this glitch working in the underworld. Being able to glitch through the first room of level 9 and skip the triforce is a big deal in that it might shave 20 or minutes off the run. But what I'd really like to do is glitch into Zelda's room and win the game with no sword in hand. No one's ever done that before.
Post subject: Border Glitch
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I see it! That's an amazing discovery! To glitch a border on the top of the screen: - walk left at least half a tile - walk up at least half a tile without causing the screen to scroll - right at *the moment* press D+R for one frame - hold up and walk off the screen To glitch a border on the bottom of the screen you need to mirror the instructions. I tried the left and right borders and I couldn't get them to glitch at all. I think that's because you might need to hold L+D to glitch left and U+R to glitch right. But of course if you're holding L as you walk left then nothing special happens. Baxter never does it, but it is possible to glitch a border that is only 1 tile wide. You don't need to make a quick 90 degree turn within one-half tile of the border. (Which requires two tiles.) Frame 42 of this movie shows another (useless) example. The coolest part about being able to do the glitch in one tile width is that I should be able to do it in the underworld as I pass through doors! But it doesn't work. I'll try again tonight. I've noticed that sometimes there are many solid walls in the black area above the map. But when they cooperate you can take really big shortcuts. For example, imagine if we had to walk from level 1 to level 6 in an optimal run. You could start the glitch one screen right of level 1, walk left over all the walls, and walk directly onto the ladder that leads to level 6! Horizontal clipping on the overworld might open some new routes. EDIT: Figured out why and where there are walls in the top area. It seems to use rows 3-5 shifted left one half tile.
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Oh, they're disabled. I thought that was a funny error message for when no seeders are available. Please do! I'll hang around and seed too. (As always.) From the movie descriptions it looks like any of the crossed-out ones are good.
Post subject: Old Videos
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
SaxxonPike wrote:
People who have not been following these speed runs since the >5 minute original would be really lost right now... (Actually, this one inspired me to go check previous runs I have not seen. There were really supposed to be objects on screen in the cornfield, no wonder it looks so empty now)
Good idea! I've never seen this game before the final-room-first glitch. HAHAHAHAHAHA. ahhhh....... seriously though. I don't have a huge ROM collection so I can't run the movie in an emulator. Otherwise I'd just play the game. Can someone please seed the 3 or 5 minute runs?
Post subject: Secret Runs
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
When I was working on FF6 I used to type URLs into Microstorage just to see what other people were uploading. :)
Experienced Forum User
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
I was highly anticipating this, but it hurt to watch. But despite the pain I still watched the whole run in awe. If I weren't too late I might have actually voted no. (So I didn't vote.) I'm very torn between "OMG!" and "Ugh, no more." I was way happier with the teaser from the original thread. Even though I'm exhausted I still like concept demos and I'd like to see more. It's funny that some people are totally wired after watching that but I'm drained.
1 2
6 7 8
11 12