Posts for Ferret_Warlord

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Actually jumping as the door closes is faster. The doors closes on a timer regardless of whether you're on the ground or not. My level 1. The boss can be done about a second faster, but getting into the same postion at the end of the battle shouldn't be much of a hassle. There's another glitch with the twin fires where you can shoot a ball in either direction if you turn around at the right time. I was kind of hoping to save my 200th post for something a little special. Oh well.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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You CAN make it up those stairs with one jump without brushing against the steps, you know. Also in the first pit, you can nail those two grunts with one dual shot, eliminating another jump. Plus, I know you can start jumping a few frames sooner when grabbing the bracelet. A glitch I know of: when the game locks your controls for something like a cutscene, you have one frame in which to do something. It helps on the first boss as you can jump ahead a little bit as the doors close. There's also another glitch where hitting pause resets certain enemy timers, like when they shoot, but it shouldn't be needed. Good job thus far. I like the falling technique in the first room.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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The first run employed a pause glitch to avoid taking damage. Is there a similar deal in this one, maybe?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Considering this is a matter of communication, I propose we let the matter settle itself. Eventually a term will pop up or a currently used one will slowly gain popularity and it will become standard on its own. Language is not formed by debates, formal or otherwise. No need for all this bickering.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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You lose a frame every time you land. Have you minimized the number of jumps you made? And I wasn't aware Foda made anything. I have the first level done, though. I was 677 in the first room, so nice improvement. :P
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Sorry for any problems. Filespace tends to be fritzy.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Not to bring up a dead topic or anything, but I have just updated the demo run (you MUST have opposing directions enabled; I had some fun with Samus while falling :>). It employs greater precision, the select trick, and a new jumping glitch (if you jump the same frame you stop moving, you'll end up a few pixels in the air at the start). The height of your jump seems to be somewhat random depending on the starting frame, so I had to find which position gives me the best results. The metroid battle was also improved a bit as I started moving back a lot sooner. In all it's about one second faster than my previous run. I might have kept going if I hadn't hit a little snag... Plus I discovered a nifty little feature in VBA: a map viewer. It reads the buffers, approximating what the game sees as the map. It's quite telling about how the game works, and is handy for identifying potential select glitch locations. :P It's takes a little getting used to reading it, though... New information about the select glitch: it will only work if you change your weapon on every fourth frame of emulation (so frame 204 would work, but not frame 206) and in the right position (about half way through a block, it would seem). So you have to be on the right frame, at the right postion, with the screen moving faster than two pixels/frame to get it to work. Note the frame counter is one frame behind when recording, so the previous two examples became 203 and 205.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I already have a topic about this.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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A game like this should focus on time units. Slowing down would hurt the aesthetics badly.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Well, I haven't seen a lot of people's earlier movies, so I can't comment on most of them. However, I feel safe in nominating Phil. One of our resident ninjas started out with movies like this disaster. (please don't take that personally)
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Okay, select glitch shortcut! This picture was taken in the shaft with the spider ball. Where'd the floor go? Well, using the properties stated above, I used the select glitch to move parts of the shaft above me to remove the bottom. It took four changes (two apiece), and has given me direct access to the spider ball without having to muck about in that maze. You'll still have to use the maze to come back out, though. You'll notice the ball looks different than it should; yes, I used a Game Shark code to give me stuff to make it easier to explore secret worlds.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Thank you. That did the trick. Goodness, this has reminded me that I hate AVIs. Been having issues with them since I first encountered them.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I have downloaded and installed the codecs... I have used the recommended player... And yet some of these newer movies still refuse to work. Lost Vikings is still melting; this and Omnipotent's Link to the Past still have no video. I am coming very close to snapping my keyboard in half from frustration.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Strange movie indeed. Even after reading your comments and everyone else's, I wasn't quite ready for how... surreal this one would be. A yes, but a hesitant one. Not from the "I like it" perspective (I'm really not sure what the heck to think about it), but rather from a "we need more weird runs" view. Edit: I forgot to add, is it just me, or do some of the sounds effects sound like they come from a keychain noise-maker? The final boss especially sounds like something from some cheap, pocket-sized electronic sound device.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I'm going to state how I think the select glitch works. This is all based on casual observation, so no formal testing has been done on this. Anywho. We're all familiar with what happens when the screen buffer is poorly implemented and is the same size as your screen. The tiles behind you end up getting placed in front of you. Usually this isn't visible as the buffer is often larger than the screen, but it can be seen in some games. This is basically standard practice. It's very, very safe to assume the same thing is going on in this game, but you can't see it as it takes place off screen (like it should). As you're moving along, the game will drop the parts that are left over, load what should be there, and "place" it. I mentioned before that switching weapons holds the game up; my guess is that if you press select at the exact moment the game is supposed to change what's ahead of you, the pause causes the programming to miss the "drop and load" part and skip straight to the "place" step. Voila. What was behind you is now ahead of you, including empty spaces. if you can place an empty space on the edge of a room, secret worlds pop up. How does this account for some secret worlds, like the one underneath Samus's ship? After all, there are no pits in that room. Here's my answer: I don't know for certain. My guess is that it may have something to do with the presumably intangible blocks beyond the left side of the room, since I've only mangaged to access it while approaching the ship from the left. Confuzled yet? Edit: Okay, not only am I now conviced of the "placement" thing, but after breaking into a secret world to the left of the ship, my suspicions have been confirmed: the secret world under the ship is the result of some junk tiles outside of the room that can't ordinarily be seen. It would also seem to only work if the screen is moving faster than two pixels per frame, aka turning around or falling. Bit of a shame, really, as this limits its usefulness.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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^ And the thinking new game=bad (which I have seen) is equally close minded and born of nostalgia. I think the statement, "They didn't need awesome graphics back then," is a blurring of the past, if not a lie. Even back then, they had to push awesome graphics to be noticed. Heck, "excellent graphics" were the introduction to The Legend of Zelda's ad campaign ("Woah! Nice graphics!"). Every generation has had to rely upon technical superiority; simply because the bar is being raised doesn't mean the focus was any less than it was a decade ago. That being said, I find it hard to appreciate pre-Nintendo video games. Why? Because of the never-ending style of 99% of them. I like my games to finish, thank you.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Edit: Sorry, I was just doing some angry ranting. I feel better now.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Thank you! ;D Go ahead and continue the movie. I have no interest in continuing mine. I also have part of a basic route planned. It utilizes secret worlds and stop as soon as you eneter the secret one. Collects the varia and has a good deal of bactracking, so I'm not sure if it's the best. CAD: Didn't Darth Nat or someone do some extensive testing with that? I remember someone confirming that you HAVE to destroy all Metroids, otherwise A) the queen won't show up even if you break into her room B) the ship won't be active. Might not be possible, but worth investigating nonetheless.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Um... I basically linked to that (well, the homepage, but still). I was just wondering if they were going to be used, that's all.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I remember hearing that Omegas can be killed faster by shooting them in the back. In fact, I've heard of people beating the game with just an ice beam, the varia (or an energy tank, one of the two), and bombs, so a lot of extra missiles won't be necessary. And if push comes to shove, remember that item drops aren't a problem. Edit:
feitclub wrote:
Irregardless of how few missles you might need to kill the queen,
I hate to sound like a grammar cop, but I am now obligated to not like you unless you give me ten dollars and promise on pain of death to never say that again. Yeah, it's a minor pet peeve of mine.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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By the way, Snow Dragon's FAQ claims that the queen takes 150 missiles. If it's anywhere near that, I'd say just go for the bombs, but that's me.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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I actually prefer this game in black and white. I think it's rather ugly in color. But this topic is neither here nor there, so let's cut it short. I'd like to see a glitched run.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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You can prevent bouncing as the morph ball by unmorphing and morphing as soon as you hit the ground. It takes two frames and is a bit faster than unmorphing and then falling. You seemed to do this already. If you do a one frame jump some time before falling, you'll fall a bit faster. It's best for long falls, I've noticed. It can be used in that first long fall where you're destroying blocks by jumping a bit before the brick is destroyed. The short jump can be used to help you be more precise on taller jumps when an ordinary jump would overshoot you. Otherwise I'd go for a tall jump since you ascend faster. I too have a test run. It goes up to the first metroid. It appears you handled some jumps better than I did. The important thing about metroids it would seem isn't their speed of death, but rather how you can herd them towards the exit. That's why I didn't attack that one as soon as possible. Are you going to be using secret worlds for this? I'd like to see how they can used used, and if there are others that are unknown. The select glitch could also be used to get some obstacles out of the way, so some non-secret world applications could be interesting. Remember that switching between weapons holds the game up for a frame. I think this may screw with the buffers causing the glitch, but it also means you shouldn't switch unless you absolutely have to. Edit: I also have to wonder which of the three ice beams is best to collect. It's not needed immediately because of bump jumping, but it's needed nonetheless.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Maybe Acapella his pet robo-ferret runs off with them after each mission and he can't find them before he needs them again. <>_>> <<_<>
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
Joined: 10/27/2004
Posts: 1977
Location: Making an escape
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.