Posts for Rat

Rat
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Joined: 7/17/2005
Posts: 23
Interesting that you're linking from Nicovideo, but can people not registered on Nico watch it? Because I'm registered myself, and I always have to keep that in mind when I share videos from there. Will edit later after I've watched. EDIT: Yes vote. That was lots of fun to watch. :D
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
I was entertained. Severely, I might add. Yes vote with no qualms or complications.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Dwedit wrote:
Naohiro19 wrote:
vote yes. In Japanese called "ドラゴンクエストモンスターズ テリーのワンダーランド, Doragon Kuesuto Monsutāzu Terī no wandā-rando).
Pure Katakana consisting entirely of loanwords is not Japanese.
Yeah, we can just call it "Dragon Quest Monsters: Terry's Wonderland" if we wanna get THAT fancy. XP I've played both DWM games for GBC, and only gotten to post-game on the second one, with the first still kicking my ass. Beating this game in under 40 minutes is TRULY amazing. Nice work! *yes*
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Max leaving town to fight his first battle alone is just one of many badass moments in this run. Yes vote.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
The 9z preference over 9.5 was because of the Gunstar Heroes 2P run currently in judging; apparently 9.5 skips a few frames. I just wanted to view it like I'm used to, but it's just a minor thing. :P Thanks for telling me what's up with 9z though.
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Post subject: Can't find Gens 9z
Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
I'm currently on someone else's computer for an indefinite amount of time, so I have to redownload a bunch of emulators to watch movies with (the owner of this comp isn't into TASes). I can't find a working link of Gens 9z anywhere. Please help?
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
A better warning: "Not for small children or big babies." It's ripped, but hey! Also, yes vote. :>
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
That was it, I usually go "wtf" when I see an unexpected death in a gmv/smv/whatever of a run. There's no problem then, but I'm keeping 9z because it's shiny. :3 *watches*
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
The final WIP desyncs at the end of Hydrocity 1 and I have no idea why. :< EDIT: I'm using Gens movie 9z and it still does it. Am I allowed to ask what rom version was used? :/
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Personally, I just sold my Special Bands. :P 1.5k per band is very nice. I use Stamina Bands for non-trap dungeons. As for evolution, the biggest advantage to evolving your Pokemon all the way is the level one base stats they have, for when you go to level 1 regression dungeons. In this guide here, you can see what stats and moves each Pokemon will have in each form when reduced to level 1. Not that applicable to a TAS as that's all post-credits, but it's good to know evolution isn't completely useless in PMD. :P
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Don't bother trying to manipulate for a Thunder TM; they don't show up until the Buried Relic dungeon, which is only accessible post-credits. However, you CAN manipulate a Thunderbolt TM as early as Mt. Freeze floor 1, which should make that easy, since the entire dungeon is generated--initial enemy placements, items, floor types, weather, and all--as soon as you enter it. Thunderbolt hits all enemies around you in a 1-square range(meaning you can zap potentially 8 foes in one shot), so it's a very nice move to have when you start getting Monster Houses. Speaking of Electric-Type moves, having Pikachu for a starter/partner will be troublesome when enemies like Electrike start appearing(Mt. Thunder). They, along with several other pre-credits Pokemon, have the Lightningrod ability, and if any of these suckers are on the floor your electric attacks will divert to them, and they won't even take damage, basically wasting your turn.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
I've been playing the game on and off since the Japanese versions were dumped last year. XD I don't really have anything to add from a TAS standpoint, and giving out gameplay info would probably be redundant(unless it's something not that obvious), so I'll just ask this: would a TAS of this run just to the credits, or through the other half of the game past the credits where evolution, 99-floor dungeons, legendary recruits, etc. open up? Since the 99-floor dungeons are a long pain in the ass(especially when they reduce you to level 1!), I figure just finishing the main plot and getting to the credits would be acceptable enough. I still suggest Snorlax in the main party, if a potential TAS will have any new recruits beyond the starter and his partner at all.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Good points, but the game gets released in the US today. :P There's already a bunch of knowledge down on various sites about this game, so as far as I can see, all it comes down to as to whether someone'll TAS this or not is is if the recorded result has any kind of watchability. I know I'd like it, since I've played the game before and know how stuff works, but as for those just watching and otherwise not familiar to in-game, I'm not so sure. As for comparing this to past Pokemon TASes, you can't really, because of the game engines being so different(if that's the right thing to say), because this is a "mysterious dungeon"-type game. The random generator decides things much further ahead, you can use more than a single move in one turn if you fuse them together, the Pokemon's level-up stats are completely different. You can't really say a TAS of Pokemon Mysterious Dungeon is going to be anywhere similar to a TAS of the main series.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
I know it's still early, but I've been fudging with the rom and found out how to manipulate whether or not a wild Pokemon joins your team. :D This is handy for getting strong rare Pokemon with a low recruit rate. Snorlax, for example(Belly Drum+any physical attack=boss rape). When fighting a wild Pokemon, how effective your attack will be is predetermined before you do it--whether you use the neutral attack or one of your four moves--whether they'll hit, crit, or miss is already decided before you use them. If you savestate and use Water Gun and it misses, then when you reload state and choose a different attack, that'll miss too, and so will the others, while the action the enemy chooses remains the same for that turn(same for your partners). To change up the order, you move to a different square; the enemy usually does something different on that turn instead. So, if you're trying to recruit the foe, just reload, change your position, and try again. Item use might also change the order, but it could really depend on the item. If all your moves are missing that turn, an attack item might not. Also, I'm a novice at this and don't do any real TASing, but I'm hoping it might help anyone wanting to do a run on this in the near future. The English version comes out in a little over a week.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Yeah, we all just assumed it was radio static, as the Dusty Dunes background music was a bad reception-radio version of the desert music from the first game, Mother.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
I haven't finished watching this yet, but at 50:40-ish, when you get into the Sky Runner for the first time, why didn't you press the button right away? You don't have to wait for Dr. Andonuts to tell you to push the button. I don't have an exact frame for when you can activate it, since I just mash A when playing on the SNES as soon as Jeff gets in. :P This is great, though. You win for manipulating Pray.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Kitsune wrote:
Isn't the Gutsy bat basically the Casey Bat? I know the Casey Bat gives a SMAAAASH!! attack each time it hits. But it's hit rate is only about 5-10% of the time, so it won't be useful unless you can manipulate that.
You don't get the Gutsy Bat until the very last area past the point of no return(just using that as a reference). With the ability to manipulate accuracy, going through the rest of the game with the Casey Bat once you get it in Deep Darkness looks to be the better deal.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
The video desyncs in the ninja hideout. What version of the rom did you use?
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
No character can get a critical hit as long as they are equipped with a weapon that changes their attack command from "Bash" to "Shoot". That means guns, slingshots, and yo-yos. If you want Jeff to crit, you'll have to leave him bare-handed, but since he has the lowest base Offense, it's better to leave him with a gun.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Max combo you can get with any of the regular party members on a normal attack is 16, according to the GameFAQs boards(there's applause after the 16th hit).
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Something I noticed while using savestates to practice combos... There's a prompt for every battle message, like "Flint attacks! (continue-arrow)". That's where I save and load state while trying to get combos on this difficult system. :P Anyway, what I noticed was that depending on whether or not you combo(or, perhaps, how many hits you get off in a combo), it seems you can manipulate the enemy's next action that way. I reloaded a turn ten or more times with two separate consistent results, based on single-hitting and getting a 2-combo: 1.) Flint attacks! (one hit); enemy uses PSI and 2.) Flint attacks! (2-combo); enemy attacks normally The damage is also consistent; on one turn, I got a 57-damage SMAAAAASHing attack everytime I reloaded that turn, and this goes for normal damage as well. Combo damage doesn't seem to be consistent that way though. Another little thing: in this game, you can see your enemies on the field like in EarthBound, and get a green/blue/red swirl under the same circumstances, but in Mother 3, you have a LOT more frames in which you can turn your character around after they touch an enemy before the battle swirl sets in.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Oh! I understand. I also didn't know you couldn't skip the intro on a fresh game because the SoE SNES game I've had since forever was a used copy, and I was always able to skip the beginning if I wanted to.
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Rat
Experienced Forum User
Joined: 7/17/2005
Posts: 23
Something that's bothered me since the outset of this WIP, and I don't think has been mentioned yet, is the very beginning of this run. At the start of a new game, you can SKIP past the opening sequence, the mansion, the first Omnitopia visit, the intro fight with the bazooka and guardbots, all of that, just by pressing Start as soon as the "Fall, 1965" deal starts to show up. It'll put you at the start of that first jungle area where the escape pod crashes with the Bone Crusher equipped, the dog with you, and everything, ready to play. No prior dialogue required. If you're playing out the intro on purpose, or there's something vital I'm missing here, please tell me. I love this game quite a lot myself, so I'm willing to listen. Great job on this amazing run so far.
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