Posts for Sir_VG

Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I would have put it after Act 2, but I would rather comment on getting Stardust. Also, the fighting only occurs when the population reaches a certain amount. So it wouldn't occur for a while anyways.
It does it if the population is over 300 in the area and Act II is completed. Same with Kasandora and the plague (if the proper triggers are in place there).
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
GO BACK WHENCE YOU CAME! TROUBLE THE SOUL OF THIS FORUM NO MORE!
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Mister Epic wrote:
Sorry, but I have to vote No as well. It lacked entertainment value. However, I'm impressed by the game itself. I didn't know Mode 7 was used in such a good way!
This was a launch title designed specifically to show off the new Mode 7 of the SNES. Just like Super Castlevania IV did in Stage 4 (which was also a launch title).
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
This was fun to watch. I'll have to admit, I think this game needs to sacrifice time for entertainment, but doing more then just skydiving/jetpacking. The light plane got completely ignored, which I think would add some fun into this. Though I will have to admit, the skydiving section WAS a bit amusing, since like 90% of those landings would severely hurt you. ^^;; I'll give this a MEH. I don't think the game choice is bad, it just needs some more variety instead of just going for pure speed. BTW, interesting how a hang glider and an arwing sound exactly the same...
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Yeah, I need the ending for a full commentary. Plus the MKV file given just doesn't wanna work with MPC for audio purposes. I'll just wait until a true full encode comes along.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
That one is good. I like this as an alternative.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Instant vote yes because this run is awesome. Waiting on an encode, which then I'll do an audio commentary and try to mux it in or uh...something.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I think you should save more chicks, as I saw a few you missed. After all, there's always suppose to be a lady by his side. :P
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
diggidoyo wrote:
I've already pointed out where the timing discrepancy exists for Mega Man. I have to purchase a Beat Call after Commando Man. Adds nothing to the in-game timer, but the time it takes to go through the shop might be enough to make a Chill or Pump starting route faster. That right there is drastically different. Then factor in tank usage and you have a definitive reason to use in-game time, with real time minimized (slow menu scrolling would be grounds for rejection). Besides, the game includes a timer, so why would we not use it? It only ticks when you have direct control over Mega Man. This excludes energy pick-ups, intros, menus, etc. which, if I'm not mistaken, is exactly what TASvideos aims for.
Actually, the timer works a bit differently in MM10 then MM9, at least judging by the time attack mode. The timer stops only: 1. After a boss is defeated. 2. If you're in a shop/stage select screen. 3. Pre-stage introduction The time DOES continue during weapon/energy collections, during boss appearances. It starts when the stage appears and ends when the boss is beaten. Yes, even if you're on the start screen, which does NOT pause the timer anymore.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Ok, I think I've got the full listing, looking at the MM8 PSX list: First Row: 1-Up, E-Tank, Power Shield, Super Recover, Shooting Parts Second Row: High Speed Charge, Exit, Exchanger, Energy Saver, Energy Balancer Info: http://www.gamefaqs.com/ps/250604-mega-man-8-anniversary-edition/faqs/3996 http://www.youtube.com/watch?v=2ItAEifxzyY&feature=bf_next&list=PL2C378B6299BDBFFA&index=7
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
The thing I really need to know for doing the audio commentary is pretty much how long of dead space the encoder is gonna shove at the beginning. I guess I can leave it as a WAV until they create it, calculate the time of the statID, then set it up in Goldwave and go from there. I'm working on what I want to say, but haven't done the actual recording yet.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Noob Irdoh wrote:
KennyMan666 wrote:
That was great, and I found it more entertaining than the Rockman run. Clear yes vote.
I disagree, and I think the Rockman run is more entertaining than this. However this is still enough masterpiece to deserve a strong yes vote.
Seconded. I miss the Wily instakill. :(
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Re-record count: 400000
Interesting. Hacked or faked I'm sure, but interesting. Can't wait for an encode to watch.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
I'm pretty sure the 100 one is auto charge. Can't remember the other one though.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Reminds me of that chase scene from Castle Crashers. :P
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Comicalflop wrote:
My run wasn't particularly interesting.... and neither is this. My feeling is that the GBA port of Super Monkey Ball isn't as interesting as the GC/Wii games. Once Dolphin is up and running, runs of those will be beyond interesting. This game? Not so much.
Agreed. While this game still looks hard, it doesn't look hard AND frenzied like the GC/Wii games do. Voting meh.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Well played, but unfortunately this game is crappy game design that they attempt to disguise with a game mechanic. Unfortunately it doesn't work. At least the Wiimake looks prettier. Outside of the Arkanoid Stage 5, it really wasn't that impressive of a game. Voting NO on game choice.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Derakon wrote:
Given that most enemies do not serve as roadblocks in this game but rather as set-piece challenges, making them take twice as long to kill is not an automatic reason to avoid hard mode. It means we get to see more of the combat against them than we ordinarily would; on Normal enemies die rather quickly even without resorting to TAS techniques.
Maybe we can do the following for options: NG Normal Mode 100% NG+ Hard Mode Low% or Any% You get two completely different runs that way. Doing 100% on Hard would probably drag on too much to keep the entertainment up compared to Normal 100%. My opinion, though. Seeing a run may change that, though.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Which version should we use?
NTSC 0-00. The original with the least amount of glitch/sequence break corrections.
Do we go for real time or game time?
I would say real time, but I don't care either way.
Do we start with a save file to allow cutscene skip?
Since other games on here don't use save files to skip cutscenes on NG runs (Aria of Sorrow, for instance), the NG run should follow the same rule and start from a clean save. Save the save file for Hard mode.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
arukAdo wrote:
I have simillar experience than adelikat, Castlevania Chronicles was freezing on start screen with pcsx-rr, now it work fully on PSXjin.
AWESOME. Even if you did get it to go past the start screen, the audio would cut out somewhere. The game is awesome and needs to be TASed (IMO), so it's good that it works. :) Hopefully the sound is much better too. I hate playing Legend of Mana on the current choice, since the audio (mainly for SFX) is crap.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
Ryuto wrote:
Sir VG wrote:
No battle against Whispy Woods? What kind of Kirby game IS this? :(
I think the enemy was too big to appear in the game.
But he did appear! Look in the credits! :( Poor Whispy Woods...no love.
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
In the quest for perfection, gstick has improved klmz's movie by [module:frames|amount=32|fps=60 seconds.
Um...lol?
Taking over the world, one game at a time. Currently TASing: Nothing
Sir_VG
He/Him
Experienced Forum User, Published Author, Player (39)
Joined: 10/9/2004
Posts: 1911
Location: Floating Tower
No battle against Whispy Woods? What kind of Kirby game IS this? :(
Taking over the world, one game at a time. Currently TASing: Nothing