Posts for TheAxeMan

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Yeah good points all. After seeing how tough it is to get past all the enemies, I wouldn't be surprised if there was a better one to pick first. I didn't really think much about the bunby heris, it looked cool to kill them late. There doesn't seem to be much lag in this game. But if there is any benefit to early killing then go for it. On the two suzy room I couldn't work it to jump over the one and get up on the ledge, so I took the hit. Then I couldn't make it to the ladder invincible so I took another one, though it might have been just as fast to kill the one by the ladder. I wasn't planning ahead at all. It doesn't seem possible to jump over Sniper Joe. Well good luck with this one, you're gonna need it.
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Personally, I don't mind if the Dark Lich fight takes some time because his music is so badass. :) But right, I don't know if direct damage magic will ever be useful in this run, it just takes much longer than whacking with weapons. Especially Lucent beam which takes way to much MP. The saber spells might be useful though, and I've gotta imagine there will definitely be some moon magic buffing.
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I messed around with this a bit, starting on the iceman stage. Found a neat little trick on the icicles. However, this game will be tough to timeattack, as it's hard to avoid many of the enemies. Furthermore, most of the enemies take five hits and have an invincibility period of about 10 frames, taking away one of the biggest timesavers in most Megaman runs. http://home.comcast.net/~f_amoroso/megaman-test.vbm
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I like what you've done to the interfaces. One minor bug I found so far is that when saving state while paused, the "wrote state" message doesn't appear until you frame advance. Also, I think the state save/load interface is good, but I got used to FCEU so it would take some getting used to. But excellent work, I hope we can see some games on this soon!
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Very nice, I love the number of levels where you were able to die while finishing, especially when actually helped finish a level faster. Of course once you've seen one or the other the last few levels are the same, but both are very good.
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Excellent. Boss fights are amazing, the main mark of good Mega Man run.
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Killing all enemies? I don't think it would be that cool. I have to say this is a good game to practice timeattacking on, but good luck beating my time. I have thought about redoing a few things in my run, getting the minimal amount of powerups and trying to get some more action on the windmill stars. I don't know of anything that would speed it up. I don't think there are any different angles to go at this game worth publishing. You could restrict what powerups you get, but that wouldn't be as interesting. My first published run at this game took no damage, but it ended up being much cooler to take hits after all even though it saved little time. But all that being said, if you're set on going through with this I'd still be interested to see what you come up with.
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sure enough... there were only two characters.
I can vouch that this is possible as well. I remember it happening at some point in the sewer dungeon, though I didn't save afterwards. Probably not useful though. Among other problems, would you be able to create the mana sword at the end?
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Excellent work as usual. It's sometimes amazing how fast you can speed through the dialog. Anyway, dungeons seem to be planned and executed well and the boss fight at the sky garden is fast. Did you have to put any work into manipulation, or did he just behave for you? Anyway, I'm glad you decided to stick with this. Though this is going to be a long run (45 min already) with lots of slow parts, I think the high quality of the graphics and sound will make it worthwhile for many people. Also, now that you are reaching some of the tougher dungeons, the action is getting more interesting. Looking forward to seeing Mu, it's probably the biggest maze and easily the coolest boss fight. Good luck!
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Watched mookish's run, it's great, very smart. For some reason, I was in the mood to run some numbers, so I made this spreadsheet based on the formulas and numbers in Ben Siron's FAQ on gameFaqs. (FF Faqs) Ok, here are the raw results: (openoffice.org spreadsheet) On the weapons sheet you can plug in different weapons to see their stats. But the quick ideas: -Because of the starting stats and damage calcs, fighters have by far the highest fighting damage output on low levels. Trailing second is the red mage. The fighter gets strength every level, but red mage only has a 62.5% chance, so his damage could be slightly increased by manipulating a strength increase every level. -A black mage gets Lvl3 magic one level earlier and lvl4 magic two levels earlier. But I think mookish showed what is best, the pyntie-hat is unfortunately useless. One possibility would be obtaining the bane spell which could allow all bosses past that point to be beaten much more easily; the black mage would become a one-man killing machine. But level 12 is clearly not going to be reached until the end if at all. -Due to their armor, the Astos, Lich and Kraken fights will be almost entirely based on critical hits and magic. -It may be worthwhile to purchase small knives instead of or in addition to the rapiers starting out. Why? Small knife has 5 more +hit% which means more hits and therefore more critical hits. When all non-crits are just one damage anyway, this is better. By level 5 but the hit difference would bump up the number of hits (mookish already has better weapons at this point though) -It's probably not worthwhile to kill anyone off. At least not until beating Kraken (blue dragon is pretty easy). Once the bane sword is in hand, only one person is needed. Levelups have a pretty small impact on fighting damage, it's almost always better to have more bodies since there will be more chances to get the critical hits which will kill Astos, Kraken and Lich. The only exception would be if killing one person off gave everyone else more hits. I had one more idea which you probably know. For useless actions wouldn't the fastest command be run? In a non-runnable fight it would just spit out the can't run message but no animation.
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Ok, I know nothing about Sonic, but I love Q's work here and wanted to jump in this thread to mention the Sonic Heaven collection that was just released on OCRemix. It's a remix compilation from Sonic 2. Definitely worth the space on your ipod. Most everyone on this site probably knows OCRemix, but just in case: http://www.ocremix.org
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Still in the swamp. I have more testing to do, but I seem to be converging on a solution. Lately I've been distracted by an early spring here, but the clouds and rain have returned, so I'll get back to timeattacking. I'll post my next update after beating the big bug. Once I figure out the buildup sequence it will be pretty straightforward up to that point.
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does anyone know how to run Privateer on a machine not running DOS natively?
If you are talking about the original version, I don't know if there is any emulation-based method, though you could try using a DOS boot disk. However, Privateer has been recently remade: http://priv.solsector.net/ Also, I have to say this concept of emulating and recording DOS programs is fascinating, it would be interesting to see a re-recording emulator for this.
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Though I'm not familiar with this game at all, I did watch the current version and it's clear that you just blow it away. Very nice.
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Hmm, looking again, I don't see it either. Guess I must have been watching one of the other runs.
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Sweet! I love your improvements, the ice level is amazing. I'm quite happy with the number of bird hits, it looks good. Also, your jump on the bikes is plenty high to show off, besides the jump on surfboards makes up for it. Hope you can fit in some more of those impressive level-end deaths, too. Is it possible to hit those spikes at the end of the ice cavern just as you finish the level? Anyway, very nice, keep it up.
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Lookin pretty sharp now for the most part, but there are still a few questionable spots. The first level looks great, but there was one pig you finished with a punch-bitch-slap combo. Could you have used a different move and gotten him faster? The hover shaft level looks pretty good, some of the fights feel like they could be quicker, but it looks like you've spent at least some time optimizing them now. A couple of the snake pits look like they could have been finished faster, the last one for sure. The tower and dark queen fight look beautiful, nice job. My favorite part is the entertainment upgrade, you've managed to make things more fun for sure.
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Happens for me too, using gens_movie_test9a. Under gens_movie_test9 it doesn't make it past the character name. This should be interesting, looking forward to seeing where it goes.
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Hmm, looks like you've put some work into this, it's not bad. You were able to combo most enemies without knocking them down. Compared to the SNES Final Fights and Genesis Streets of Rage the graphics and sound make this game less interesting to watch. I would question the hammers, is it always beneficial to pick them up? Sometimes it knocks an enemy down twice when you could have combo'd them faster.
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I played through this game recently. The choice is less about which weapons and more about which party members. If you can keep Nei then great, but I'll second Mr. Flewin's doubts. Do you have to levelup Shir to start stealing things? Anyway, Rudo and Anna are the best fighters, but the Han and Kain might shine if you can manipulate their spells well. I don't see any way to power level in this game, and the boss fights are pretty tough. Good luck...
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Well it doesn't add any time unless you need to lose your lives. I don't think it's against any rules. So it would just another little trick to show off.
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Ah, pretty colors... Remember those stars! Looks like you figured out the plot triggers pretty well, that's definitely less dialogue than I thought was necessary in Freejia. Planning and execution seem good so far, please journey on young Will.
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Make sure you use all the tricks you can. Steal FODA's trick to finish the last snake pit a little faster. The first level looks all right, but I think you can do even better. You need to do something funky on the speed bikes to make it more interesting. The tower also needs to be perfect, use frame advance and lots and lots of rerecords. If you move forward to hit the bad pins/dominoes does it end the bonus level faster? I have to say that this looks much better than the last one you posted. Stick with it and you could have something here.
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I love it! Please continue, and kill yourself at the end of every level possible. My only complaint is that no one uses the 5-life code. :)
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BB tends to spawn to the left of the intersection, so it doesn't work well in any pattern. There's also a much greater distance between BA and BB than BA and BC. The relative spawning times of the enemies on the right are also more convenient, there's a big separation between B8 and BC. I probably have a lot more testing to do before this is done, but I'm pretty sure the right side is where the action is. I may consider cutting out BA if it lets me do BC-B8-F6 really quickly.