Posts for mmbossman

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Bisqwit wrote:
This post contains a word that has never been posted here before: oxymoronitastic.
Not only has that word never been posted here, I doubt it's ever been posted anywhere online until now. But I like it. Kinda like ginormous.
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upthorn wrote:
I believe that what mike is saying is that you might want to go back and test if it's necessary to drop down at all. Just make a backup of your current progress first in case that shortcut isn't possible, or proves to be longer.
Oooooohhhhhh.... I see now, no wonder there was some miscommunication. That is a good idea, and certainly something to test out. Glad I haven't made any progress in Bog Jam yet. Thanks for the idea Mike, sorry I wasn't getting it!
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Awww, I kinda liked the view... made it seem like 007 had just done a few hits of acid.
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mike89 wrote:
mmbossman wrote:
There would be a problem using the damage boost on horizontal levels, because damage automatically reduces his speed to 512. I haven't tried it on Bog Jam yet, but I have my doubts because there's something special about the fire extinguisher guy that gives him a tremendous upwards velocity which is transfered to vectorman when he's hit. I'll certainly keep it in mind though.
I said vertical levels >_> Additionally, in Night in the Swamp there's enemies with similar properties to the fire extinguisher. The reason I mention this is because Night in the Swamp normally forces you onto a lower path twice which takes time to drop down and go back up. The top path is blocked by large walls on those two paths, and that would be a handy way to bypass them.
I know you said vertical levels, but you also mentioned Night in the Swamp also, and unfortunately in that level I've already sped up the first above ground sequence (by dropping down later than you did), and there aren't any enemies close to the elevators that would provide the required damage boost up from underground. Still doing some route planning for Bog Jam, but I'll try and keep everyone updated in the Vectorman 2 thread.
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JXQ wrote:
But this is kind of weirded me out.
I can't tell, are those gummy worms or radioactive slugs?
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Through the first 3 pages of google hits, I'm the only one, most of which come from this site. I have always included the double m's to make it unique.
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I'll try and help you with the route once you get a little farther, but school is kicking my ass right now and I have stress coming out of my ears. But I'm glad you've decided to do it, I think the two runs will compliment each other nicely.
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mike89 wrote:
Two observations: 1. I noticed that the up-right shot is actually upon landing, not upon the next jump which I thought initially. Meh. 2. That damage boost in day 15 pwns. I've seen it before, but I have no idea of how to replicate it. That could save a bunch in Night in the Swamp in Vectorman 2, as well. (As well as vertical levels such as Bog Jam.) Voting Yes on this one.
Yeah, sometimes the shot is made two frames before the landing animation (in some rare cases it's 1), and it keeps the velocity at 1024. There would be a problem using the damage boost on horizontal levels, because damage automatically reduces his speed to 512. I haven't tried it on Bog Jam yet, but I have my doubts because there's something special about the fire extinguisher guy that gives him a tremendous upwards velocity which is transfered to vectorman when he's hit. I'll certainly keep it in mind though.
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comicalflop wrote:
It's this exact part- right click the box- that doesn't work. the check mark will fade in and out really fast, and it will not register at all.
Huh, that's weird. I wonder if it's game specific, because it always worked in Turok for me.
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comicalflop wrote:
My only complaint is that the TAS Input plugin doesn't allow the turbo function to work, which bites, especially for sidehopping segments or other parts that'd be easier with turbo. (am I going to have to do it with N-Rage, a plugin I am very unfamiliar with?)
I'm not sure if this is what you're talking about, whether by turbo you mean pressing the same button every other frame or by increasing the speed of the game, but both can be done. Right click in the TAS box which you would like to become turbo, and that'll do it for you (ie 30 presses per second), and the + key can be used to increase movie speed. I hope I'm just not missing the point of your post, I kinda figure with all the N64 TASing you've done you'd know everything about it, but there's always some things that are hard to see because they're right in front of you.
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bkDJ wrote:
I'm thining I should milk level one for all it's worth (including the mumbo token Sami skipped), except for the 4 notes inside mumbo's hut, and the 2 extra honey comb pieces. Comments?
It certainly is the most compact and goodie-dense level, so I think that's a good idea, especially with notes, so you don't have to go out of your way later on in the game for the 3 or 4 notes you may have skipped in the beginning. Oh, and about the bee, I wasn't even thinking about whether the puzzle pieces would be needed at that point, since it is so far along in the game. Considering that the transformations are, in general, only used for one or two pieces, would you even need to transform at all during this run? I'll have to replay this over the next week or so in order to be a little bit more helpful (I played it a ton back in the day), but it's been too long for me to remember the exact numbers and routes. But I certainly think an any% would be a great addition.
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Hey D.L., just wanted to say I hope things in real life are getting worked through. I'm glad you've still been around and haven't dropped off the earth entirely, so keep at it and no rush at all to get this done. And good luck with whatever you're dealing with.
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mike89 wrote:
94 Jiggies and 810 Notes for completion. Mumbo Tokens is traditionally 75 but I don't know what can and can't be skipped these days :S
Well at least we know for sure the ant in level 1 can be skipped, although it's been a while since I've played through this game. The bee and pumpkin I believe are a necessity, but I don't remember enough about the others.
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So is the post count requirement still 350, or is it lowered? I ask because I just crossed the big 2 0 0, and saw that jaysmad had some unique avatars dating back to his pre-200 days and was curious if I could use this too. I'd have to do some photoshopping work, but I've always wanted to see my star in 10 different color combos.
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laughing_gas wrote:
I always assume that 10 days without response = given up.
How pessimistic. Maybe he's taking a vacation, lying on some sandy beach somewhere, mulling over PSX emulation in his head while he watches the bikinis walk by. Although... pessimists seem to have a sixth sense for reality.
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Zurreco wrote:
Uhh, my post wasn't edited after that addition was put in there. It was originally written as it stands ('bad game').
Yeah, I understand that, I figured Chamale had misquoted you. However, you did in a way edit what he had said, even if he was quoting what you had said... so yeah, now that everything is all confused, let's just all agree that Jurassic park is a bad game.
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This game sounds like it's becoming as broken as all it's precursors. I can't wait for a completed run, even if it can be ultimately improved again.
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Hey, at least you found out about the text speed now, instead of down the line whe you're 25 minutes committed. We've all had to start (nearly) over at one point or another in one of our runs, and just from experience, I've found the second time around gets much easier. Good luck with it, and I'm looking forward to seeing another WIP.
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Zurreco wrote:
Chamale wrote:
As Zurreco said, "This is the classic case of a good game being played well".
This thread should become the "Typo Thread."
Zurreco wrote:
This is the classic case of a bad game played well.
I thought that sounded a little strange when I first read it, since good games played well tend to get published here. The edit seems a bit more spot on.
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Were there actually bosses in that game?? I never saw the improved upon version, but this one was great. The platforming got a tiny bit old, but I think that it just seemed like there was more of it than usual since the bosses got totally crushed. Great job, this was a fun watch.
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Whoa, Walker Boh you may want to update your personal page a little bit, last I checked it wasn't 2005 :-D And even though I'm not an older member, my first attempt was the SNES version of Joe & Mac. Too slow and ultimately kinda boring to be even considered for acceptance.
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Rridgway wrote:
That would be a good idea Chamale.
However it will only be an idea until it's actually put into practice.
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Vatchern wrote:
Hmm. My techneque is playing at 100% speed with a PS -> USB controller. Saving states between levels and using auto fire on my controller.
Hmm, I'll have to try that sometime, sounds like a great technique. It has been a while since I've actually played a game.
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Quick question: why is the screenshot for this game so dark? I'm sure that a brighter one would be pretty easy to find to replace it (although it does have a ninja in it, which is kinda cool). Just curious, it's not a huge deal or anything
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Bag of Magic Food wrote:
Just have a box on the profile page somewhere where you can type in what you want to be called
Isn't that called the user name??
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