Posts for nifboy

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Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Truncated wrote:
I have identified one mistake in BLW2, where I jump a slope in an unfavourable way, but I guess that is not what you had in mind. Is it the first enemy or some later one? I fall on the first one on purpose since falling is faster than jumping. I might very well have made some mistakes, since those early levels were my first attempt at speed running ever. Also I learned the game mechanics more and more when I played at slow speed. Which enemy in HWP1, the first blue blob? Stop being so cryptic and help me out! :P Thanks for the praise anyhow. Though I actually owe a lot of the micromax tricks to you.
Sorry 'bout that first mention in BLW2. When I redid it in my short run I realized why you did it that way, but it still seemed weird when you moved backwards when after hitting the cannon block. But yeah, the first blue blob in HWP1, the one you wait for. When I do it I jump on the back part, while you wait and jump on the middle of him. I think I did do a little bit of waiting, but it's a small mistake. With the micromax tricks, you found more interesting places to apply them.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
xou wrote:
hum horror ? Why do you talk about horror? :) Just meant that this game isn't so linear, so why would a run should be linear? :) Anyway, I enjoyed to watch yours nifboy !
In the options screen you can turn auto-run on, something I think was very useful for my "warpless" version. I noticed Truncated didn't, so I commented on that.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I am impressed. I have never even heard of that warp before, and it's very pretty. You do a lot of things I never really thought of (climbing on cannon blocks with Micromax). I'm kind of curious as to why you do the cannons in Blue Lake Woods II the way you do them. There's also an enemy in Highwater Pass I that I think I did better, but that's just me. Also, I refuse to believe anyone would willingly subjugate themselves to the horror that is slow-by-default for a full-game run. Ugh. (Edit: Shaved another two seconds off the short run. See first post for details)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It's actually longer than that, as I recall it got extended recently.
U.S. Copyright website wrote:
for works created after Jan. 1, 1978, copyright protection lasts for the life of the author plus an additional 70 years. For an anonymous work, a pseudonymous work, or a work made for hire, the copyright endures for a term of 95 years from the year of its first publication or a term of 120 years from the year of its creation, whichever expires first.
http://www.copyright.gov/help/faq/faq-duration.html
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Oh, a useful tip I found: You're invincible as you turn around. I think this is because the game doesn't know whether to send you flying on your face or your back. It's very useful for not getting hit by the two policemen in the first fight on level 2.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Oooh. If they get savestates working for Sega CD runs... Ooooh.. Popful Mail run! It'd be interesting to see one of those, considering you *wouldn't* be using Gaw all the freaking time you had him.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Sorry, there *is* a Mutant League Hockey. Unfortunately, they took out the coolest race in Football, the Aliens (can't tackle but their passing game is sweet), as well as the superhumans (who really didn't belong anyway, imo). I actually discovered this sort of on a whim. After you hit start on the title screen, there's the credits screen, and if you wait through all of it, you get this: (Edit: Oooh, forgot the replacement question!) In Shadowrun (Genesis) name the group that prevents you from getting a "game over" for the majority of the game. For bonus points, how much do they take off your credstick?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
xebra wrote:
I believe in #5 nifboy is talking about Dragon's Revenge. That could make an interesting video if someone particularly skilled and knowledgeable of bugs and strategies were to play it.
Here I was all ready to say you were half right when I find out Dragon's Revenge is the sequel to the game I'm thinking of, Dragon's Fury (also known as Devil Crash MD in Japan). You'd think it was the other way around, looking at the graphics. The ball in Dragon's Revenge is quite a bit more spastic, too, prone to skipping across the level in maybe three frames. Oh, and there's the crazy lady's moaning voices and crazy faces, both absent in Dragon's Fury. As far as videos go, we haven't seen any pinball runs (Arkanoid comes close), and with good reason: In Dragon's Fury you need 999,999,990 points to reach the final boss, and beating all six bonus stages only nets you about a sixth of that total (including all bonuses from all the bonus stages), so you'd have to beat all six bonus stages six times... I'm not sure how one beats Dragon's Revenge, though. I'm pretty sure it has something to do with the three heroes you can rescue, but that's about it. It might be speed-runnable and still entertaining. As a replacement question, there exists an Arkanoid "clone" with a number of modified features. For one, there are two paddles, which can be placed parallel or perpindicular to each other. In single-player mode, the second paddle by default stays at the bottom underneath the 1p paddle. Then, each level isn't a single screen, but many screens wide with scrolling as dictated by the ball, usually down one-way paths that occassionally split off. As you reach the end of each level you have to face a boss. The setting is midieval, and the story goes something like "Prince and Princess get turned into paddles by evil baddie, go kill evil baddie with ball." Name the game, since I can't remember the name myself.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I believe said walk-through-walls glitch only works in the Genesis version. I checked GameFAQs and they didn't say anything about it in the SNES version. Of course, the *real* way to check would be to download an SNES emu + rom, but I'm too lazy to do so.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Phil wrote:
What is the color of this car? I thought it was green but someone say it is blue.But it seems it is sort of Cyan or Turquoise.Maybe a mediumblue?
I think it's sort of a slate blue. Typical rgb values for the darkest part of the paint are: red: 30 green: 100 blue: 150. It is more blue than green, but moniter settings can screw up how it's shown.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Grillo wrote:
Which of these movies will be released over bittorrent?
The ones Bisqwit decides to release over bittorrent. He's the guy who runs the tracker, so it's his choice. Really, once Bisqwit gets the initial load out of the way I don't think we'll be seeing many runs posted on the forums; they'll just get submitted directly to Bisqwit.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
FODA wrote:
- my sound is set to ... 44100.
This is what fixed it for me. Thanks.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
So could one of you who got it to work please make a savestate after he kicks the first slug on the second screen? I would like to see the rest of it. Edit: Whoops, my bad. The wip for Gens v.9 calls all movies made with v.8 as being made with v.6. I think.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Same problem, likely exact same spot.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I can actually probably imagine what some of those improvements are. For example, in HWP1 I should have hit the Iron Knight P block then jumped on *top* of it, grabbed the helmet, and started climbing from there. HWP2 is likely done without hitting a P block for a Red Stealth. But I'm surprised HWP2 is only 3 seconds faster, though. I guess the teleporter does take that long to activate.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Questions on some games... 1) In Toejam and Earl, there are five kinds of earthlings (not counting mailboxes) that don't hurt you. What do they each do? For bonus points, name the mermaid "hidden" in Funkotron. 2) In Phantasy Star 4, what is the first multi-character combo you (should) have access to, and what's involved in it? For bonus points, what's the first reason you'll stop being able to do it, and what changes when you're able to do it again? 3) In Cadash, what was taken out of the arcade version when it was ported to the Genesis? For bonus points, name how a fighter can get a ranged attack. 4) Of the four Working Designs games for the Sega CD, which one featured a (playable) character death? For bonus points, name the Master of Monsters clone for the Sega CD, which was minus the towers but plus towns with various mini-quests. 5) A pinball game for the Genesis could be best described as three-tiered, as three levels were stacked upon each other, with the ball easily moving between them. Name it, and for bonus points, both Japanese and English titles. 6) An EA sports series featured, instead of real teams and real players, entirely fictional teams with characters such as the skeleton, Bones Jackson. Name it, and for bonus points, the game that was promised in the second of the series but never arrived. (edit: Is it really three in the morning? It shows in my grammar...)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Yup. In general, any screwing around I do before doing something random (Doorways, falling off cliffs, random presents/randomizers) is to affect the randomness. Any screwing around I do afterwards is me going "Ha! Finally! There it is!" and trying not to look bad reacting to it. Around something like the second-to-last door I go into I finally devise a method for checking all possible frames I can enter the door: in something like 20% speed, Save, enter, load, save immediately, enter, repeat if necessary. Unfortunately, the menus are a pain; they can't be done in slow-mo easily.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
...Well, that didn't take nearly as long as I thought. The movie is 20:59 (all the way up to the "The End" screen on Funkotron), and I'm pretty sure sub-20 is possible. Heck, it'd be sub-20 if I just cut out everything right after I get the tenth ship piece, but I'm not sure if that's a "proper" end or not. http://nifboy.keenspace.com/images/Toejam&Earl-nifboy.zip Edit: Looked it over, and realized there's no reason for the Funkotron part to suck so much, especially if I was going to submit it. I cut time by 15 seconds (now 20:44) just by optimizing that one last part. Same URL, though. Edit again: Rom name: Toejam & Earl (U) (REV 00) [!]
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Wow, this game really doesn't like you, does it, Dan?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Stage 1-6 is where you get hit by a skeleton. Here's a couple of pics: You're not there 'cause you're flashing and you were "off" when I took it. Here's one, paused, but you're visible.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
...Darnit, un-fall doesn't take you to a random location; it takes you to where the elevator would normally take you. Oh well, it's still useful for picking up ship pieces, but it's no longer more useful than a doorway. But I did find some rocket skates and will put them to good use. Update: Whew, up to level 17 (of 25). Unfortunately, I'm down to one spare set of Hi-Tops left, one doorway, some Tomatoes, Icarus Wings and a Randomizer I picked up on level 2 and haven't used, and a school book that was literally in my way. I had to take a hit as a ****ing boogeyman spawned under me when I used an un-fall (actually a random present). I do some weird things around doorways, too. Things like heading back into the elevator to avoid some moles, walking around in circles, things like that, just to try and make the door go where I want it to.
Post subject: Toejam and Earl
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
This is likely to be the third game I'm going to tackle. Whether it's interesting or not, well, that's not a concern (yet). Toejam only, as he walks faster. I haven't decided if I'm going to do this on the Fixed world or a random one. Fixed would probably be easiest to compete on. Primary means of transportation: Doorways and Un-falls. Doorway is obvious: The random teleporter feature is unwieldy (perhaps dozens of rerecords per teleport to get where I want), but substantially reduces walking time. Unfall really acts as two teleporters the way I'll use it: On a level with a ship piece, take the elevator up, fall down on top of the ship piece, and un-fall your way back up to the next elevator. For all teleports if my destination shows up on the same screen I do I'll be happy. Getting any closer would take an insanely long time. Random presents effectively act as any present I want them to be, thanks to savestates. It can get tricky to get what I want, though. Yay abuse of the randomness! For short distances, Super Hi-Tops. For long distances, If I can't get my hands on a Doorway I'll use rocket skates for land/sea, and Icarus wings for the air. I'll likely stockpile random presents along the way and use a Randomizer if I need to restock on Hi-Tops, Doorways or Unfalls. I can drop presents I want to keep and they'll stay the same present even if they change shape.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
SpeedRunner wrote:
deep links are dangerous for me because traffic is really expensive in germany.
Okay. I do see why deep linking is a concern, considering the size of the files; at first I thought you were just hosting the zipped .gmv/fmv's, and then I took a look at the NES speedrun page. Hosting .avi's for those who can't get Bittorrent working, I take it? Although I still have quite a few nits against the site design (perhaps "Most recent runs" instead of a full list on the main page), I have two suggestions: First, put your name and possibly email in the footer. Even if you didn't make the page engine (which is what's credited down there), the content is yours except where noted otherwise, and you should take credit for that. It should probably look something like "Content © 2004 Palatinum except where noted otherwise." Second, some of the pics you use for the thumbnails are excessively large. I thought the pics on the Genesis runs page took a while to load, so when I hit "view picture" in Firefox I saw that the pics was desktop-sized, just forced into a very small space. Note that when you look at it on the downloads page the browser downloads the whole 1024x660 pic, but displays it as 100x100. On the first page of Genesis downloads the total size of all the pics is over a meg. That's a megabyte of mostly unseen data you have to send out every time someone who doesn't have the pics cached visits. You could probably cut that down to a tenth of that just by using smaller pics. The NES page could also use the same treatment, though the total size of the first page of pics is only 200 kb.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Slowing down is almost always an advantage. In general you need less time to react, and have greater control over your motions. More specifically, if you're trying to land a jump in a particular spot or attack at a specific time you get a better feel for how long to hold the jump button or how far ahead of time you need to act.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
devindotcom wrote:
if people really are too dumb to go see what is meant by timeattack then why would we care what they think?
Because then they troll the boards and Bisqwit gets all kinds of nasty email.
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