Posts for slash_star_dash

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Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
this topic? or is this aiming at something different?
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
just go for it. if no one else is gonna do it, you might as well, even if it would be a little imperfect here and there, so long as its nothing major. Dan hasnt given any forum updates in a while, so id say its fair game. just remember to use his as a guide to navigate. if anything, do a few roughs to get a feel for the game and enemy AI. id like o see this game completed as well, but SNES games are at the bottom of my list because ive always had bad luck with them. best of luck if you do attempt it further though.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
yes, but the info was vague, so im glad to know the exact spot. would anyone mind if i just skipped to that part? or would it feel somewhat cheated since im not playing half of the game. there is repetition in going through the level, fighting a boss, moving forward, etc. theres just not much difference aside from weapon chosen. EDIT: in any case, im gonna go through with what i have set so far, just to get the feel of the game better. thank you again, nifboy. EDIT 2: ok, figured out the new route with the "cheat":
ED 1 - gain clear potion and axe

WD 1 - gain 3 blue potions, 1 red and 1 clear potion and hook; use the superjump combo (-1 blue/clear potion) to 

Main - go to solitary platform and use EXIT (-1 red/clear potion)

AD 4
AD 5
AD 6

WD 4
WD 5
WD 6

ED 4
ED 5 use invisible potion (-2 blue options)
ED 6

FD 4
FD 5
FD 6

-end
the invisible potion is for that creepy hellraiser-like engineer monster that keeps placing me back at the beginning of the level... the order of levels is CCW starting from the closest portal. the 1st water level has the most potions from what i'd read and experienced. its tackled 2nd because the axe will kill the octopus in 3 hits. the 1st earth level has the axe, as well as 1 extra clear potion for making this all the easier. as well, its boss doesnt have to be fought. the air and fire level ones wont work because: -fire takes far too long by comparison (it did even with the shortcut) -air boss is quite menacing, takes many hits with the sword now, unless theres a grand finale god-like boss that both FAQs just FORGOT, i should have no real problems, aside from surviving.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
i guess GOD or CREATOR would have been a bit too much on the hero-worship side, huh?
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
oh, and YES for him becoming a ninja as well. if half of those things he did to gens keep it from freezing and desyncing every half second like it wants to do on me, nitsuja should be upgraded to sensei... or something... something higher than sensei... ... anyhow, thanks for the improvements.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
this would be a great lead in to someone actually completing this game.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
@#$%!!! ...desyncs abound in this. it has that and suddenly FREEZING in common with X-men 2 game. ... maybe if genesis didnt desync games so often we might have more movies of them on this sight... im doing a rough of this right now (VERY ROUGH; 50% slowdown and tons of mistakes, but just getting a general feel). i was intrigued a little by the story, and while moving quickly is/isnt a problem (frustrating when switching from roll to jump), this is kind of fun. so far, heres a breakdown of my intended route to use. im not sure about the placement of a few levels on the flow chart
legend - 

p# = phase of this world. each has 6 levels.
#D = element dimension; E - earth, A - air, F - fire, W - water

this is a list of items necessary to complete each level (i think).

potions required to get:

invisible	blue/blue
high jump	blue/clear

	earth dimension
p1 none (gain axe) (also gain 1 clear potion; see movie)
p2 none/high jump helps but not necessary
p3 scythe/hook (go right/fall; high jump potions obtained)
p4 none
p5 mallet/invisibility spell
p6 none
	water dimension
p1 none/axe helps to kill monster quicker (gain hook)
p2 hook/high jump
p3 hook
p4 mallet
p5 mallet
p6 hook
	fire dimension
p1 none/high jump will make this end MUCH quicker (gain scythe)
p2 hook
p3 hook?/mallet (mallet for potions)
p4 none?
p5 none?
p6 scythe (for boss)
	air dimension
p1 none (gain mallet)
p2 axe/needed to take out wall for quick exit
p3 none
p4 none
p5 none (synard gain?)
p6 synard?

WALKTHRU/FLOWCHART:

ED 1 (dont worry about spider; gain axe)
ED 2 (murder the boss w/ axe; stand in place)

AD 1 (gain mallet; gain clear potions [2] from purple 'boss')
AD 2 (use mallet/axe on boss; trick to beating him)
AD 3 (use axe to defeat boss)

WD 1 (gain hook; gain 4 blue potions)
WD 2 use high jump
WD 3 

FD 1 (use high jump; gain scythe)
FD 2 
FD 3 

ED 3 (fall right and pick up blue/clear potions)

ED 4 
ED 5 >we need invisibility potion<
ED 6 

WD 4 
WD 5 
WD 6 

AD 4 
AD 5 (gain synard... WTF is synard)
AD 6 

FD 4 
FD 5 
FD 6 
unfortunately, each world is actually split into 2. you can do 1-3 and then are abruptly stopped, so all must be done there. once all halves are completed, the other halves can be attempted. as well, the special properties of the weapons is why they're taken in an order. AXE - breaks doors; stronger than mallet? SCYTHE - takes out spider webs MALLET - takes out walls/obstacles HOOK - scale walls; cling on to "fixtures" bugs? so far ive found that you can roll off of a platform and then do a small spinning jump for leverage. its kind of a way to get between ledges near low ceilings. it only works with swords equipped, because thats all chakan's been able to double jump with. anyhow, im only just starting on this, but i figured id post. the WiP will come later.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
thieves are quickest, monks have the highest HP gain, strength and vitality (though they tie with the ever worthless berserkers in some places), and summoners (level 6!) have the highest MP and magic power. im really starting to wish i hadnt thrown out that research i did a month ago while out of a job and without internet. and... sorry, but i dont like your setups. i could be wrong, but you won't be worrying about strength so much because theres a LOT of instant kills against bosses (through the 3 classes i mentioned before). but, id still love to see how this will work. good luck.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
from what ive gathered, id say blue mages, trainers (catch?) and chemists are going to be extremely useful in this as compared to a normal game. the gamefaqs' faqs have some insanely easy ways of eliminating tough oppositions like the seals and ex-death. the low level and boss FAQs especially. though, we are psychic gamers here, as well as luck manipulators, so it will be fun perhaps putting that guide to shame. but id suppose you'd already know all these things ;D. in any case, im psyched this might actually get done. AHEAD AND ON YOUR WAY! (ok, that was a little too corny, even for me)
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
FODE wrote:
Bisqwit wrote: The ninja rank doesn't come from accomplishing something that nobody accomplished before. It comes from accomplishing something that nobody even dreamed of, creating something novel, new. What has finalfighter done exactly?
actually, id like to know what everyone here has done to achieve the ninja rank, if someone wouldnt mind listing those things. ive always been curious of what ninja rank was exactly.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
Vidar wrote:
I'll take it up once I finish my corneria run.
THANK YOU! and yes, i am that excited this run will be continuing its progress, so large size thank you is in order.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
id have to review most of it. as far as falling, if you fall from too far of a distance, its an instant death... quick latching will prevent this. quick latching even further down the fall can deal damage the same and even kill at times !! off memory... at 5500, it wasnt necessary, but it doesnt really matter. the lizard man had a somewhat set time of when he'd come down (i think thats the right time). i believe most door openings to be optimized (there were some times i thought it opened via one side and it was the other, if thats what you meant). there wasnt major slowdown as there was in the first game, so im not too sure (i havent checked this for a bit). ill check the one incident you mentioned though. ...as far as the jumping up the side of stairs in the maze... ok... ? dracula's appearances seem to be set. his actions werent though (depending on your distance from him).
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
i think i know what you're talking about. go under options - input settings and untick the RAW DATA beside controller 1. as well, theres no plug in for controller 1. this was the problem in the beginning when i first tried rerecording.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
this little: /*- is just the three keys on top of the numpad (yeah, no one knew that ;) nothing special honestly. me using slash_star_dash is thanks to feitclub who actually gave me a name. viewer also suggested something (sorry, i cant remember it exactly), but feitclub's stuck better. its also a result of bisqwit not being too fond of the / in my name. sorry... nothing interesting. and also sorry for not seeing this thread.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
ah... i was going by username in my searches. sorry. can someone lock this?
Post subject: behind the user name
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
just a topic curious about the origin of your user name. i didnt see any others like it. so to get things rolling... thank you feitclub and i suppose a thanks is also owed to Viewer actually, the initials just came out from being the 3 keys above the number pad. no real significance, but bisqwit didnt like that my name had a / in it, so it was modified for submissions. without feitclub and Viewer actually giving me that name, i'd prolly still be this guy. :)
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
k... i can understand that. cancelling.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
for what its worth, i like the variety. considering some stars are in the same general area, using the same route over and over could be kind of boring. that way was quite surprising.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
FINISHED Tower of Ruins ok, so some notes... art tower... the one knight i do kill is for the moon card. they'll drop either a sun or moon, but it depends, so i had to manipulate them. unfortunately, i was 1 card short of not having to mess with them. but i didnt really see anymore along the way aside from renon. you notice i stop and kill the knight and alastor weapons... i dont have a choice. tower of ruins. the first part is linear. just watch your step. and yes, those knights had to be killed in order to use steps and open the doors. i took a HUGE shortcut in part 2, not even messing with that section at all. i always though that jump was possible but could never get it in normal gameplay... mainly because you have to overstep the walkway by a step to even stand a chance of making it. the third part (or second part of part 2?) is the zodiac pillar climb. very easy... and since i'll know the next position of the pillars, all i have to do is jump a little in that direction. oh, and i DID try just walking off the edge as soon as i landed on a platform... i ended up falling right through the next pillar and getting bumped to the top (for being inside a solid) and then the pillar suddenly decided it didnt like staying up, so it went right back down and i couldnt continue. tower of science. it wouldnt have been so bad if it werent for the difficult camera angles, especially in the boss fight...but its a vast improvement over what the original game was. duel tower. you should love the manipulation of making werewolf commit suicide. id read about it for a long time and decided it deserves to be here. werebeast was made much easier in werewolf form... though i wonder if the time saved really means anything... i could do a double take later. tower of execution. i need to pick up some jewels for the upcoming ortega battle. tower of sorcery. the disappearing red jewel platforms make this level very troublesome. i was fortunate to get through most of the level without too much problem. but when it came down to exclusive jump and hang, i couldnt help it. room of clocks. ORTEGA! ... this guys chimera form is a pain; even moreso than the werebeast. each head taken out will cause massive damage, moreso than other attacks. with that damage, he takes flight. more damage will kill another head. and then he comes back down for the kill. this one has the most wait time between doing the next big set of damage that first attack that does no damage seems to stun him... or something... in anycase, its only a while before he dies. best i can figure, you have to do a few minimal amounts of damage before a BIG hit. one dies and hes invincible for a bit. the exception is at the end. clocktower; the toothed wheel... i really liked that name. there really arent any shortcuts i could find. sorry. the only one is at the end where i take damage, saving a few seconds. i TRIED endlessly to get him to jump from the spot on the stairs when i first entered the area, but it was a no go. castle keep. end game here and now. its a shame the dracula battle ILLUSIONARY DANCE couldnt take the place of the games servant battle... he'll choose when to appear and disappear. final battle. this is possibly the most unfair battle in the entire game without including bad camera angles. at least drago gave you an entire desert to run from him. this one just wraps you up in his arms and wants to smother you. he overwelms a player in a normal game and in HARD, hes simply FRUSTRATING. but, all criticism aside, we have the fortune of seeing into the future. the movie is extended 10 minutes after the servant's death in order to scroll through the epilogue (...). i was wondering where i should indeed stop the movie since the actual last ATTACK for beating the game is in the last battle, while the last input in order to return to title screen is after the epilogue. as well, the input seems to be off by about a second (i had to redo the last hit of the battle several times because it always stopped short)... wish this could get fixed, but oh well...
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
EDIT: n/m. i used the old FCEU to make the movie. use a previous version and it should work. i was using Frankenstein_-_The_Monster_Returns_(U).nes as well. the ROM checksum should be: 5c8b3618cf3dff1038cc553e55d29ba if that means anything. oh, and the emulator was: FCEU 0.98.12 (blip) aside from that, i dont know why it would be desyncing on you... ive NEVER had an NES movie desync on me. sorry.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
ok, a quick run down... NEW FILE villa - you already saw that, right? well, if not, heres a save state for it (damn are those things huge). outer wall - i use the WOLF form to finish the boss quicker. aside from that enjoy the shortcuts and spiraling transfers from section to section. art tower - heres where all those damn sun and moon cards come in to play. granted, i could get them from the knights, but this way im a little more prepared. im using filespace, so you might not get those. if anything, go for the NEW FILE first. oh, and these states will most likely be gone by the next update because i only have so LITTLE space... sorry. id write more, but im sleepy. ill continue either tomorrow or the day after (work tomorrow). oh, and thank you for the comments. :D <- me happy that people watch my movies
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
WiP_beta goes all the way to magneto where im having a horrible time. a lot can be improved, i agree, especially in choosing JUST gambit to complete the restof the game. if i missed something, let me know. wolvie does have a move that lets him go forward, but theres more lag in it. cyke's was horrible... he went like an inch (scaled to his size) and then stayed there a second and then i could move again. a LOT of rerecords came from trying to use the special moves... psylocke in particular did either the knife, a rising knee or sliding kick... and that got EXTREMELY frustrating. also, the bosses can be done faster. i figured the special attacks could do more damage, but the combos ended up being much more damaging (look at psylocke's boss fight). im putting it off for a little bit to work on C64, but i figured id put it up to get input.
Post subject: Frankenstein-The Monster Returns
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
frankenstein - the monster returns (complete) ... i couldnt find the original, so i played this instead. this game has a ludicrous concept of making frankenstein some god like evil from another dimension. in any case, this games so-so... enjoy... or dont... the dialogue is at least funny. oh, and i chose the name T because its short and was on my way to END. if you choose no name, you become known as ------ ... or something along those lines. considering my last 2 UNKNOWN submissions aren't very noticed, i didnt wanna waste the judges time, but i did wanna get this out there (i did work on it). also note, there are a few "side areas" of the game i dont visit. in 1, you can go in the sewer and fight the water dragon god... thing. in the forest, you can fall in the pond and fight some... thing... fishman? in the place after the graveyard, you can continue going right on any floor and run into more monsters.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
level 4 complete (thank you once again DeHackEd) alternate link (via filespace) UPDATE...kinda... i realize that rewatching some of these scenes is hard... it is for me in just redoing the game should i mess up (damn gardener). so im making save states for the next one. and to use... -put the save states in the save state folder -start up the movie -toggle it to READ ONLY on -press whatever key (default F1-F9/0) you wish to see. so far its...
    F1 - NONE. this is my default one i use, so it will just be at the end of the movie F2 - forest of silence F3 - watch tower F4 - villa F5 - outer walls F6 - art tower F7 - tower of ruins F8 - tower of science F9 - duel tower
... im not UP to the duel tower, but thats how things will go thusfar. ill end up having to make 2 separate zips for everything (excuse me while i think aloud once more): ZIP 2
    F2 - tower of execution F3 - tower of sorcery F4 - room of clocks F5 - clock tower F6 - castle keep F7 - final battle F8 - end credits?
so this is what can be expected. and i should have everything uploaded tonight in an hour... depending on how transfering goes. notes thusfar: level 3 got revamped once i realized my mistakes (saved a minute or more). on the boss, i take damage to finish them off quicker; otherwise i'd of spent a few more good seconds hoping around like a fairy. also, the way you pick up items is really irritating. a lot of rerecords came from trying NOT to pick up worthless items. i'll be needing to use SUN and MOON cards in the art tower as well as in the next level in case you were wondering. oh, and level 2 is done quickest as possible. you dont have the winch so you need to climb up and go back down; repeat and then go to the MOON tower. also, a straight drop from a high in here would have plummeted my health (even grabbing on to the last possible ledge depletes a good portion). oddly, if i just run out and hit the center piece (done after the moon tower), i wont take damage. i stop at the guillotine because the rotating spike floors are time sensetive (i got there a bit faster than usual because of the jump i made prior to on broken stairs) level 4 was hectic. i actually stopped recording at some point and COMPLETELY forgot about it. thus i had to redo about 3 minutes. and yeah, this level is again a little irritating for what has to be done (how far apart key items are). oh, and do you see why i love that axe so much? :D lets see... as you noticed, im trying to pick up jewels, although i dont anticipate using them too much (ill save the wolf form for one of 3 fights if needed... Werewolf in Duel tower; Ortega before the clocktower; Dracula Ultimate). only large jewels if i can manage it. the maze garden chase was easier than expected; note that if i stray too far from henry, he wont follow and end up as fertilizer. that should explain the periodic stops here and there as well as me switching to his view. oh, and as for the final boss of the level (gilles de rais), that first AXE was just for effect. well, ill start the rest. i meant to update sooner, but didnt get around to it.
Post subject: castlevania 64: legacy of darkness
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
this IS NOT the first release of CV64 for N64, its the sequel/prequel LEGACY OF DARKNESS (id like to attempt the original as well, but i much like this game for its... completeness, if you will) anyhow, its done up until the third boss in the game... well, 5th technically (bone dragon twins). notes: im not sure about the route for level 3... i think its fastest, but id have to recheck... i wasnt really thinking when i decided to redo the level. lets see... against first enemy, that run around was luck manipulation, as is the battle against the skeleton ape's first form (i couldnt get anyone else to really drop the power up all the way through level 1, as much as i tried). also, he seems to either take a set amount of damage then takes actual life bar damage or its a timing thing. not sure which... but leaning on the latter. i chose the axe because i personally love this powerful weapon. i also dont intend on using the MAN WOLF because of how it cant be reverted (i think... i havent played this for a year). in any case, sorry for not being around for so long, but its nice to have a stable connection to be here once more. the file: M64file also, if theres any SYNCHING UP problems (shouldnt be), ive got some links: -pic -also, uncheck the RAW DATA under input -under audio settings, sync game to audio thats it, should be fine otherwise. let me know what you think. also, thank you DeHackEd for the space to upload to.
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