Posts for zggzdydp
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Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
Posts: 165
Location: China
Nice to see this game TASed, high speed run is good to watch as usual. I just dislike too many scrolling parts in the movie which are quite boring.
Experienced Forum User, Published Author, Skilled player (1203)
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klmz wrote:
Sorry! Added credits to you.
You forget Comicalflop, dude. Why didn't you write "thanks all previous authors for their contributions"? Anyway, excellent work.
Experienced Forum User, Published Author, Skilled player (1203)
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That's odd. I recorded with gocha's 1.43-improvement15, try using it.
Experienced Forum User, Published Author, Skilled player (1203)
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A buddy and I can't run the emulator, it always crashes after we choose a game. Your old version works fine to us but this one doesn't, that's quite odd. Any reason why it happens?
Experienced Forum User, Published Author, Skilled player (1203)
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http://www.youtube.com/watch?v=BmoUKLUQCzI that is a glitch final battle, only works in Japanese version. the video has no voice and music, how to encode a video with music on PSX emulator?
Post subject: Re: Symphony Of The Night
Experienced Forum User, Published Author, Skilled player (1203)
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Hellfish wrote:
I can't think of any pluses for (J).
There is a glitch which can kill Dracula in 5 seconds, it only works in J version.
Experienced Forum User, Published Author, Skilled player (1203)
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It should give that boss a flying knee, I tested it's faster than making the boss walk straight.
Experienced Forum User, Published Author, Skilled player (1203)
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Stage 1 boss moves quite slow, I think we should make he move faster.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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Yes vote, glad to see a 2P run of the game.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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If the character is in room A, go right to room B, suspend the game when the most part of the character's body into room B and the screen still in room A, then return to game, if you success, the character is out of castle, the point in the map is flying from down to up (like using succubus glitch in Dawn of Sorrow). Suspend the game again when the point is in the castle and it fly over the map 4,8,12,16... times, you can go back into the castle.
Post subject: Re: Castlevania: Portrain of Ruin, any sequence breaks?
Experienced Forum User, Published Author, Skilled player (1203)
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zefiris wrote:
Is there a real sequence break possibility in PoR?
Yes, a lot. At least I can glitch into Dracula's room like this. I have a dream that we can TAS NDS game some day in future.
Experienced Forum User, Published Author, Skilled player (1203)
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I think some people don't familiar with the game. In an actually run with Maxim, if you want to beat Dracula and finish the game, you must kill all other bosses before it, ohterwise you can't go into Dracula's room. So the run is not boss rush run, it doesn't aim for showing all bosses, it's a "tool-assisted actually" run (sorry, I can't describe it exactly). If someone think full run is less efficient, why did we publish so many warpless runs like Mario and Zelda?
Experienced Forum User, Published Author, Skilled player (1203)
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Welcome, Serris. Personally I think only a few glitches are possible for unassisted run, such as demon rush, Catoblepas warp, damage into wall, money cheating glitch. Other glitches are hard to actually play.
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I don't know why you just care about the game's version. SNES version is not same as this one clean, that game is longer and character moves slower than this, I think, a TAS of that game is not very good to watch. Additionally, SNES version still is not the original one of the game, it's a copy of Arcade version, they are same game clean. So I suggest, if Arcade games-TAS could be accepted in future, we could do the Arcade version, SNES version should drop.
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Wow, that glitch looks interesting, can you explain how it works? I look forward to a run of the game, zdude, will you work on this after finishing your current job? karterfreak's work seems died. I don't know why my mupen64 lags terribly with goemon games (this one and Geomon's Adventure), does it happen to you? anyone knows how to fix the problem?
Experienced Forum User, Published Author, Skilled player (1203)
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The run is not bad, but still needs optimization. Movement is not very precise, and you picked up too many crystals even though you didn't need them. Hm, I don't think this is an improved version to the previous one, 4 seconds is not enough. I like U-version of the game. But now Henry run would not be accepted, mupen64 can't record from reset. If record that run from a save, it's not allowed.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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About off-stair glitch: stand on a stair next to the right border, walk to left to make the screen scrolls, then stop and walk to right until the screen stops scrolling, do it repeatedly. In the route, the dagger seller is too far. I try to kill Dracula by "golded knife glitch", but the knife crossed the whole screen from a side to another, I have no idea how to make it hits a enemy on the last frame before it disappears.
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*Highness: Hm, yes, the game lags terribly when they happen. Sometimes I did that, it's luck manipulation for the floor sinking glitch working. Bisqwit is right. *klmz: I think it still lagged even if kill the mummy by holywater glitch, because holywater itself made the game lag, not killing enemy. Overall the movie could be a little faster if minimize lag, but it's diffcult. klmz, please explain how to perform holywater glitch. :)
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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Cool, nice find. So the CV2 could be improved. I'd like to do it. :) By the way, this is an odd CV3 bug.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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Soulrivers wrote:
Definitely the most entertaining SMW submission yet.
Agree. Quite interesting run, yes vote.
Experienced Forum User, Published Author, Skilled player (1203)
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I think this one could obsolete my warp run, but in fact, this is a very different category to my run. So, I hope some guys will use 0HP glitch in 100% souls run.
Experienced Forum User, Published Author, Skilled player (1203)
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One word, magical! This run is very nice planning and damage taking. Though some luck manipulation looks not very good, but I don't overly care about it. Awesome job, man.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
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Yes vote, this run should be published.
Experienced Forum User, Published Author, Skilled player (1203)
Joined: 9/15/2006
Posts: 165
Location: China
Rising Tempest wrote:
how much would collecting one more boss orb boost Julius' attack by
As klmz said. He suggested me beat the Big Golem boss in Dance Hall, unfortunately we found it still doesn't save time after we tested for it. Other bosses are too far, it's impossible that kill one of them to save time.
Rising Tempest wrote:
is the getting hit animation really faster than flat out avoiding the attack? or using the cross crash.
Hm, try to understand: if the hero takes no damage, he must wait the arms separate, then he can jump and attack, right? but in the run, he jumped before the arms separated, you can watch clear with FA. In other words, he jumped earlier by damage taking. Cross crash spent too much MP, I'm sure it's not worth using it. I have no idea that manipulate the boss attack, of course I tried to avoid the dual arms attack, but failed. Maybe it's possible, yet very diffcult. klmz, Super Metroid has 4 movies.
Experienced Forum User, Published Author, Skilled player (1203)
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Holy shit. An unnecessary yes vote.
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