Posts for 4matsy

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Joined: 4/25/2004
Posts: 498
The top row of blocks, in the NTSC version as well, has buggy collision in general. :p I've had big Mario jump through the left end of the line of bricks before the 1-2 exit pipe. Like, from the left side. o_O
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There are two different ROMs of this game; one (the [a1] ROM, in GoodNES) has a faster game timer speed than the other. There appears to be no other differences between the two. "Plays at hardest difficulty", anyone? :3
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zaphod77 wrote:
You cannot manipulate the piece sequence in mid game in this version.
Oh, but you can. :3 Only once, though, so its usefulness is limited. ·· Maybe time would be better spent trying not to get in each other's way in the 2-player co-op mode? :p
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Joined: 4/25/2004
Posts: 498
Derakon wrote:
A dramatic reading of turnbyturn.txt would be a fantastic wasteuse of AGDQ time.
Seconding this. Nethack@*GDQ would be very aws'm indeed. :3
Post subject: Re: #1939: Samoht's GBA Ms Pacman in 06:26.4
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Samoht wrote:
Besides, who would want to watch a 139-level Ms Pacman TAS?
I totally would. Especially if played for max score. :o
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Posts: 498
WST wrote:
Nahoc wrote:
jlun2 wrote:
July 10
oh shit nigga, same as you :)
…And as my mom, but not me :(
And me as well. :o
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So apparently the "True Arena" mode that is eventually unlockable in the "Special Mode" menu of this game has a...shall we say, rather frighteningly unhinged bullshit rapetrain of a boss at the end, as shown in this YouTube video that was just uploaded a few hours ago. Some particularly nasty status effects are involved, including a lovely little purple tornado that likes to incur "silence", "darkness", and "sap". I'll let you guess what those do. Oh, and most of said boss's attacks seem to have a 50-50 chance of causing the "sap" status effect. Nifty, ain't it? D: Link to video It seems apparent to me that beating this boss--and I mean, beating this boss at all, let alone without Rush Cannon and/or Wish Star, which the True Arena doesn't let you use for this fight--even with tool-assistance, would be quite an accomplishment. (Or at least that's the feeling I get from watching this vid. Certainly not looking at Cockroach Twin the same way again, that thing is hopped up on some extreme steroids here. lol :p)
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Mew? :3 *is petted by TASeditor* *purr* |3 *clicks the "yes" vote option thingy*
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Joined: 4/25/2004
Posts: 498
Patashu wrote:
Case study - Super Mario World. A Super Mario Playaround TAS would be the best thing EVER. It has so many amazing glitches with no speedrun applicability that really screw up the game. But with how much effort and knowledge is required - that means only the most experienced SMW glitchers+TASers could do it, and it would take a very long time for them to be satisfied.
Possible case in point: nathanisbored's "Let's Glitch Super Mario World" YouTube video series. He uses tool-assistance in many cases to help perform the more frame-precise glitches.
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Posts: 498
Kung Fu (Master) is short and has a loop counter in the HUD iirc. Probably doesn't do anything special when it wraps around though. :p
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Looks like a close-up of a cheeseburger. :o ...Now I'm hungry. :/
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Posts: 498
marzojr wrote:
They will also start with much fewer rings
Oh good. Did you know that, as it is in the current release, with the super dash cheat, you can literally do nothing for the entirety of Sky Chase and still beat it? Turns out the 100 rings you start with, combined with the ones you pick up during the level, is just enough to see you through to the end. XD
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Baxter wrote:
Suppose one of these places could be bypassed... the meat would be an item that can be lost then if the game is finished, or you would have to visit all places where the meat can be used, even if those places could normally be bypassed? Just some thoughts...
Well, talking about bypassing places...actually, there is an easy glitch to let one keep a single piece of meat and clear multiple "feed the hungry guy" rooms with it. <_<' Just equip the meat, press the button to give it to him, then quickly while the meat is still on-screen press start to bring up the sub-screen. Note, here, that the meat is still in your inventory, because it has not completely disappeared from the room yet; if you do the 2nd controller up+A quit from here, select continue or save, and return to the room, it'll be cleared of the hungry guy since you already fed him, yet you'll still have the meat since you didn't give it enough time to disappear from your inventory. :p So, with that glitch, any of the places where meat can be used can be bypassed--well, with the ensuing continue putting your progress in the dungeon back a small bit--as long as you have the meat to begin with. ^_^'
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RESULT wrote:
PLAY STYLE 10/10
LOL, I think that sums it up nicely. This trip was so full of mega-win. Yes vote. :D
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Posts: 498
Sure he can use the code, if it ups the entertainment value of the run (which it does...dem concrete zips...mmm so tasty :d). Of course, the run would end up having to go into the "hacked game" category since it patches a missing feature into the game, but I think that's a small price to pay for an awesome and stylish run, and like Derakon said, it solves the real time vs. in-game time dilemma. :p
Post subject: Re: Why is Windows the same category as MSX?
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Posts: 498
Warp wrote:
Where exactly did this "modern Windows game TASes" concept come from? They don't exist
1917M wrote:
Cave Story (2004) is a famous freeware indie game notable for being made entirely by one person, Daisuke "Pixel" Amaya. . . . The program used to make this run, Hourglass, was also developed by nitsuja—with the creation of this run in mind. As such, it is our first published run of a Windows game.
Hourglass runs quality games released as late as 2004? Seems modern enough to me. :p
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Posts: 498
The warp to world 7 is in 5-3, not 5-1. So: Start at 1-1, play until 1-3, warp to 4-1, reset Start at 3-1. warp to 5-1, reset Start at 4-2, warp to 6-1, reset Start at 5-3, warp to 7-1, finish game ...Or maybe this route is faster, now that I think about it: Start at 1-1, play until 1-3, warp to 4-1, play until 4-2, warp to 6-1, reset Start at 5-3, warp to 7-1, finish game
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This run Blasted like a Master all right. Yes vote. :p
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Joined: 4/25/2004
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Warp wrote:
How about an icon containing an exclamation mark?
Warepire wrote:
...You know, modifying that just a lil' bit, it becomes the super guide block: :p
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Well, since this is kinda turning into the wishlist thread... :p Adventure: would be funny if game 3 (random object starting positions) was picked, and the RNG made one of the keys get locked inside its own castle (yes, this can happen. I don't remember which color key it can happen to, I think the white one?), and some kind of glitch was found allowing access to the inside of the white castle anyway. Bonus points if the RNG decided the chalice would be stuck inside the white castle too. :p Pac-Man: should probably be done on the fastest speed (game 6?), at hardest difficulty (difficulty switch setting A). I don't know for certain, but I suspect that if you get to a high enough level/score/life count, something will eventually go bonkers. XD Combat: You can fly through walls while you wrap around the screen multiple times in the tanks mode. Dunno if the other vehicles have their own (useful, anyway) glitches to exploit. Space Invaders: game 48 with both switches set to A: - 2 fat players - moving shields - fast, crooked-path enemy shots - invisible invaders and keep it going for as many waves until they no longer start out any lower to the ground, I think 4? Crystal Castles: Dunno if this game actually has an ending level, like the arcade version has. I never got past level 8 to find out. -_- Space Attack: This is a short little game. Would be interesting to see use of the combo nature of the explosions to tear apart the enemy fleets quickly.
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So I finally got around to watching this Luigi WIP, and it was awesome! :D Excellent work so far, guys. Loved the pit mushroom grab in 1-1, the predicted fireball for the hammer bro at the end of 4-2, the big jump off the paratroopa to the flag at the end of 4-3, and the skidding sound being played to the music. :)
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Looks like you've indeed cracked the method, then, avengah. Nice. :) All that's left, then, is for someone with the proper know-how to trace the code and determine which part of the game's programming is truly responsible for the bug. I wonder what could possibly have caused this...? o_O
Derakon wrote:
and doesn't the player need to get at least 3 screens away from a screen before it gets restocked with enemies?
6, actually. The game remembers the last 6 screens you visited (including the current one).
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This was the first RPG I ever played, and it took many years before I was able to finally see the ending legit, lol. So good to see it get the ass-kicking it deserves from TASVideos. :p And yeah, your horses slow down everybody else, rather than speed you up. Strange that they implemented it that way, but whatever; the net effect is the same, and it gives you more reaction time than if it were done the other way around, so I'm not complaining. :p
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Not to mention that, from what I could see in the video MUGG linked, the credits sequence was apparently only a visual thing; it didn't seem to have actually set any flags for having really completed the game or anything, as evidenced by the player's save file still saying "53%: LEVEL 6" after the credits kicked him back to the title screen. So...it's therefore debatable whether use of this glitch is truly "completing the game" or not. :p
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12:29: Yup, you finally broked it. XD ...I always wondered what was in that lantern on the far right at the beginning of 4-A. I just never had Alucard with me during a second loop run to find out. Never had the patience to play that far in; I figured beating the game once was enough of a task. :p
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