Posts for 4matsy


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I've seen that happen if you get the wand when you're half off the screen, and then press A after you start falling. Done it lots of times on the original SMB3 using the multi-jump Game Genie code. :p
Post subject: Re: Speed vs Entertainment? (Ninja Gaiden 3)
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Scumtron wrote:
Is it really "one third of a second more entertaining?"
Yup. :) Also, NG3 OH SNAP :O
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Yeah... Even if that is Wart, it doesn't even hit him enough (I only heard 4 hits, as opposed to the 6 Wart normally requires). :p And even if you could get an end-the-level door to show up somehow, it's very unlikely that it would actually beat the game...from what I could tell messing around with Acmlm's level editor, it seems the game is programmed to trigger the ending scene with that type of door only if the current level number is 7-2. You'd probably end up back at the beginning of 1-1. :p
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PI PI PI... WE HAVE FOUND AN AWESOME TAS. WE ARE GOING TO VOTE YES.
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Nitrodon wrote:
I have no idea how 2-3 works. From my limited testing in level 2-5 of Lolo 3, the fact that the Don Medusa is moving in the opposite direction seems relevant, but I have no idea beyond that.
*digs up old pic* This? Bag of Magic Food's Eggerland run does this a whole bunch of times. :p It's a glitch in Don's collision checks; I think it was something along the lines of "he can't see you in a certain range of pixels juuuuuust big enough for you to sneak by, if you both cross 8x8 grid lines at the same time", or something along those lines. (Eh, that's probably completely wrong. :p) Though in US Lolo 1, which is a later game, they probably fixed the basic walk-right-on-by part, but perhaps forgot to do the appropriate tweaks to the line-of-sight-blocking code, which would explain Lolo 1 needing that heart just to Lolo's left for the trick to work. (Or at least, when I tried, I couldn't get by without that heart there. <_<')
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I'm all that seems to show up when googling 4matsy. ...my namesake "format c:", however... entirely different story. XD
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Final score: 777000. Kinda ironic, considering the run relied more on programming error abuse instead of luck manipulation... :p Also, lol ninjas. *votes yes* EDIT: ...and I'm the 13th yes vote. Go figure. XD
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Rockman 1 beaten with only the P weapon (except the use of G, E, and M to remove blocks or climb walls). This actually started out as a no-damage attempt, and after Fireman's level (the one I usually start with anyway), it actually looked sorta-kinda-halfway-remotely possible. ...Yeah, that didn't last long. XD The Wily levels was where it really started to become unglued. I became an unfortunate victim of the Infamous Foot Holder Glitch (if you don't know what this is, you very likely will when you see it, because it's funny as hell =P), causing the first death, which threw me off. By the last level, I was beginning to doubt whether or not I'd beat the game without a continue... <_<'
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Some people wrote:
*argument over which map display to use*
...Well, you could just do the run with the speedometer for accuracy's sake, then hex in the map display switching button (what is it, I forgot? Left C? Or maybe right C? <_<') every other frame, resulting in all three displays being cycled through at rofl speed. Then everyone could pretty much see everything at once. ...of course, then you might end up giving someone epilepsy or something. But at least you wouldn't have an argument over which display everyone prefers. ^.^' *rimshot* </bomf>
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pdk wrote:
lame bosses...bright
...uh...you've never tried fighting Bright Man with just the Mega Buster, have you? PAIN PAIN PAIN. >_< DURRR, BRIGHT MAN SMASH! *freezes player, then jumps on player for 32497562375762 damage*
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Chamale wrote:
Note that the run is called phil+genisto2-smb1-full. I accidentally recorded off their movie and didn't notice until 1-3, and was too lazy to restart.
Doesn't matter all that much, since you never even get to 1-3; you just jump around somewhat randomly at the beginning of 1-2 before killing off all your lives on goombas. XD At least, that's what happens with "Super Mario Bros. (JU) (PRG0) [!].nes". "Super Mario Bros. (JU) (PRG0) [b4].nes", however, has a checksum that matches the movie's, and seems to work fine. Looks like you used a bad rom dump. :p EDIT: Hmm...I have to be honest, I don't like it. :/ It really just looks like the no-warps run with a few extra point sources thrown in here and there... From the discussion in this thread, I thought you were gonna try to get as many points as possible out of each level that weren't negated by taking too much time? (In which case that 2.5-year-old VirtuaNES movie I made of world 1 might be some help. I have no idea why I didn't think to post it earlier in the thread...<_<')
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I beat SMB2J again, only this time without powerups. Yes, I'm insane like that. =P Though I found out the hard way that "record from start" doesn't include the FDS save ram, so this will desync on the original rom when I try to go to the letter worlds after beating world 9. >_< Use Bisqwit's 24-star hacked save ips patch, and all will be Peachy (lol pun). There were 21 deaths (not counting killing myself off to get out of world 9), most of them in C-3 (due to me not being able to prevent Lakitu from glitching out a needed springboard) and the hammer brother levels (8-3 and D-3. Typical SMB1-engine hammer bro BS =P). That resulted in me having to use a couple of continues, but right now I don't really feel like going through it again just to make the run look better. XD
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I read somewhere that the "M" coin glitch only worked in the Japanese version. Would make sense, since I also came up empty trying it on the US version, and all the pictures in the guide that told me about the glitch were of the Japanese version. :p EDIT: ...Hitting the "Submit" button in the quick-reply box at the bottom of the topic gave me Bag of Magic Food's "Invalid session. Please resubmit the form." error. WTF? o_O
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What for me is a "normal" Zelda 1 1st quest playthrough. 1 hour, 43 minutes. (Though I actually made the movie in about an hour-20...I have a habit of fast-forwarding through dungeon room transitions, or just walking straight through large groups of octoroks if I know I can easily take the abuse. XD) Dungeons were 100-percented: I cleaned every room of its items and enemies. (At least I think I did...maybe I missed an enemy here and there, I wasn't really paying attention. <_<') EDIT: Filespace is down a lot lately, so I uploaded this to Microstorage instead and changed the link above. ^_^
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LOL, waterfall follies. =P That part where you fell through the ledge that was partway off the bottom of the screen was priceless. XD Here's what usually happens to me during a Ninja Gaiden 3 playthrough: fine until act 5, then goes downhill severely. =P Enjoy my many screw-ups in acts 5 and 7. I shouldn't have gotten that game over, dangit...-_- http://dehacked.2y.net/microstorage.php/info/3654/4matsy_normal_Ninja%20Gaiden%203%20(U).fcm (Yes, the link is busted and I couldn't fix it. Stupid parentheses. >_<)
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It happens in the original NES game sometimes, too, for both Jason and the tank. I'm guessing the actual health value can be between 0 and 255 or something like that, but the meter rounds down to the nearest 1/8 of the max (as it only has 8 bars), resulting in 0 bars being displayed when you have a health value between 0 and 1 bars...
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Some games I think might make interesting and/or funny runs: Adventure. Either run through game 2 as fast as possible, or try to manipulate the shortest game 3. Or maybe do the much harder "Suicide Adventure" hack instead. Crystal Castles. I never found out if it has an ending, as I found the game too damn hard. >_< I know the arcade version eventually ends though... E.T. :p Frogger. Levels could be done at ridiculous speed with frame advance. :p Space Invaders at the "invisible enemies firing fast wavy shots, moving shields, and big player sprites" setting. :p Warlords. Probably either an as-fast-as-possible 1-player game, or an entertainment-over-speed 4-player game. Custer's Revenge. *snickers at the thought of frame-perfect...scoring, for lack of a better term*
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zaphod77 wrote:
in smb2j you hop higher on stomps and it's easier i think (but harder to find a setup!)
WTF, no, it is WAAAAAAAY easier in SMB2J to find a setup...hell, there are at least two places in level 1-1. o_O
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dezbeast wrote:
This game seems a lot more solid then some of the NES Megamans.
Yeah, this quote just made my day right here. And I've only been up for 10 minutes. :p
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Daniel, Lord Bahamut wrote:
That part gave me some troubles at first, but it's the firebars later on. Like I said, as a kid I played SMB enough that I had the timing of 1-4 (2-4 in this version) down to a science. I could blaze through without slowing down no problem. It might be because I'm playing on a keyboard. I'll try my gamepad and see how that goes.
Hmm... *makes some FCMs* SMB1 1-4 SMB1 6-4 VSMB 2-4 Might be. Only took me 1 or 2 tries each to pull off these videos, but then again I've been used to the keyboard for playing SMB1 and various hacks of it for years now. :p Yeah, the main problem here as far as not getting hit is in the wide-open hallway with the zigzagging pattern of firebars on the ceiling and floor. After doing some experimenting, it seems that the initial position of the firebars actually changes between the easier version of the level (SMB1 1-4) and the harder version (SMB1 6-4 and VSMB 2-4). o_O Watching the videos, you can see how, in SMB1 1-4, the three firebars are in a relatively good position for me to jump over and between them; I don't have to slow down or duck or anything. But in the harder levels, they actually spawn at different angles when I get to them, requiring me to duck-jump between two of them. >_< I think it's mostly hit-or miss here, though. I actually usually only make this ridiculous jump (as well as the two under the podoboos at the start) a lot less often than these recordings would imply; you don't seem to have too many pixels of leeway to squeeze in between those two firebars. XD
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Phil wrote:
Quietust wrote:
Switch 7 controls the timer speed: 0 - Slow 1 - Fast
Are you sure of that? Because I did tested it some monthes ago and didn't noticed the difference. Maybe some bug in FCEU or the guy in front of the computer. Anyway, by default, the timer is quicker than the NES version. Some 4-5 frames quicker per each timeunits.
/me tests. SMB1: 24 frames/timeunit VSMB slow: 20 frames/timeunit VSMB fast: 17 frames/timeunit Odd, I figured they'd pick an even number...thought at first it was really 16 or 18 and I'd just accidentally pressed the frame advance key one too less or many times, but it does indeed seem to be 17. o_O
Phil wrote:
Daniel, Lord Bahamut wrote:
Phil wrote:
Btw, I am wondering, if the minus world is different in SMB/Duck Hunt ROM and The world championship(I don't rememeber its real name) ROM
Shouldn't be. Also the third one is called World Class Track Meet.
False, it's nintendo world championship 1990.
There was a 3-in-1 cart that came in a NES/Zapper/Power Pad bundle that had SMB, Duck Hunt, and World Class Track Meet on the same cart. Maybe that was what made you think about Track Meet at first? :p The minus world is no different on the SMB/DH cart, btw; I have one, and have done the trick on it a few times. Probably is just the exact same data from the individual game carts, with the game select menu being a simple frontend. :p
Daniel, Lord Bahamut wrote:
2-4 is still killing me, and I don't know why. I'm just not getting the timing for the jumps full speed, and I don't wanna try any slowdown yet. Anybody else give this a shot yet?
What, the jumps at the beginning with the podoboos? Yeah, those are kinda random, from what I've experienced...sometimes they jump low enough for you to jump over them, sometimes they jump high enough for you to jump under them, and of course sometimes they jump at just the right height to mess you up no matter what if you don't slow down. XD I don't think there's much you can do about it, really. :/ Might be best to slow down a bit and let them come down a bit if you see that they might be in your way when you get to the edge...getting hit would slow you down more (and, if you had fire, would hurt your chances of finishing the rest of the level in one piece).
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Kill Draygon. :p
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So you did find a way to save time using the pipe glitch after all. :p Not only that, but you also managed to slightly corrupt the sprite graphics. XD I think Mario himself said it best: "That's-a so nice!" :p
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The aforementioned FAQ: http://www.gamefaqs.com/coinop/arcade/game/584015.html Yeah, this game's basically SMB1, slightly harder, with SMB2J levels replacing 6 of the original levels, and some of the SMB1 levels moved around. There's a chart overview of the level replacements right at the top of the FAQ. (There's an error in the chart, too; VSMB 6-4 is actually the rather annoying SMB2J 5-4, not SMB1 5-4. :p) Also, the game rocks, and I think it'd be nice to see a TAS of it. Probably no-warp; everyone's seen the SMB1 runs, so the main attraction here is really VSMB's changes compared to the original SMB1. :p EDIT: oh, oops. Missed a post. XD
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Pac 'n Pal. (So is the dancing Blinky, IIRC. :p) Some I made a while ago: From a Mario-styled Circus Charlie hack by some Japanese guy. Ripped out of MAME screenshots, then looped. INFINITE POOKA TORTURE FUN! :D Many small, non-descript, square-shaped adventurers were sacrificed to make this one. Or something. :p
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