Posts for 4matsy


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Joined: 4/25/2004
Posts: 498
You get stuck in the wall, because the screen stops scrolling. :p
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Joined: 4/25/2004
Posts: 498
Yeah. :/ Try hitting F4 for fullscreen mode: it'll only double the actual play screen size, but it's better than that tiny window... =P
Post subject: "Rockman - The Mega Wars": Rockman fighting game o
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Joined: 4/25/2004
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Found this surprisingly-stable Game Maker game last night, and figured Mr. Blue Bomber-helmet-for-an-avatar and his TASing buddies might get some kicks out of it. =P http://www.freewebs.com/best_quality/download.htm for the download and screenshots. (Download is a Rapidshare link, so you'll have to pass through Rapidshare's little anti-leech system first. -_- For those not acquainted with it: scroll down and hit the "free" download button, then follow the instructions on the next page to eventually get it downloaded.) It's a Rockman/Megaman game where you fight just the bosses. Sort of like those arcade games Power Battle and Power Fighters... Notable feature list: - All the game's graphics were taken or adapted from the NES games. Heh. =P - NO "rock-paper-scissors HA HA I PWN J00 WITH +0P 5P1|\|" boss weakness loop. o_O Rather, everyone simply has their own RPG-like attack and defense stats (listed in the readme), which are used when figuring out damage done by an attack. - 20 playable characters, and 20 matching stages: Rock, Blues, and 3 robot masters from each of the 6 NES games. (The author intends to eventually have around 80 characters, once the remaining heroes and bosses are finished. Though college is slowing down his work on the next version...) - Two modes: arcade (one player as Rock or Blues vs. all the robot masters and then Dr. Wily; robot masters you beat are unlocked in versus mode) and versus (two players against each other; any character unlocked in arcade mode is usable). I found it to be quite enjoyable, though I could see someone with few friends visiting having to delete their saved game often, since once you beat a boss in arcade mode you can't challenge them again...luckily, the plain-text save file is easy to hack, if you need everybody unlocked for a versus mode game. =P But if you can manage to get two players on one computer, and if you can get joystick controls to work somehow (I haven't had any luck with either the in-game settings or JoyToKey), I suspect you'll have a blast. :)
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Joined: 4/25/2004
Posts: 498
Strange, I swear this thread only had the original post when I saw it last about 30 minutes ago. o_O Anyway, this was a very nice run, especially world 5. :) Only real mishap I spotted was the aforementioned Clawgrip trick. :P Funny story: about 6 years ago, I once used a Game Genie code to give Clawgrip an insane amount of health. Bounced a rock off the back wall, and it hit him about 20 times before he could back out of its range. XD
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Joined: 4/25/2004
Posts: 498
Oh god YES. 2-player 100% plzkthx. ^^' For anyone interested in actually undertaking this:
    - Coo (the owl) seems to be the fastest animal helper; obviously, if that's the case, he should be abused as often as possible. (Maybe except underwater? Probably Kine (the fish)'s territory, that.) - Kirby can kill Gooey instantly simply by quick repeated mashing of the A button. <_< Since spawning Gooey takes 1 block of health from Kirby, this could be a quick way to get Kirby down to low health if death turns out to be a shortcut and no pits are available. (Though I doubt that situation would ever arise...)
Post subject: Re: Sonic - run for most rings
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CrazyTerabyte wrote:
In Sonic 3 & Knuckles, I could get (and finish the zone) with more than 800 rings (no speedrunning, playing at real console or at emulator). This is easier to do at Marble Garden Zone, which has lots of rings, plus lots of big rings (once you got all emeralds, each one gives you 50 rings). In S3&K, it will be very easy to get tons of rings, by entering that "glowing balls" special stage. Due to some bug in programming, every time you grab a ring ball/item, you receive more and more rings. If someone could manipulate luck to get only ring items in that stage, that would be awesome, and would easily get more than 500 or 1000 rings. (I would like to see that...) I don't know how many rings can the HUD display.
Yeah...once, many years ago, thanks to the glowing ball bonus stage, I beat Sandopolis 2 with 800 rings, despite having been hyper for most of the level. Fun times... XD The high-value ring gumballs are a bug? o_O Interesting...I always thought they'd intentionally programmed them to be worth more as you went higher up in the bonus stage...
CrazyTerabyte wrote:
However, as I read in another thread, in S2&K you don't lose rings after returning from special stage. This would allow someone to grab lots of rings, enter a special stage, return from it and grab more rings (if all ring objects are respawned when returning, like it happens with S2).
I tried this with one level of Sonic 3D Blast once, with the help of savestates. Got all the rings in Green Grove 1, gave them all to Tails and went to a special stage, got all the rings in the special stage, got all the rings in GG1 again, gave them all to Knux this time and went to his special stage, got all the rings in that special stage as well, then got all the rings in GG1 a third time, and exited. 78000 points' worth of rings at the level's end, despite a time bonus of 0 for "Too Long". LOL =P
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Level 5 boss. Also known as "YAYMEHYPERFASTCRAZYBOSSPUNCHYOUTHROWFIREBALLATYOUJUMPONYOURHEAD". =P
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Yeah, you keep your 3 hearts, but they're all emptied...yet it doesn't kill you. So you can run around with no life. =P
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Leave your life or money. (Anyone actually tried "leaving their life" when they had only 3 hearts to begin with? Heh... =P)
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Joined: 4/25/2004
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http://www.filespace.org/4matsy/smb2us_glitch_video.zip Play on "Super_Mario_Bros_2_(U)_(PRG_0)". Visiting the glitch world (at the beginning of the movie) was my only intent originally, but I decided to finish the game just for the hell of it, and just generally screw around along the way. =P
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Given the existence of character-specific routes like the Knux-only breakable walls, I'm pretty sure the perfect ring bonus was removed. Otherwise, they would've had to mark every single ring with which characters would be able to reach them, and I most certainly doubt they were willing to do that for every one of the game's rings... @_@ It's a shame, really. There is a new "really cool big bonus" in this game, but it takes forever to get: 100000 points for finishing the level at 9:59. >_< ...oh, wait, I just thought. Suppose you tried to get all the rings anyway...on a really long level like Sandopolis 2, this might indeed take 9:59... <_<
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Joined: 4/25/2004
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Highness wrote:
Hmm... Is it possible to beat the bosses by hitting them physically with the scepter or what ever it is he's throwing bolts with?
Yeah. But a great hell of a lot slower, since physical hits do so little damage compared to beaming them (I know...I used to think the wand was only good for physical hits @_@)...
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Aw bloody hell. @_@ "Gotta go FASTER FASTER FASTERFASTERFASTER GO GOGO GOGO GO GO GO GO" LOL @ Sonic doing his warmup stretches before some of the later bosses :p
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Try throwing the crash bomb just below Wily's window while he's moving away from you. Multiple hits, anyone? :) I do this regularly in normal play, actually...it's quite easily possible to take down each form with a single bomb, lol. =P I dunno if this would save enough time though, since you'd have to wait for Wily to back up, which would be a short while...
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AH HA HA HA PWNED What poetic justice =P
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Joined: 4/25/2004
Posts: 498
I, for one, believe Bag provides the forums with much-needed comic relief. =P I swear I hear sitcom-style audience laughs in the background after some of his posts...<_<
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Joined: 4/25/2004
Posts: 498
JXQ wrote:
I couldn't get it to work in PRG0 either. To be clear, is this the spot you're talking about?
D'oh! Yeah...wrong spot I guess. >_< I do remember the guy I learned this trick from saying it was somewhere on the left side of the sky half of world 5 though...I just can't remember the exact location =P Maybe between 5-9 and the final castle/airship? Though it'd be hard to get the hammer bro in there...
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Joined: 4/25/2004
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JXQ wrote:
I had one question I thought someone might know; in hammer brother battles, you can sometimes get powerups from the bricks, for example, a fire flower on the very right(?) of World 1's HB, or a leaf in the bottom middle of World 3's or the bottom right of World 6's. But it's not always there. Does anyone know what the requirements are to make these powerups appear?
Depends on where the HB is; different locations on the map have different level pointers on them, and when you encounter the HB, you simply go to whatever level the HB was on top of...this is why they don't stop on actual levels. =P A prime example: in the sky half of world 5, get the HB just to the left of the lava fortress, then go visit him. All kinds of good stuff will be in the blocks, among them a 1-up... o_O
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ROWR
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Joined: 4/25/2004
Posts: 498
This ain't enough to talk.
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Joined: 4/25/2004
Posts: 498
qqwref wrote:
- Cool, Cool Mountain : Star 1 (Slip Slidin' Away). Believed impossible because it is unknown how to enter the cottage without collecting the coins on the chimney. - Cool, Cool Mountain : Star 3 (Big Penguin Race). See star 1. - Cool, Cool Mountain : Star 5 (Snowman's Lost His Head). You need to select this star to get the snowman's head to appear, so either (see star 1) or there needs to be another way to get the star.
Maybe if you could glitch through the wall of the cottage somehow (it's probably another "black room of death" just like the glitch through the castle wall), then jump into the chimney warp from below thus avoiding all the coins...though I hope there's actually a floor underneath the inside of the cottage <_<
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Joined: 4/25/2004
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NESticle was the world's first really awesome NES emulator. It was exceptionally good for its time, but when the source code got leaked, the author quit working on it, and nowadays it looks like crap compared to FCE Ultra and other modern emulators. =P
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1. When the boss dies, your animation gets reset to standing. Even If you're in the air at the time. :p 2. Yeah, basically. You want to hit the spikes at the exact same time the screen scrolls downward. I've done it several times myself on the actual console, though those were all at the screen right before Bubbleman's gate...I didn't even realize you could do it at the beginning of the 2nd Shadowman stage too until I watched Vatchern's TAS, lol :p
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*fiddles with some more settings and gets it to work* ...<_<... ...Uh, yeah, as it turns out it was indeed glN64 that was the problem. I had switched plugins, but hadn't closed the emulator in between, so apparently the changes weren't taking effect. So, yeah, er...never mind, then. =P
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Okay, this is odd... The emulator works just fine for me, except for one little thing: I only get a picture the first time I load a ROM. o_O The first time I load a ROM, there's some garbage pixels thrown all over the screen as it loads everything, and then the game plays fine. However, every time afterward that I load another ROM, or even the exact same ROM, all I get is a black screen (at least video-wise; I can still hear the game running, just can't see it)...I will never get a picture again until I exit and restart the emulator. o_O Seems to happen with any video plugin, so I don't think any plugins are to blame for this...
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