Posts for 4matsy


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Joined: 4/25/2004
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Looks good to me. About some boss weaknesses: - Neptune is weak against the Spark Chaser (3 bars/hit). Since it homes in on him, I'd bet it'd be faster to use that on him instead of the Mega Arm (the second time...can't get the Spark Chaser for the first fight). - Terra is weak against the Deep Digger (I think it knocks out 4 bars?)...I dunno if it would be faster though. If you could somehow avoid falling into the gaps made by pulling up the blocks... - Dark Moon don't like Salt Water in his eye. :p - Same for Enker, Quint, Punk, and Ballade; certain weapons work well on them too. I forget what they are though... :/
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OMGOMGOMGOMGOMGOMGOMGOMGOMGOMG *watches* o_O *chalks up another easy yes vote*
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Actually, it seems each warp has different conditions. For example, to warp from 3 to 5, you have to destroy a bunch of the Moai heads (10? Don't remember the exact number). I haven't been able to find out what triggers the other warps, but I believe there may indeed be a warp for each level...
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IIRC, you gotta finish dark world dungeons 5 and 6 first before the super bomb will show up in the bomb shop.
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PLUMBER'D. *votes yes*
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Joined: 4/25/2004
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Heh, this is pretty fun :) Didn't get to join last night's session, as I ended up sleeping through it (>_<), but here's some stuff I built offline... SMB2(US) mushroom blocks: 1 2 Checkers, anyone? 1 2 Some of my funnier suicides: 1 2
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o_O Interesting concept... *begins downloading* Though as much as I hate to say it, as FODA said, this has high lawsuit potential just from the concept alone... :/ In fact, I hear the LEGO company insists that people not refer to their blocks as "Legos", lest the name becomes so generic that they lose their trademark...o_O
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Nice lil' gem of a game. :) Though those bosses...eeeeevil. o_O Currently the tank thingy in the Labyrinth is ripping me to shreds with its homing shots...only I matter of time before I figure it out though. ...Is it just me, or does King resemble Knuckles the Echidna? o_O Both in appearance and character... And Balrog sooooooooo rules. "Huzzah!" *SMASH*
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Hmm, speaking of Zelda 2 (mentioned earlier in the thread)...I've always wanted to see a low-level run. I've heard the US version (with each attribute costing different amounts of points) can be beaten at 4-1-1...o_O Would require a lot of backtracking though, not beating the palaces until the end, and then doing them all at once...not to mention Up+A galore...
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1. The flare/fireball/comet thingy on the title screen is actually animated in Salamander, and makes a cool sound as it wraps itself around the logo. =P Also there are stars coming forth from the center of the background, creating a "moving through space" effect. Life Force doesn't have the stars at all, and the comet starts out already wrapped around the logo. 2. Salamander allows you to get 3 options, Life Force only 2. 3. In Salamander, the players' powerup bars are stacked one on top of the other, so you can actually read all the weapon names at once; in Life Force, they're horizontally squished, one on the left and one on the right. 4. Salamander actually has half-decent credits, featuring a picture of the pilot of one of the ships. (I hear the pic changes depending on how many continues you use, but I never checked...) Life Force just shows the Konami logo during the whole ending song, without any credits...-_- Other than those graphical changes and the option limit, though, I haven't noticed anything different. Gameplay seems to be identical...*shrug*
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Or, with either character type, just do a running attack once the hand is stuck, to kill it in one hit. =P
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Something interesting I found about the Dragons: it seems a regular jump kick (jump up, then hit attack) is stronger than the running attack. Most enemies I tried this on went down in 1-2 hits. o_O
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Yeah, this is pretty much "Battletoads 2 with Double Dragon cameos", so it's no big surprise some of the old glitches are still present. :p Phil and Genisto said they would take this up, if I remember right. Could be a while before they get around to it though, they've got quite a few other projects...
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Odd glitch. o_O I remember one time long ago when I did a 6-1 tricks video in NESticle, one of the Cobrats self-destructed when I came back out of a jar. Might be related to your little incident... :p
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*fires up Famtasia and tries it* Dude! O_O I could imagine this being used in places like 7-2, with the chains all over the place...
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No wonder...Filespace was down for a few days recently. Just went back up yesterday, so the link should indeed work now. Try it again :) EDIT: Well ain't that spiffy, they're down again -_-
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o_O And here I thought, having been in the high school band, I could read sheet music pretty well...=P
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Joined: 4/25/2004
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Culden wrote:
One more thing, i do not have a web site or anything, so would it be possible for one of you to host it for me please? I have no problem with people viewing my progress, but i don't think its good enough to be submitted...and if it is, then it would make this run worth the while.
Filespace. ~_^
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Uh, I'm pretty sure it's more than anything million... There are 8 buttons on the controller, for a grand total of 256 possible key combos every frame...and 5 minutes is 18000 frames... So, 256 to the 18000th power...Windows Calculator gives me a grand total of (2.0862945006843350017504841464267 times 10 to the 43348th power)...o_O
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*plays Bisqwit's run in FCE Ultra* *plays it again* *and again* *and again* *and again* *and again* *and again* *and again* *holds A and hits start to play the lettered worlds* Seems FCEU doesn't load the save ram when a movie is played...o_O
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ROFL! Excellent glitch on that boss. :p ...Oh, and the rest of it is good too. Nice use of weapons, as you said. :)
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Joined: 4/25/2004
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Is the glitch fast enough to warp you through locked doors? That combined with the wall climb would almost result in a non-Fairy run...o_O There's still those long lava pits in levels 6 and 7, though...I can see the LR glitch probably warping you through the walls over the level 7 pit, but the one in level 6 has no such luxury... :/ ...hmm...now that I think about it, this might get rid of the need for Jump as well...*imagines a god-like superglitched run ending with only Reflect and Thunder*
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If you have XY coins and ZZY time at the end of the level: Z can be whatever If Y is odd: 3 fireworks If Y is even: 6 fireworks If X = Y: 1up So a 1up flag will always produce fireworks, unfortunately...in fact, since there is no 1-firework trigger in this game, all fireworks are time-wasters. :/ LOL at the swimming glitch...looks similar to SMB1's "duck-swim above the exit pipe and get stuck" glitch...
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Not that I know of...the NES/SNES/Genesis versions are pretty much identical. In fact, the only non-gfx/sound change I found was that the 16-bit versions fix the 3rd Arcade maze (pear/banana level...there are extra dots along the sides in the two earlier NES and Game Gear versions)... The "most different" one, I feel, is the Game Gear version. Same 36 mazes and settings and all, but the graphics and controls are so altered that it feels like a whole different game...even the new Strange mode fruits are different. o_O ...Well, actually, now that I think about it...the "start past the end of the game" RAM cheat/glitch works differently between the NES and SNES versions, I've found. If you start at level 33 of Arcade mode in the SNES version, you play a few more levels of Arcade...then start doing the other three maze sets (Mini, Big, and Strange), one after the other, with wacky neon glitch colors. And after you beat Strange, the game crashes. o_O I'd love to see a rec of that, but it would have to start from a savestate, since there's no "legit glitch" I know of to start at level 33... :/
Post subject: Ms. Pac-Man (Tengen version)
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Yeah, yeah, I know. Just from the name Pac-Man, it sounds like a run of this might not be all that entertaining... :/ Well anyway...Atari, alias Tengen, put out a rather kick-ass version of this. Quick list of the features: - 36 maze layouts, spread out across four 32-level sets of Arcade, Mini, Big, and Strange. - A "Pac Booster". Similar to the arcade version's speedup hack, it lets you move faster while the ghosts still move at the same slow speed. :p - 4 speed settings: Easy, Normal Hard, and Crazy - 2-player simultaneous. Hell yes. :) - You get four 1-ups: the traditional 10000 points, and also at 50k, 100k, and 300k. - Power pills do work in the levels past 17, although they still don't work on 17... ;) - Ends at level 32. Stupid, because if you cheat to start at 33, you can just keep going until 255 and wrap around to 0 and then 1 again, with no problems...d'oh! >_< - The Strange levels have 7 new fruits, worth 3000 to 10000, so randomness doesn't start until level 15. So...I was wondering what a perfect-score run of this might look like, so I did four levels of hardest settings. This is just a test. A "real, gonna submit to Bisqwit" run would probably be 2 players, and have better ghost manipulation (i.e., not take a great hell of a time to finish level 4...especially since the two players can cover more of the screen, now that I think about it)...I did try to provide some entertainment while waiting for an opening though. Another thing to keep in mind for anyone that might want to do a real run of this, that I didn't get the chance to show in the video: fruit manipulation will account for half of the points, and is quite easy to do. When I tested in the later levels (past 14), it didn't even take much moving around differently for me to force the 10000-point flowers every time. :p So...thoughts? Main thing I'm worried about is, how good-looking would this type of run be able to get?
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