Posts for 4matsy


1 2
15 16 17 18 19 20
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Yeah, the original arcade Wonder Boy ended at 7-4 unless you got all the dolls, in which case you went to area 8. I guess when they ported/hacked it into Adventure Island, they figured it'd be crazy to try and get 28 pots in one game, so they just made area 8 unhidden :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Lookin' gooderrific. :) I think you probably could've gotten that dragon coin you missed in Soda Lake though, while pulling off a cool maneuver as well...maybe if you'd have dropped into that area from high enough, you'd be falling fast enough to avoid bumping into the overhang, and then you could get out of there by swimming under the right wall :) Just a small thing, though...*shrug*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Some...rather interesting wall-walking glitches there. I didn't think they could be applied in such maniacal ways...o_O LOL at the savage genocide of innocent bricks. :)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
VirtuaNES 0.78, actually. Lezard closed his site though, so I don't know how you could get it besides someone sending it to you...luckily I have it ~_^ Oh, and it seems you have a bad/weird rom...it played perfectly with the one you included with the movie (wtf? o_O), but I tried it on "Hudson's Adventure Island (U)" and you died about 10 seconds in, trying to jump over the first pair of snails...this might also explain the 2-4 crash...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
18 out of 97 is a bit less than one-fifth of the way through, so the finished movie will be 80 to 90 minutes...which I think will be the longest on this site, or close to it. o_O
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Okay...so what about 3-dimensional versions, like the standard 4x4x4? :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Yeah, Rockman 2 should most def be on the list; it's a classic here. Will be even more so once Morimoto gets the next version together... Probably Ninja Gaiden 3 as well, once it's published. (And I really have no doubt it will be, 'cause the wall-jumps and boss fights are, like, o_O')
Experienced Forum User
Joined: 4/25/2004
Posts: 498
*watches the movie* *giggles madly* *votes a resounding YES!*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Actually, I think it's all the game's green and red koopas, shell or live, that don't have wings, that turn yellow and blue after Funky...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Heh, nice to see you over here Acmlm. (I used to post on your boards under the name WhooHooD'oh, before the reset.) I remember your old NESticle movie too, where you got all those tetrises...though that wasn't nearly as rockin' as this one. :) I remember some guy in another thread saying that the game actually got faster at level 30...would've been nice to see you go that far, but there wouldn't really be anything to do at that point besides maybe show off a few tetrises for a bit, since you'd already have 999999 points...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
I got X1, X2, and X3. Guess that makes me lucky then... :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
VIPer7 wrote:
- Swimming up without shell is indeed faster, I tried it out and was about 10 frames faster already, although I do not yet know the ideal "traditional" swimming style (press A for 1 frame, release for the next, press again, etc.?)
Sounds right to me... Just in case you didn't know, you can hold Up or Down as you swim to alter the vertical power of your swimming...
VIPer7 wrote:
The first "crazy" koopa is a bit annoying as I have to jump over him (or is there a way to kill him??)
Spin jump on him. ;) ...Actually, is there any way you could get him to knock everyone over on your way to the pipe without losing any speed? That would totally r0x0r...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Lookin' good VIPer. :) About those fish you had to slow down to hit, I think I may have found a way around that: X and Y are both assigned to hold/spin/fire, so you should be able to use one to hold the item and the other to hit the fish with, all without having to let go of the item at all. Should save those few frames... :)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Max automatically sets the speed to 999% when you check it. So be sure to put the speed back to 100% after unchecking the Max box...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
New run's looking great so far, I absolutely love the new and improved boss pwnage. :) I was surprised by your wall climbing improvements, I honestly thought you had it as fast as possible last run...o_O Just in case you didn't know, you might wanna give the invincible fire wheel a try; it, oddly, protects you from the spikes. o_O (At least it did when I tried it on the wall spikes in 7-3B...) Would be useful for some of the larger spike pits, though you'd still have to swap it for the v-wave at the end...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
You can get both of Junk Man's items (Rush Jet and S) in one trip. Just kill yourself after getting one of the items. :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Bisqwit wrote:
background images
Oh so that's why I couldn't see it... *turns off his font/color override* Ah. Nice ^_^
Post subject: Re: C programming
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Truncated wrote:
Where can you get a good (free) compiler which works under Windows? And an editor, preferably with indenting and syntax checking?
The Dev-C++ editor comes with the MinGW compiler system. Good stuff. :)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Depends on how the random number generator is programmed, so it's different for each individual game, unfortunately. For example, if all possible values are in a table, and the random selector simply advances down the table one by one at certain time intervals, all you can do is wait for a different item. >_< I know Mega Man 2 works this way, cause I ran into period-8 item drop patterns while trying to do the "stand next to Scworm dispenser with Leaf Shield on for unlimited 1-ups" trick. Dunno if this is the case for G. I. Joe, but this is an example just to make the idea (hopefully) clear...it may depend on things other than time, like which direction you're moving, or what actions (like jumping) you've performed recently...sometimes it's "fixed", only changing at major events, which is a royal pain...(WalkerBoh just said this about trying to change the cave in which the Technodrome appears in level 5 of his Ninja Turtles run...the only way to change it was killing the level 4 boss at a different time.)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
VIPer7 wrote:
The first hit on Morton can't be done faster, no matter when I start jumping and whether I use A or B. The other two hits are in the exact frames when he becomes vincible again. So I think this is the fastest way to defeat him (unless there's a glitch that I don't know)
Yes, there is. Hit him with two fireballs, then stomp him once. Works on all three of the Koopalings that are vulnerable to fireballs (Morton, Ludwig, and Roy). Dunno if getting said fireballs would be worth the time though...
VIPer7 wrote:
@Highness: Bobix is right, as long as I don't get more than 99 star points, it doesn't slow me down in any way. Maybe getting exactly 99 points would be a nice goal, and maybe I'll also try to get 50 points in one level (although I don't remember that you get a bonus for that? not sure, I'll try that out)
3UP. Looks very cool. :)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Hmmm...that address sounds familiar...*checks* Ah yes. It's Kasion's site "High Level Challenge". ^_^ *uses Excite's translator on the "Super Technique" section of HLC* Yeah, this appears to be part of a Crazy God Technique-style movie pack by various authors. (The FMV with the "shell game" on the elevator at the end of 1-2 has "TokusiN" listed as author...I wonder, is this the same as Tokushin, who did the no-warp SMB3 video?)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Something I noticed during my own experiments a few weeks ago: the vacuum wave (up-and-down firing special weapon) does cover a bit in front of and behind your character, and if you can stay right behind a slow-moving boss and keep hitting him with it, you will absolutely slaughter him... Try it with the first boss: jump behind him, quickly get as close to his back as you can without registering getting hit, and begin alternating between sword and vacuum wave...if you have the full 40 points, you should be able to take out 3/4 of his energy before running out of waves. o_O You can do similar with the 4th boss by luring him to the right after he jumps up out of the sand at the beginning of the fight...once he's started walking, he won't turn around, even if he falls to a lower platform...you'd have to inch forward slowly to maintain hittable range, but it seems like it'd work almost as well as with the 1st boss considering that you'd be using slow motion... Though, with the 4th boss, I haven't checked which technique is fastest: this one, the one you used in your run, or the one in my really old run (lots of fire wheels during the initial jump, then sword once he starts walking...though I had full points and all the scrolls up to that point, and I know getting that scroll in 3-2 is a big waste of time...) I haven't really tested this on any of the other bosses, though, but just from looking at their attack patterns, it seems this won't work too well anyway... The big question, though, may be if keeping the vacuum wave just for the boss would make up for skipping other weapons that might have saved time during the level... :/
Experienced Forum User
Joined: 4/25/2004
Posts: 498
*skims through the remainder of the thread upon seeing this touchy topic again* *yawns* *middle-clicks the tab to close it and moves on* EDIT: The head admin causing horizontal scrollbars...now that's good entertainment there. I was wondering who broke the lack of scrolling... :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
LocalH wrote:
I thought at least 80 missiles were required to finish the game. Ice would come in handy for the Metroids, but might not be required (and would definitely make Tourian more impressive, especially without the ability to freeze the Rinkas in the MB's room to stand on them and fire).
Yeah, I think you do need 80 missiles...I know MB takes 32 hits...and I think 8 to 12 per Zeebetite, but I don't remember how many there are blocking the way...if there are 4, and they take 12 hits apeice, that would come out to a total of 80... And yes, you don't need the ice beam in Tourian either; its only real use there is to freeze the Metroids, who can all be avoided. (Or bombed off you if you do get caught, but since rerecording is in play here, that likely won't happen...)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Though, S1&K has somewhere in the neighborhood of, like, 130 million levels...even using the perfect bonus to skip 'em 10 at a time instead of playing them all, you'd probably die of old age before you could finish watching the completed run...O_O Maybe just settling for doing the S3&K level select cheat and playing through the 16 "regular" special stages one after the other?...
1 2
15 16 17 18 19 20