Posts for 4matsy


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Joined: 4/25/2004
Posts: 498
Given the blue and white coloration and size and shape of that glitched thing that appears in the middle of the screen, I'd guess it's Wily's saucer, namely as it appears in the cutscene played just before going into his fortress. Which of course brings up the question of whether or not it's possible to glitch the game in such a way as to skip directly to a non-crashing version of that cutscene and possibly trigger advancement to the Wily levels, thereby skipping much of the game...
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I can't get the script to run: it immediately quits with an error at line 500, "attempt to index local 'file' (a nil value)". Raiscan's edit does the same thing on line 501. Is there a certain directory I have to put the script in? (I'd put this script in its own directory since it had all the extra images and stuff.)
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Bag of Magic Food wrote:
Oh, is the gameplay on Game Boy Color actually shorter overall? I remember somebody saying the staircases were shortened by one block or something.
Yeah, they are. *checks* Yep. 9x8 in the NES version, 8x7 in the GBC. The gap of 8 blocks between the stairs and flag has been shortened to 7 as well, likely because the stairs are one block shorter: http://vgmaps.com/Atlas/NES/SuperMarioBros-World1-Area1.png http://vgmaps.com/Atlas/GB-GBC/SuperMarioBrosDeluxe-Challenge-World1-Area1.png
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Aktan wrote:
jprofit22 wrote:
You should convert it to fm2, edit it, and then ask someone like adelikat to change the submission input to it.
Except that Zelda 1 is one of those stubborn games that doesn't like it when you try to convert to fm2, desyncing due to timing differences caused by taking longer to read the sram or something along those lines...I don't remember what the specifics are, but anyway, the movie doesn't act right. :p
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Derakon wrote:
What is different with the Hard version?
Enemies take less damage, and your mercy invincibility is greatly shortened; bosses, and even some minor enemies, can juggle you from full health to dead in a matter of seconds. Damage boosting will therefore be lessened or nonexistent throughout the run. Also the default mega buster color scheme is green for some odd reason. :D
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PikachuMan wrote:
Try wall jumping in 4-3.
You need a wall/floor at least 2 blocks high to do so, so the only places wall jumping would even be possible are the places where the bottomless pit begins and ends (at the start and end of the level), neither of which is a useful place to wall jump. It can't be used on any of the mushroom platforms since they're only 1 block thick vertically.
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LavosPhoenix wrote:
Game Genie code AOSUZI I've always wondered why the game freezes early in 1-6 with this code, though I would assume it's related to the first moving platform.
Try AOSUZSSI instead. ;)
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Posts: 498
Dooty wrote:
Super Mario Bros. 3 jumpless, try to finish the game without pressing the A button.
The first goomba of the game would like to have a word with you. :p
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How about "..."? Works about as often as hi/hello, I think. :p
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Actually only one level, 1-3, has more coins than the requirement: you can miss 2 coins there and still get the 2-1 1-up. Everywhere else, the requirement is set to the number of coins in the stage, so you have to get them all. Except for the 8-3 entry in the table, which they didn't use since the only coins in that level are in the multi-coin brick at the end. Notice that all the coins in the other x-3 levels are out in the open... If you hack the levels, though, you can actually make use of the 8-3 requirement by putting a hidden 1-up in 8-4. The requirement is applied to the first invisible 1-up block you come across after that x-3 level; it's just that in the original game, the first such block after every x-3 level is in the following x-1 level. :p
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I always thought a "low% without big glitches" run would be interesting to watch:
  • Lowest possible stats at the end of the game (I heard this was 3-1-1, maybe 4-1-1, I dunno. Never been crazy enough to actually try it. <_<' Maybe put the unavoidable points into life instead of attack, since the TAS would never get hit anyway, lol)
  • No cross, candle, magic key, or upthrust
  • Only the jump, fairy, reflect, and thunder spells
  • Only the 4 starting heart containers (this point wouldn't matter much since the TAS never gets hit...)
Supposedly it's the hardest possible challenge to do unassisted. Like, just barely possible by a super-expert with a heaping load of continues. :p It'd be interesting to see how the bosses would be handled with level 1 attack, I think. I always was kinda disappointed by the TASes' boss fights so far since they're all like BRRRRRAP and the boss is dead in a second or two. :p The main thing that might cause an entertainment hit, though, is that there'd be a lot of resetting involved, since the bosses give so many points that you need to reset right after grabbing their keys in order to avoid leveling up. Or something like that, I forget what the exact point avoidance technique is with bosses...
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To celebrate this topic's 57th page, some Bubble Bobble n00bz failing at level 57. :p http://www.youtube.com/watch?v=nwqPESLvRTk http://www.youtube.com/watch?v=8MEgwsWDk3o
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As am I. Penguin suit for the win. :D Wouldn't surprise me if quite a few of the glitches from the DS game carry over, too. The romhackers are already working on an editor for it, and they say many of the data formats are the same or similar between the two games...
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Sounds logical to me too. FORUM FUSION GOOOOOOOOOOO~
Post subject: Re: FCEUX 2.1.2 release announcement
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adelikat wrote:
Annoying directory overrides bug fixed
WOOOOOOOOOOOOOOOHOOOOOOOOOOOOOO I can finally unmark the read-only flag on my config file! XD ...What was causing it, anyway? I'm really curious, since it was such an annoyance... :p
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New Super Mario Bros. Wii would make an epic 4-player TAS, I'm sure. :D (Well...once it can be confirmed that there are no big glitches with emulating it. It IS a new game, after all...)
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"We'll never let you reach Andross! AHHHH" Comedy gold, right there. :D
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Joined: 4/25/2004
Posts: 498
FODA wrote:
but don't you think weeks or even several hours is too much just for a frame that won't make a difference?
NO ANYTHING IN THE NAME OF SPEED GOTTA GO FASTER FASTER FASTERFASTERFA--*shot* [/sarcasm]
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GO GO POWUH RAYNJUUUUUHS Downloading now, expecting awesomeness :D
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Gradius 3 and Gradius Generation's "gotcha" play on the original Konami Code: it appears to give you the traditional full powerup at first, but then it kills you. You have to substitute the L and R shoulder buttons for left and right to get it to work properly. :p
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http://www.youtube.com/watch?v=JP0gvuYI_FU I think the youtube commenter put it best: "When it comes to puzzle games, you don't fuck with Ronald McDonald." I'M RUVVIN' IT.
Post subject: Re: #2408: Randil's NES Little Nemo - The Dream Master in 22:06.95
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Submission text wrote:
You can transform into animals by feeding them with candy and then entering them.
... I HAVE CANDY GET IN THE VAN :D *runs*
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http://www.youtube.com/watch?v=nk2wViKSh_M ...There are simply no words to describe the sheer face-melting awesomeness of this video.
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...Uh, wouldn't this be impossible? You wouldn't be able to use the same input for each run, because you'd be forced to select the same game every time. Unless you somehow had each game's run start from a save with that game already selected on the menu, but I dunno how that'd work...
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Ferret Warlord wrote:
Give it some ammo and you've got yerself a nice lil' walking turret. :D *is shot with various projectile weapons for making such a lame pun*
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