Posts for 4matsy


1 2
6 7 8
19 20
Experienced Forum User
Joined: 4/25/2004
Posts: 498
*makes a few modifications* Now shows how many times you actually need to hit the enemy; turns the item drop counters into Nifty Little Meters(tm); and squishes everything into the top of the screen since I didn't like how showing stuff at the bottom obstructed the view of the floor, possibly leading to mistiming of water/lava jumps...<_<' http://lua.pastey.net/93478
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Yay cake :D Happy birthday! ^_^ ...Also feel free to--*gets hit in the face with a cake secretly containing a brick*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Oh hey, this scripting thingy is fun. :D Here's one I made for Zelda 2: What it shows: - Enemy health, above their heads. (The left "32" in the pic is due to the Mago teleporting every frame as it randomly picks a spot to appear at. Somewhat amusing. :p) - Just below the status bar: how much damage your sword does, and numerical life and magic values. - At the bottom: how many points you need for level-ups in each category, and how many small and large enemies you need to kill to get the next magic jar or point bag.
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Ooh nifty :) Interestingly (though expectedly, seeing as how the engine is almost exactly the same :p) it also works just fine on SMB2J, although the "generic small" hitbox (used mainly for goombas and piranha plants) is a bit taller...I'm guessing because it makes it easier for upside-down plants close to the ground to hit you. :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
alden wrote:
Desert Bus
YOU ARE WINNER.
Experienced Forum User
Joined: 4/25/2004
Posts: 498
upthorn wrote:
I've never been a big fan of NES, but I have enjoyed watching several TASes of it, even of games that I'd never heard of before watching the TAS. I really cannot imagine this being the case with any Atari 2600 game that I know of.
Adventure? Donkey Kong (Jr.)? E.T.? Frogger? Kung Fu Master? Pitfall (2)? Raiders of the Lost Ark? Space Invaders on ridiculously hard settings? SwordQuest (insert element here)world? ...Custer's Rev--*brick'd*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
blahmoomoo wrote:
Oh look! Megaman is now left handed when it comes to wielding the buster! I wonder what happened to make him change his dominant arm.
Sprite mirroring? ^_^ *ba-doomp PSSSSH* ... *crickets* *gets mass-FLASH BOMB!!!!!1'd with extreme prejudice*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
ElectroSpecter wrote:
Ok, so how about this: It's a spaceship / shooting game, I think it was an arcade machine. Basically, you must proceed through nine (?) levels (of which I can't actually recall much), but the main idea behind the game was that the boss of each level was named after a planet in the solar system (i.e. Mercury, Venus, Mars, etc.). I'm pretty sure the bosses weren't exactly planets but had attributes that related to the planets? Maybe? I wish I could remember more. Hm, also remember the perspective being sort of behind the player...
Sounds to me like Gyruss...
Experienced Forum User
Joined: 4/25/2004
Posts: 498
FODA wrote:
The fact that they are adding a time competition built in the game makes me wonder if they've been watching bisqwit's site...
Series founder Keiji Inafune in part of a recent interview:
GamesRadar: Have you kept up with all the fan sites and elaborate Mega Man remixes on the web? Seen anything that's caught your eye? Inafune: I do check the sites, occasionally. I am surprised by some of the superhuman plays that I can never follow, and have fun with Mega Man fan music. Especially, “Can’t beat Air Man” and “okkusenman” was highly popularized in Japan, and I too am well aware of them. Those remind me of how much Mega Man is loved and I am very pleased about that.
So, yeah, probably. :p
Post subject: Re: #2027: Cardboard & Recca's SNES Magical Quest Starring Mickey Mouse, The in 15:28.97
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Cardboard wrote:
Also may contain material not suited for minors.
OH GOOFY This should be a fun watch. :) *downloads*
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Walker Boh wrote:
<3 Nebulus :D
Open-source PC remake, with improved graphics and a level editor. It is much win. :D
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Back in 2002-2003 or so, I was without internet for about a year, and when I came back I felt like a newbie again since I'd been gone so long. I also decided to drop my old multiple nicks, in favor of using one everywhere for simplicity. I based the new nick on an old DOS command indicating a fresh start: "format c:". :p
Post subject: Re: Super R-Type
Experienced Forum User
Joined: 4/25/2004
Posts: 498
dave_dfwm wrote:
I play on hard mode. There is a "pro" mode, but I'm 99.9% sure you can't access it without winning the game on hard first. If this is wrong, someone please let me know!! If it's possible to access pro mode at the title screen, I will of course play on pro mode instead of hard.
There is a way to get into pro difficulty without beating hard, but it requires the level select cheat: http://www.gamefaqs.com/console/snes/code/588750.html Said cheat allows you to pick from levels 01 to 07, and 11 to 17. The higher set is one difficulty ahead of what you picked on the options screen, so if you pick hard and then select level 11, you'll start level 1 at pro difficulty. I'm not sure if using the cheat affects the ending at all, though...<_<'
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Neophos wrote:
I saved two seconds on the Ridley fight by switching to Geico.
Narrator: Neophos isn't a celebrity, so to help tell his story, we hired that dragon from the Metroid games. Ridley: *smiles and waves hi* Neophos: I was just cruising along, when a stray intergalactic bounty hunter shinesparked right through my windshield. Ridley: RAWR Neophos: I called Geico. They were really nice and friendly and stuff. Ridley: RAWR Neophos: They fixed it all up in a couple of days. Ridley: RAWR Narrator: Geico. Huge savings on auto insurance. Ridley: *spits some fire on a nearby Samus plushie, and smiles as it burns* ...oh yeah, awesome RBO WIP guys. Chalk up another one that can't wait for the finished version ^_^
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Oh this'll be a fun watch. :D Also lol @ teh b0t not getting any action shots. :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Deign wrote:
I originally was gonna make a smart ass comment about all this, but nothing I could come up with would be funnier than the following. This run fails to beat the SDA record, and not by a matter of 30 seconds or even 2 minutes, but by almost 5 minutes.
You're right, that was pretty funny. XD ...This seems to be happening more and more lately. o_O Some new guy submits a regular speedrun like this one, gets grue'd, and then we never hear from him again. (Though it's a bit early to assume he won't respond, but that's usually what happens.) I'm starting to wonder if there's some group of TAS-haters, or just n00bs in general, that are just intentionally doing this kind of thing for the laughs. XD
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Actually that's the final boss gate on the right there, and the only time this screen appears in the game. It doesn't look as weird after you've gone through Flashman's level, which is where this tileset first shows up. :p
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Yeah, this hack rocks. Nice level design; fresh and interesting behaviors for the weapons and enemies; and Mega Man X, Mega Man Zero, and MegaMari tunes for great winnage. :D Couple errors in that weakness list though: Heatman's real weakness is Woodman's weapon, and Quickman is weak against Metalman's weapon. This actually completes the weakness loop, then: Heat -> Air -> Flash -> Crash -> Bubble -> Metal -> Quick -> Wood -> Heat ...which, incidentally, puts all three item-giving bosses at the beginning. It'd be nice if the TAS could take advantage of that...actually the one mentioned in the other thread already does. :p Air, Wood, and Metal's weapons are pretty powerful. It's a shame you get two of these three close to the end if you go by weaknesses...they'd probably be pretty useful for clearing enemies during the running of the levels themselves. -_-
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Twelvepack wrote:
I am really perplexed, I have the right rom (exact checksum match) and the same version of the emulator. It works for every other NES run available, what is different about this one? also strange, it seems to desync in 8-2, presumably about where he strayed from the last run. anyone got advice?
Do you have any Game Genie codes or other cheats on? They'll mess with movie playback if they change something that throws off timing... Did you change the "limit 8 sprites per scanline" setting? I dunno if it'll do anything to this particular run, but since not that many enemies are killed, the number of sprites on screen should pile up a bit faster than normal... Failing those two...what exactly does the desync look like on your end? Normally, I could see the few seconds where Mario stops at the top of the 8-2 stairs fooling someone into thinking that it's desynced, if they're not patient enough to wait it out...but in this case, it's really not that long of a delay...<_<'
Experienced Forum User
Joined: 4/25/2004
Posts: 498
You missed two. :p 5-2 to world 8 (this one is actually in the current SMB2J run, lol XD) A-2 to world B
Experienced Forum User
Joined: 4/25/2004
Posts: 498
I watched some of the movies on High Level Challenge and was like "gee these Japanese guys are pretty good..." And then noticed what the emulators called "append record" and "re-record" and was like "Eh?...Oh hey, maybe you can use savestates while recording? That'd explain it...hey that's pretty awesome actually. :D" So I made a TAS of SMB1 in VirtuaNES 0.69 (which was the newest at the time...this was way back in 2002). Haven't made one since. XD (5:08...boy has that time come down since then. :p)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Set the save type to Flash 128k. Or maybe it was 64k, I forget. <_<
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Heh, you should see the one that was posted back on page 16. :p http://www.youtube.com/watch?v=jwC544Z37qo (Fast forward to the 3-minute mark.)
Experienced Forum User
Joined: 4/25/2004
Posts: 498
Chamale wrote:
4matsy wrote:
http://www.youtube.com/watch?v=zAeE-6CNKNM INSANE stacking speed.
Instant stacking does lend itself well to a TAS, but this one barely uses luck-manipulation and it's still slower than the NES Tetris TAS. Plus, I didn't like the music.
... Uh...that's not a TAS. -_-
Experienced Forum User
Joined: 4/25/2004
Posts: 498
http://www.youtube.com/watch?v=zAeE-6CNKNM INSANE stacking speed. ...It's not even his fastest time. o.o
1 2
6 7 8
19 20