Posts for AnotherGamer


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Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
When a character has a high enough affection rate with another character (I don't know exactly how high though, default might be enough but higher rates make it more likely) and the said second character is killed in battle, the first character has a chance of getting an anger explosion which increases their attack by some absurd multiplier (double usually) and also has a chance of learning any ougis in progress, assuming there's any available.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Hmm. I was wondering, how does learning Ougis via anger explosions work? Assuming you have any to begin with (which you will at some point) for characters you plan on using (which is not as certain), do you get one randomly if you manage to learn one via an AE, is it determined by how much you have used the prerequesite(sp?) waza before that, and do you need a specific amount of uses to even be able to learn an ougi that way? Because of the extent the most characters will probably end up dying, I think it might be useful to get any ougis that way, assuming you'll end up using any and you don't need to hike up the affection rates in some time-consuming way to even get any anger explosions to begin with.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
So you don't miss, we get that from the first 5 stages or so. Now how about some variety for a change? NO'D!
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Good stuff. I don't know what the hell they were thinking with that assrapingly hard Drac battle. Obvious yes.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Looks good. Were you planning to get any ougis, specifically the Shichisei one for Ratix? Shichiseisouhazan is more or less the cheapest single ougi in the game...
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Great stuff so far, I really wish you'd finish this one way or the other. The fact that you don't need to upgrade any life, sensors or machineguns makes it kickass enough to watch.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Mmm, yeah, I guess the game might be pretty repetitive with all the stages being needed to replayed twice, although the second time around would be much faster with the powerups and all, so I think you should give it some thought. Plus the extra stuff that happens in the stages is usually pretty interesting. As for the run itself, seems pretty kickass to me so far, keep up the good work. I'm not sure if it's smart to kill all enemies you come across though if you don't need to since you can jet through them.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
You don't say?! What gives you that idea?
Post subject: Batman: Return Of The Joker
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Since Guybrush's apparently too busy TASing this game, he asked me to make this topic. It's more or less the prettiest-looking NES game there is, with more shooter-themed gameplay than with the original. Batman's also learned how to slide, and the boss fights have an interesting number-based life system. So, anyone else interested in this game? Nothing much else to say for now, Guybrush can report his other findings.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
I sit on my ass, "admire" Donamer's art along with other similiar things and try to find good obscure games to play.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Pretty good so far, but again it would've paid to see TSA's run entirely first. Instead of doing the ice block puzzle to push down the switch to lower the pillars so the lily pad can get past it, you should've moved it as much below the pillars as possible, built up speed for it and then step on the switch and let the momentum carry the lily pad past the pillars.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Improvements are always good, so an obvious yes. Keep up the good work, that goes for the non-TAS stuff too.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Abuse rolling through enemies. Always neat to do consistently and saves time as opposed to taking hits and whatnot.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
ventuz wrote:
try this "NARPASSWORD" , I don't know who discovered this but probly Parasyte. It only work in original NES (so far that I have checked.)
Erm...what do you mean, on the original NES? Last I checked, it even worked in the original Metroid that comes with MZM...
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Neat run, but how exactly did you get Lavos to spam Laser Beams and lose his defense before the arms are killed, due to allies being dead or what? Also I haven't seen that white-triangles-with-red-explosions attack before, when does he do that? I thought his attack order was mostly scripted...
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Grood stuff, I likes. Way to one-up the RNG.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Indeed, as evidenced by stuff like "Master my ass!", "You can't let that monkey food win!" and "I'm Adelbert Fucker, captain of the Pluto Knights!" I got with FF9 when I was bored.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
If that's doable, I've got a perfect candidate in mind, Tales Of Destiny. With the kind of potentally high-hitting combos you could perform ridiculously early on with frameadvance and rerecords, you could get a metric crapton (70000) of exp each battle you'd manage to get a 99 hit combo in. The fact that all characters are player-controlable directly in battle with the right accessories would help things too.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Don't use Roman numerals if you don't know how to. XI=11. IX=9.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
I concur. More encoders FTW.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Kekekekekeke zerg rush! Well, someone had to say it.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Glad you liked it, now could you go repeat the same on the SDA board?
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
Truncated wrote:
>the whole "tricks" page needs a massive update What other tricks would you like to see on that page?
Anything and everything that has been pointed out anywhere on the boards or used in any run and isn't already there in some form.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
The other sections are fine enough as it is, but the whole "tricks" page needs a massive update, as that's where the most runners will want to look first.
Experienced Forum User, Published Author, Former player
Joined: 2/2/2005
Posts: 198
But I thought they said he looked like him and....oh nevermind.
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