Posts for Bag_of_Magic_Food

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Hmm, nice, did the programmer say what the second prize world was even for?
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micro500 wrote:
The serial number is not unique to the cartridge. When you entered the contest you get a unique serial number which you would enter at the start of the game along with the code. The serial number gets factored into the winner code at the end of the game, but has no effect on the rest of the game from what I can tell.
So there are multiple serial numbers that can work on the same game? Has anyone hacked to find them all?
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micro500 wrote:
Something like that. I'm thinking it was a way for the game to know you completed the second level, since there shouldn't be a way around it. They made it look like there was by having a teleporter, but the doors after would stop you.
Does that mean there would be some worth to an "any%"/"non-prize-world" run, since you could do a skip that the full run can't?
micro500 wrote:
I may also be able to save some frames in the code entry by not entering the serial number first, but by alternating between the code and the serial.
Wait, you have to enter a serial number? Does that mean you could save a little time by dumping another ROM that had serial number digits that were closer together?
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Oh, is the gameplay on Game Boy Color actually shorter overall? I remember somebody saying the staircases were shortened by one block or something.
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Post subject: Re: Treasure Master
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micro500 wrote:
I had a problem with the prize world not showing up which set me back a while. After making my first video of this game, I immediately started working on a better version. I skipped as much as I could, but in the end I got no prize world. After many, many, many, (many) tests, I found skipping the car chase scene and not collecting the ID card after it broke everything. I found this after trying ~10 different ways of entering the code, and then playing through the game each time (major pain). My final run will include that car chase scene unless some way is found to avoid it. But that's ok, the car chase can be pretty entertaining.
Oh, do you suppose events like those were checkpoints the game uses to make sure you're not cheating to reach or complete the prize world?
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I find your new movement styles very amusing!
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Because we don't still live in the Golden Age where everyone thought exactly like you, XKeeper!
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Ah, interesting. I'm somewhat aware that the Quattro series started on some earlier systems, and some Quattro games were mixed 'n' matched to make pirate cartridges on NES clones in some countries, and I've found ROM hacks that only let you play Super Robin Hood, or make you start the wrong game when you make your choice... usually Treasure Island Dizzy with the weird "paint the screen in inverse colors" mode, because they're hacking it for a translation or something... But I still can't find the Super Adventure Quests ROM!
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Another timesaver in Linus Spacehead I forgot to mention is to jump at the start of every level. If you're holding Left or Right when you hit A, Linus jumps forward at full speed no matter what his previous speed was, so a jump at every level entrance skips the time you spend accelerating on the ground.
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Xkeeper wrote:
I'll be honest in that the only thing I hear here is "durr hurr it's faster than my movie".
That's also what I keep hearing from the people in favor of publishing it.
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Or those users with good enough ad blockers!
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I don't see any casino links in the Ads By Google on this site right now, but I think the ones on http://vgmaps.com/ are silly. "If you enjoy playing video games, you may also be interested in playing online poker. If so, BestPokerSites.org offers independent reviews of several poker sites, and also offers custom poker toplists including the best poker sites for USA players." "Online gaming has become increasingly popular in the last few years. Blackjack is a game of skill that is played online." "We only deal with classics like Castlevania and Shinobi, but a great game we’ve found is online bingo; play games, chat and win prizes." Wait, you only deal with those classics? But I thought VGMaps was aiming to keep expanding into newer games, even 3D ones! Man, don't let your advertisers misrepresent you!
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Nach is my latest creepy fanboy, I think!
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Oh, right, I said I was going to update with some ideas for speed strategies, didn't I? Well here goes! *You probably already guessed this, but the Luk-E-Day machine isn't random at all. It always pays out when your remaining number of Lino Dollars is 1, 25, 30, or 35, never at any other number. Thus the maximum you can ever carry is $84! The guaranteed payout at 1, along with the game's refusal to let you buy anything unless you have at least one more dollar than the price, is to keep you from running out of money. The higher ones are so that it doesn't take too many more tries to get another fifty dollars after spending some of your prize money, although it kinda assumes you'll get the post office supplies first, which makes good sense anyway. What's interesting is when there are some things you're allowed to buy or collect multiple times even once you don't need them anymore, such as the photos and the gunpowder in the post office. It would be worth testing whether it's faster to waste money on extra gunpower than on failed tries of the Luk-E-Day, since with the SupaVend you won't be waiting for the slots to spin around, but you do have to take the time to scroll back up from the new gunpowder to your money again every time. At any rate it would be cooler than the player acting as if Linus really was just waiting for a lucky pull of the slot machine. *You've also probably guessed that you don't need Old Lino Town's teleporter's side effect to get through the Secret Tunnel. Yeah, it's one of those places, where you COULD get the glowy thing to see in the dark place, but you don't HAVE to, so the viewers will likely be subjected to a sprite jumping up and down a blank black screen, but oh well, the light didn't illuminate very far around Linus anyway. So really, you don't need the Old Lino Town Telekey at all. You can even teleport there without it if you go to Dodgey City's teleporter: They had to leave you a way to get back out in case you didn't pick up any other Telekeys, so if you simply choose "Use teleport machine", you'll go back to Old Lino Town regardless of what keys you're carrying. Not that I think you'll even need to teleport to Old Lino Town... *Um, you get to pick up the Linoville Telekey before you enter the action stage between No Man's Causeway and Linoville. So you could just turn around right after grabbing the telekey, take the Old Lino Town teleporter over to Linoville so you can use its status effect to reach the camera shop, and never play that action stage. Is this an intentional sequence break, or just a very bad design oversight? Whatever, it makes sense to do it unless playing that action stage and teleporting out from Linoville is quicker than all that backtracking, which I doubt. *On Detroitica, there are sequence breaks through the special action scenes in the factory that also may be intentional, or not. In case you didn't fully understand how the car-jumping section works, there's a key you collect before the last car that operates the computer in the previous area. By turning on that computer, you can solve an easy password puzzle that deactivates all the robots that were zapping Linus and booting him out of the room, so you can pass by them freely. So about the only point of the key is if you got most of the way through but got zapped by the last robot, you can do a puzzle to skip having to try to pass all the robots all over again. But if you pass the last robot successfully, then the key isn't necessary and you just move on without deactivating the robots. I don't know if the programmers meant for the last robot to be impossible to dodge, or just very difficult, but either way it is possible to dodge, so there'll be no need to use the Computer Key in a speedrun. Similarly, the very next section has giant robot Vork throwing junk at Linus to knock him out and then throw him into the Scrapyard, where Linus can collect a fire extinguisher that will put out Vork's power source and go through another action stage to get back. Again I don't know if Vork's tossed scrap was supposed to be impossible to dodge, but those of us used to fighting GutsMan can manage to jump enough of the things to sneak past Vork without turning him off (especially if it's Cosmic Spacehead with his improved jumping ability), thereby skipping another whole action section. I think at some point the developers must have gotten fed up with this sequence break, though, because in the Amiga version, Vork doesn't throw anything for you to dodge. Instead you're set on a higher walkway leading directly into Vork's waiting hand. I guess I can understand if they realized too many players weren't figuring out the fire extinguisher puzzle and thought they HAD to jump over all the thrown blocks. Another drastic change in the Amiga version is right after that, where the towers aren't electrified, but you now have to deal with bottomless pits and enemies from the previous Detroitica action sections. Also it replaced the flying dodo bird things in the surfing section with more of those "Tubeflies" or whatever they're called that fly around No Man's Causeway. What's up with that? *And what's up with the asteroid-"dodging" section before you stop at space station 59-C? I found that in order to end it, you actually have to bump into a certain number of asteroids, I don't remember exactly, but I think it's 10 or less. If you keep dodging them successfully, they'll just keep coming for many more minutes until you finally fail and bump into enough. Despite that, Linus always says afterward that he "guzzled gas" dodging the asteroids and needs to stop at a space station to refuel. Not to repair all that damage from the asteroids that the game forced him to hit? I think either there was a last-minute rewrite of the asteroids scenario to make it easier, or the game designers were having a bit of fun with us. Interestingly, some ports of the game don't let you move your spacecar at all, so it's basically just a movie where you watch Cosmic get pummeled with asteroids while he sits passive until he complains that he guzzled too much gas "dodging" them, and versions with more advanced graphics actually lack the battle damage that accumulates on the car in the original. So instead of a cool minute of perfect dodging, a speedrun will just hug the right edge of the screen to soak up all the asteroids immediately as they appear. *Can the door in Formica City be opened without a helper? I notice I can start moving the cursor right after pushing the first button, and the door starts opening right after I issue the command rather than when Linus actually reaches the button, so I can redirect Linus back to the left shortly after the door starts opening, but any action to direct Linus away from the button immediately starts closing the door, so Linus always ends up blocked by the time he gets over there, even if the door looked about high enough to pass under. Now maybe I'm not timing it right and it just doesn't work at head-pinning height, or maybe the "door closed" status is set immediately rather than in the middle of the closing animation, but one thing worth noting is that I can't get this to happen at all in Cosmic Spacehead, so I guess that's another version difference. If they bothered to fix this, does that mean they discovered it actually worked at some point? *You know that letter from Linograd you have to wait for? I did a bit of testing to see what actions I could take to make it arrive, and I discovered that simply standing still in that same spot in the post office for about 159 seconds was good enough. So you want to spend at least that much time questing for other stuff after sending your own letter, plus whatever time the timer is frozen in some places because some section "doesn't count" towards it. Now for route planning... I think everyone realizes that Detroitica is a very straightforward sequence, just use the sequence breaks I mentioned. The space station doesn't seem to give you any real alternatives to solving it, either; just visit the ends in the correct order (425631) to grab everything efficiently without backtracking, and remember to pick up all your stuff again except in the last room. The parts on Linoleum after using the missile seem straightforward, too: Backtrack to Old Lino Town after grabbing each new Telekey to use the effects of the Linograd and Linoville teleporters, and make sure you've obtained another 50 Lino Dollars by the time you teleport into Linoville. So it's really the early part of the game where you're juggling a few different goals and have several possible routes to try to intertwine your quests efficiently. I suppose you could say the two main goals are obtaining a ticket to Detroitica and clearing the path through Linograd. For the Linograd part, there's the secret tunnel you have to open to access Linograd by sending and receiving a letter (reading it is unnecessary in the NES version, just having it in your hands is good enough), and then there's the 4 missile parts to collect. Two of them are found in the post office, but one of them can only be collected after you gather the other three. Another, the fuse wire, is far west of Formica City, requiring an item you obtain during the driving/ticket quest, so you definitely need to work that one into the middle of the quest for the driving license somehow. One more part is in the cave west of Linograd, so that means there will be 2 trips to Linograd before you can down that wall. For the bus ticket, there's a pretty clear sequence of places to go once you start opening up areas. You've got to get more money at Cape Carnival to buy passport photos to get your passport at the post office, where you should also get your letter made and delivered at the same time, so you probably might as well get your helium balloon from the Cape Carnival attendant at the same time as the first batch of money. Then you go South from Old Lino Town to show your Passport, East to collect the Icing Sugar, then back to Old Lino Town to go East to Give your Helium Balloon and Use Icing Sugar, so you can go further East to collect the Dodgey City Telekey. You have to teleport in and out of Dodgey City with the Telekey to get the Plug to use in the bathtub, so that gives you some options. Then after you repair the Bath Tub, you get the Surf Board and the chance to buy your Driving License, but you would have needed to work in another trip to Cape Carnival before that to have more than the $50 required. Hmm... And then remember you have two routes to get back to the west from Dodgey City because you can just fall down the little cliff thing in if you want, so test both ways for time, though I'm leaning toward the right/south way because you'd probably be going for the surfing section next. So we've got to work in another stop at the Luk-E-Day and a trip west through Formica to use the Surf Board to get the Fuse Wire... Maybe we should make a list of things you have to visit more than once in this game so we don't forget. -Luk-E-Day Machine: 3 times, because you have to go from $1 to $50 to spend $12 of it on post office supplies so you can start getting more places and get your letter sent early so you can spend plenty of time waiting for the reply; the second time you're going from $35 to $84 to pay for the Driving License; and finally you'll go from $30 to $79 to get that camera in Linoville just before leaving the planet. -Cape Carnival Attendant: 2 times, because you need the Helium Balloon to clear the way to get that Driving License you need to come back and play the bumper car race for the Bus Ticket. -Enquiries Office: 3 times, twice in a row early on to get the Passport and buy the materials for your Ready Made Letter, and once more later to receive Cousin Linochev's reply letter. His/her buddy at Lost Property Office you should only talk to once, though, after collecting the other three missile parts; no reason to have that useless joke book stinking up your inventory longer than it has to. -The Riverbank: 2 times, because you can only fetch the Icing there first, then you get to cross it later. Or you might also backtrack through it after the final trip to Dodgey City. -Dodgey City: 3 times I guess, once from the left side to get the Telekey, once into its Teleport Machine with that telekey, and once from the right side to bargain with Shady Lionel. -Linograd: 2 times before you can blast away the wall, then you end up backtracking through it a few more times later because of its stupid incoming-only teleporter. -Old Lino Town, Cape Carnival, Passport Control...: Too many times for me to want to count, blech! Okay no more whole-area counts! Well the SupaVend might be the same way, depending on whether you end up using it to diminish your money to make the Luk-E-Day pay out right away. So what I was thinking was, you have a mandatory teleport in to Dodgey City, and a mandatory teleport out from it. Where you teleport in from doesn't matter, so it may as well be Old Lino Town's since it'll be the closest. Then you may as well use the Formica City Telekey to get out, since you'll need that teleport effect to get through Formica City and the later teleporters aren't available yet. That's why I would go grab the Formica City Telekey right before going after the Icing Sugar. But at the point you teleport out of Dodgey City, you won't have the surfboard yet, so I was thinking you'd turn right around and head back east from Formica City after pushing the far button, since that button makes the wall stay open permanently. (Test whether it's faster to collect both characters on the left and then turn around from the action stage so you're not sending the characters that longer distance to the right twice.) Now you have to revisit Cape Carnival before the final trip into Dodgey City to collect the $50 for Shady Lionel... I was thinking, maybe this could be done on the same trip as entering the Secret Tunnel for the Match and collecting the Helium Balloon. The only issue is whether enough time will pass for Linochev's letter to arrive before I want to take this detour to the Caves. If it's after the first trip to Dodgey City (meaning I grabbed the Helium Balloon at the first opportunity), that should be a safe bet. But if I want to save grabbing the Helium Balloon until after the Tunnel's open, so I'm only adding the distance between the hole and the Attendant rather than between the Luk-E-Day and the Attendant, well... I'm not sure if there would be enough action scenes to make enough time pass. After the first trip to the Post Office that would be the OldLinoTown-PassportControl stage, the PassportControl-FormicaCity stage, and the PassportControl-TheRiverbank stage. 3 stages, if they're much less than a minute each, they're probably not long enough for the wait. I suppose you could add the action stage from OldLinoTown-TheWilderness and turn right around, but that's adding backtracking between the middle of Old Lino Town and the entrance to The Wilderness, including crossing the world map, for what? That little space between the slot machine and the hole? Or there's that FormicaCity-CosmicCoast stage, but that's only possible after visiting Dodgey City, so, uh... I don't think it would... help... Okay it's getting late and I'm getting tired now, so anyone else who's familiar with this game should let me know if I'm missing something that would make this easier to figure out. Thanks for reading!
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Hey, that's pretty slick! I have more faith in you now!
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Pointless Boy wrote:
It's boggling that anyone seriously wants this run not to exist on this site, whose primary function is to display runs of this type. Anyone who says otherwise is being disingenuous. I have no way of knowing or proving this, but I suspect all we are seeing is a bunch of butthurt people who really wish they'd figured this out before MUGG did, and are looking for any excuse to invalidate his incredible effort.
Naw, I think you're discounting all the people who wouldn't have bothered with a PAL version run, even if they knew it was faster, because to them it's not the "real" Super Mario Brothers.
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So the title of the 52nd game is neither "Action GameMaster" nor "Cheetahmen", but "Animation"? Good to know!
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Yes, but what is the proper name of that title?
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Oh, hey, if you want to see the original packaging for this game, check out NintendoAge.com or DigitPress.com. I see that the Aladdin Deck Enhancer version came with just a big fold-out page for its instructions, while the gold cartridge has a full-length booklet. I also notice that the stories of the games were slightly revised from one manual to the other--except with Boomerang Kid, the story is COMPLETELY DIFFERENT! Check this out:
It's a little known fact but boomerangs don't actually return when you chuck them. They were invented by the Aborigines to train kangaroo's to jump on their back legs. The concept of using the boomerang as an aeronautic yo-yo is a confidence trick invented by Bob Smith. "I bet that I can lob this bent stick and it will return to my hand," goads Bob to his victim, in the queue to the dunny outside the pub. I should mention that the victim is usually in such a far state of inebriation, that he doesn't see the elastic string attached to the stick. He just marvels at the sight cries "blimin' Emma" and stumps up his forfeit. Poor Boomerang Kid, so taken in by the ruse, he spent the entire day chucking New South Wales' entire boomerang collection every where trying to copy Bob. Now the Aborigines need them all back!
Now compare it to:
Boomerang Kid was lost by his parents on a camping trip to the outback. Luckily an Aboriginees tribe found him and saved him from being a Dingo's dinner. The Aboriginees raised him as one of their own and taught him the ways of survival in the outback. Snapping Alligators, hungry Dingos and cute Koalas, Boomerang Kid learned about all the animals in the outback and studied their movements. He also learned to find his way around the treacherous terrain that was now his home. Now that Boomerang Kid is older he wants to repay the Aboriginees, so when their boomerang store is raided he sets out to find them, vowing not to return until he has every single one!
So which story is the TRUE story? Well, I don't think I care for games where you're just cleaning up your own messes, and I don't get why they wanted to start a myth about returning boomerangs being a myth when that's already contradicted by the title and high score screens. So the Mighty Whitey story must be the correct one, right? But then who stole the boomerangs and dropped them everywhere? Was it Lord Grimdown? Doctor Jekyll? What was Dr. Jekyll doing in Australia? They moved the Tower of London there? How did Boomerang Kid's parents lose him, anyway? Does Boomerang Kid have a real name? Where are Toby the dog and Howard the dingo supposed to be? Why is the sad cebu sad? I want answers! And then I will overthink those answers as well! YOU'LL PAY FOR THIS, BOB SMITH!
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Post subject: Quattro Adventure
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This compilation has already been discussed in topics like this one and this one, but I feel if interest picks up it'll need its own topic rather than cluttering up a wishlist topic. This was one of the most notorious of the Quattro series, as Camerica had started publishing CodeMasters' games for the NES late in its lifespan without a license from Nintendo, and I read that they actually sold Quattro Adventure on a home shopping channel! (I'd like to see video of that if anyone ever recorded it. A 30-second spot for a crummy game is easy enough to do, just throw together some soundbites, but can you imagine home-shopping hosts talking about this thing for several minutes trying to make it sound like a great deal?) So for this first post I'll note some things I've learned recently about each of the 4 games on the cartridge at the time of creating this topic. Do you think any of them will be worthy of a submission to TASVideos?
Boco wrote:
I don't think you can change games without a hard reset (even soft reset just returns to title of the game you're playing, not the game select menu) so it'd need to be 4 movies.
Linus Spacehead I'm getting really sick of websites like this and this not doing their research and conflating the two Linus Spacehead games. They are not the same at all! One game is a sequel to the other! They have nothing in common but the protagonist and his need for candy! Quattro Adventure did not compile a game that would be first released a year later! (It reminds me of the problem of trying to discuss the original Legend of Zelda: The Four Swords with someone who's only familiar with Four Swords Adventures. "Four Swords? Yeah, Four Swords Adventures, I played that game on GameCube before!" So you say "No, the Four Swords on Game Boy Advance," and they say "Oh, yeah, you used Game Boy Advances to play Four Swords Adventures with multiple players!" So you show them screenshots, and they'll be like "Oh, yeah, Minish Cap!" So then you finally show them the Link to the Past GBA cart's other game in action, and they'll go "Oh, looks like you need exactly 4 players to play this game, and I don't know that many people who have this. Too bad!" No, you can play it with just 2 or 3 players; what's really too bad is not keeping the name "Four Swords+" for the GameCube game, to imply that there had been a non-plus one before.) I've gotten pretty good at playing this one in real time. There's one TAS I know of that I just found on YouTube (http://www.youtube.com/watch?v=HwZFgJbwc4o). It would be nice if they uploaded the input file somewhere though. We know it has some room for improvement: As I mentioned in the other topic, as least the last 3 radio pieces can be skipped without ruining the ending, and I just tested the shortcut in level 4 and found it to save a bit of time. Additionally, I discovered a trick in the part at about 7:04 in that video, where instead of jumping to the middle cloud on the right first, I was able to stand on the middle of the first cloud on the bottom of that stack and jump directly up to the cloud directly above it, as the gravity had just gotten low enough to do so. (The gravity gradually decreasing as you get higher in level 8 is a pretty cool gimmick, I have to say.) Super Robin Hood I haven't played very far into this one, but people have tended to respond to it pretty positively. What's interesting is I did some research on this game and realized that the "Super Robin Hood" on Quattro Adventure should really be considered the sequel to the game known as Super Robin Hood on such systems as Amstrad CPC, ZX Spectrum, and Commodore 64. On most other consoles this sequel was called "Robin Hood: Legend Quest", but for this first NES release they decided to keep the title of their previous Robin Hood game just to confuse us. And now you know!
klmz wrote:
I happend to have made a super-sloppy run of it, which was 20 minutes long. The game has some jump-through-walls glitches, but not very interesting.
Hmm, care to elaborate, klmz? Boomerang Kid Yeah, it's that game where you collect lots of boomerangs but never get to throw them at anything, and you die from a measly 41-pixel drop. So likely more of the challenge is figuring out how to safely jump down from high places than avoiding the enemies. It's also got that "partial 'bouncing' fix" I noted in Cosmic Spacehead, where if you let go of A but start holding it again during a jump, Boomerang Kid will automatically jump one more time when he hits the ground. This actually comes in handy sometimes, though, when you want to jump off the rapidly crumbling platforms after the first instant you land on them so you save them for as long as possible. My real gripe about the controls is how hard it is to control the forward distance of your jumps. You can start moving forward in the middle of a jump, but you can't stop or turn back after you start, but Boomerang Kid will automatically stop moving forward before he hits an obstacle after some distance--I think it's after he reaches a certain downward velocity. So there'll be times when you need to jump only a little bit forward, and you'll want to try to jump as low as possible to minimize it, but you also have to start pushing forward before Boomerang Kid starts descending or it won't register, but if you're too early you'll go too far... It's annoying. Also there are inconsistencies in the fall death detection, but I may get into that more later if I ever get some hard data. I just finished playing the game cheesing through it with savestates and learned some cool stuff. If you're going for time, I have found there are 6 warps in the game which make you finish a level without having to do anything else. But if you're going for score, then you want to reach the regular exit with as much time remaining as possible. If your two choices of levels are close in minimum completion time, then the difference in their numbers of boomerangs may make the difference in the maximum possible scores instead. So some level choices will be different for score-attack versus time-attack because of the existence of warps or because the amount of starting time of number of boomerangs differs. Here's how it breaks down: 1 boomerang = 15 points 1 second left on completing any Outback level = 10 points 1 second left on completing any Castle level = 20 points 1 second left on completing any Cave level = 30 points With major savestate abuse, I found that the maximum score is upwards of fourteen thousand points! So you can definitely get the #1 spot in a TAS. The only issue with an entertaining score attack I can think of is that you keep your points for collected boomerangs even after you die or take a warp, and after you die, the boomerangs all come back for you to collect again. So to maximize your score, you would want to suicide 4 times after grabbing all the boomerangs in whichever level has the most--that would be the last level, The Cave of Ultimate Evil, with a total of 8--to add the points for all those boomerangs an additional 4 times before you finish the level on your last life. That would make for a pretty boring finale, collecting 8 boomerangs 5 times, especially as there are only 4 unique spots for them to appear that you visit twice each time. But then in a time attack you would want to not only take warps but also use the Select button to lower your remaining time. The Select button feature for speeding up the timer was intended to suicide in case you got trapped and couldn't finish the level, but a speedrun could use it to run the clock out just before reaching the exit in order to avoid the tally of time into score. This would result in a very low final score, but that could be entertaining in itself, finishing the game but still not having nearly enough points to break #5 on the list! Now if anyone asks about specific level strategies, I could discuss one, but for now I just want to ask: What's the deal with Hopping Mad Halt? Why doesn't the level exit open after collecting the four boomerangs? Sure there's an easy-to-find warp, but shouldn't the regular exit work too if you earned it? I can only guess... 1. Programming oversight, and this level wasn't completely tested because everybody kept hitting the warp. If this is true, then it makes me want to check out the European version, "Super Adventure Quests", to see if they fixed it. Unfortunately I still haven't found anyone who's dumped that version of the game. 2. There's some arcane trick to make the level exit open that no one's discovered yet. This would just be annoying, and unlikely in my opinion because the rest of the game doesn't have any real "rule-breaking" segments like this. I already tried collecting the 4 boomerangs in every possible order and running around touching every other spot to try to find an invisible boomerang or something, so I really doubt it. But hey, a lot of players thought Backstab Alley was impossible without warping because they couldn't figure out how to make the final jump, so I don't want to be one to completely dismiss this. 3. The level designers locked the exit on purpose so you would be forced to find the warp. You know, to work in with the title, because you would be "hopping mad" to find you were "halted" by this nonsensical locked exit, until you "hopped" "madly" to find the real "halt" to this level. I don't like this idea either though, since it means it instantly disqualifies this level from the chance to rack up more points than in The Corrosive Cavern because you can never collect the time bonus, making the competition for best score attack route a little less fun. Also, the frog at the top of that level has its hitbox displaced to the right when it sits facing to the right, and... Did you ever notice how huge these frogs are? Think of them compared to the kangaroos from earlier in the game. It's kinda scary. Anyway, I don't know if this game is great for a TAS since it tends to look a lot easier than it really is, but in some places it's cool to see Boomerang Kid make a move earlier when you would normally wait for the situation to look safe, so... yeah? Treasure Island Dizzy This game already has its own topic, so you could post about it there if you want. http://tasvideos.org/forum/viewtopic.php?t=2933 I'll admit, I'm not a big fan of Dizzy at this time. I find the games a little hard to get into. And with this game's "1 hit, 1 life, no checkpoints, no continues, no saves" policy, how did this series ever take off in Britain the way it did? Sheesh. Well, I found the Dizzy the Adventurer TAS kinda fun to watch, so maybe this one will be nice too. Does there need to be a separate category for "Collects all 30 coins" though? And I know some of these games like Dizzy and Robin Hood were ported to systems like Atari ST and Amiga with souped-up graphics and sound, but those don't have rerecording emulators yet, do they?
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Wow, maybe someday we'll discover the original reason for the "Use the American version" rule!
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Pointless Boy wrote:
Until moments before this submission I could have asked any of you "hey can SMB PAL be run faster than SMB NTSC" and to a man you all would have said "lol what of course not SMB is one of the most optimal runs on the site".
Nah, I think they would have said "Possibly, but who wants an obsoletion over a dumb version difference like that?"
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With all this debate, I'm surprised more people aren't weighing in on the Linus Spacehead topic!
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Yeah, and even the "one that came first" idea is open to debate. Maybe the one that came first is the closest to the developer's original vision and the one everyone's most familiar with. But maybe later releases fixed things to be closer to the original vision than was possible before, and maybe those fixes made the game more fun. The NTSC->PAL thing really isn't about anyone's vision, though; as I understand it, it's about a computer clock speed relying on the AC frequency arbitrarily chosen by certain countries, so changes made for that reason should be disregarded if possible.
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Good points, but why can't I say the same about official English translations of Japanese games?
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