Posts for Bag_of_Magic_Food

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Yeah, it would only work if MegaRockMan were consistently faster than the Rolling Cutter. But why are you only testing on bosses? Every stage enemy has its own strengths and weaknesses to different weapons, and that's why I started making this spreadsheet earlier this year. http://www.box.net/shared/5xg58xncfa Now you can just look down a column to see how useful a weapon tends to be. Do you think I should add more games to this table again sometime?
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Was that trick used in a movie yet? I just learned about it today when the Mega Man Network linked to this video, but now I see it was already discovered at the end of this topic, so...
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Cool, you actually returned! So did you save that second attempt at Rockman 1 then?
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I'm still mesmerized by the special stages, perhaps only because I think these songs sound similar: http://www.youtube.com/watch?v=Ub9-Vrzwq4w#t=31s http://www.youtube.com/watch?v=k6UspBkzMag#t=47s
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The main difference would be the item names when you collect them, right? I guess it would be nice to English-readers to know what things are called rather than only guessing their functions from the icons.
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http://www.youtube.com/watch?v=QgTOjH2UhoU Whoa, nice dodging in MetalMan's stage! I greatly prefer that over the levels full of pause-hits.
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Are you sure you don't want to look for more improvements on 1 first?
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Does that mean you need to use revision 20 or 21? I know 21 un-fixed some of the bugs that 20 fixed.
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Oh, I thought you were just totally clueless about what the different color versions are like.
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They're ALMOST the same game, though. Hey PikachuMan, why did you erase your guide? Even if it never gets used, it's still fun to think about.
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I think I mistook at least one of Flygon's avatars for a ferret.
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Post subject: Re: Pokemon Red and Blue - Complete Pokedex
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PikachuMan wrote:
Both players evolve them into Ivysaur and Wartortle respectively and trade them back,
Wait a minute, now, when the players are trading the middle form of an evolution chain like this, wouldn't they want to trade back again right away so they can keep getting the experience boost from having a different trainer's Pokemon? That is, if leveling through battling is even part of the plan...
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I never get any ads, and I don't even remember configuring my browser to block them!
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Okay, I should have just looked at my own posts then. I knew it was something like only 3 or 4 Chaos Emeralds you needed to survive that underwater place where you're supposed to have that... thing that lets you survive.
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Yeah, that sounds like it. It leads to stuff like climbing into walls and falling straight out of levels, I recall. I found this list in an old text file that might help:
Normal Regular Bomb: start with
Red Chaos Emerald: Polloi Forest
Mecha Tails Remote Robot: Polloi Forest
Radio: Polloi Forest, need Mecha Tails Remote Robot
Speed Boots: Polloi Forest, need Mecha Tails Remote Robot
Pikkon Hammer: Volcanic Tunnel, need to clear Polloi Forest through straight exit
Remotecon Bomb: Volcanic Tunnel, need Mecha Tails Remote Robot and to clear Polloi Forest through straight exit
Green Chaos Emerald: Volcanic Tunnel, need Remotecon Bomb
Helmet: Polly Polly Mountain 1, need to clear Volcanic Tunnel through straight exit
Knuckles: Polly Polly Mountain 1, need to clear Volcanic Tunnel through straight exit
Super Glove: Polly Polly Mountain 1, need to clear Volcanic Tunnel through straight exit
Purple Chaos Emerald: Polly Polly Mountain 1, need to clear Volcanic Tunnel through straight exit
Vulcan Gun: Tails's House, need Purple Chaos Emerald
Mine: Cavern Island, need to clear Lake Rocky through straight exit
Napalm Bomb: Cavern Island, need to clear Lake Rocky through straight exit and Remotecon Bomb
Anti-Air Missile: Cavern Island, need to clear Lake Rocky through straight exit and Remotecon Bomb
Spark: Polloi Forest, need Napalm Bomb and Normal Regular Bomb or Remotecon Bomb or Triple Combo Bomb
Yellow Chaos Emerald: Cocoa Island, need remocon and a bomb, same for teleport
Great Large Bomb: Polly Polly Mountain 2, need to clear Lake Crystal
I can't tell if it's supposed to be the list of minimum items needed to clear the game with glitches, or just information on the items in general, but there you go. Maybe it's just the items I thought might have been helpful, but I didn't get around to pruning the list.
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And I still have to disagree! In other games, taking damage is interesting when the main goals are fighting through hordes of baddies or searching for the exit. But in this game, the sole objective is to avoid traps, so a TAS that fell into some traps would look much too ordinary. (I also wonder if the rings speed you up, which I always wonder now that I've heard of at least one Sonic game where the rings increase your top speed slightly. Gr...)
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Oh yeah, I just noticed that rings also refill the life bar. But I think a no-damage run would look cooler, just as having 3 players only seems necessary for showing off.
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I've seen videos of this game too. It's another isometric game like Sonic 3D Blast, only instead of puttering around collecting birds, you just run as fast as you can, avoiding all the traps. I think that would be very exciting. I only wonder how well it's emulated, including the trackball controller if that affects anything. And does anyone know if there's any kind of reward for collecting rings other than high score?
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I might have learned something like that too, but my memory of this game is so hazy now. I had this great plan for the shortest route with least item collection thanks to glitches, but now I can hardly remember where to go or what the items do! I should at least try to track down that old version of Dega, though, so you can see what I did.
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Priam wrote:
I don't think you'll have a problem; battles in that game are a more involved affair,
All right, if you say so, but I imagine that adding tool-assistance to speedrunning only increases the tendency to use one or two killer strategies that reduce every battle to about 10 seconds long. Then with the ability to avoid all random battles, you've got a movie that's 95% running through a maze or between towns. Not that that can't be interesting to the right audience, but... Well, you can always give more opinions about that in the GBA topic.
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Filespace! Noooooooooooooooo! Well, I do have some .mmv files on my hard disk still, but they desynch on choosing the first level, and I don't remember which version of Dega I used. I shouldn't have just overwritten it like that!
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I don't think it works like that. Select didn't do anything when I tried it, anyway. When I avoid battles by stopping, it works differently. Normally I'll be running for a while, and at some distance get into a certain battle. I can avoid that battle by stopping for a certain small number of frames before that, sometimes 1 or sometimes more. It doesn't really matter how I do the stopping, whether by actually standing in place, changing directions, or just switching to walking speed for a while, as long as I wait whatever minimum it needs. But if I do it too early, I might get into a battle earlier on than when I just ran straight forward. Direction almost never seems to make a difference in how much distance can be covered before the next battle starts. But covering the same distance in a different amount of time (by not waiting the full minimum) does result in a different battle, while getting into a battle at the same time even if the distance was different gives the same enemies and chips. Feel free to mess around with the memory viewer if you think you can figure out how this all works.
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I think I'll be starting this run over soon, not only because I wanted to pick up fewer spare chips for my new plan, but also because I just now found another "frame of opportunity" trick. It turns out that if you press A on the frame before entering a random battle, you'll skip that battle. So now it appears that MegaMan can always take the shortest path through a network, with no speed compromises to avoid battles. The only time they would still be a problem is if I'm trying to get into a specific battle to win a certain chip, since A doesn't seem to affect the next battle in any way other than skipping it, but I'll see what I can do about that. The main trick will be getting the chips I need to use on the first turn as fast as possible... Hmm, but now I'm encountering some situations where pressing A doesn't work, so then I have to avoid the next battle by slowing down again. Could there be some sort of pattern to when this happens?
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Priam wrote:
As it was, it was just a dude, running, running, running, running, running, running, and smacking anything that got in the way--a very simple process, seen in myriad other games which have been rejected offhand for moviemaking because of monotony.
Uh oh, now you've got me worried that a TAS of MegaMan Battle Network will get the same sort of reaction, since it'll have fewer than twenty battles over the course of an hour. Do you think it will help that it's a popular game and I explain it all in the submission like you said?
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Post subject: MegaRockManEXE Battle Network 5 DS Double Twin Team Leaders
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Atma wants to know whether to use SolCross or ForteCross! (Atma kept bugging me about this on IRC, but I figure we'll get more opinions on the board here. Basically, one of those things is a bonus for putting in the GBA version of the game completed 100%, and the other is a bonus for putting in some Boktai game. It would be nice to use the DS version's features to speed up the gameplay, but would loading an extra game for more content be acceptable, or would it be considered a side category like "start from SRAM", and then everyone would say "We don't need another category for this one silly game"?)
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