Posts for Bag_of_Magic_Food

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Is Symbolic_X another name for p0rtal_0f_rain?
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Hey, I noticed in Wily's Castle Level 2 that a Suzy dropped a large weapon energy capsule right in front of you, and you paused to let it fall out of your way. Why? You were already equipped with Fire Storm, and you could have used that energy to beat BombMan faster!
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Was the ferret from Inkheart a Furret too?
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Whoa... Sorry for the triple post, but this is a major find: I managed to skip the first boss in the Waterworks! All that fooling around with opening the menu on event triggers paid off now. http://dehacked.2y.net/microstorage.php/info/1723879958/skipbear.vbm You have to hit Start just as MegaMan steps onto the ColdBears trigger line (on the last frame possible, basically), then go into a submenu twice, and after you exit, the screen will be black. You're still on the menu, so hit B or Start to close it, and instead of fighting a boss, MegaMan will be in the cutscene where he blasts the ice off! The one side effect I've noticed so far is that when the game returns to Lan, you can't make him move at first. Only R and Start will do anything at this point, so you can either jack in and jack out to get Lan back to normal, or save the game and reset. Saving and resetting is a lot faster than jacking in, so this speedrun may end up with a save file after all if the glitch is legitimate. Does anyone with a real copy of the game on hand want to test this? If the glitch doesn't mess up the story at all, then I don't have to worry about grabbing any new chips to speed up that battle, so LongSwrd S will probably turn out to be useless. This also means skipping the 2000 zenny from winning the battle, as it's no longer an efficient source of money now that it's skippable. Okay, I suppose I'll put up this IceMan movie now. http://dehacked.2y.net/microstorage.php/info/1953948401/IceMan5.vbm I keep wondering if there's a way to insert the WideSword or LongSword to take advantage of their range, but I can't find a way to mesh them with the strategy of bumping into ice blocks at certain times to nullify the next attacks. Here's a battle against SkullMan, combining the quick shooting style from the Mettool battles with the masochistic swordplay of the IceMan battle. http://dehacked.2y.net/microstorage.php/info/441025575/SkullSwo.vbm I was about half a second faster when I used LongSword in this battle, but even with only the 5 starting swords I was still faster than if I had used TripleSpear and GutsShoot. So now the TriSpear+GtsShoot strategy may only be useful on ColorMan and MagicMan, which throws the worth of the time sacrifice for TriSpear G into doubt. Here is an example of how trivial a boss can be with TriSpear + GtsShoot. http://dehacked.2y.net/microstorage.php/info/1200309599/ColorManT.vbm Having TriSpear saved almost 4 seconds over shooting an additional 20 times.
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Wow, I think that's actually true. You have to fall in love with a game for a while and think, "I know this game so well, I'll show everyone the PERFECT way to complete it!"
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All right, here are some simple GutsMan and StoneMan battles. Now I think Quake1 A and Steal A are worth getting for NumberMan, but Attack 2 doesn't make up for an extra trip to the shop, so we should save buying both PowerUps for the way to StoneMan. I found that GutsShoot only saves a fraction of a second over re-using the NumberMan strategy on StoneMan, so the battle for DashAttk will have to be made up for by battles like ColoredMan's and MagicMan's where you can't Steal your way to the boss.
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Okay... Well, we can always switch to that one after Kchrules finishes some test runs!
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That's what I thought. I just wonder if in the French translation, somebody who had played the game a lot and had access to the code looked at the artwork and said, "Now what's this one for?"
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Oh, is that what that game is really called? I had gotten used to calling it Dongs.exe.
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mega_man_3 wrote:
Don't you know about the glitch where you highlight Shadow Blade on the weapon switch screen then you press right and if you already have a weapon refill nearby (I might have to collect three or four small ones) I will instantly have Rush Jet. Plus, it automatically refills it for the next stage since the game thinks you have it by default.
Oh yeah, the thought crossed my mind once, but I didn't know how practical it would be. But then you do have the "jump to conserve fuel" trick, so you wouldn't need to refill Rush all that much. It'll look so bogus to use Rush Jet to reach NeedleMan! Ah, and I also remembered that HardMan has two primary weaknesses too in the second fight, as Magnet Missile and Hard Knuckle both do 4 dmg to him. So while you'd want to use Magnet Missile as it starts off faster, you might switch to Hard Knuckle partway through the battle because you're going to switch to it for TopMan anyway, you might need it to conserve Magnet Missile energy, and... I don't know, maybe you can fire it just as HardMan freezes you so you can get an extra hit in then? I don't know, as I haven't watched the old TAS or played the game in a while, but I thought I'd share the idea before I forgot it.
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That makes sense, as SnakeMan also takes 2 dmg from Shadow Blade, and then you'll also get to use Magnet Missile in SnakeMan's and NeedleMan's stages if it helps. But now you're still saying it's better to have Shadow Blade for MagnetMan's stage than to put MagnetMan first and have Magnet Missile and Hard Knuckle for TopMan's and ShadowMan's stages? Remember you won't have Rush Jet for MagnetMan's stage on your proposed new route either... And I chuckle at how SparkMan is always going to be last in these speedruns, because his weapon is pointless on stage enemies, and MagnetMan has two primary weaknesses for some reason. Anyway, I like how your run looks so far, so keep it up!
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pirate_sephiroth wrote:
Actually some of the items mention nice stuff, like "Button Input Codes", "Special Move Memorization" and "Cartography" so I think it's just a list of dumped things, both bad and good.
I don't know that I'd call button codes a nice thing. I typically don't like any secret that can't be discovered just by playing around with the game. If there will be multiple modes of play, just offer them all at the start. Don't divide up the players and their experiences of the game by what special knowledge they have access to outside of the game. I see this is bleeding over into my feelings about "unlockables" and "downloadables", but at least those serve worthy purposes: Unlockables keep the players playing as they can keep trying to unlock the next goodie, and downloadables or expansions allow a game to stay interesting for longer after its release date. Map-making, though, that can be a fun and educational experience. But it also requires a lot of dedication to one game to work well. I wonder if more labyrinthine games should offer a "no map mode" at the start so that players can decide how challenging the first play through should be. It's a similar problem to the "RPG preparation" issue, where the heavy amounts of preparation and management can be fun to figure out, but you have to be able to slog through all those extra turn-based battles without going crazy.
moozooh wrote:
Games where you die in a single hit are now referred to as stupid and too hard, while back in the day it was the norm everyone happily agreed upon.
Hey, I didn't happily agree upon it. When I was a little kid, I could rarely pass the first level on most Nintendo games. (The Super Mario Brothers series was an exception: I would finish the first two levels easily, use a warp, then forget how to find the second warp zone and struggle through the middle of the game for a while. Much later on I found out it was easier to simply play through every single level and stock up on lives.) But I could complete many of Apogee's shareware games for MS-DOS like Commander Keen, even when they did kill the character in one hit, because they didn't completely swarm the player with enemies and traps most of the time. Now maybe that's to lure in customers to buy the other parts of the game (business model where part 1 is free but parts 2 and 3 require registration), but I bought the other parts of those games a few times, and they were never much harder than the first part. They were still fun and interesting, though, with all the different stages I got to see and figure out. I think it is a problem when players get stuck on an early level for so long that they never end up seeing the majority of the game. Why would I pay for a game where most of the content is essentially a "secret" known only to the very best players?
t3h Icy wrote:
But I never did like the Mario Party controller stick spinning. I've blistered my hands many times and ruined so many perfectly fine controllers.
Hey, I did have some fun competing with my siblings for the record on Mecha Fly Guy. But it was NOT fun to try to pass Tug O' War on Mini-Game Island. And it did help to have some ice water handy.
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Right... I do find it interesting that the text on the panel kept getting translated even before it was implemented to appear.
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Were you able to watch any of Frenom's movies before the links went dead? I still have the ones from the 2/17/2005 post, and while they're obviously not perfect, many parts of that Rockman 1 run looked faster than yours. I don't seem to have downloaded the movie from the 2/27/2005 post, but it must be even faster. Here, let me re-upload the 2/17 movies at least: http://dehacked.2y.net/microstorage.php/info/1810437582/rockman-megaworld%28J%29%28%21%29-rockman1.gmv http://dehacked.2y.net/microstorage.php/info/1107089983/rockman-megaworld%28J%29%28%21%29-rockman2.gmv http://dehacked.2y.net/microstorage.php/info/1425950710/rockman-megaworld%28J%29%28%21%29-rockman3.gmv One thing I noticed about the Yellow Devil battle is that it slows down greatly whenever MegaMan is in motion while the pieces are flying. So I think we need to remember to make the fewest and shortest jumps possible there to minimize the slowdown. Now, I don't know what your GutsMan run proves at this point. What you need to do is demonstrate how creative use of Fire Storm and Hyper Bomb can make up for not having Ice Slasher for FireMan and Magnet Beam for the FireMan and BombMan levels.
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Well wait, did this game already have the "Pokemon" theme on initial release, or did some silly hacker add that later?
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Was this what you were trying to private-message me about in the IRC channel? I saw your messages a couple of times, but when I tried to reply, I got "No such nick/channel"!
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Uhm... I don't think that's how real science works.
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Oh I was gonna suggest PortoMan, because it is like a funny variation on ProtoMan
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No, not quite like Pokemon, where you're getting new random ones all the time. I mean like the famous Dr. Doak objective in Goldeneye 007, where he can appear in one of a few different places in the Facility. Dr. Doak doesn't move around, so his location must be decided by the time you start the level, but you won't know which one it is until you actually find him. That part ruins speedruns of Facility when Dr. Doak doesn't show up in the least time-wasting place. I think you see whole-game/"from the beginning" randomization more in simple adventure games that can re-arrange entire scenarios to keep it fresh each replay.
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Yeah, some games randomize things at the beginning that you won't see until much later on. It's a pain to figure out, but if you can use a memory viewer to find where the random arrangements are set, you can try to get as much of the random stuff in your favor as possible without so many long retries.
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I thought FireMan and GutsMan both took 2 notches from the Mega Buster. And the invulnerability times for all the Robot Masters are the same, right? Remember that for this route to work, you would need to save more time using Fire Storm and Hyper Bomb in GutsMan's stage (or in the following stages) than you lose by not having Magnet Beam and the other weapons in FireMan's and BombMan's stages. And did you always make sure that the pause trick was faster than destroying or avoiding the enemies you used it on? You want to be sure that taking a hit in one place won't make you run out of energy when you want to take a hit that saves more time in another place, or that it won't make you have to avoid life refills you could have stepped through without delay with full energy.
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But I always feel a little freaked out when some work of mine pops up on YouTube and nobody even asked me about it.
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I don't know... Most of that stuff looks helpful, but I'm still not sure it's written for the right mindset. I think you should try harder to imagine what it's like when "tool assistance" is new and surprising, feeling all bewildered about how such a movie could be made and what could be done with it. Make it sound exciting! "Many emulators let you 'save the state' of a game, no matter where you are or what you're doing. Have you ever tried this? When you 'load' the state, it's like going back in time! Save before a difficult part of the game, so you can always go back and try it again right away. Cheat all you want with this, and the game will never care! "Many emulators also let you record a 'movie' of you playing the game. You can play it back and see everything you did. Now imagine combining movie-making with state-saving. You can undo your mistakes by loading states, and the emulator will undo those mistakes from the movie too! The movie will look perfect, even though you're not a perfect player! "But the movie may still not be as perfect as possible, because some moves would be too fast to pull off right away every time. But emulators fix that too! Make the game as slow as you want! Pause it, even! If a game only accepts 60 button presses a second, you can pause the game and press a key for 'frame advance' which makes the game play for just 1/60th of a second and then pause itself again. Hold a button you want pressed in the game while you tap the 'frame advance' key, and you'll have held that button for a mere 1/60th of a second from the game's point of view! You can be one fast player now!" Also, number 3 on your list sounds too discouraging. Just link to what resources there are and/or give a brief overview for now.
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It's been in the rerecording version for quite a while. Isn't that what you use?
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But if someone could just fix the reset button, you could start from power-on and still skip the beginning story just fine!
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