Posts for Bag_of_Magic_Food

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I think I'll start calling it "The Devilish Yellow Rock Monster". Or is it a gelatin monster? Yeah, it's probably gelatin.
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Ah. I couldn't remember if that was the case. Never mind then.
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Wouldn't it make more sense for the two-player run to be for pure speed instead, since you get double the manpower?
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Oh good, because I already pointed out the problems with a no-specials run in the Super Metroid topic.
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Bisqwit wrote:
I like style when it is not defined by a mechanical rule.
Oh, crud... I define all my styles through mechanical rules.
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I didn't say you had to hack the ROM. Just the save state.
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Post subject: Re: 100% No Damage Run:
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bjladd wrote:
And beating Ridley at the outset!!! That would be awesome.
I guess... I did think it was cool that the Kirby Super Star movie showed that you can kill Heavy Lobster the first time it appears, even though it's worthless to do.
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...Wow. Now I am so happy I suggested that.
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But did you try every button COMBINATION?
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Yeah, no kidding. No damage would be pretty pointless, since it would just be the same thing, except Samus wouldn't bump into stuff and it would take longer. I like when taking damage has to be planned out strategically. It's like the time I was considering making a run of Rainbow Senshi Miracle Kid--oops, I mean Rockman--without using any special weapons unless I absolutely had to. But then I realized it was pointless to try that because the main thing that makes Rockman games interesting is using newly acquired weapons effectively to finish the job faster. Avoiding the other weapons would just be unskillful.
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Maybe for Levels 5+6, you could hack in a savestate that puts you at Level 5 to start the movie. So it would be a separate run that would be similar to what happened to that one person who accidentally got to levels 5 and 6 on the console.
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Terimakasih wrote:
Sorry, but I can't understand your joke... "neko" means "cat" in English...
That was the joke. He knew a Japanese word that wasn't useful.
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FatDogg wrote:
oh yeah and contra force sucks :-)
Hey now.
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I haven't seen the game, but I just listened to the four songs, and I think 2-2 is my favorite right now. But do what you want to. Pick 2-1 if you think it sounds unusual there, or 1-1 if you think revisiting the beginning level music near the end is cool (and I think it is, sometimes).
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Even if you can't improve on the current Super Contra run, the experience could help you make a run of a similar game, like... Contra Force?
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At this time I'm considering using wobbling in my new movies of Eggerland and Adventures of Lolo 3, but then switching back to the more natural-looking waiting for my next version of Adventures of Lolo 2. For a little variety. If I ever start working on those runs again. :P Right now I'm trying to finish my run of the first level of Totally Rad so I can put up a download and get some feedback.
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How about a two-player run?
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They did review Action 52, which contains the original Cheetahmen.
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But don't you have to pause to use frame-by-frame?
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I was surprised that you got lucky enough to have two threes-in-a-row against the second form of Twinrova. Then again, maybe that's the pattern Twinrova always uses to start out with, and I never noticed because I don't usually beat Twinrova with only TWO TAKEDOWNS. I was also surprised at Link's upskirt shot after that battle. Just one problem I had, though. Why didn't you immediately put down the sword after learning the Prelude of Light and do the first part of the Spirit Temple right away? It seems to me that you could have saved one of those little roll-trips from the Triforce pad to the sword that way.
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In other news, I haven't figured out exactly what situation causes FCEU to crash for me, but I'm almost positive it's triggered by the pause key. Does someone who has the code want to look into that, maybe?
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I thought I'd add that I liked the old way you did 1-4 better because you only pushed as many blocks as you had to. The new way just looks weird to me. But I did like how you improved some of the later levels. I've actually been getting knowledgable about this game's levels because I started making a run of Eggerland: Revival of the Labyrinth, and many of its levels were adapted for Adventures of Lolo, especially early on. Maybe I'll make a topic for that sometime to start some discussion. (I should probably work on Adventures of Lolo 3 or Eggerland first, but... I got bored.)
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Hmm, nice. I would switch to FCEU for making movies, too, except I have some issues with it: 1. The sound is intolerable at any speed other than 100%, as you said. Sound is very helpful for keeping track of what's happening. 2. I can't choose my own speed setting. What if I don't want 12% or 25%? What if I want 18%? I think it would be better to let the user enter in some speed settings and map them to some keys (like the preset buttons on a car radio), and also have a couple of keys to adjust up and down by 1% from there. 3. Sometimes FCEU unexpectedly crashes on me, and it destroys the entire movie in the process. NOT GOOD. I'm not making any more movies with this until I get that sorted out. I admit the frame counter is nice, but it blocks other messages. I never even tried the frame advancer because I've gotten so used to using 3% speed. So while I always like FCEU for just playing games, I'm going to be wary of making movies with it for some time.
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Yeah, like, I started to make a movie of Bomberking, but then I realized how much the player depends on power-ups for a good run and how random they are. Some items are always in the same places, but most of them seem to be set at the time the barriers containing the items appear onscreen. Maybe there is a cycle or an influence other than timing, I don't know.
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Oh, that's right... You probably have to kill him with fireballs first.
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