Posts for Bag_of_Magic_Food

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petrie911 wrote:
The loach isn't kept track of, IIRC, so it can't really count. As for the fish,
I know... LOSE THE FISHERMAN'S HAT should be a requirement. And bomb every hole open, because they stay open, right?
petrie911 wrote:
Will you be obtaining partial upgrades as part of the 100%? What about optional partial upgrades (like the Giant's Knife?)
Since they get replaced, it's hard to make a case for them counting.
I forget, what happens if you try to get the Giant's Knife when you already have the Biggoron's Sword?
petrie911 wrote:
Opening all of the chests?
I suppose you could, as the game does keep track of it, but I think we can all agree to forgo this one.
In minimalist runs, I like to joke that I'm leaving the treasure boxes unopened "for future adventurers". But if you think about it, leaving behind treasure boxes that contain refills of something makes for a better end state than taking them, because you'll have that many more sources of easy refills if you were to pick up the game and run around exploring again. So maybe you should only open the boxes that freeze you, so future players will never be frozen by them again. But... I guess that's the subtle distinction between "Get everything there is" and "Make the game as easy as possible by the last time you save" when defining 100%.
petrie911 wrote:
I do think maps and compasses should be part of 100%, though obviously many disagree. Still, they even show up on the start menu, so why do we neglect them? And before you say "they don't increase Link's abilities", may I remind you that neither do the Stone of Agony or any of the Gold Skulltula Tokens.
Maps and compasses increase Link's ability to know where he is and where to go next, and the Stone of Agony increases his ability to know where to bomb, of course!
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...with my... ninja info cards
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Yeah, but his head's not blue. I think he's player 1 of the original Contra guys.
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I would still ask first before subscribing anyone to anything, because I find that uninvited junk mail is always an annoyance no matter how helpful it's trying to be.
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But I thought that Sonic, Lolo, and MegaMan already were all the same character, because they were all blue.
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Well, you do get to use weapons from one game in levels of the other, and there are two new bosses! Is that different enough? Oh, and you get a few of Zero's attacks from later games too!
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We're trying to figure out a better strategy for StoneMan now. He's the last boss you fight before the chip shop opens, so the selection of battle chips is pretty limited at the time. He's also the first boss we can use GutsShoot on, which takes off a whopping 500 HP, but since StoneMan has 600 HP, some other attack is needed to make up the remaining 100, and it has to be in G code to be used on the same turn as GutsShoot. Two more Dashes would do the trick, but winning chips you already have in battles is a big waste of time when they won't even contribute to the 60-chip minimum you need in your library later on. KirkQQ thinks it would be a good idea to jack into Dex's GameCube and fight for a HiCannon G, which would take off 80 HP. I have my doubts about that, as the only enemy grouping with HiCannon I could find in there also contained Dash and SonicWave, and jacking in and out adds almost 10 seconds, but at least it would add HiCannon to the library. The other Program Advances you can form at this point are Zeta-Spread, Zeta-Cannon1 (and perhaps Zeta-Cannon2 and Zeta-Ratton1 if you had time to fight extra enemies), Beta-Sword, and Sigma-Sword. I found that while the Shotgun/Spreader series chips start off a little faster than Cannons, they keep you frozen in place a lot longer after firing. So I was able to shoot StoneMan only 5 times with Zeta-Spread for a total of 150, but 9 times with Zeta-Cannon1 for a total of 360. But with Zeta-Cannon, the only chips you could add at the same time are two more Cannons, so that still doesn't come close enough to 600 in one turn. With Beta-Sword and Sigma-Sword, you need to be able to use two AreaSteals first so that the Swords and WideSwords in the combo aren't wasted, but the Steal A means that you can't use everything on the same turn. This strategy may come in handier for NumberMan, where I don't see a one-turn win happening: We can use our A code chips on the first turn, then S code chips on the second turn. But for StoneMan, I think I might resort to just shooting him 34 times with the buster at attack level 3, then activating the GutsShoot, unless someone thinks of something better. (Even at the lowest buster speed, you can get that many shots in just before the custom gauge finishes filling, so that's technically a one-turn victory.) --------------------------------- Hey, I just got an in-game Delete Time of 18.00 seconds on NumberMan! He started exploding just as the gauge finished filling the second time. So now I definitely think we should stick with the Steal A, Cannon A, Cannon A, Quake1 A; Steal S, Sword S, Sword S, Sword S, WideSwrd S set that I used then. I got a Busting Level of 10, though, because the second Steal only stole one square as the bomb balls occupied the others, so NumberMan's time bomb landed on top of MegaMan. But it didn't slow anything down, since I got the next sword slash in just as that happened, and busting level doesn't affect your prize on the first two forms of a boss anyway. Getting the folder ready for NumberMan is a little tricky because you have to enter the passcode afterward, which secretly increments every frame, even when you're looking at the folder. That's right, you can just look at the last two digits of the frame count to find out the passcode. It runs from 00 to 99 in a loop all the time until you choose to enter it, although it does seem to get delayed by 1 when you go to the folder. So by waiting enough frames, you can make the passcode quicker to enter and end up saving a little time, as it costs 8 frames each time you have to turn a digit again. ElecMan might also pose a problem like this, since I don't think you get to access your folder again before ProtoMan. --------------------------------- 5 swords against GutsMan looks like the quickest way to win, although you have to be able to keep him at the front at all times, so you may have to change the frame you enter the battle to help make him go to the front right away, which changes the order the chips come in... Cannons would be faster because they don't make him flinch, but my Z-Canon1 battle was about 3 seconds slower because of the time spent watching the chip names combine. Oh yeah, and if my calculations are correct, then it's a little faster to get the Recov50 L from Mayl's house on the way from the school to the subway, rather than the day before. And if you want to trade for DynaWave R, then you should do that right after. --------------------------------- Okay, this is interesting... While I was trying to figure out what affects the sequences of chips from the traders, I got an ElecMan3 E chip from the 10-chip trader--but I'm at the point in the game where the chip shop just opened. I won't even get to fight ElecMan for another two days of story. The only sort of cheat I had used before then was the Lua script that prevents random encounters, so unless that had some kind of lingering side effect, then maybe there really isn't a rule against getting Navi chips you don't already have. (Now ElecMan will certainly make the WaterWorks' opponents quicker to beat if we can get that sequence again in the final run.) After some more playing around, it's starting to seem as if the entries in the Data Library are what can alter the sequence of chips coming out of the trader machines. It seems a little strange that the random number generator would do some kind of check on the library if it turns out that there aren't any chips restricted from being dispensed, but I'm not that sure what's going on. Maybe it's trying to weight the results toward or away from chips you already have, or maybe it's just plucking values from the saved data to start the pseudorandom sequence when I start the game.
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Kirkq wrote:
The submitting page might not link to the workbench forum last time I checked. I'm not sure all of these authors find the location of their feedback. (Maybe I'm misremembering this, I haven't submitted in a while. If this isn't true, ignore.)
Yes, it wouldn't hurt to make the "Discuss this submission" links more visible. Maybe add a link in big colored text that says something like, "Want to read what other people think of your movie? Click here!"
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Because VIDEO GAMES COME FROM JAPAN (lol game overthinker)
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Hey, I forgot to correct my speculation about the chip traders from earlier. I ran the script that tries the machines on each frame for a really long time so I could find out more accurate probabilities for them. It turns out that the 3-chip trader will not give out 5-star chips at all, so don't expect any HeroSwrds from it. Its priority goes 1 star, then 2 stars, then 3 stars, then 4 stars, with 1-star being very overrepresented and 4-stars extremely rare. The 10-chip trader's priority goes 2 stars, then 3 stars, then 5 stars, then 4 stars, then 1 star, although you'll tend to get more of any particular kind of 5-star chip than of a 3-star because there are so many more kinds of 3-star chips. So it would seem that chip codes are weighted equally, as Navi chips are 1/5th as common as a regular chip of the same star value. Now, these "probabilities" are based on running the script that tries the trader machine on each successive frame and tabulating the results. If you were playing normally, these would be only probabilities; but using the table, you can find exactly how long you would need to wait before trying the machine would give you a particular chip. So the game seems to be running through a certain sequence of chips to dispense that never gets re-randomized as far as I can tell. I don't know yet if it ever repeats, and I haven't found out the effects of having different Navi chips (to see how it's affected by the "no Navi chips you don't already have" rule), but I can run around the game's world a bunch, come back to the shop, use savestates to try getting chips on a few consecutive frames, and find that pattern in the list the script made, which still predicts what chips would come before or after those frames I tried. Certain actions like jacking-in, battling, and viewing the submenus will freeze the sequence so you end up jumping into it later than the list says next time, while other things like area transitions can speed it up a little so you get ahead in the list. Resetting the system and reloading the game starts a new sequence, but for me it was always the same sequence, even when I tried a couple different saves that were both in front of the trader machine. If there is no other way to change the sequence, then saving, resetting, and reloading the game file a certain amount of time in advance of visiting the store could be a timesaver when waiting for a certain chip at that point would have taken too long. But I need to study it some more first.
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I've read that that's just how the Japanese version's ending is. I guess they didn't have time to put in a real ending until they made an English version.
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Heh, well, at least now we know the in-story reason for their loss of fire.
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I think you can get all the swords from the 3-chip trader, but KnightSword and HeroPaladinSword are difficult because of their high star ratings. According to the Perfect Navigation Guide, the 3-chip machine is heavily slanted towards 1-star chips, while the 10-chip machine is weighted most toward 2-star chips, although it also beefs up the probabilities of finding 3-, 4-, and 5-star chips a little over what the 3-chip machine offers. When I used it, though, it felt as if I had a somewhat easier time finding 5-star chips than 4-star chips, strangely enough. Have you thought about trading for chips other than swords? Think of chips like Cyclone, which has a damage rating of 30, but strikes up to 8 times in a row, so you could do 240 points to a slow boss without making him flinch. You would need a Steal to use that against bosses that sit in the back, though, but it's one strategy to consider. Chips like Quake3, BigWave, and GaiaHammer3 can do major damage to multiple enemies, which would be helpful not only for high busting levels in regular battles but also against the gatekeepers of net area 5, the ice bears in the waterworks, and MagicMan when he whips out his helpers. Maybe you could even drop in a Lockon3 or Anubis to drain a well-protected boss while you wait for more attack chips. Then there are elemental considerations for IceMan, ElecMan, and BombMan. And sure, I ought to play around with all the chips more before I make these proposals, but I'm just saying that you shouldn't rule anything out too early.
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Great! I'm glad you're still interested. Don't feel bad that you didn't get everything perfect the first time. Planning will be complicated.
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Why don't the comments wrap around to the next lines?
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Now that the site's back up, I think I'll share some more discoveries about Battle Network 1. It turns out that the "double-tapping" method of sending battle chips between the Folder and the Sack is faster than swapping one pair at a time, except of course for the last chip of the Folder/first chip of the Sack. Here's a demonstration, which I found to save 60 frames over how Zurreco did it: http://dehacked.2y.net/microstorage.php/info/266391139/swapchip.vbm I found that the chip trader can give you BassForte chips, but I already had that chip before it gave me any, so it may be fulfilling the rule about only getting Navi chips you already have. Does this rule also apply to LifeDreamAura, since you're supposed to win it from ForteBass after you get all the other chips? If someone can write a Lua script to retry the chip trader machines on different frames to see what comes out, we may be able to solve more mysteries about them. The annoying thing about the traders is that the chip you receive is determined before you choose the chips to put in, so you have to vary the frame on which you say Yes to using the machines in the first place and then mash A a dozen times per try. When it comes to collecting random data crystals, the first two areas of the Internet work differently than the rest. In area 1, there are eight places where an item crystal could be, but you will only find two items there each time you enter the Net. The game picks a random 2 places out of the 8 possible places to set the items when you use the portal in a PC, but the actual contents of the items aren't determined until you actually pick them up, so once you've luck-manipulated the desired positions, you don't need to do any more manipulation until you reach the crystal. Area 2 works the same way, except it always has 4 items placed in 4 out of 16 possible positions. So if you need some of the random items in the first two zones, try your best to get them into places that are along the path you're taking. Then for all zones, luck-manipulate to get the chip you need out of the random chips possible in that area, or the highest amount of money! For example, Zurreco's run gets 200Z in a random crystal, but it could have been manipulated to give 1000Z. The rest of the sections of the Internet have 4 random items in the same 4 places every time, except for area 16, which has 8 random items. Yeah, powers of two are king! But what's really nice is that random item crystals are replenished every time you enter the Net from a PC, not just the one you jacked into, so you can make all the random items in all the zones reappear simply by popping in and out of an Access pad. This makes it easy to collect items repeatedly in the first few areas. Unfortunately, even though it would be nice to take some EarthQuake C and KnightSword C chips from area 16, I think it would waste too much time; in addition to the long detour, I recall there's a gate that requires you to win several battle chips in order to pass, and I don't think all those extra battles would be compensated for by shorter boss battles. I think I may have stumbled onto how the virus machine in Dr. Hikari's computer works. I decided to fight a few hundred battles with it and write down all the enemies I saw. When I finished my list, I checked it against the enemy lists of other areas to see which ones they had in common. (I used Mega Boy's Perfect Navigation Guide, which is a great resource with its tables pulled from the official Japanese guidebook, despite a few errors I spotted.) I noticed that my list was a union of enemies found in the five main "dungeons": oven, school, waterworks, traffic, and power plant. So I'm starting to think that the enemies available to the virus machine are based on which dungeons you've completed, or which enemies you fought in those dungeons. But for some reason, the virus machine gave me those "altered programs" that use ElecRingZapCircle very rarely, and I don't think I saw any of the red cannons at all, even though the guide said there were some in the main dungeons. So I'm not completely sure how it works, and I'll try to figure out more on my next playthrough. The virus machine probably won't be a major help unless those enemies in the main dungeons are too tough to fight at first and you want to save some for later. I'm also going to chart out exactly what the improvements are from the Buster-PowerUps and SiteHub.bat. I've already found that having all the PowerUps decreases your "flinch" time slightly from having no PowerUps, but Hub.bat makes it so you don't flinch at all from a hit. Hub.bat also makes it so that you can shoot just as fast across five empty spaces as you do point-blank, but it didn't improve charge-up time over what it was when my Charge level was just 5 without it. I did a lot of this testing against ProtoBluesManV3, and I noticed that it's possible to shoot him successfully just as he finishes moving to a new space on the back column. Do it early enough, and he won't even put up his shield! I don't know if this has anything to do with the SkullMan attack glitch, but it's something to keep in mind. As I replay the game, I may also jot down other important facts, like what amount of damage makes each boss flinch. So please let me know if there's anything else you'd like me to try to find. And if anyone cares, money maxes out at 999999Z, and time maxes out at 99:59. I really expected more digits than that...
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But wobble-running looks so cool when Yoshi does it.
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No, pick #1! I want to see fastest possible, no compromise.
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Wow, 5 hours? Maybe these games take longer than I thought. It's just that Zurreco beat the first 2 bosses of MMBN1 in under 10 minutes, and there are what, 14 boss battles altogether? Judging by that, I didn't think the game would take more than an hour and a half. But maybe the first game is different like that.
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Well, according to my calculations, getting @Mayl in the e-mail (read after Dad's) is 55 frames faster than getting it in the piano. That's taking into account both reading the message and getting the beeper notice about it. So just leave @Mayl behind when you're grabbing Recov50L, then. Another interesting fact I discovered in the process is that you can avoid receiving Dex's "Challenge" e-mail. If you complete steps 2 and/or 3 (from my earlier post) last by logging onto the Net via Dex's PC, then you can fight GutsMan before stepping outside to find that Dex has sent you a message. If you beat GutsMan without leaving Dex's house, then you'll never get that message! I don't think this is a timesaver, though, since you'd want to bump into the door to Internet-2 on the same trip where you bookmark @Dex. Now we should find out whether to take a Metroline ticket for the next destination before leaving the station or after re-entering! :P I know that the endings of some missions remove your Metroline ticket from your inventory, possibly to avoid having a ticket to the town you're already in when you get "warped" back to Lan's bedroom, so in those cases taking a ticket early would do no good.
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Bisqwit wrote:
But we've got enough adaptive, flirtative and tolerance talk in today's world. Bad kind of humanism. The kind of humanism that paralyzes people from making decisions, or rushes them into making bad decisions, prevents from seeing the big picture, and lulls them into false security.
If anyone's doing that, I'd say it's a response to the trend of always getting as offended as possible in every situation.
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nfq wrote:
in places where there are no sinful humans (like antarctica), there are almost no earthquakes.
Are there no earthquakes? Or are there just not enough people to notice the earthquakes? Ooohhhhhhhhhhhhhhh
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Dooty wrote:
No, it's not that, I guess no one will try because the game is horrible!
There is a difference between fun to play and fun to TAS.
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Thanks Moozooh, you've brought up a pet peeve of mine. Why do so many YouTube videos have personalized intros when we can learn all about the video and its author in the sidebar? Are we supposed to be impressed by a lousy montage with someone else's music played over it? Because no one is; we're just annoyed that we have to load another minute of video before we can see the ACTUAL CONTENT.
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