Posts for GeminiSaint


1 2 3 4 5 6 7 8
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Tombad wrote:
a) Price. Yes, it all boils down to this. I expect to see this at a low price since development doesn't take all that much resources.
It's been officially confirmed that it will cost 1000 Wii Points in Japan. The rest of the world is likely to get it at that same price.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Of course, I wonder if there will still be zipping across ceilings and stuff. Hyper glitched MM9 TAS anyone? :P
Post subject: Mega Man 9
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
At the risk of being out of place or something, I'm going to start this thread, because I can't believe nobody did it before, so I guess it's up to me to rectify this. So, as I'm sure many or all of you already know, Mega Man 9 is being developed for WiiWare. For this one, series creator Keiji Inafune decided to go back to Mega Man's 8-bit roots, and he was dead serious: it will basically be a new NES game! His goal is to top Mega Man 2 as (what he feels is) the pinnacle of the classic series. Personally, I'm ecstatic. Nintendo Power article with first ever screenshots and interview with Inafune himself: http://www.rphaven.org/gs/stuff/mm9-1-thumb.jpg http://www.rphaven.org/gs/stuff/mm9-2-thumb.jpg http://www.rphaven.org/gs/stuff/mm9-3-thumb.jpg First ever gameplay footage: http://www.youtube.com/watch?v=zPwB0q20KkU
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Okay, here's my try. http://rphaven.org/gs/stuff/taringa/DRMARIO.zip Note that Dr. Mario is a game that actually never really caught my attention, so it should come as no surprise if my play sucks. Recorded with FCEU 0.98.12
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
All recorded with FCEU 0.98.15 All played in "normal" conditions (100% unassisted, normal speed at all times). In other words, I played these in real time, so to say, using no save states at all. Mega Man 1: This is the result of several days of playing this game. This is the best I can get at it, which is not bad at all, if I can say so ;) Beat the game in 29 minutes. No deaths. Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN1.zip Mega Man 2: Beat the game in 48 minutes in Difficult mode. Died twice in total (the first time I messed up in the 2nd laser pit, the second time I kinda didn't pay attention to my energy in Wily battle 1). Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN2.zip Mega Man 3: The second game in the series that I played when I was a kid. In this play I died only once, and beat the game in 57 minutes. Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN3.zip Mega Man 4: My personal favorite. It was the first Mega Man game I played when I was a kid. Here I beat it in 59 minutes, not dying even once (though there were a few close calls, heh!). Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN4.zip Mega Man 5: Beat it in 1 hour. No deaths. Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN5.zip Mega Man 6: Beat it in 49 minutes. No lives were lost. Also, it's quite apparent now that this game is shorter than Mega Man 3, 4 and 5! Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN6.zip Mega Man 7: Beat it in 1 hour and 15 minutes. 100% completion; no lives lost. (recorded with Snes9X v1.51) Link: http://rphaven.org/gs/stuff/taringa/MEGAMAN7.zip EDIT: Added Mega Man 7 play-through.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Whoa, what happened with all those screenshots in the first post? O_o
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
I think when a cutscene starts, you can reset the game immediately, and then that cutscene will become instantly skippable. It would have to be done for each cutscene. I haven't tested if that works, though, but there's a high chance it does (I'm pretty sure the DS version works like this). It might be worth it looking into it. Also, Mona Pizza theme rocks.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
feitclub wrote:
GeminiSaint wrote:
Orchestrated remix of Cheetahmen 2's main theme in high quality (MP3): http://sound.jp/kobapie/cheetahorch.zip Another remix: http://sound.jp/kobapie/cheetahssh.zip Japanese people never cease to amaze me.
These links go to some kind of anti-hotlinking page.
Bleh. Well, in that case, just go to the main site, which is... - http://sound.jp/kobapie/ ...and download the files in the 19th and 20th link. OR: In that same page, search for "2SSH" (without quotation marks), and the first match will be that link. Download it, and the one immediately below for both arrangements.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Orchestrated remix of Cheetahmen 2's main theme in high quality (MP3): http://sound.jp/kobapie/cheetahorch.zip Another remix: http://sound.jp/kobapie/cheetahssh.zip Japanese people never cease to amaze me.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Wow... There's no reason to vote no, and all reasons to vote yes, so I voted yes.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Well, the first chapter was remarkably boring, so I upped the speed to 300% in order to make the rest more bearable. I kinda liked how this game has huge bosses. And that's pretty much the only thing I kinda liked. *shrugs* Voting Meh.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
I just remembered something else. In the original Arcade versions of Street Fighter 2 and SF2: Champion Edition, when you beat the game without continuing (but losing at least one round), you see all characters fighting in pairs as the staff roll scrolls by. Of course, there's no playback of any kind involved here, since it's just CPU-handled characters fighting each other. However, sometimes, and for reasons completely unknown to me, the collision detection gets turned off somehow. When that happens, the CPU characters continue their frantic fighting, except no blow connects, and they can even walk through each other. Weird stuff.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
In Super Mario Land 2, there are some codes to play the demos. At the title screen hold down these buttons and wait for the demo to come up: Demo #1: Up + select Demo #2: Up + A + select Demo #3: Up + B + select Demo #4: Up + A + B + select
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
The hack was somewhat interesting (except for the rather questionable music choice), but it was played sub-optimally, so... Meh. Anyway, I wonder what that "Internet password" is.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
b4 = before w/e = whatever
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
andrewg wrote:
Get firepower to kill the hammer bros, because that's still pretty fast.
Shooting a fireball requires the player to press the B button, which is banned as far as I know.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
A very good run of a very good NES game. Voted yes.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Obvious yes.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Most of the mic usage that I've seen in NDS games is just blowing into the microphone anyway. On a somewhat related note, any re-recording NDS emu should also take the NDS' hinge feature into account (you know, opening/closing the console), since some games may use it as an integral part of gameplay. Zelda Phantom Hourglass does this in one occasion, and it isn't an optional event.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
The reasonably fast pace of the movie comes to a horrible, horrible screeching halt with that clown boss. It's a joy-killer, that's for sure. Everyone is advised to fast-forward that long, boring, yawn-inducing battle. The zipping in the stage afterwards was cool and unexpected, though. All in all, I don't know what to vote. I'd vote meh, because the clown fight completely breaks the pace of an otherwise nice TAS. However, there's no denying the run is well made, and probably pushes the game to its limits. It will most likely appeal to the fanbase of this squirrel (if there is one. I never heard of this game before.) So I'll just abstain from voting. Oh, by the way, the giant boss's eyeball attack is freaky! O_O
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
A very energetic "Yes!" vote and a star.
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Here in Argentina we have a joke that (sadly) sums us up accurately enough. It has many variations, but it basically goes like this: "Argentina has -everything- going for it: It has a vast territory, awesome landscapes, fertile soil, natural riches of all sorts, etc. But all of that is offset by one single, tiny little detail: it's filled with Argentinians."
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Zuntrios at RPHaven found a bug in the Crystal Cavern. One of the bombable walls (the 4-block one to the southwest of the cave) kept regenerating no matter what, effectively trapping the player inside. The thing is, that part worked fine throughout all of the beta-testing stage. Just before release, though, I spotted a minor issue in that same room and fixed it... except that fix obviously broke that part with the wall, and I didn't realize because that flag was already turned on in my file! Oh, well...: Anyway, it's fixed now. The file version has been upgraded to v1.1 to reflect the bug fix. The download link is the same: - http://www.rphaven.org/gs/cog1/AZMR1.zip (A note for those of you who already have save files, and wish to keep your progress: To preserve your save file, you just have to copy your AZMR-SAV.DAT file to the new folder.)
Post subject: Chronicles of Galia: The First Mission (updated to v1.2)
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
Hey guys, guess what? I've just released my latest game to the public. I spent a long time making it, and I hope you enjoy it. Of course, comments and critiques are always welcome.
    Game Info: "Jean-Pierre is back in a fully enhanced and extended version of his original Adventure! The original quest of yore has been greatly expanded upon, and it has now become Jean-Pierre's largest, most expansive adventure yet! Just like my other games, The First Mission was programmed using 100% QBasic language, featuring colorful VGA graphics." The game plays kinda like a classic 2D overhead-view Zelda, except with turn-based battles. Due to QBasic's limitations, though, the palette is limited to 16 colors, movement is grid-restricted, and the sound is delivered via the system's beeper.
Direct download link: http://www.rphaven.org/gs/cog1/AZMR1.zip Web page: http://www.rphaven.org/gs/cog1/e-main.htm EDIT: Updated to v1.1 - Fixes a bug with a bombable wall in Crystal Cavern (Zuntrios). EDIT 2: Updated to v1.2 - Fixes a bug with the Pegasus Feather in the Dragon Shrine (Zuntrios).
Experienced Forum User, Published Author, Former player
Joined: 3/31/2005
Posts: 192
Location: Argentina
WTF at the downed Toady at the very end. O_o Yes vote.
1 2 3 4 5 6 7 8