Posts for Miles


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Joined: 11/21/2006
Posts: 94
The problem is that scandashing requires something to scan (obviously), so you can't do it everywhere. Boost saves a lot of time in the places you can't.
Experienced Forum User
Joined: 11/21/2006
Posts: 94
Boost is required to instantly end Ridley's air phase.
Experienced Forum User
Joined: 11/21/2006
Posts: 94
Mega Man 1-8 didn't have an in-game timer at all (AFAIK?).
Experienced Forum User
Joined: 11/21/2006
Posts: 94
I don't know, suns just don't seem like a good idea. >_> But yeah, I agree with what everyone else has been saying.
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Joined: 11/21/2006
Posts: 94
Acheron86 wrote:
manipulating them to all drop the highest possible health refills (30s, I think)
The only possible health drops in MP1 are 10, 20 and 100.
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Joined: 11/21/2006
Posts: 94
Either I'm missing something or people are getting confused with "bomb jumping to Plasma"... Bomb jumping up the spinners is needed if you don't have Space Jump, which an any% run would obviously have. Also, you can't bomb jump to the bomb slot without the spinners being raised, so you'd need Boost, so it can't be done in the lowest% either. And yeah, nothing in Magmoor drops Ultras.
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Joined: 11/21/2006
Posts: 94
Yeah, with 0 tanks you only live for about 10 seconds or so (don't know the exact amount). The best you can manipulate from enemies is a 20 health refill... You're not going to get very far.
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Joined: 11/21/2006
Posts: 94
You'd have to wallcrawl up Sun Tower (or use Spider I guess?). Also, Flaahgra's flower isn't there below the artifact, so IIRC you have to wallcrawl and fall on top of it. I seriously doubt it'd be faster to skip Varia, just explaining how it'd be possible...
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Flaahgra disappears if you trigger the ghost fight by going to Sunchamber from behind.
Experienced Forum User
Joined: 11/21/2006
Posts: 94
sparky's run doesn't wallcrawl to Plasma, by the way. >_> It gets Wave and Boost beforehand.
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Joined: 11/21/2006
Posts: 94
It's probably some stupid "You can't skip them on your first playthrough" thing.
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Joined: 11/21/2006
Posts: 94
I'm sure everyone's thinking it, but I just want to say that this is a hilariously ironic choice for the first Wii TAS. Definite yes vote from the WIPs I've seen, but I'll wait to actually vote until I've seen Wily 5.
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Joined: 11/21/2006
Posts: 94
It seemed that the goal of the TAS was to make it impossible to see where Mario was going as often as you could. Sorry, but I didn't enjoy this. :\
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Joined: 11/21/2006
Posts: 94
TAS of the year.
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Joined: 11/21/2006
Posts: 94
eternaljwh wrote:
I don't think 21% has actually had a completed run, even if every room has been shown to be doable.
http://www.youtube.com/view_play_list?p=0F3195506088FFA0
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Joined: 11/21/2006
Posts: 94
Real-time has enough trouble with 3 tanks; I don't see how perfect play would be enough to get through with none.
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Posts: 94
RingRush wrote:
The fact that the game crashes when entering the room normally while holding the buttons may imply that the developers tried to prevent the player from using this trick.
So... Basically, they didn't want people playing the game to use the debug code, but instead of removing it they decided to make the game crash if you attempt it. What? >_>
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I have to admit I did find this entertaining. However, that had to do with the fact that it was a Super Metroid run, and not anything particular about this run itself. As for the debug code... Ugh. :\ I completely disagree with it's use, as it's simply a cheat code. If this ends up getting published then it should definitely be in the Concept Demo section.
Post subject: Re: Sonic Adventure DX: Director's Cut
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Posts: 94
sonicpacker wrote:
I feel the need to point out that this TAS is a little under 19 seconds slower than the non-TAS WR.
The game adds 10 seconds the first time you beat the stage (since you don't have to hit a capsule), so it's only 9 seconds. Still pretty bad for a TAS, though...
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Posts: 94
The artifact isn't in that room, it's in the rooms behind where you get the Morph Ball.
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Joined: 11/21/2006
Posts: 94
petrie911 wrote:
Now, from what I can tell, Prime takes 1.5x damage from ice attacks. This includes both the Ice Beam and the Ice Spreader.
...Okay, yeah, I apparently fail at counting. Oops. :\
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Firing a pre-charged shot/charging, 30 damage, doing 1 charge and 2 normal shots, which should equal Ice Spreaders damage. 30 + 10 + 30 + 10 damage?
I'm pretty sure Prime is weak to the Ice Spreader, but not the Ice Beam itself. I think each subround has 110 HP (I've never tested it extensively; it should be around that much though), which is more than the 75 damage Ice Spreader should do, yet it instantly ends the round anyway. ...Actually, what happens on Hard? Does a single Ice Spreader do enough damage or does it take two?
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Weak Charge - 15 - 105 - 9.14
The weakest strength is 14 from the tests that I've done (or 14.x, no idea if it can do "decimals").
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Joined: 11/21/2006
Posts: 94
The Rules wrote:
Note that you don't have to optimize the verification movie: it only serves as a save or SRAM generator that makes it possible to claim the legitimacy of your effort.
Also, Any% may not watch some cutscenes that would be skipped in 100%.
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AngerFist wrote:
(who can dislike the Ridley cutscene where it flies over Phendrana :D)
Fortunately for you, that cutscene isn't skippable. >_> I would really prefer that cutscenes be skipped. And Hard mode would be boring honestly, it's just "enemies take twice as long to kill"...