Posts for NrgSpoon


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Experienced Forum User
Joined: 6/14/2004
Posts: 646
So hey, it desyncs for me during the first random overworld battle where you fight one of those cabbage rabbit things. Locke steals a Tonic, Terra does 20 damage, then it goes to the row command for the next turn for some reason, followed by strangely timed running etc. All the stuff prior to that looked excellent though, even if it WAS very little... edit: fixed by getting snes9x+v9. i was running v8 apparently
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I've made an edit to the first post because of the no 4-way ties thing. Hopefully my formatting isn't too confusing. Unfortunately it seems to double the star work within the game, but with mushroom squares I'm sure there's at least one map where you can load up on stars in a single turn. Wario's Battle Canyon stage comes to mind, for some reason.
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Posts: 646
Bloodsh3d wrote:
... perhaps the use of a different limiting factor(whilst going as fast as possible) would produce different, but equally entertaining, results.
How about a pacifist run? Killing no enemies except for bosses?
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Joined: 6/14/2004
Posts: 646
This is the first playstation emulator I've had any real luck using, and it seems to be working great! The two games I've tried on it are Symphony of the Night and Chrono Cross, both being my first time playing the games. (well, i have played the saturn version of castlevania...) Unfortunately it seems theres no way to do high-res polygon rendering, removing some of the benefits of emulation in the first place. And bilinear filtering looks pretty bad, so I'm stuck with the pixelly look for now. P.S. it's up to 1.4 now.
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Joined: 6/14/2004
Posts: 646
Yeah, the Mecha Fly Guy would be a neat thing to throw in the middle, but I think you need to purchase a bunch of mini games first beforehand, so that wouldn't be of much use. At best it would just be something to mess with outside of the movie, to see what the game actually detects as a full rotation.
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Joined: 6/14/2004
Posts: 646
Not that I'm making it myself, mind you. Sorry about that. Anyway, I've just come to the realization that a TAS of Mario Party 1 could be viable, and actually somewhat entertaining too! There are two ways this could be handled. 1) Mini Game Island. This would pretty straight forward. You only need to control one character, and reach the goal as soon as possible. There are some places where the path diverges and you can take a shortcut with a different route, and you have the opportunity to trounce your opponents at every opportunity. In the end though, I think this would serve best as a warmup to what could be a far more interesting run... 2) 100 Star Run. In the first Mario Party, there is an overall goal that you can aim for, which is to collect 100 stars in the game, thus unlocking the last board for a final showdown against Bowser. Beating this last stage also grants access to a credits roll, giving a clear end point to the movie. Normally, playing through one board wouldn't give you very many stars due to player competition and a lack of coins to purchase them with, but suddenly I remembered the end match rewards. There are three bonus stars handed out at the end of a board based on who won the most minigames, who won the most coins in minigames, and who landed on the most green ? mark spaces. More importantly for this TAS though, is that if players tie in these categories, stars awarded to BOTH players with the highest received. If you take control of all four players, you could keep track of the results in these games, and cause a tie between all players in all 3 categories, rewarding 12 9 bonus stars at the end of each game. There are 7 boards in this game (+1 for the final), which means that if you play each board once and manage your gameplay each time, you could receive 84 63 stars from the bonuses alone, which leaves only 16 37 stars to acquire within the game itself, only 2 or 3 meaning you'll average 5 or 6 stars per match, quite simple to accomplish even which should be possible on the lowest turn setting of 20. Board movement would be easily manipulated, so the biggest obstacle would be the fact that you would likely be repeating minigames often, so you would want to keep entertainment in mind instead of pure speed. If you were up to it, you could also buy some of the special dice like the +coin and warp blocks, to make star collection within the game easier. Eesh, that's a long paragraph, but I hope you players can see my vision and make this a reality. edit: fixed some numbers since apparently you can't have 4 way ties; new text in italics
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Posts: 646
No instant kills, but you could still use desperation attacks ;)
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Joined: 6/14/2004
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Isn't there a star in Dire Dire Docks that requires the vanish cap?
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Joined: 6/14/2004
Posts: 646
Maybe he's european, and is used to PAL speeds?
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Joined: 6/14/2004
Posts: 646
TNSe wrote:
And just to nail in the final nail, this site plays retro games, and whats more retro than the outdated outhacked AVI format.
RealMedia!
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Since you need to pound the two posts to reach the vanish cap stage in the first place, there's no reason to go to it from exiting a different stage.
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Posts: 646
Gorash wrote:
Question: Why did you turn off the spazer at the end? It can't be because only wave beam looks so cool. Does it reduce lag?
If I had to guess, it's to prevent needing to go into the menu to do a power bomb charge combo later on.
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Posts: 646
You mean something similar to the Gradius Averaged movie? It might be a bit tougher to make though since you don't have a fixed viewing area the whole time, so your video resolution would need to be something odd if you want them to be all visible while going the same speed. Of course, making the whole level visible is one option, but then it might be a bit tough to follow, especially with the enemies in different places.
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Posts: 646
upthorn wrote:
Discovered a way to exit a level without entering special stage, even if I have 50+ rings.
Um, I'm pretty sure all you do here is not enter the special ring. Hardly seems to merit the term "discovery" :P
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Joined: 6/14/2004
Posts: 646
What a coincidence, I was just thinking about how cool this game would be a few days ago. What you've done so far looks pretty good, despite the low precision. Something you might want to consider though, is using a save file instead of the no save. That way you can exit after finishing the intro stage and reload it as a two player game. You'll get a much greater degree of control that way. Of course, if there's some other way to get 2 player control I don't know about, then I guess it isn't an issue.
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Posts: 646
In any case, time should be gained on things with high health because with alternation you can fire a shot on every frame as opposed to every second one.
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Posts: 646
Since the water stages are pretty slow pace, it would have been nice to see some music-syncing action, like alternating the direction you face during vertical parts and your stroke timing for the horizontal. That aside, it's still interesting enough for a yes-vote for me.
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Posts: 646
But there's that item you can purchase that lets you walk on spikes once. You should be able to get it that way, even if it means dying after collecting it.
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Posts: 646
I encountered a section with a black screen that seemed to last longer than normal too. I just held tab to turbo and eventually it got back to gameplay.
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Posts: 646
http://www.viper7.com/smw/fishkick.png Fishkick. It came up during discussion of what to use for the SMW run's screenshot.
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Posts: 646
SXL wrote:
... once the demanding clients finish the download (usually before you), the score goes down, and the script on your comp switch to another (more demanded) movie. ...
I think by this point, the other seeds will see your own as a "demanding client", so unless there's some large skew which causes all the single peer downloads to turn off, it should be fine.
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Posts: 646
daniayaw wrote:
I killed the koopa troopa and died in the same time, but, something strange happened ô.o
Could this be the sequel to fishkick?
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Could someone try to hexedit the start of this so that it turns on the Stereo option, please?
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Use the boost to get through! They're on me! I'm getting careless! You're good, but I'm BETTER! Cocky little freak! Oh, I could spend hours quoting Star Fox 64.
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Joined: 6/14/2004
Posts: 646
I was just under the assumption that it confuses the hitspark as an attack sprite when a crash bomb explosion goes off. Or does it only work rarely?
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