Posts for NrgSpoon


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Joined: 6/14/2004
Posts: 646
The cool factor of this will be getting the platinum times on the earliest attempt through the level, going from a clean file to a filled one in the shortest amount of time. It's that difference between doing a single level perfectly after the 300th attempt, and all the levels seamlessly in at most 3 attempts per stage. For truck stages, I'm thinking of a clear route cancelled at the trailer, 100% collection, and a platinum run once the time trial mode is accessible.
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I think it's agreed that it's very game dependant. For example, going for speed in Starfox 64 would be nowhere near as interesting as going for score, since it would just be holding down turbo, picking the best route, and beating the bosses quickly.
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I'm pretty sure you can't warp through key doors, since you need to walk through them to load the next area. So no matter what, you need to beat the second Bowser, which requires you to beat the first Bowser.
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*happy dance*
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One thing you should try using that I've noticed is you can go faster in midair if you slide off edges. It doesn't last too long, but it's still useful.
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Or maybe it's the thing involving hitting Bowser and the axe at the same time, so mushrooms make you visibly shrink instead.
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Of course, by now, the average age will have gone up by 1.
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Okay, regarding Shantae, I found out it works in VBA 1.6a, but not in 1.7, so... it must be something the official people broke.
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And Shantae is still broken :(
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If you don't kill him and only do some damage, does it remember, or does it also recharge to full?
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Zurreco wrote:
I'm still mad at Nrg for pointing out that the dash looked viable.
I apologized for that already! What else am I supposed to do?! I'm sorry there's no way to get the Black Panther soul early either.
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For NES music, instead of NSF, you should use NSFe (extended). It has support for track names, and you can find a bunch <a href="http://disch.zophar.net/nsfe.php">here</a>, along with a means to play it. For SPC (RSN) archives, those at <a href="http://www.snesmusic.org/v2/">this site</a> usually have track names set up. That should help out enough for now.
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NrgSpoon wrote:
Shantae. I keep having to mention this.
Although I noticed that the graphics are bugged in the rerecording VBA. They're fine in the unhacked version though...
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On my computer, my screen flashes a bit before and after I open/close the program. I think what it does is change the graphics to 16-bit colour, so maybe your graphics card doesn't allow either the bit depth or the automatic switch.
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Stop the hating! I'm sure enough people would be interested in it (realize the forums aren't the be-all-end-all demographic), so if anyone ever wants to work on it, then by all means go ahead.
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Getting back to the topic at hand: Kirby's Dreamland 1, 2, and 3
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Another yes vote from me, and I can only assume you waited an extra second or so to get that ending time ;)
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I would prefer if you didn't use that fairy glitch as well. As far as moves like that goes, I'd only want to see maybe the damage boost in the last palace that lets you walk over a wall.
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I think it's fine to keep discussion for your run in this thread, you have the links there for reference though in case something crops up. And I wouldn't worry about left+right, since we have a run that demonstrates it anyway, and unless you plan on using some other abusive glitches I wouldn't worry about it. I think it'll be good to see a standard run for this anyway, especially since it won't be a famtasia run.
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In retrospect, while I still think it's worthy of being published, the fmv file Quiestust posted shows there's lots of room for improvement by using the stars to increase speed. And considering all the things that were done in them, I'm surprised this submission is faster...
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As he stated in his description, he gets items in each level which grants access to a 7th bonus stage. It's essentially a 100% run. Although the improvement Quietust mentioned is relevant, this moive seems to have been run skillfully enough, and I think it warrants publishing. Unless Sami can run through the game quickly enough a second time including the improvement for the first stage. I'm going to vote yes on this.
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If you want ability variety, you could ditch your current ability at the end of each stage, going into the next one Normal. I think it would be cool to show off the 255 Mike bug as well.
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Also the GBA version is EEEENGLIIIISH
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Xaphan: 16 = 4 ? + √ 4 + √ 4 + √ 4 Kinda overcomplicated here. 4+4+4+4 not good enough?
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Wow, very impressive how you got that extra speed for the dash to the Crystal Snail heart tank, and I like how you used the charged Magnet Mine in the boss fight, pretty smart to plant the earlier mine on the floor so you could have time to charge it. I also thought the Magna Centipede fight was interesting how you handled it without the Silk Shot, using the Strike Chain to break free of his annoying death grip. Don't worry too much about hex editing since it's negligible compared to the other improvements you've made. Save it for another run if it turns out a drastic route change saves more time.
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