Posts for Paused


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Experienced Forum User
Joined: 5/9/2005
Posts: 748
BioSpark wrote:
Wow, nice job. I'd better hurry up and finish my fusion 100% now.
Wow. When did that happen?
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Joined: 5/9/2005
Posts: 748
Again, thanks for the 2 AVIs, with the two music tracks.
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Joined: 5/9/2005
Posts: 748
N. Harmonik wrote:
Maybe next time, you can attempt a run of the Four Swords portion with four players.
Yes, please.
Post subject: Re: #2079: cpadolf's SNES Super Metroid in 1:08:10.87
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Posts: 748
NesVideoAgent wrote:
I was going to add a version of the run that completes the game without using pausescreens, not using the MB glitch, and saving the animals. But due to some annoying obstacles towards the end I got delayed and my motivation for a second version faded. However if there is demand for it I will still amke it, but in a few days if so
I would appreciate this if it is not too much trouble.
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Anon wrote:
I do know that I'm correct about Eggman's machine being automatically destroyed when you obtain all the Time Stones, though.
Figure it about by actually reading my post?
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Joined: 5/9/2005
Posts: 748
stickyman05 wrote:
KDR_11k wrote:
What does that future and past stuff do, BTW?
There are some machines that need to be destroyed in the future/past. Only one appears in a zone (usually zone 2 iirc, but it can be seen in zone one too. NEVER in zone 3). They are needed, along with the emeralds, for the 100% "good ending"
I believe that is only half right. The machines only appear in the past. They need to be destroyed to get a good future in that level. They appear in both act 1 and 2 for all zones. You need to destroy the machine in an act 1 to get a good future in act 1, and destroy the machine in act2 to get a good future in act 2. For act 3, the Boss act, which starts in the future (and can not be changed into a different time zone.) you need to have destroyed the machine in both acts 1 and 2. You need to get 100% good Futures to get the 'good' ending. i.e. destroy all the Machines. As an added complication collecting all 6 (7?) time stones (this games Chaos Emeralds) all machines are considered destroyed and even if you go to a place were a machine would be, it is absent. Thus upon collecting all Times Stones, you can no longer see the Zones bad Futures... only good.) This is also the case for Zones you have previously cleared. So to get the Good ending you need either to complete all Special stages, or destroy all the machines. (There is also a Metal Sonic Hologram in each 'Past' which can be destroyed to make animals hop about the level. This is not needed for good futures.) ...I believe thats the case anyway. On something of a side note if a 100% run were done, (Yes Please!) I would like to see both all Machines (Holograms too really, destroyed and all Time stones collected. (Course this would force the last stone to be picked up in Metallic Madness 2.) Anyway good to see you back nitsuja, for however long it is, and can not wait to watch this.
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Joined: 5/9/2005
Posts: 748
http://info.sonicretro.org/Sonic_1_Megamix#Downloads The hack has been finished. It is now version 3.5. Apparently it was finished early due to internal problems or whatever... but anyway thought you all should know.
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Joined: 5/9/2005
Posts: 748
There is always the 2nd quest/New Game+ free...
Post subject: Re: SonicCD Japanese Soundtrack AVI
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Raiscan wrote:
The AVI's turning Japanese. I really think so. http://dl.getdropbox.com/u/75032/soniccdjap-tas-upthorn%2Cnitsuja.avi
Many thanks for this.
eternaljwh wrote:
Background of Bad Future Stardust Speedway looks awesome.
Wait till you see it for the Good Future. You'll actually want Robotnik/Eggman to win.
eternaljwh wrote:
"Collects no items"? ...don't speedshoes, invincibility count? Or, say, rings?
I think you know this but... Refers to Time Stones. (This games Chaos Emeralds.)
eternaljwh wrote:
The boss of Tidal Tempest is supposed to be surrounded by something other than weird L-shapes [bubbles, I'd guess] right?
Yes, bubbles like you say.
eternaljwh wrote:
I don't see why you wait [or don't wait] for the last boss. I'm guessing that I can't tell because you're hitting the first vulnerable frame, so I never see the "I'm vulnerable" tell, if there is one.
He is just out of reach of Sonics jump when he is moving back and forth on top of the screen.
eternaljwh wrote:
Otherwise on the run, why do you avoid warping through time? Does it cost realtime to do so?
Yes: http://uk.youtube.com/watch?v=jvSyrx4k4ro&feature=related See about 50 sec in.
Experienced Forum User
Joined: 5/9/2005
Posts: 748
Applauding the decision to 'fix' the music volume during battles in the published .avi.
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Joined: 5/9/2005
Posts: 748
ZeXr0 wrote:
nifboy wrote:
MUGG wrote:
jimsfriend wrote:
Raiscan wrote:
LagDotCom wrote:
Waiting for an AVI, but I bet this will rock.
Waited for an AVI, and it rocked. So any chance of an 100% run sometime? (Which I assume is all good futures, all Metal Sonic holograms destroyed, and All time stones obtained?) Seems like a Sonic game, that even without Super Sonic in it, would be a good watch. Especially as the Special Stages in this one are decent.
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Though I would be against you dying or getting busted, I would prefer you take damage to save time. The fact that the only time you only took damage was in an uncontrollable 'tutorial' where your not supposed to get hurt was kind of neat. There also seems to be several points when driving down long straight roads, you adjust you angle slightly several times? Is that not slower?
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Sir VG wrote:
Hmm, this guy is bashing my Mega Man 5! Saying he hopes it doesn't become "another Mega Man 5". I found this particularly funny when watching the recent Mega Man 9 trailer:
At least the inevitable nonuplet (?) TAS will be a breeze to make.
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Joined: 5/9/2005
Posts: 748
Raiscan wrote:
Star Wars: Knights of The Old Republic 2: The Sith Lords Seriously, if you're going to make game, at least finish it before you release it.
Agreed. But... http://www.team-gizka.org/ Just in case you did not know of it. An in progress mod to restore the cut content. If you did not know of it, your in luck, at last they almost seem done and so you have missed a few years of waiting.
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Joined: 5/9/2005
Posts: 748
Swordless Link wrote:
I'll go with the ranch bottle, then.
Thank god. If you had gone for the beavers, the viewers would have to stop watching your run to go look at paint dry, in order to keep entertainment high.
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Posts: 748
adelikat wrote:
DarkKobold wrote:
Actually, I have heard Bisqwit mention on more than one occasion the possibility of opening the site up to all games.
Yeah, this thread comes to mind. And it fitted into this topics question of suggesting a 'boring movie' category.
Post subject: Re: #2025: gia & Aqfaq's Genesis King's Bounty in 00:09.93
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NesVideoAgent wrote:
As a side effect, switches difficulty to Hard.
Thats an interesting way of picking difficulty.
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Ah, I see. Shame. Still if 4 of the Zelda nuts round here got together and did a non assisted run, I would still probably watch it, and probably more than once. But thats probably a discussion for another part of the forum. Edit: And actually, as they would probably have to have it due to the randomness of the game, a recording of the audio communication of the team included with the video(s), would make this gold.
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Posts: 748
So I am probably behind on the times or missing something... But does this video of 2 player 'Zelda: Four Swords', mean that TAS's of multiplayer GBA games using a link cable are possible now? Because if that is the case a 4 player run of Four Swords would be something I would very much like to see.
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Joined: 5/9/2005
Posts: 748
c02y wrote:
If you run into a rare pokemon not on the list , be my guest and try to catch it.
Unless I am missing something... That statement suggests that this route is for SDA. TAS's can catch rare pokes just as easily as common ones. Luck is somewhat irrelevant here.
Post subject: Re: Input display AVI added
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Joined: 5/9/2005
Posts: 748
OME9A wrote:
Bisqwit wrote:
Here is the AVI that shows the input along with the movie. http://tracker.tasvideos.org/supermetroid-tasv2-items100p-jxq-keydisplay.avi.torrent
I really want to see the input, but the link provided doesn't work!
You know it is a torrent right? Not a direct download link to the .avi?
Post subject: Re: #1940: Inzult and Rising Tempest's NES Zelda II - The Ad
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Posts: 748
Grats on the publication.
NesVideoAgent wrote:
something about audio commentary to come, blah blah.
Any chance of update on that?
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Posts: 748
Have not watched yet, will later, but just thinking out-loud about the practicality of an all levels run. IIRC there are only a small hand full of bonus levels, a number so small that a 100% run would be far to similar too an any% run. Is that the case? If so what are the thoughts of someday doing an bonus .vbm showing the extras? Would be a shame never to see those levels TAS'ed, in my mind at least.
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Posts: 748
was0x wrote:
Finally this run is "613 Flames" faster than my previous run.
Sounds like you obsoleted the Super Metroid Topic.
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Joined: 5/9/2005
Posts: 748
Zurreco wrote:
stop attempting to be the guarantor of Super Metroid perfection.
Saturn wrote:
Sorry Zurreco, it won't happen.
How someone can go from being one of the more respected TAS-ers, to one of the internet's most annoying trolls and finally now the living joke of the site in such a relatively short amount of time is beyond me.
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