Posts for Shadow_Byrn


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Joined: 3/16/2006
Posts: 289
Isn't ultra-V unlocked after 1st playthrough?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
I don't think that the fastest time will always = Rainbow V. You can do things (ie move to the next target) faster if you tap slow, smash your target a good one, and then move on. Oh, a little thing I found: you don't have to wait for the little skull that indicates which direction to dodge when an enemy goes to attack. If you dodge correctly they will swing and miss, so you can actually force them to attack much sooner than standing there for 4 seconds and wiating.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Most powerful attack being very situational in this game. If I get a nicely timed, slowed Voomerang can really hurt. That mid-air spiral-dive kick, slowed, zoomed, catches on fire and does all kinds of fun against certain enemies. Of course the good-old punch, after a dodge will net you the most Viewtifuls, do a lot of damage, AND initiate the little combo thing. The catch is that to keep that combo you gotta stay in slow-mo. Even while using mach while slow is pretty slow (yes, you do gain some movement speed if you slow, then mach). I have always wondered if it is at all possible to get all Rainbow Vs from a fresh game.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Well, you could get some really fast movement going by sprinting off of the walls.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Just out of curiosity, I made a fun-run of Metal Slug 1 a long time ago and found this little trick in that game, I am just wondering if the same is true in the others: While in a Metal Slug tank, if you crouch you lose the ability to shoot your cannon, but GAIN the ability to throw grenades AND have an unlimited amount of them on-screen. Also while throwing the grenades the cannon cool down was also running. So the result was at a distance or at enemies below they would see nothing but a wall of grenades with cannon-shots. For the up-close tank encounters, add the Metal Slug's machine gun. I'm just wondering if the same is possible in the other games. Oh, yes vote.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Push select, drop a trap right where you are. All things in a vertical line from that trap will be pulled into it. Another cannot be placed until the one currently out is either scrolled off screen or kicked off by running into it. Useful against things that can't be damaged by slime.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Patashu wrote:
I don't think there are any precedents for speedruns that stop and wait for a separate game, actually.
Exactly. In the end, though it is totally up to the opinion of maker of the run whether or not to use it. I do get the feeling that he's leaning towards "not" though....
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
That's exactly what I'm thinking. But on the other hand it is not a save state, or an existing safe file. You could play the Chocobo game fresh at that the point that you got it. I think it would be up to the vote of the community to either say yes or no to a run that would use/abuse it. This particular game is unique in that ANOTHER game can directly influence it. And I don't think that anyone has ever used Chocobo World to improve their time in a speed run. I am wondering how much influence using it would have on it.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
So after doing some quick research into how Chocobo World works on the PS, depending on how the emulator handles the import of the Chocobo, it could turn into a very interesting discussion. Essentially the Chocobo World is a memory card with a display on it. So at the first available point to send the little chocobo to Chocobo World and back again 100% loaded would take very little time in game time. A speed-runner could very easily get to that point, save, and then spend the next few weeks/months playing Chocobo's world to get a fully loaded chocobo, come back to the game and suddenly have all kinds of really cool stuff and have spend almost zero time in-game to get it. I'm curious as to opinions on this. Personally if I could take advantage of it, I would. Being able to go straight to the best weapons of the game right at disk 2 is pretty cool to me.... Here's a resource on Chocobo World: http://hans.liss.pp.se/wiki/doku.php?id=chocobo_world_and_the_pocketstation
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
So, I realize that this will most likely not be possible to do, but what is the possibility of abusing the "Chocobo's World" mini game? For those who don't know what the mini game is: It's a little game where this chocobo walks around on a little map gets into fights, finds random treasures, finds a girlfriend, falls in love, and finally powers up the chocobo summon all in a 16 by 16 screen! For the PS2 version it was an actual little Tamogatchi like gadget. On the PC version it was just a little program included with the game. I played the PC version a while back and after a little poking around I found the save file for the chocobo game and managed to edit it to give me...well everything. In about 15 minutes I had all of the Blue magic, all the materials for all the weapons, and the summons you build (the train...and wasn't there another one?). So I wonder if a similar thing could be accomplished with the PS2 version. Is there some way to make the game give you a ton of stuff via chocobo data manipulation/corruption.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Everyone is entitled to their own opinion. Sadly some think that their opinion is better than others and will try to force it upon others.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Experienced Forum User
Joined: 3/16/2006
Posts: 289
Videos or it didn't happen!
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Experienced Forum User
Joined: 3/16/2006
Posts: 289
Shame you can't get a dis-assembly and see what calls that memory spot.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
lol...oops. How do I delete posts again? I was actually being totally serious. I check this topic every once in a while in hopes something has been done. And every time I see something done I enjoy every minute of it. There's a few runs around the N64 part that I like and hope one day gets taken up.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Assuming this gets done. They are dedicated to getting it perfect the first time.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Assuming this gets done. They are dedicated to getting it perfect the first time.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
The idea would be to beat them as fast as possible using the same character from game to game. Not class. Paladin while being the "most powerful" isn't necessarily the fastest for the games it is available in. In one game it might be using the fighter, another the magic-user. The intent again NOT being use "all" classes, but the one that would be best suited for the game while maintaining the same character.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
I was thinking this would be on the scope of a multi-game run, not each game being a run for that game. So if someone made, say QFG 4 by itself it would not be effected by the QsFG (Quest(s) For Glory) run. Also, you are not locked into a particular class for the entire series. Between games you are allowed to switch classes.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Post subject: Quests for Glory!
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Joined: 3/16/2006
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So, just a random thought, but probably not possible under current emulators...: Quest for Glory 1 Quest for Glory 2...using the character made from QFG1 Quest for Glory 3...using the character made from QFG2...which was from QFG1 Quest for Glory 4...using the character made from QFG3...which was from QFG2...which was from QFG1 Quest for Glory 5...using the character made from QFG4...which was from QFG3...which was from QFG2...which was from QFG1 So it would be the entire Quest for Glory series done using the same character! Whatcha think?
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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I'm actually gonna say yes for one reason: I played it as a kid and it is good to see such a hard game beat so effectively.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Experienced Forum User
Joined: 3/16/2006
Posts: 289
I'd say just go all out like you did for the Metal Slug X run. It was fun/enjoyable. I did a test run of a 100% Metal Slug a long time ago and it turned out to be pretty good. The only parts that were really boring/cut the flow were when 20 or so enemies would spawn in a row and I'd have to wait and kill them one at a time. Oh, a pointer that I think you might have missed for Metal Slug X: crouching increases firing rate of all weapons, especially while fat.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
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@ Foda I know for a fact that trick DOES work in the NES version of this game to at least the 1st boss. I used to do it all the time in a 1p game just by run-attacking a boss really close really fast. I almost hit both Big Blarg and the machine gun dude (Roper?) both with said attack.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
As a kid I had the NES version of this game. Loved it to death. Played it as much too. I then heard of the SNES version and didn't like it as much for 1 reason...sound. As funny as it is for me to say this there are more sounds in the NES version that make the sequences more fun. Otherwise it's just watching 2 guys beat stuff up with hardly anything else. I'm gonna have to meh here. I also remember a few more tricks/glitches that are in the NES. Biggest one that I remember is a continuation of the "finisher hits wrong target but has same effect" glitch. On the 1st boss Abobo you could easily make the 4th or 3rd hit the finisher. I did this all the time in 1 player mode as the Dragons. It's a little bit harder than the Toads, but doable. Also on that note, a 2P beat each other up mode could be FASTER because of the finisher. P1 knocks P2 down, goes to do the finishing knee drop aaaannnd...oops, smashes the boss who just happened to be in the way. So the boss fights could turn into a few hits instead of juggling them.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Hevendor sounds like a new house in Harry Potter...
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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Joined: 3/16/2006
Posts: 289
Not bad. Not bad at all. Suggestions for a "end" point: At the end of any Star Trip, preferably at the hardest difficulty getting the best ending possible. The ones that come to mind fast are the Straight Trip getting more than 500k points, or Mission Mode and beat True Meteo. Watching Heavendor at extreme speeds would be truly funny though.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
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