Posts for Sir_VG

Sir_VG
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*adds this game to the games I'll never play list because the game is boring* It seemed polished, but damn that game is bad.
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Sir_VG
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Ok, I got to watch your v3. 1000 DEGREES OF BETTER. Much better heart management, much better hit management, better dracula fight. There's one minor thing to look at - improve the 2nd Dracula Castle boss fight. There's plenty of invincibility time (from what I see) so you could burn off that last heart hitting him with a well timed axe. See if you can be more aggressive yet. And is there only the one stinking meat in the game? What kinda Castlevania game is this? ^^;;
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Sir_VG
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The game has to be finished first. Any new progress? (Mainly posting to fix the forum tables.)
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Sir_VG
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Idea for a description:
Ninja Gaiden involves an ultra superior ninja, capable of defying the laws of physics by climbing through walls, while beating bad guys in record time. This run is about 10 seconds faster than the prior submission due to the ninja thinking more like a ninja.
And my thoughts on seeing this: OMFG. ...BRILLIANT!
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Sir_VG
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I'll take a look at the new version and give my comments afterwards. Good to see that you have stated that you fixed things I was complaining about. ^^;;
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Sir_VG
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HAHA. This TAS got MOONED. Good one.
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Sir_VG
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Atma wrote:
Sir VG wrote:
...and STILL maintained a blindingly fast pace is totally incredible in my eyes.
I think the whole 'stop and wait for dog to dig up a cd' thing kind of killed the blindingly fast pace.
He STILL did them exceedingly fast, even doing the extremely difficult ones (like Astro Man's level, there's on in there that's almost impossible on a console due to it's positioning). You have to give him credit for that. Yes, there are stops scattered about. The stops were only when necessary and done as fast as possible in order to maintain the goal. They also showed great knowledge as the one item in Auto's shop wasn't collected to show where they were. They also showed extreme skill due to some of their placements.
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Sir_VG
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My god, THE GLITCH. THE GLITCH! JOY.
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Sir_VG
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I remember doing screenshots of this game some time ago for some other forum and found this game to be totally whack. Great run. And you're right, the controls are stiff as a board. ...forum, board. lol.
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Sir_VG
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Atma wrote:
To be honest, I can't find what everyone else finds so appealing about it...
Simple. The difficulty of pulling this off while still being fast. Being that you must have played this game, you KNOW that this game is hard as hell. Yet the runner manages to get all 100 CDs (which some shouldn't be possible for Rockman to get), never got hit, and STILL maintained a blindingly fast pace is totally incredible in my eyes.
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Sir_VG
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Yes vote here, like it really matters. ^^; The reason though that the music overlaps at the end is that Konami programmed the Song.End in a spot that wouldn't appear until after the boss morphed, and didn't count on it being obliterated before that! Nice job on finding lazy programming.
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Sir_VG
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I demand the no voter come forth to be executed! This run reeked of AWESOMENESS. Getting all 100 CDs I know is ridicuously hard, but doing it all with Rockman, especially getting the ones you'd normally need Gospel Boost for was just wicked. VOTE YES FOR KICK ASS.
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Sir_VG
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This comment is based upon your old run (BRV1) and haven't watched your BRV3 yet, so I don't know if you've corrected this or not. The major problem with your run is heart management. You collect WAAAAAAAY too many hearts and this eats up time in the end of the level. Every level should end with ZERO hearts. If this is not possible, then as few as possible. Minor problems: Dracula - Last time you went the wrong direction at start. Take advantage of that you know where he's going. Screw up? Redo it. Also, end the movie sooner. Hit management was a bit weak too. You CAN get throttled in the direction you need, you proved it yourself. Work it better. Jump less. There's a number of times where your jumping stops you for a moment before you can continue. This will come into affect with the heart management issue. Overall not bad, but much to improve yet.
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Sir_VG
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I liked the dual encoded AVI. Definately go that route. And nitsuja, YOU SUX0R WHY YOU BREAK GAME. ;_; Though seeing a couple old Sonic bosses in X Zone was cool. (Hurrah for Sonic 1 and 2!)
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Sir_VG
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One thing I noticed. This isn't a completely pacifist version. You killed a couple spiders in Stage 5 while working on destroying lairs. Other than that, it was great!
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Sir_VG
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"It's not luck manipulation. It's stupidity manipulation!" Great run.
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Sir_VG
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CoolBumpty wrote:
Uh, I believe that the mod to make the zipping lines in Mega Man 1 look solid is interfering with this game, making a line flicker across the screen every once in a while.
Glad to know I'm not going insane and seeing Megaman 1 images attack my video screen from time to time.
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Sir_VG
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To another great OgreSlayeR published run...KAMPAI! (Now damnit, go work on ActRaiser.)
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Sir_VG
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Voting yes purely because of the stage 3 boss fight.
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Sir_VG
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I also have to vote no because YOU SUX0R. YOU OBVIOUSLY HAX0R3D THE GAME. I mean, look at Yoshi Island 3...you're off the screen! OMG !! WTF !! And then there's your Donut Secret Ghost House. YOU SHOULD HAVE DIED ZOMG !! WTF !!
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Sir_VG
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Spriteless wrote:
Sir VG wrote:
It reminds me of Actraiser 1 for more than one reason...
Maybe it's the life bars and text font?
Also the same sound effect when A gets hurt.
I noticed that too now that I got a chance to see the video itself. And it's more than just that...there's a LOT of SFX that are pulled from ActRaiser (sword slashing, fireballs, things blowing up...). But I shouldn't be surprised, as ActRaiser and Soul Blazer were both done by Quintet/Enix.
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Sir_VG
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It reminds me of Actraiser 1 for more than one reason...
Maybe it's the life bars and text font?
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Sir_VG
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This movie was so crazy, I was laughing. Seriously.
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Sir_VG
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OK, I think I've found an EXCELLENT simulation strategy for you. I'm using it myself and I decided to share the wealth. Fillmore: Basically the exact same you did, but wait an extra turn at the end so the road hits the left side of the screen. Bloodpool: Dry up the two marshes straight south, use bridge, then build towards that dragon lair just SE of the temple. But let the road hit the right edge of the screen. This joins Bloodpool with Fillmore, leading Bloodpool to teach Fillmore how to make wheat that helps population growth (not totally positive, but I did have a +128 pop gain in Fillmore after I left by the end of the game). After this, build back to the temple, up 1, then straight over to the bat. Partway there, you should get the "Teddy runs away from home" scenario. Grab a wheat when you get the bread. Use the bread and when you get the skull, grab another wheat. Use the skull (you DO NOT need to zap the trees at the Red Demon's lair!) and work up towards the lake for the scene. Grab your magic and about this time the bat should be sealed. Then work your way back to the temple (hitting the space on the left side) and you should get to the south river by the time you run out of spacing. Let the town get there then finish the route to the other dragon lair. Seal it and complete Act II. Get your MP from the town and wait about 1 turn (your road will get to the bottom of the screen). Kasandora: Use rain on the two spaces to the right of the temple. Start moving out. When they build a field, use wheat on it. Continue using rain east of your last use, then south. Continue building the town to that lower red demon lair. After sealing it, send the town south to that tree. Let it build there and then build back to the bat lair and continue up all the way to the red demon lair. Keep clearing sand in a square (upper left the demon lair, upper right the dragon lair, lower right the lost man, lower left just above the bat lair). Right after the demon lair seals, built the town around the square counter-clockwise. Let the town build until that square is complete. Grab your MP (2 of them!) and complete Act II. Aitos: Clear rocks and build the town W, W, S, W (1st seal), then seal the skull lair. Build back to the temple then straight up to the waters and all the way to the east (so you get the MP from the mountains). After the climber goes up, build back straight west and towards the other dragon lair. By the time you get done, you should be about at 1500, you may need to wait a round. Get your MP and sheep and complete Act II. Marahna: Use earthquake right away, and intermix moving and zapping palm trees while you work NW through the dragon and red demon lairs. As you get SP, clear stuff to get to the other lairs. After the red demon is sealed, build back to the temple then south, then west to the bat lair. After it seals, build back to the temple, then east towards the last dragon lair. After you get 1900, finish Act II. Northwall: Pretty much how you did it. North to the red demon, then the skull, they learn bridges, use sheep, build past the dragon lair, then the final skull lair (getting your MP). Finish Act II. My final population at the end of my last attemp was 2124, and a ton was gained after leaving areas (128 in fillmore, 160 in Bloodpool, 152 in Kasandora, 24 in Aitos, 48 in Marahna, 0 in Northwall). I don't have differences in action level times, but my total time (from the fade just before you can set the text speed/enter Fillmore Act I to after losing control at Tanzara's defeat) was 1:14:29, though I may be able to get it under 1:14 if I don't make any stupid mistakes next time. Hope this helps you out.
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Sir_VG
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Shadow Byrn wrote:
That can't be helped, both are fairly boring games to watch, and nerve racking to play (nitro, anyone?)
Oh gawd don't remind me of that. I HATED dealing with the nitro. Gave me nightmares for weeks. ^^;;
So why would we want to see this game done in comparison to Castlevania 64? This is the same game, except your overpowered hero has to do all of the original lairs (except a few) along with a few new ones. I think that we need to come to a consensus about whether or not we need a CV64 and CV64:LoD movie on the site.
One of the reasons this should be up is that it's considerably different than CV64. New hero, new levels, revamped levels, and this route is MUCH HARDER than CV64. Trust me, I own it, I've beaten it, I've had nightmares over it. I'm surprised I haven't broken my controller over it. ^^;; There's not much that is the same between the two games. Even if you took the same character between the two games, it's still two different games. The forest is completely different. The walls are tweaked (no wench in CV64) The villa features a new path. The towers are all WAY different. The Clock Tower is different and considerably harder on LOD. About all that's the same is the castle center, room of clocks, and Dracula's room. Two of the three are the smallest levels in the game. Though with my work on a speedrun over at SDA, I wish saving was turned on in this run, that way somebody can run through with Henry. I would love to see that done too as a TAS.
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