Posts for SprintGod


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Bisqwit wrote:
NesVideoAgent!
Seconded! ...although first we'll need an inane philosophical debate over whether NesVideoAgent can accurately be described as a 'person' and thus be eligible for this award.
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If you haven't finished the first two levels in 0:27 and 1:20 respectively, you should stop now. I started work on this game last year, but put it on hold because:
  • At the time, Snes9X was crap
  • I wanted to redo Sonic 3 & Knuckles
Snes9X is no longer crap, and I've finished redoing Sonic 3 & Knuckles, so I'll be going back to it very soon.
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Bisqwit wrote:
My hypothesis was that the movie previously ended without releasing all buttons, and thus I added three zerobytes to the end of the file.
...shouldn't that be FF bytes? 00 == everything held down, which would certainly cause the game to pause
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In that level, the steps to the exit are triggered by killing all the monsters in the level.
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Ah, but you see... I've been secretly working on a Sonic 2 run of my own, and it's a whole minute faster! And it's due to be finished by tomorrow! ... ...or not. That's on my to do list along with a few thousand other things that I'm never going to get around to due to incessant laziness.
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phil wrote:
I will not stop using that term since it's easy to say.
Quark is even easier to say, and just as accurate. 'Time Attack' is a stupid misused term It's primarily used as a synonym for 'Time Trial.' The earliest example I can think of is Sonic CD (1993), but it was probably being used long before that was released.
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http://artpad.art.com/gallery/?if6ccx1sd4o I got bored. Or boreder. Whatever.
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Lexicross! That rules. Fury of the Furries (DOS) You basically control a round fuzzy thing, and can transform into different colours:
  • Yellow shoots fireballs
  • Green swings around on a rope (it handles similarly to the rope in Worms)
  • Red bites through walls
  • Blue swims
Most levels have coloured wavy forcefields. Passing through them enables or disables the ability to transform into that colour. Thanks to decent level design, the result is a bloody great (and fairly difficult) platform/puzzle game. X-Quest (DOS) http://www.ch.cam.ac.uk/MMRG/people/mdm/xquest.html "You're a rather jolly little ship dingus which shoots all around a rather abstract landscape collecting little blue crystally things, while avoiding a few mines scattered around. Hmm. Boring, you say? Well, maybe it still needs a certain something... OK, so we'll keep the Super Kill-o-Zapper, then, and add a couple of things to blow up. Happy?" Sorta like robotron, but more fun. ClockWerx (PC) There's a grid of dots, and you rotate around them. You move around by switching to an adjacent dot as you touch it. There's a few obstacles that kill you (hands on some dots, and oil globs that chase you). You finish a level by reaching the sparkly dot. Note: Originally released on the Mac as Ultimate Spin Doctor. There's also a Super Famicom version [goodsnes name: Clock Works (J)]
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Xebra wrote:
And I remember a time when you got all in a huff because I told you there were flaws in your first run ;) .
Actually, I just wanted you to list said flaws, because I was halfway through making this one :)
Omega wrote:
Marble Garden 2 (1:45 -> 1:00) Did you end it at this time to avoid getting a huge bonus at the end of the level?
No, that's just how it ended up.
mikwuyma wrote:
Could you please explain how the warping glitch works?
It's not a warping glitch, as Sonic doesn't actually go anywhere. On vertically wrapping levels (MG1, IC1, SS), when you leave the top of the screen, the game thinks that Sonic is below the screen (underflow?), so it scrolls the wrong way in an attempt to catch up. Sprites are only spawned when they're close to being on the screen. So until the view catches up you can pass straight through any sprite based obstacles, but as an unfortunate side-effect you can't see what the hell you're doing. On Sky Sanctuary, I use it in a different way. Jumping down the hole on the right is normally death, as the screen stops scrolling just before the bottom of the right pillar. This stopping point is only active when you're actually in the hole, so it can be bypassed by sending the screen down past it before jumping in.
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The game only saves scores locally...
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pff... >>Edit: Image Removed. It showed my score of 10550<<
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With minimal practice, anyone with moderately active senses and at least one working finger can get 'Perfect' every single time on any Special Stage. In realtime. With no savestates. In other words, your objective sucks.
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Still too slow. 1 rerecord per 2.5 seconds isn't enough for almost any game, never mind something as awkward as Sonic. The Sonic series has a physics engine that is significantly more complex than most other games of its time. An obscene amount of planning and experimentation is absolutely necessary for a decent result, and it is apparent that you have done nowhere near enough of either. Also, perfects are useless. The special stages are long and boring enough already without wasting time on such an easy, tedious, and entirely unimpressive task.
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No. Even if you ignore the fact that this is slower than my 2 Player run:
  • Suboptimal routes
  • Failure to jump at the top of stairs
  • Poor enemy evasion methods
  • Some shots fired without jumping first
  • Player 2 can complete the game slightly faster
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Saturn wrote:
well done SprintGod, but I can't understand how you have done this extremely fast low punches
Pause + Frame Advance (\ key). Every punch needs to be executed on the very first frame that it is possible to do so (ranges from 13-15 frames between button presses).
Saturn wrote:
And why using crouching HP if you can use the easier normal HP + Fire-Kick?
You answered your own question. Easy is not acceptable at this site.
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I've said this before: In this genre, style is much more important than speed. I'd rather have a 20 minute long movie that demonstrates a wide variety of fighting strategies and a decent range of combos than a monotonous 10 minute movie full of the same few moves repeated over and over.
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  1. 13-hit combo
    • Jumping HK (crossover), LP x 8, Crouching LP, H Rekkaken x 3
  2. 6-hit combo
    • Toward + HK, Crouching LP, H Rekkaken x 3
  3. 2-hit combo
    • Crouching HP, L Shienkyaku
>>Edit: SMV removed<< It's very easy to get all 4 hits from Dee Jay's Hyper Fist if you repeatedly press all 3 punch buttons in sequence (HP, MP, LP, HP, MP, LP, etc.) It can a bit awkward using a standard SNES controller though, unless you map all the punch buttons to A/B/X/Y.
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Scissor Kick = Forward + HK. (It's a name used for far too many things, so I suppose I should call it a hopping kick for clarification...) With precise timing, it can be followed by any other heavy attack for a 3-hit instant dizzy combo. Also, a 13-hit combo is possible: Jumping HK (cross over), LP, LP, LP, LP, LP, LP, LP, LP, Crouching LP, Rekka Ken, Rekka Ken, Rekka ken Good luck getting all those jabs in without slowdown :)
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I voted no:
  1. No 6+ hit combos (at least 10 hits are possible with Fei-Long)
  2. No comboing out of the scissor kick
  3. No comboing out of crouching fierce punch
  4. Too much CPU blocking
  5. Numerous missed attacks
In this genre, style is much more important than speed, as a pure speedrun would be incredibly monotonous and quite boring to watch. I would aim to use as many different combos and playing styles as possible.
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Dan_ wrote:
The S&K3 movie is a prime example of a super-human feat, and thus other movies get compared to it looking for the same quality of playing.
That movie is nothing *evil grin*
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BBSpot wrote:
Copyright 1999-2004 by BBspot LLC BBspot is a satirical news and comedy source and meant to be funny. If you are easily offended, gullible or don't have a sense of humor we suggest you go elsewhere.
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"I think they [non-pincer 2 Tyranosaur battle] are possible." No. "I think you can fight two brachiosaurs" No.
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air__devil wrote:
He said in May of 2004...
Heh... A couple of weeks after that post I had my new run finished up to level 9, and it was 10 seconds quicker... Then I found a way to finish the first level about 7 seconds faster, so I deleted everything and started over... Then it got set aside so I could work on some other games... Then I completely forgot about it... Ah well... It should be finished sometime before Duke Nukem Forever.
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Zurreco wrote:
I thought that Snare can't be used on bosses (ie they shake a lot, but don't pass into the void). That would mean that any fast boss fights would require Doom/X-zone even if you do have Mog with you.
Doom and X-Zone don't work on bosses either, except in special circumstances. Pay very close attention to the following quotes. There is a very subtle link between them, and you may need to read through them a few times before you spot it...
Jyzero wrote:
I'm thinking about skipping Terra if I take time to learn Vanish and Doom for Mog.
SprintGod wrote:
How about using Vanish/Dance instead?
... Magic based attacks - including those that inflict instant death - never miss an invisible target.
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1204m Click and drag. The game will then be able to track the mouse when it's outside the window (doesn't seem to work in Internet Exploder... Yet another reason to use Firefox!). Also, right click once to make the cursor visible.
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