Posts for Truncated


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If any of you have seen the SMW timeattack with the rock music playing in the background...that was made with ZSNES, savestates, Camtasia or another similar program (not sure), and a video-editing program.
I have seen this video and I can promise that it's nowhere near as good as the one on this site. Is this the one made by Reciprocal? If not, where can I see that one?
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You do need Berzerker for Crystal Crags I (even if you take the elsewhere, I think). But you can pick him up just before the goal in CC1 if you want to. There's a hidden P-block. This is probably faster than picking him up in HotW2, especially if you're taking the teleporter there. The CC1 elsewhere can also be done by bouncing on the green slimes, or losing your current helmet to get the Kid himself, but both of those are probably slower than the hidden passage Nifboy mentioned. The samurai also works, I think. Also, I think you MUST pick up Berzerker on Stormwalk Mountain. Unless coming from the Hidden Canyon (which you most likely will be doing) gives you a different starting location. Then there's the issue of how long to keep Berzerker... there's an ultra nice shortcut on Wispering Woods 2 with him. But Shiskaboss can be done a LOT faster if you switch to Samurai or Maniaxe. There's another Berzerker in the Elsewhere from WW1, if you take that path. A lot of options, really...
Post subject: Re: #517: Walker Boh's NES Castlevania II - Simon's Quest in
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Nesvideos wrote:
Walker Boh got a ninja level up! STR + 1 SPD + 3 DEX + 2 LIFE - 2
Heh, I can't believe you made a third version that quick. And it was good too. Some questions I should have asked already for the previous version: - The first werewolf thing you kill while continuing to move forward. Other times (6400, 6600) you stop to kill them by using the water while standing. - The first night you kill most skeletons with whip+water. However, one skeleton later on dies to water only, I think (9500). Is he special, or could you have killed all the skeletons with one bottle of water?
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I've thought about a software add-in which makes you able to turn on/off which buttons should be held, instead of holding them. Think Caps Lock, but for any key. That would get us out of this trouble, as well as having to hold the run button for several consecutive hours. Anyone feel like coding it?
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>I never bothered to optimize v2 after exiting the pipes because I couldn't find a path to exit the S-pipes appropriately. Hm, I meant: the old video gets the same speed boost as vid 1 at the S-pipes. If you can find whatever you did the differently in that video and vid 1 from vid 2, problem solved. >One last thing I mean to try is approaching the S-pipes only one frame ahead. Perhaps it will result in more bizarre behavior that will catapult me ahead of even v1! I was thinking along similar lines. Maybe hexedit one (or whatever number) "hold forward" frame into "hold no buttons" to lose the extra pixel and see if that changes anything. Then you should enter the S-pipes under truly identical circumstances. If that doesn't help, give up. Don't spend too much time on this, getting the rest of the levels done is probably what everyone wants to see happen. It's sufficiently jaw-dropping as is, really.
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Hm, I don't think you need to mind about taking damage in USM1. Basically everything loses less time than that. Hills of the Warrior is without doubt your best level yet! :D Two double-bounces which lasts forever, and one of which is positively impossible to pull off. Wheeeee... The only things I could think of was - you don't bounce on the (poor) guy who takes the spikes in your place. But it looks like he's too close to the wall, so I guess that's why. - the two ghostblocks you jump over, can't you drop off ledge and spin? - you land late on the line of ghost blocks over the rubber pit. I'm thinking maybe you have to to clear the corner before. Or maybe the drop-off speed hasn't worn off yet. Anyway, did I mention that this level is fantastic? :)
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Frame advance: just read the Faq. Link to "how to use emulator tools" or some such.
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Nice to hear some of the ideas worked at least. Sorry to waste your time with the others... HotW1 should be interesting I think. There are a lot of bouncable enemies in good positions, if memory serves.
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>I found it impossible to do a fall through here. Atleast directly after the first fall. And undirectly after the first fall? :) Nah, I'll quit nagging I guess and vote yes already.
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At frame 120700 somewhere, zigzagging down in the last purple castle, can't you use an extra fall trough floor trick? (I'm unsure if this is what you meant by your submission disclaimer.) And at the small set of stairs immediately after, why not jump up?
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Emptyeye got it right. It's either both suits (2%) or one suit and a bunch of energy tanks (>2%). Mother Brain's rainbow laser thingy is the only attack where the suits layer protection, but also the only one which you cannot avoid.
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Did you also turn off volume envelope height reading? It was specified in a later message that this was also necessary.
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A question - is there any way to kill the second player a little now and then without the level restarting? That would be faster than having him die all his lives at once in the bugged level.
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So, I've watched trough both videos meticulously. Can't say I have any good news, really... In vid 1 you jump trough the box 8 frames earlier than in vid 2. Any particular reason for this? I see no immediate benefit. Jump on bridge is also one frame ahead in vid 2, as is starting the roll and jumping afterwards. The two latter changes seems to gain you a full frame. Jumping over the stone and up the ledge later in vid 2 gains almost one frame in air. (Why?) When they land about one half frame remains. Jumping later over the spring gives about one more half. Delaying the next jump also seems to give a half frame, but it is lost on the bounce. So, the important part, the pipes. Vid 2 enters 2 frames earlier, but also at a one pixel offset (ahead). This pixel appears and disappears randomly during the next few frames. At 30:11/30:09 something happens, vid 1 sonic goes downward faster than vid 2 sonic and is 2 pixels below. This means he touches the ground below, while vid2 doesn't. After this vid1 starts gaining pixels steadily. (It could be a coincidence of course.) Between the two backwards S-es one frame has been catched up, by the middle of the second they are equal. When they exit vid1 is ahead with about 2 pixels. In the air after the jump, vid 1 increases the lead a lot (4 frames) for some reason, but it's difficult to see why or how (obstructed by the trees). Probably vid 1 just benefits from the higher speed from the pipes during the long jump. Vid 2 is forced to roll one extra time. Looking back at your older video (acts 1-10), it has the same behaviour as vid 1 in and when exiting the pipes. Whatever you did there, do it again. I have no idea what to make of all this. It could be that vid 1 enters the pipes at a just barely higher speed and the pipes multiply the effect. Or maybe that pesky extra pixel means a slightly different path, hitting the ground giving you more speed (like in the loops). And yeah, like I expected I'm not a lot of help.
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I like it very much, as I wrote in the snes-board topic. The sound is a total bummer though. I will vote yes, but I think this game will probably have some problems getting published because of it.
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>I was just thinking Alien Isle might not be a bad place to see if airwalking helps. It doesn't work as Micromax (who can't duck), though, so you'd have to lose the helmet when you get there. The first half of the level can be done much faster with micromax, because he doesn't need to use the teleport. (Coming to think of it, I haven't tested going for the teleport with Micromax. Hm.) So you'll probably have to lose him after the ghost blocks, which is difficult. At the pillars you cannot go straight without disarming the cannon blocks, which only Micromax can do (without getting hurt at least)... and cannot go under them unless you can fly or climb. And in any case, Micromax goes faster than just running here, because he bounces on the ships most of the time. The moment I found the bug I sat down and looked trough my vid to see if I could find anywhere where it could be used... but so far nothing. What is the maximum speed which you can airwalk, compared to regular running? Can anyone check? I have to let go of A when I perform it. :/
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Which is a how big improvement?
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Good catch! I had a similar experience with Alien Isle, I was JUST barely missing the ghost blocks at the middle of the level. I redid it a few times and managed to cram out those extra 3 frames I needed to pass. Great feeling of outsmarting the game, huh? :) Good luck with USM2 (again...) and USM3. At least the lion level should be a breeze, you can just fly left up to the flag.
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I have nothing to say Josh. Great job! :) Don't worry Highness. Shit happens. I also updated the tricks pages with your info, the airwalk, and some other stuff.
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This game is... slow. I was glued to the frameskip button for the whole video and I still didn't really miss anything from what I can tell. Walking trough straight corridors, waiting for sluggish npcs, beating all the bosses in the same way, get new item...
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This video has it all - action, glitches, and a story which keeps me interested. Too bad about the sound...
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My guess is that people think that the cs glitch makes the strategies pretty stupid. The people who voted meh could at least explain why. I'm not sure what to think myself. Is the select trick mentioned in the manual? In any case it's an interesting application of it (actually getting less health than normally).
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TDA = TSA + SDA? :D
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Filespace is down, so the nitpicking will have to wait for a while. Hope I don't forfeit my chance because of that. :P (Edit: filespace is online again.) Yeah, it sounds like we found the same bug. For anyone interested, here is a GMV: http://133an.sytes.net/~truncated/KC_airwalk.gmv I will add it to the tricks page shortly. As you all can see, the trick works in a nearly identical way to Rygar. Even though it looks incredible, I (like Josh) haven't actually been able to figure out any place where it could be used yet. But I'm pretty sure I will. Oh, and Josh, sorry I couldn't show you the diamond trick more in detail. Hope it didn't took too long to figure out... it turns out the ftp server had crashed.
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I separated the ducking tricks with subheadings, it should be easier to read now. Let me know what the testing gives and I'll update the page with whatever information you find. So... I just found _THE_COOLEST_TRICK_EVER_. Okay, so it's actually an identical bug to another game, but it's still pretty awesome. But my homepage is still having hiccups, so you'll have to wait to see it. I'm not telling, it has to be seen in all it's glory.