Posts for Truncated


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FODA sent me his work in progress, and this seems like it could be an interesting run to do. But at the moment I'm busy with Kid Chameleon, and it is progressing very slowly because I can only work on weekends on a borrowed computer. (See my userpage on NESvideos if you want more info.) Hopefully, I can get it done next weekend. After that I will do either this game or Shinobi 3, don't know yet. Do people have a preference? I know Shinobi 3 a lot better but I could switch if the interest for Ecco is bigger.
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Yes, yes, and yes.
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Checked it again, it's the level before last boss, when going up at the end, the third spike tank thingy. I cannot give you a framecount because of emulator suckyness. I also think that I might be mistaken and he's maybe using a boomerang, but I refuse to check again due to previously mentioned emulator suckyness.
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Is there any particular reason for not going in and out of the bonus room in Donut Plains 1 to warp ahead? Is it just slower than flying past it? Oh, and is this the longest thread ever yet?
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Fix the linebreaks. This is unreadable.
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I can check the time for the strange trick i mentioned previously for you when I get home. It's easier than trying to explain it. The third snapshot is the Joker. What do I win?
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Gens 9c and 9b only have new methods for recording what I know. At least the movie formats are the same. I'll check this one when get home.
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Go ahead and explain the strategy.
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>the same defining attribute (no damage), I will reject your submission. Linnom's movie is not no damage. Check third (I think) boss. >I don't like to backstab movie authors. What do you mean by backstab in this case? You previously said you prefered improvement on current videos rather than new ones. The main mistake Linnom does is probably to jump to punch too often, instead of shooting. You lose some time every jump. This means he kills very few enemies and pass trough most of them instead though, which looks kind of funny. On another note: One cool trick Linnom does is to throw a punch which misses while jumping up a chasm, and when grabbing the wall under a spike machine a split second later, the machine gets hit for no apparent reason. (At least that what it looks like.)
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Well, I think slowdown should be avoided when possible. Probably you will get other chances to show off your incredible punching speed too. I like the walk through enemies after hitting them trick, will you use it? (Yeah, opinions schmopinions) Another though - how much air control do you have? (I remember the air control being somewhat lacking and irritating when I played this.) When you do the really big fall down to the ninja, is is possible to steer left after the top corner, and then steer right so you pass the bottom corner with more speed? I would check this myself, but I am away from my own computer currently.
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I have tried clicking, save as, copy-paste into new window, and copy-paste again from Angelfire pages so that the referrer would changed, but no go. In Opera at least. But I tried ctrl-L in IE, and for some reason it worked. Some comments: * Why do you do an extra small jump before one of the sitting guys with flamethrowers, before you jump over him up to the ledge? (I think the current video does this too) * There is slowdown from too many objects when you climb the "stairs" with the spike wagons. Is this avoidable? * You throw too many punches on the sencond flying monster. (style only..)
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I also have trouble downloading it, I get a "no remote linking page" all the time. Could you try to upload it to some less sucky place than Angelfire, perhaps?
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>Therefore I wonder why some of the techniques in Wrath of the Black Manta *require* to press opposing directions simultaneously. I don't think this is correct, but I have no possibility to check it right now. From what I remember pressing one direction was enough, but the graphics in the start menu hightlighted both left and right on the D-pad.
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Has been discussed somewhat before: http://tasvideos.org/forum/viewtopic.php?t=319&start=75 But then only as encoded in the AVI, not as a standalone file.
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When I read "the marvellous glitch" I directly thought of the magnet beam/ceiling fast forward, which I have a weak memory of reading that one of the Japanese discovered. But thinking of it, Angerfist could be referring to any glitch, so I jumped to conclusions. Didn't mean to steal your glory, if that's what it sounded like.
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Well, actually... I think he didn't find it, but the Morimoto and/or Finalfighter taught him. (Please correct me if I'm wrong.) So if that's your qualification, you should hope that Morimoto is the one that improves RM2. :P Okay, I'm just being silly. I'll get my ass over there and ask them how it's going now.
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I would like to help, but I doubt that I can. You obviously know the sonic engine a lot better than I. If you email me the new GHZ1 run I can take a look at it, but most probably I'll just be wasting your time pointing out things you've already though of. But, since you're desperate... I'm at ( trunkerad at gmail dot com ).
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Jukeboksi: There are people starving in the world and someone had time for THAT?!
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Sound ahead happens for me too sometimes. Usually jumping to somewhere in the movie synchronizes it, and then starts to gradually drift off again. I have no idea why this happens.
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Even though this video is very well played, and has some nice tricks, I'm not sure. The long repetitious fights against Ridley and Mother Brain are just... very very boring. I think I will refrain from voting on this one. Everyone who has voted so far seemed to have liked it though. There seems to be a slight inflation in Metroid runs lately...
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sxxxe83: Ok, let's try to clear this up. 1) Yes, it is possible in an emulator to start a run, make a savestate and continue some other day. RTFM: http://tasvideos.org/UsingEmulatorTools.html 2) TSA only does unassisted console runs. You couldn't know this, as a newcomer. When he says he's working on it it most likely means he is practicing. You can see some of his other runs here: http://www.planetquake.com/sda/other/other.html All runs on that page (SDA) are done with consoles, no savestates or slowdown. All runs on this page (Nesvideos) are done with emulators, savestates and slowdown.
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Desynched for me at the laserspitting running monster, but I'm voting no anyway because this is not good enough. * It is obvious that jump-slashing is faster than running, but it's not used. * The jumps don't seem very exact even at 100% speed. * Is Wolverine really the fastest ALL the time? It doesn't sound like you tested.
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Could we find out who the eternal anonymous no-voter is and rectify him/her, please?
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I voted yes, of course. The only things I could think or were: * stand closer to the middle of the screen after some battles. * switching to rush coil earlier once to make a ladder quicker (but I can't be bothered to check where right now) * Jumps one corner instead of sliding (at Gemini Man, the bugged exploding Proto Man screen) - if it's faster at one spot it should be faster everywhere. * Maybe manipulate luck so you don't get pickups you want to avoid.
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Sorry for the spelling error. I thought I had checked everything. >I think SuperBomb can't hurt Draygon, But I have no confidence. はい、それは「GameFAQs」に書いてあるけど、正しいかどうか、分からない。