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Something struck me. In Crazy God Technique, the player uses the pipe instead of vine to get to the warp zone. I'm guessing that normally the pipe doesn't lead there and it's some kind of "next room"-variable bug. What controls the behaviour of this bug? Is it enough to make the vine appear, or does it happen when Mario grabs it? I have been unable to reproduce it. The reason I'm asking is because when it's done in CGT, Mario starts in the warp zone standing - there is no time lost for waiting for the vine to appear, or climbing up it. This could improve time by one or two seconds, given that it's enough with making the vine appear. What do you think?
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Warp and WalkerBoh, you are talking past each other. WalkerBoh talks about the left door, Warp about the right end of the room. For Warp, a more detailed instruction from GameFAQs: "Upon entering the room, run and jump on his head and move your bouncing body so he is facing right, but throwing his fireballs left. Keep holding right on the directional pad as Eruga sticks himself in the tree on the right. He will twitch around a bit, but when he finally sticks himself in there good, he will stop moving and throwing fireballs altogether, and you are free to jump off him and whack away. This bug is the hardest one to pull off, but don't get frustrated. You start right back in the room with him when you die and it only takes one time to get it right." WalkerBoh, about tricking the boss out the door on the left: I'm fairly sure it's simply not possible. The game has no support for moving enemies through doors. When you exit a room, there are no calculations of what goes on in there anymore.
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>Use the European ROM. That could be it, I'll check. Thanks.
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I didn't mind the death in SK. It's okay to take damage in interesting ways (Castlevania, G&G, Friday the 13th etc), I don't see why taking damage should stop at death. ----- Warp, I tried playing your short Rygar video in Famtasia but nothing special happened. After a while you fell into a hole so I'm guessing there's some kind of problem with it, or it's because I'm unexperienced with Famtasia. Shouldn't I just choose playback after I load the game?
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Hi again... I've been reading up a bit about Rygar and found something slightly incredible. 12) The Sky Castle has an interesting bug. Instead of walking east on the courtyard, go north a bit and then jump left. You would expect to die, but instead you land on top of the castle walls (!) due to some wraparound glitch. From here I managed, with some trickery and jumping corners, to go all the way on top of the walls to the entrance to Ligar! Sadly, due to a scrolling bug, I cannot enter. The door entrance seems to be exactly where the screen normally scrolls. But if this can be pulled off in some way it could save most of the 1min 46secs spent walking through the castle, besides from looking cool. (I think I just had my first "drool" experience.) I have some screenshots and a Nesticle save state, but sadly no server space. You can contact me via: con_carnage at spaminfestedhotmailaccount dot com if you want them. 13) Just a thought: Does the game really check for all five items to give entrance to the sky castle, or does it assume that you have the rest if you have the flute? After all, you don't need the coat of arms and the armor to retrieve the flute. I have been to lazy to verify this starting from the beginning, but probably you have some save states spread out through the game. This could save two whole castles if it works (but it probably doesn't). 14) One source (http://www.gamefaqs.com/console/nes/code/8096.html) claims that you can fly by holding autofire on A and B as you drop into a hole. I don't have autofire so I can't check this, and I don't have a specific idea for where it can be used, but anyway. Being able to fly can't hurt. 15) The same source also claims that if you stand next to the door at Belzar and face left as you are hit, you will die and then be teleported to Ligar when you press start. This sounds absurd, but you never know. You could skip three castles if it does... Also, I checked 11) and it sadly seems to just be a graphics bug. The arms disappears whenever you press start, you don't have to use the flute. The arms reappear when you hit him. Ligar shoots just as much. Darn. Anyway, if you start a new run, let me know how it's going.
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Hey there Warp. 1) I went back and checked and you are (of course) correct. It's my memory which fails me. There seems to be no obvious way to increase drop frequency. 2) I'm fairly certain the thump signals damage dealt. Isn't the enemy flashing between the thumps? In any case, there is one thump when you get a hit in on the way down and two thumps while standing. Sometimes you missed the one on the way down. Also about this boss, I read in a faq that you can trick him into the right-hand end of the screen where the door later will be, so that he becomes stuck and cannot fire. Then you can pound on him standing still. I don't know if this is quicker or not - have you tried it? 3) Alright. As I said, I know it's not making much difference. 4, 5 & 6) Understood. 7) Yeah, that jump impressed me as hell. Trying it out in my emulator I'm not even close to succeeding. You could be right that it's somehow because of the rope. If so then it's not possible to use at 12:19. Maybe at 12:32 still, there is a rope on one side there. 8) The snails are hell. I remember always dieing there. But as long as you get the jumping right, I think the only thing you need to do is to hold down autofire early enough, so you hit them on the way down too. You could hold down autofire all the time really, it looks a bit sloppy but it works. 9) Alright, I understand the thing about the flying moster now. And yes, I had something concrete in mind: the bosses. A lot of time is spent on jumping or otherwise avoiding shots, and not doing damage. But since there doesn't seem to be a fast way to get more health, I guess this is undoable. All the Coat of Arms places are a bit off you path, I think. Perhaps you could trade the attach and assail for a recover. It's only 10 hits, after all. But perhaps they are stronger than ordinary hits, I really don't know. 10) I understand. If you say it's the fastest way it probably is. There's an interesting bug here, btw: you can grapple downwards and go directly up again, and the boss will lower itself to jumping height. It's probably not faster though, but you can always try it out. 11) Another thing is that you can use the flute on the last boss to remove its arms for a couple of seconds. I don't know if this makes him shoot less or if it's just a graphics bug. Also the menues have a delay so I don't know if it's worth the effort.
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Hi everyone. I'm "new", but I've watched almost all of the videos and lurked for a while. I just watched the new Rygar video and I think I know of some things that can be improved. I didn't see any existing threads so i started this one. I don't know if Warp come here, I haven't seen him/her I think. Anyway: 1) Since replay is possible, I think powerups could be collected easily to always have a whole-screen-attack at the bosses, to use while jumping towards them. For example at the first boss. 2) At the first boss, the player usually gets three hits per jump, but occasionally only two. I'm quite sure three is be possible every time. It doesn't matter how much you hold autofire, the hits goes in at the same rate anyway and are clearly audible. 3) Around 7:49, the grappling hook can be used further to the right. Not much to gain though. 4) Why is the spider boss jumped over before ducking? It is to get it in the right pattern? The most obvious would be to duck directly. 5) When entering the third castle with the horrible music, isn't it possible to jump on the outside of the rock downward, instead of walking around the house? Just an idea. 6) At the third boss the player usually distributes two hits in every jump, but sometimes three. Although three might not be possible all the time because of the random projectiles, I'm pretty sure this can be improved. 7) I was a bit surprised when I saw the player jumping over a river at one point. I thought this wasn't possible. At 12:19 in the video there's a similar passage, isn't it possible to jump right over here too instead of going around? 8) With the snails in the tower, same as before, most of the time two hits per jump, but sometimes only one. 9) At 15:34, the player takes damage which it seems would take very little time to prevent. Couldn't this damage be taken elsewhere to save more time? Also, no health is picked up in the entire game. Picking up health along the way would of course increase the number of places where you can get hit to save time. 10) At the fifth boss, the player attaches his grappling hook very close to the boss, which makes him jump extra high. This seems unneccesary. Any other ideas?