Posts for Unknown_User

Joined: 1/1/2022
Posts: 1716
Here is an interesting site.....*cough*fds*cough* http://tasvideos.org/forum/viewtopic.php?t=5 [EDITED BY ADMIN - Much better URL now.]
Joined: 1/1/2022
Posts: 1716
Ah crap, was hoping I could do a speedrun of the game... :( My other idea was Mighty Bomb Jack but I'm sure someone has already done that as well. Also thinking of Omster In My Pocket although it'd be kind of boring to watch, as all the bosses are pattern-based and have invulnerability periods...
Joined: 1/1/2022
Posts: 1716
hey, it's good to see some activity on the board! :P
Post subject: VBA avi compression
Joined: 1/1/2022
Posts: 1716
I am working on a speedrun of a GBA game and all of my avi files are huge. The VBA gives me quite a few compression methods to choose from, but I'm unsure of which is the best size/quality ratio. Any ideas of which one I should use?
Joined: 1/1/2022
Posts: 1716
I want to know which version of VirtuaNes you used to make this run and if you used the US, EU or JAP rom?
Joined: 1/1/2022
Posts: 1716
Yeah, it's about as close to perfect as you can get, speaking from someone who played the HELL out of this game as a kid. You grabbed all the essential items for a quick run (speed shoes early) and ditched all the ones which were useless. There may be room for seconds worth of improvement due to the janky underwater areas, but nothing worth killing yourself over. Great job!
Joined: 1/1/2022
Posts: 1716
I'd like to see someone do a run on the NES version of CV3 rather than Akumajou Densetsu. Reason being that the NES version is on several occasions much harder... 1. Cyclops boss is more aggressive. 2. Damage taken by enemies is stage-dependant rather than enemy-dependant. 3. Mummy bosses shoot up-down wavering projectiles. 4. Final pendulums during last stage have bats flying around them. 5. Special weapons (especially Sypha's) seem to do less damage although I could be wrong. 6. Dracula's 3rd form: lasers he shoots are 3 times longer than Famicom version. 7. Headless swordsmen attack more often, making them some of the toughest enemies in the game. There are many other ways which I can't think of right now, but by all accounts the NES version is the definitive skill experience despite the Famicom having better music. I can play through Akumajou Densetsu on normal speed without getting hit while Dracula's Curse throws me every time. Not to say that Phil and Genisto's movies aren't impressive to say the least. ;)
Joined: 1/1/2022
Posts: 1716
TMNT can be done completely deathless as fast as possible. Just switch Turtles during the dam sequence, hell I didn't even get any Turtle under 2 bars of life and Donny hadn't a single scratch. Otherwise use Donny for the rest of the game (Raph for some tricky jumping spots) and give Mikey the scrlls so he's not so useless. The only issue I have with this game is the fact that the game does indeed give you a random monster set, which could possibly affect the FMV playback and make it unrenderable. Unless the FMV also saves the monster set which you recieved playing through, it would be impossible to make a movie for this game as the monster set you recieve would ultimately affect how many hits you dole out and therefore how much damage you take. If the FMV doesn't save this information the movie would be broken. Of course this is academic since it doesn't work in Famtasia... ;)
Post subject: Splatterhouse: Wanpaku Graffiti
Joined: 1/1/2022
Posts: 1716
As my avatar suggests, I'm most definitely going to do a time attack on this one. Pretty straightforward platformer, basically a cute superdeformed version of the arcade/Turbo/PCE Splatterhouse with references to every horror movie under the sun. Really entertaining to watch, not really a super hard game but not an easy one by any means. I'd do time attacks on the other ones in the series but alas, Magic Engine and Gens don't do re-recordable movies. Anyone else play this great game?
Post subject: What exactly is "cool"?
Joined: 1/1/2022
Posts: 1716
Cool is seeing the circus strongman pick up a hefty weight with one arm. Not cool is knowing full well ahead of time that the weight he's about to pick up is made out of foam rubber and actually weighs about 20 ounces. The latter is how i see a lot of these videos, as a bunch of people picking up a piece of foam rubber and acting like it's cool. See, i have history with a lot of these games. They filled my childhood, as i'm sure they did others. You beat SMB, you did it in one run, period. You do it in one life, you rocked. The entirety of the coolness in beating the game was that you did it in one go with no bullshit. Just you and the game. Same with Mega Man, CastleVania, etc.. The whole point of being satisfied with beating these things was that they were so hard and that you HAD to do it in one run. The games simply do not hold up without those elements, and slo-mo/re-recording all but remove them. Doing this stuff out of sheer practice is what makes all of us grown-up NES kiddies go "Cooooooool!", but apparently, this pathetic reliance on re-recording is now commonplace. "Wow, i can beat a game without getting hit when it's playing at 1/3 the normal speed!" Well, no shit, sherlock. I personally can beat Dracula with only 2 bars of health if i use savestates out the ass. Big fucking deal. And this is the problem. The site acknowledges that the strings are showing, but most of you are apparently too stupid to realize that you can't have a proper trick like that. When you analyse why landing just on the edge of a ledge in front of an enemy in Mega Man is cool, it's because you instinctively know as a player yourself how much skill it takes to do that IN REAL TIME. When slo-mo comes into play? Again, big fucking deal. It cheapens the trick to the point of triviality. You effectively eliminate the only reason for watching these things in the first place. At that point, it's just the run maker yanking himself off for the benefit of himself and everyone else in the circle jerk also making these superfluous "speedruns". Wow, hey, yet another video where the guy gets right next to a boss and follows his every move. Wonder SLO-MO how he SLO-MO does SLO-MO that? By then, the thrill is gone, because you've willingly thrown it away.
Joined: 1/1/2022
Posts: 1716
[Post edited by admin - flaming about timeattacks does not belong to this thread]
Joined: 1/1/2022
Posts: 1716
Michael Fried wrote:
If by "timeattack" he meant a speed run made with an SNES rerecording emulator, then no, Super Metroid is not already available. Just like all the other speed runs that were done on a real console, plenty of time can still be shaved off of Smokey's Super Metroid speed run.
Well, if by "real console" you meant "emulator that isn't a real console at all", you'd be right. And by "right" i mean "still completely wrong based on the current English definition of the word 'available'".
Joined: 1/1/2022
Posts: 1716
Torn wrote:
...so we will have to wait for SNES re-recording.
Or wait for someone who can play through a game with actual skill instead of a quicksave crutch. Re-recording along with slo-mo have removed all interesting elements of watching movies of the franchise. Basically another case of an idiot programmer utterly failing to consider the consequences of a feature before adding it. Now, beyond that, we just need a SNES emu that makes it easy to output to AVI. Regular SNES movies screw up too much when there's a lot of random enemies.
Joined: 1/1/2022
Posts: 1716
This one seems like it would be real easy since it is an auto moving side scroller like gradius. All you would have to do is dode bullets and use the right warps. I have never made a movie before so I'll try with this, no promises! :) RE the warps... GUIDE TO BALANGOOL Balangool is devied into 3 main areas, all of which are very large. This section is organized as follows: Section Number: upper destination/lower destination Section Notes where upper and lower destinations are where each section's upper and lower transporters take you, respectively. A blank in one of these spaces means I don't know where it leads. If there is a single tunnle instead of a transporter, just one number is given. In the case of transporter warps, the first number corrosponds to the left beam, the second to the right. When mentioning warps, Hi-warp means it is located at the top of the screen, Low-warp the opposit. Some sections have 2 warps.If "Blocked" appears, it means the transporter beam is a deadly force field until its respective gererator is destroyed. AREA 1 0:1 1:2/3 2:4/ 3:6/4 4:6/1 5:7/8 6:5/12[Blocked] 7: / Hi-Warp[Transporter:5/12] 8: /11 Low-Warp[Flash Bomb] 9: /6 10:8/ 11:9/10 Generator 12:13/14 Hi-Warp[Power Room] 13:16/ 14:16/18 Hi-Warp[Energizer] 15: /18 16:15/18 Generator 17:19 Low-Warp[Transporter:14/] 18:16/17[Blocked] 19:20 Zamuza(Boss) ----------------------------------------------------------------------------- AREA 2 20:22/21 21:24/30[Blocked] Low-Warp[Crash Ball] 22:21/35[Blocked] 23:25/20 24:23/25 25: /26 26:27/21 Hi-Warp 1[Power Room] Low-Warp 2[Transporter:22/20] 27:28/ 28:29/ Hi-Warp[Energize] 29: /20 Generator 30: /31 31:32 32:33 Zamuza 33:34/ 34:23/ Generator 35: /37 Hi-Warp 1[Energizer] Low-Warp 2[Transporter: / ] 36:38/ Hi-Warp[Energizer] 37:36/ 38:39 39:40 Balaba(Boss) ----------------------------------------------------------------------------- AREA 3 40:42/41 41:44/43 Low-Warp[Energizer] 42:41/57 43:42/51[Blocked] 44:45 45:46 Galga(Boss) 46:50/ 47: / Hi-Warp[Transporter 49/ ] 48: / 49: / Generator 50: /47 51:52 52:53 Balaba 53:54/ 54: / Hi-Warp[Transporter: /56] 55: / 56:42/ Generator 57: /58[Blocked] 58:59 59:L-Brain(Last Boss)
Joined: 1/1/2022
Posts: 1716
Probably the only rpg that can be done with a speed run. This should be interesting, I'd like to see it done under 3 hours. Maybe less. (whoevers the mario jump master, please stand up)
Joined: 1/1/2022
Posts: 1716
Watched the fmv and gotta say it's awesome! Easily one of the best time attacks I've seen so far.
Post subject: Mario Bros Jamz! :)
Joined: 1/1/2022
Posts: 1716
Meeow! >)
Joined: 1/1/2022
Posts: 1716
Bladegash wrote:
For Turtle Rock, the Magic Powder can be used as an alternative to the Cane of Somaria.
this doesnt work for me
Joined: 1/1/2022
Posts: 1716
Boco wrote:
Rockman & Forte is not Rockman 9. Rockman X is not Rockman 10.
Yes i know it isn't Megaman 9 that's why i said "it's like" ! Rockman & Forte belongs to Mega Man Classic series. It came after Megaman 8 so I can say "it's like Megaman 9" even though it isn't! It took the Megaman 9 spot on the making line but didn't use that name. Se on niinku MM9 mulle kato X = 10. Of course I do know it isn't Megaman 10 and doesn't belong to Mega Man Classic series which 10 would be. It belongs to Mega Man X series which is why I also said "but MMX series is completely different" so you can't confuse it with Classic series games.
Thank you for playing. Have a nice day.
You're welcome. I'm just starting to play Final Fantasy II (IV for you). It's pretty cold here too but thanks for caring. Mikä tätä rouvaa/neitiä oikein vaivaa? Aina alkaa aukoa päätä mulle vaikka en tee mitään, ihan älytöntä. Viimeisen kerran vastasin samalla sävyllä, saa nähdä jatkaako se vielä tämänkin jälkeen yksin tätä kuittailua huoh...
Joined: 1/1/2022
Posts: 1716
Rockman & Forte (Megaman & Bass) is like Megaman 9 Megaman X is Megaman 10 however MM X series is completely different
Joined: 1/1/2022
Posts: 1716
Sweet, Walkerboh! I really look forward to this one! =)))
Joined: 1/1/2022
Posts: 1716
wow Phil's and Genisto's 2-player Battletoads TA was cool. Full of action with nice teamwork! Same teamwork for next Battletoads, Battletoads & Double Dragon - The Ultimate Team? :=)
Joined: 1/1/2022
Posts: 1716
Yeah glitch is cool and i haven't seen it until now. I liked subtitles also, helped to understand quicker glitch was made by purpose and not an accident :-) However i'd hope Bisq would add a supplement video (if someone does it) which play all levels through.
Joined: 1/1/2022
Posts: 1716
I like all three first Megaman games (1-3) but maybe Megaman 3 is the best and 2 is a good second or they share #1 position heh. MM2 and 3 were piece of cake compared to MM1. MM1 might still be the hardest nes megaman without that pause trick (which i didn't know back then dozen years ago, dang!) MM 4 was much harder than 2 previous games and it felt like it had starting to lose a bit that real MM touch. After beating Cossack I felt so tired and secretly hoped it is over. Not much gas to continue anymore :) 5 was a beginning of failed MM games on NES. I was so hyped up and anxious to play this when I read from a game magazine that Japanese kids have told tips and designed Megaman 5 robots :) 6 was so out of this planet that it's sad. Only few at the time even had guts to tell they still play NES and haven't moved to SNES =) It wasn't released in EUR which was strong area for MM series too. Black sheep of MM series on nes. I like very much all games' music except 6. Even though MM2 had a huuuge leap on music from MM1 and 1's music sounds simple it's points are raised by nostalgy :) 5 has some very good songs but overally it is behind former MM's music.