Posts for Whelkman


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Experienced Forum User
Joined: 7/7/2007
Posts: 161
The protagonist would look half as stupid if he didn't throw his hands up in the air with every jump. It's like he's trying to hit a volleyball or something. Raise the roof! There's no recovering from the ridiculous look of wearing half a suit of armor while wielding a gun, however. I did like the ambient music, though. It's not very CastleVania, but it fits somewhere between Chrono Trigger and Parasite Eve. I found the "touring the mine" stage was kinda cool for whatever reason. It had good atmosphere. This game had promise. What's shown here is what I'd expect about halfway through development.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
What the hell did I just watch? That was 20 minutes of bullshit. Well done.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
I can barely tell this guy isn't a native English speaker anymore. Truthfully, it's more intelligible than half the stuff native speakers pass off.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Was this ever seeded? I've been at 8.5% since Friday, and so has every other peer that's connected to me.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
What's with the audio in the MKV? It sounds like someone ran it through Speex or something.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Amazing new route with some unexpected paths. The whole thing feels much more balanced overall. All the save-warping was awesome. Highly entertaining.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
I'm stunned at the improvements, from smoother grinding to totally unexpected glitches, all culminating in a new route. I'm surprised this game is still beatable under an hour without the warps. Great to see the "pass through dialog" glitch used this time; I wondered why it wasn't last time and didn't realize it wasn't well known. Like tmont, I came across the bug pretty easily when the game was new. Typical with SNK, Crystalis is lag-tastic; even the flashing red alert in the ending causes lag. The effort was impressive for only 2500 re-records. I was not bored (but fast-forwarded through the long grinds). I played this game to death in my youth, however, so I am biased. I'm quite late to the party, but the biggest reason to avoid the "wild warps" is that a certain sequence break can render progress impossible without the use of the code, making the player dependent on wild warps whether he wishes it or not. The specific instance is at the west gate of Swan, which normally requires the player to transform into a guard to pass. However, one of the warp points is the next screen to the west. If the player walks east to the other side of the gate without the guards opening the door, the guards' flag clears and they disappear, but the door remains closed--forever! The error is subtle and the hapless player will have saved many times before he realizes his mistake.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Amazing job making a notoriously clunky hero appear acrobatic. This run makes for a nice middle finger toward the game.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Hackers may have all the time, but their resources are still dwarfed by what's available in the commercial realm, which is why so few ROM hacks are compelling. I think a more likely answer is that autoscrollers are used to pad a game's playtime and thus don't get much design attention.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
This run was worth watching just for the intense autoscroller at the end. Funny how a ROM hack does it better than many commercial games.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Kinda glad I watched this run after imbibing some liquor. The "pizza eating contests" are simply surreal. Was this really a Capcom game? I never would have guessed were it not for the Yashichi powerup. This game has Micronics written all over it. Uber pwnage on the "whack a mole" scenes. Have to say this game looks like shit, damn, and 25% of my diet in the 80s was probably Domino's. That they added an autoscroller into this, no matter how short, was like a knife to the eye. Nice touch with the rhythm sync in the last level. For whatever reason I had trouble with A/V sync with this MKV.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Ferret Warlord never ceases to amaze me with his selection of obscure anthropomorphic mammal platformers. I enjoyed this TAS way more than I thought I would. I was surprised by the whining; you made this game look good. The music was good, though part of it was hearing the distinct "SNES sound". Did they have a standard sample pack included with the development kit? The sound effects were crazy lo-fi. Everything outside of music sounded 8 bit.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
That lag counter is lookin' sexy.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Personally, I enjoyed this "Sonic" run more than most, despite the flyovers. Even though this was a hack, it appears to be the way Sega would have done it, minus the insertion of some limitations to compensate for Tails' extra abilities. I'm impressed that the engine can handle the unadulterated substitution of a character that behaves in ways totally unexpected to the original programmers.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
I watched the video once about fifteen minutes ago and the song hasn't yet left my head. Shoot to me! Shoot to me! Hi-ya! Gee thanks.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Aren't graphics supposed to get better in sequels? Anyway... The minigames nicely break up the monotony in this one. Mowing the lawn was classic. The level of planning is apparent. I liked the stages where the "record" was smashed by an entire minute or more.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Good graphics, animation, and music in this game. The subtitle comments helped immensely. "Maybe I should have manipulated enemies better..." Haha.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
What was the launch price of this game? I don't think I could bring myself to spend even $10 on something like this.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
I manage my videos through uTorrent, so old stuff I want to keep remains. Examples with reasons:
  • zggzdydp's Castlevania AAS: new version "too glitchy"
  • AKA and Swordless Link's Super Mario 64 16 stars: don't think the debate on this one will ever end
  • genisto's Arkanoid warpless: different enough stylistically from Baxter's to warrant keeping
Also, if I still had the torrent link, Morimoto's original Rockman would be on there. That's the movie that got me into the TAS world.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Xkeeper wrote:
for some reason you can sometimes walk right past a Medusa without anything between you (?)
The physics of the moving (Don) Medusa are a little weird. For example, they won't shoot Lolo until he is exactly next to them; a few pixels off is not sufficient to be targeted. Touching certain parts of a heart frame marks Lolo as safe, even if it means Lolo is between the heart frame and a Medusa. Finally, there are instances where Don Medusas, when moving horizontally, won't shoot even though they should. It's possible to trigger this condition accidentally in real play but, naturally, comes much easier to a TAS.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
I love games where the hero is rejected in the end.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
While the street portions remind me of Data East's Bad Dudes, most of the game looks and sounds more like Konami, which is a complement since Data East games tend to be trash. The PCM drum hits are especially nice. I like how the wolf's high jump behaves more like a rocket booster. Weird amount of play around time before the final boss; you made good use of it. The victory graphic is ridiculous.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
Dragon Warrior II selects companion names based upon the player's naming of the Prince of Midenhall. The algorithm is similar to that used in the original to generate stats and growth with the notable exception of carry bugs. I posted a full analysis at the following locations: http://www.honestgamers.com/systems/guide.php?guide_id=5290 http://www.gamefaqs.com/console/nes/file/587248/55791 For the shortest names, there are two choices: S = Bran,Roz W = Lars,Roz
Experienced Forum User
Joined: 7/7/2007
Posts: 161
With this TAS, I became aware of a PSX version of Strider along with ports of the original to the Amiga, Sega Master System, C64, and over a dozen more. Plus another "Strider II" from the early 90s. Never knew there were so many! I agree that the game itself looks like a five minute let down, but the TAS is short and flashy enough to keep interest. It was funny to see the return of the "blue coins", which I remember from Capcom's Forgotten Worlds in 1988. The damage was indeed random. I rewound because I kept noticing life was decreasing but I couldn't see the hits.
Experienced Forum User
Joined: 7/7/2007
Posts: 161
The "Doom" level got a chuckle out of me with the door opening sound. The autoscroller in Sid's house looks brutal, probably my favorite stage and I generally hate autoscrollers. Overall, the game looks simple but interesting with the excellent animations and varied playing styles.
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