Posts for Zurreco

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Slow motion is built in to snes9x versions 1.40+. To activate it, use shift- or shift+ to change the framerate of the game. Also, if the game isn't played on hard, it will very probably not be accepted for publishing.
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Assuming I can post here: http://www.geocities.com/aazurreco/dan-lionkingv1.zip Have fun, kiddos.
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Voted no. I stopped watching about halfway through the asteroid belt. When you reached the first boss, you hesitated before you started shooting. Also, you blocked the first cannon salvo instead of dodging or taking the hit, which took out an unecessary amount of time from your movie. If you have such obvious flaws so early on, that means that your movie isn't anywhere near perfection = not worth publishing.
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When you have a block selected, click to place the marker, use the number pad to move the marker around until you like the placement, and then press enter on the num pad to place the block. If your paint is on hotkey 3, keep pressing 3 to switch colors.
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Jumping on the 'why do you breeze through some enemies and take a little while for other enemies' bandwagon. Voting meh mainly due to the fact that the game doesnt offer much entertainment.
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What is this 'spear' tool shown in the second image?
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Seemed like a pretty solid movie for a good game. Voted yes. The only question I really have is regarding your second fight with the multiple face boss. The second time you fought it, you used your gun instead of your flip attack. Are you sure that is the fastest method of destruction? It probably is, but I figured I might as well ask, since it was on my mind.
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Maybe when the movie is done and submitted and published. Don't be so hastey.
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Boco wrote:
It's dependent on the frame you enter the town so you can force it to trigger the first time you go outside, grab it, then go into the cave for the event there, no problem.
Have you tested this before/can you provide proof of this? I tested this a few months ago when my brother started a 100% on the console only to find that frame and time didn't seem to alter the spawn.
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The fisherman's jewel is 100% based on luck. Have fun tying to get it out in less than 5 exits. I think you should try a non-100% before going for all jewels. Just an opinion, though.
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http://tasvideos.org/forum/viewtopic.php?t=566 next time you want to start a topic, make sure there isnt already one in progress
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From what I saw in his movie, if you can reflect a certain spell off of a certain enemy and kill the girl, the other two characters get massive amounts of exp. MASSIVE AMOUNTS.
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Joseph Collins wrote:
Industen • I'm not sure if it's possible, but if it is, you could have easily hit the Vile Weed boss with that third fireball. • There was one hit that didn't quite look like it was done on purpose, to me. Lovaous Palace • Meh. I think you might've been better off using the Magic Energy Balls instead of the Firestream spell against the Demon Saytr Knight(?). Tower of Souls • Hm. And you missed a couple of attacks and took a hit taking down the Demon Satyr. Bad form. Death Heim • I'm not quite following why you nuked the mini-Jealousy heads before going after the flame itself, here. . . But whatever. • Wasn't there some way to avoid getting hit by the Mechanical Entity's Clock attack?
• Any and all magic attacks were tried at least 12 different ways to see how I could get optimum damage. The problem with the energy balls is that for all three to hit, they have to pass through the enemy/boss at a certain arc that can only be done in certain areas. That is why when I cast the energy ball spell, I tend to only hit with 2 of 3 balls. It happens. • All hits, aside from the waterfall area, were taken to either make me invincible or were because it was faster than stopping to attack/dodge something. In the waterfall area, I was basically trapped in a chokepoint that was unavoidable. I still took the hits fairly well, but I feel that that is the ugliest part of my whole movie. • The energy ball spell NEVER works on the goat/saytr knights. Their shields will block the spell 100% of the time. I simply opted for the firestream since any combo of slashes put him into a defensive frenzy. • All missed slashes in the movie were either for entertainment or to manipulate the game. In the saytr fight, I had to keep him from hiding in the corner the whole fight. I also had to opt for a whole new method of attack when he started trying to use his terrain against me. • The whole Jealousy fight is a bit skewed in Death Heim. After a certain amount of damage, the spirit of Jealousy stops taking damage until the minions are sufficiently 'stfu'ed. I had to dispose of them before the boss would take damage again. • No, the Clock attack is unavoidable. It took around 50 rerecords attempting to manipulate the first attack, but to no avail. My only hope was to find a nice spot where I wouldnt get hit while I waited for the timer. and uhh... thanks for the compliments.
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Truncated wrote:
Reading the first post again I get an idea... if R and L really make you slide to the side without affecting forward speed, you could straferun like in Doom for slighly higher velocity.
no. this only helps on turns.
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M.I wrote:
1. There are several instances where you go after Treasure Chests that slow you down. Are they really that important to destroy? 2. In the first pass, in World 2, you use the Dragon special power to destroy a flying demon. 3. You use just one type of weapon. Though it's been a while, and the benefits of each weapon is beyond me, that little piece of me inside says that there could've been some variety in weapon selection to break up the monotony. Otherwise, using the Daggers for more than half of the game makes a slow game even slower.
1. The items contained within the chests throughout levels tend to rely on the number of chests you have found before hand. Therefore, some chests are opened seemingly without cause, but in fact are setting up for upgrades later. That, or some chests are better to destroy on approach rather than get around. 2. The Red Demon (Firebrand) takes a lot of hits from the dagger. The dragon spell is the most efficient way to deal with him. 3. The dagger has the best time to damage ratios and is also the easiest weapon to handle. All other weapons, aside from the boomerang thing and the circlet, pale in comparison.
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mazzeneko wrote:
ACTRAISER, the Action Mode (EU version) done with Expert difficulty. It's way more harder and there's no lousy Sim mode to slow it down.
Can't be done without beating the game. That means that you need a savestate, which is against the rules. Actraiser 2, the more active of the two games, is already submitted and awaiting rejection.
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Blechy wrote:
Zurreco did a run of Bubsy, which surprisingly didn't desync(teehee). I think he started work on an improved version then we never heard of it again.
My old movie is still sitting there. All I need to do is learn how to hex edit and switch up about 6 different frame keystrokes in order to shave off 3 seconds and submit. Either I submit a crappy run or I learn how to hex edit: neither of which seems to be coming to fruition. That, along with the fact that my Magical Quest movie version 2 is taking a sabatical at level 3 and my Demon's Crest movie version 8 (god... its at 8 already and I havent submitted one) is still stuck at the first hippogriff, means that I probably won't be doing much work for a few more weeks. But enough about me. I always thought a B.O.B. movie would be nice.
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Earthworm Jim has a desynching problem where you can barely make it to the first miniboss without desynch.
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Red Scarlet only plays on console. I don't think I fully understand the point of this run. You mean you play the game trying to get the most items possible without fighting any bosses or mini-bosses after the chozo statue? Why would someone want to make this run?
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2P can only be done in when: a) one person controls both characters. b) two people control both characters, but use the same input (same thing as a, except a bit easier/harder) c) snes9x netplay SOMEHOW connects and runs correctly, and then, somehow, the two inputs will be recorded correctly. So yes, unless one of those criterion is met, there will be no 2P run. Also, IMO the arena makes for a nice little movie, but I don't think it is worth publishing in the long run. It's not worth the trouble to encode something that small and whatnot. See the Kirby Arena Challenge thread if you're interested, although im fairly sure that my attempt at the arena is no longer hosted.
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dan, ogreslayer, and myself were all working on CV:DX movies. as of yet, dan's movie trumped both ogre's movie and my movie in every area of each level. therefore, it only makes sense that we bowed out to let dan work on it, since he seemed to have the best chance of setting a good record for the movie. I can only hope that dan will start working on his movie again. dan: i tested out your little 'sliding fish launch' thing in the sewer area and was able to get it to work if you did a backflip and used your item, rather than just letting the flip go. I didnt record it, but at least i can vouch that the shortcut is possible.
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I'm pretty sure those are called 'macros', and I'm also pretty sure that snes9x does not support macro creation at this time.
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Let's put it this way: If the devs for snes9x can somehow make the 2 player netplay to work, samurai goroh is my first pic for a helper.
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30 mins to go
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krieg747 wrote:
Jyzero wrote:
I am protected
why hello thar goon.
After consulting my SAclopedia, I too am protected.
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