Posts for Zurreco


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if there was a non-puzzle version of the game, it would be interesting. then again, that just leaves a lot of running and the occasional shot fired. if anything RE2 would be the most entertaining. going in with the rocket launcher would be entertaining enough, but the second character has the added affect of being hunted by that robotic dude from umbrella corp.
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megaman is the US version of rockman. case closed. edit: ROCKBAN
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Bubsy in Claws Encounters of the Furred Kind (U).smc CRC32: 444A52C1 Randomly desynchs at 4 intervals so far.
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mazz: put your comments on the movie in the workbench area. thanks for the feedback, by the way.
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dan is already beating my movie time wise. i wont cancel my submission, because i think my movie sacrifices a bit of time in order to take many less hits and show more mobility. i can tell you now that his movie will fade mine time wise, though.
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There are 37 levels for the Lost Vikings. Switching between characters efficiently is almost as important as controlling them fluently. This game would make for a fun timeattack, but it would take a lot of planning. Find some maps and use some of the known glitches (ie the horizontal energy barrier glitch), and you should make it in decent time. Technically, LV2 would be more interesting, but that shouldnt stop you from making this run.
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maidens are acquired for best ending. they take an extra 15 seconds, so its not a big problem. there are no spots in the game where you can take hits to achieve higher ground or save ground UNLESS it is by pikemen. however, this situation only occurs once on the upper path. otherwise, being hit is only useful to pass through obstacles or get more hits in. in the pillar room at the end of stage 3, taking hits causes you to 'fall' over to the next pillar on occasion, but it is really only helpful after the second bone totem (and i use this in my movie) as for jumping: jumping versus walking is only a difference of very few frames. if you did jump the whole game, you would need to get the frames down to a science for each jump. in total, you might save a few seconds, but it would be much of a hassle. still, being the perfectionist that i am, i will be redoing this run trying to cut out as much time as possible. i will try a run with no running (no pun intended), but this is still a submission. edit: dan has informed me that his run uses backflips, not jumping, to cover ground quickly. i hadnt realised that backflips, if timed well, are obviously faster in certain areas (and lacking in others). i would prefer walking or normal jumping in order to control the killing of enemies and the gathering of items. more on this when more occurs
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jumping is not 100% faster than walking. its an issue of frames and, in the long run, not worth the effort to see how much time it saves. item crashes dont provide any real shortcuts. trust me. anything that can be ascended with the use of an item crash can be done without an item crash in the same amount of time (and doesnt require an hearts). also, the only enemies that you can jump over and be launched FORWARD are the mermen and the bats. all bats are either avoidable or destroyable without losing any time. mermen, for the most part, can simply be jumped over or killed without saving time. of course, you can feel free to compete.
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well, i just finished a rough playthrough of the game -finishes in 20:37 -rescues both maidens -takes hits to save time however, i did play through stage 7 pretty sloppily, and the precursing area to fighting death was a bit off. finally, i didnt take on dracula as quickly as possible. i messed around with the platforms to see if i could get efficient hits off on him, and only found one really good spot to do so. when i remake the movie for submission, the dracula fight will be MUCH faster than what i have. anyways, if your time is better by a large margin, feel free to make me look like an idiot and say so now.
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18.265 I second the notion that Bisqwit insert the birthday field into these forums.
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Well, due to circumstances that are out of anyone's control, I am putting this run on hiatus for the time being. If anyone wants to take over (or do a Hardest Mode/Uses Password run to fight Infinity), here is my sequence. -Takes No Damage -Aims For Fastest Time -Has 'Best' Ending stage 1 -> statue scroll -> miniboss -> straight to arma completes headbutt minigame in lake (NW of stage 3) stage 2 -> straight to underground area -> straight to ovnunu stage 4 -> straight to whirlwind -> miniboss -> crown relic -> scroll -> arma stage 3 -> straight to flame lord stage 3 -> uses air crest for vial -> uses air crest for life piece -> uses buster for skull relic stage 4 -> uses buster for life piece -> straight to flier boss stage 6 -> uses air crest for vial -> enters fortress -> uses buster for life piece -> uses air/earth crests to get armor relic -> straight to arma stage 6 -> uses earth crest to get scroll -> straight to grewon stage 5 -> straight to crawler stage 5 -> uses earth crest to get two life pieces in temple -> uses water crest to obtain life piece -> straight to holuthurion stage 1 -> collects vial -> uses buster to get life piece stage 2 -> uses water crest to get vial and hand relic -> uses buster to get scroll and life piece in underground area stage 2 -> uses earth crest to get life piece in graveyard -> straight to bone daddy stage 3 -> enter underwater area -> use buster for scroll -> use water crest for life piece -> straight to scula stage 7 -> straight through level, collecting life piece and fang relics -> defeat phalanx a few side notes: -only use earth crest to shatter objects or to dash across open area more than one screen in width (namely, the fountain area) -weapon succession whould be 'flame - buster - air - time' - try to use air crest's manueverability to shave time off of expansive areas -do not collect any gold (aside from headbutt game fees) and do not buy any items. death is only as strong as 2 air shots/1 time shot and takes 6 seconds to cast, which makes it inefficient anything else, feel free to ask here.
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Once again, I AM NOT SUBMITTING THIS MOVIE. I already know that if i wanted to go forward with submission, i would have to re-record. This is the 5th run that I have done where unexplainable desynchs have occurred. Due to this fact, I will not be submitting a Demon's Crest run until I have had some time to work on my newer runs and/or rewritten the sequence I have been using.
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I have tried diasbling sound in my personal playback. There is no desynch. As for the version theory; I am running SNES9x 1.43. Three people tested my movie: Blechy, dan_, and Xeilos. All three reported the same desynch and frame. Xeilos has told me he is using 1.43.
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Considering I've sent out the ROM I am using with the movie, there is no doubt that the versions are the same. Testing your sound theory as we speak. The movie plays fine for me, so the sound on my end doesn't matter. It's only on other systems that the movie desynchs. edit: nope, muting the sound doesnt help at all.
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actually, the spearmen in the lower paths cut their stage time in half. if you do a high enough jump (backflip is nice) when they do a charged slash, they tend to send you to the higher platforms. im still experimenting, but the lower path seems faster (the underground boss dies very quickly if you have the axe.
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(This game is a remake of Chi No Rondo in Japan. It is known as Akumajo Dracula XX in Japan and Castlevania V: Vampire Kiss in Europe, but there are various differences between the two) <-- edited for Boco and Nrg I will be doing a time attack for this game soon. I was wondering if anyone knew of any glitches or timesavers that would help with the run. Also, I'm debating which of the routes (upper/lower) is faster. At first glance, the lower route seems faster, but I could be missing something. Otherwise, wish me luck!
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Post subject: Problems with desynching
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So far, no one in the IRC room has been able to help me with my problem, so I've brought it here. I have been making a Demon's Crest movie using SNES9x. I am running the program at default specs and have made sure that there are no desynchs when I watch my movies. However, whenever I send my .smv file out to others, they report seeing desynchs at points where the movie runs smoothly for me. They are running the exact same ROM (Demon's Crest (U).smc) and are playing their movies with the exact same program and default specs. Does anyone know what would cause this? Also, if someone could tell me how to fix said problem, that would be dandy. edit: Please don't tell me to submit an .avi file. The movie is 45 minutes long (roughly) and has med-high graphics, which would result in an awfully large file transfer.
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there are actually a few missed kills. somewhere around 8. however, this movie is as close to 100% as any of us can get, so im fine with how it is
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all they did was make a new graphics model and a 'new' physics model for it. thats it. and they might have added a few nifty things like guardrails or hanging pipes.
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not too long. doom 3 is a remake of doom 1, so a lot of people have already memorised a few of the levels based on their relation to the old maps. i think itll take maybe 2 to 4 weeks
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the merc will give off both auras. if you watch him, it will change every 2 seconds or so. this is, of course, assuming that your merc has the ability to gain skills. if bramble is + to thorns, im not so sure it will run.
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Bag of Magic Food wrote:
How about record times for single-player mode?
agreed. highest score would be nice as well.
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no. the original super smash bros throw is a remake of the ninja skill in superstar. the backwards throw may be the suplex lariat, though.
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i have all of the mega man songs (MM1 through X3) in midi form. either PM me, or go find a recording program. there is a site out there that has an open submission section for games. people send in their midi versions of the songs, and the most accurate ones are published. if i find the url, ill post it here.
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ultra edit: due to technical difficulties, this run isnt "done" quite yet. until i find out why this desynchs on other peoples' systems and not mine, consider this a work in progress still
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