Posts for eternaljwh


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Teleport's very mana-intensive unless you dump a lot of points into it, is the main drawback. (Same can be said of general sorceress action, even with a lot of Warmth- you'd have to practically drown in mana potions) Burst of Speed can get you moving faster, and has combat benefits as well...and you can easily replenish health/mana with two charges of the Cobra Strike. *remembers fondly the days when the strikes were all on the same timer, so you could leisurely build up to eighteen charges for a crazy explosion strike* Uniques wouldn't help much in the early stages, I think,simply because most of them weren't that good (exceptions: tarnhelm, chance guards, nagelring, goldwrap, or Lenymo's sash for sorc). Maybe an early set...some rune words also aren't shabby, though most require at least one mid-range rune. Cows might be useful after each difficulty to gain items, with the side benefit of being exp-heavy.
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Why assassin, now? I didn't get the memo. edit: Burst of Speed, right?
Post subject: Diablo II (with expansion)
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Probably shouldn't clutter that bodycount thread with it. I'd think that a run from very beginning to very end of Hell difficulty would be more interesting than otherwise, mainly because of ust how bad the cards get stacked then. Also, with randomly generated (!) maps, you could make it so your path was a lot shorter than normal. Sorceress's value would be in Static Field (because a third, or a quarter, or whatever it is this patch) of boss HP is a LOT more than any other damage, almost always. Paladin can be fast with Charge and the Vigor aura. If you used an older version, Amazon would be great with pierce/guided shot (N hits per fire, only have to manipulate pierce chance- doesn't check AC) Again if you used an older patch, you could get rares with top-tier enchants. Druids get crazy runspeed by something in the lycanthropy chain, I forget what. Quests- Act I: none required except bosskill. Cain would be useful in IDing if you didn't have to backtrack to get to Tristram, and if ID scrolls weren't relatively common drops, so it looks like he'll stay in his gibbet. (And he'll be there in later chapters, he just charges a fee if you don't do quest) Act II: have to get the cube to build the staff to get to boss. No way around. Act III: Have to build the flail to smash the orb to get to boss, I think- though glitching down those stairs might be possible without, which would save several dungeon sidetrips. Act IV: bosskill Act V: just have to kill the Ancients to get into the end dungeon. Requires level 20/40/60 in each difficulty, iirc. Again, a nonrecent version would be handy due to gaining many levels on doing this- it's been capped much lower than normal exp gain. edit: For planning and because the discussion had started anyway. I don't know if dosbox etc. work on it.
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Parens don't force a boolean context, or you'd have a whole lot of math troubles in everything. And last I programmed in C (many moons ago) there was no boolean type- you just used zero and nonzero, and any boolean operation returned zero or nonzero.
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Derakon wrote:
Actually, I'm not entirely convinced that the Crystalis movie is more entertaining due to the warp; because of it, the player is able to do all sorts of things that not only wouldn't be possible for normal players, but also wouldn't be possible at all without the code. Things like buying items before they're supposed to be available, say. Plus, the game's flow is utterly ruined.
I'd think so too, but they rejected that run.
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Not necessarily the same tree. Gardeners could replant while it's offscreen.
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easy to do: 1067- Super Punch Out!! is zero if you're being that fussy or a shade over 1 KOpm realtime, or 6.97 KOpm by the ingame clock.
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Sounds like sufficient reason to use (J) to me.
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Not a TAS, anyway. ...now my mind's mouth's watering at the thought of a DIIX TAS...though the loot tables aren't unlimited-random, you could still get insanely useful loot if you find where to diddle the RNG...
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So do 3 and 4, but in 4 at least you have to subtract bonus points from health remaining at end of level and from bonus stages.
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The only memories I have of this game is the animation of a dancing Karateka. Which was amusing enough.
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Congrats anyway, you've got the first step... ...Are there any object interaction issues (see: Sonic Advance camhack) to worry about? one simple camhack would be changing the scrollspeed cap, if you could figure out how...
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well, the one I just got defaulted to \...but yeah, check your keybindings shortcut keys, it'll be in there.
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Stoned creators. "Oh no. Will Ecco have to collect orbs enough to fill that thing? At least the music's good..." Two minutes later, music change. Was that little ball-meter a gravity indicator? Surprised that the autoscroller in alien technoland let you squish through so many walls (though it visibly protested by coloring the screen)...how did you manage that? It looked as simple as "is turning, don't die". Hmm...credits...*checks time* Not done yet?
Thanks for playing
  Ecco
     Ecco
        Ecco
...oh yeah, that thing. Are there supposed to be that many or are you just ruining the illusion by moving to the next spawn point quickly? *looks up what secret password does...can't find* What does the "secret" password do? Shouldn't this be listed as "plays on hardest difficulty"?
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Thank you.
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10a was also listed as a possibility? [/clueless]
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Easy there, p_s. Three topics about Golden Sun, none about GS: The Lost Age...though one does mention it: http://tasvideos.org/forum/viewtopic.php?t=6120
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Been awaiting this eagerly. Continue with enthusiasm of a raving horde with pitchforks and torches!
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Joseph Collins wrote:
Anyone remember The Adventures of Bayou Billy/Mad City? That game had a trick to one of its themes as well where it'd play two notes REALLY REALLY close together and make it sound like two notes being played.
We have a TAS here.
Joseph Collins wrote:
Anyways...this game is pathetically easy and terribly short, but I like the whole "unit damaged" concept and wish more games did that. This TAS is pretty darn good, too.
I think that happened at specific health efficiency levels and had no practical effect, though I'm not sure. Otherwise you might have a different run that stayed above "leg units damaged" and went faster...but I'm not sure whether that's true. I didn't notice a significant difference in speed.
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And...um...you did pick up a dagger, didn't you? Heart attack. Riiiiight.
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NESVideoAgent's screenshots and rather frequent desynchs point to yes.
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Yeah, I watched the pause menus in frame advance and it's Tidal Gargoyle. Hmm...the Death Spell OHKOing Flier would be nice. HOWEVER! It costs 100gp, so you'd need to up luck a lot. (And/or equip the crown instead of hand sometimes) I have a sinking feeling that that backwing is merely what happens if you turn around going up and only happens for one motion equivalent, but I haven't tried it (Haven't got things in the right places atm) Just as theory it could be that you fly backward for that much, then press the other direction for a frame or few to cancel turnaround, but I'm purely speculating now... Aerial Gargoyle doesn't get wind bonus? Huh. I'll recheck the run segment I meant, though I think it was the room immediately after the bell. Room with mummies slumping out of coffins. And yes, seeing the last bonus boss would be apropos as else you are kind of skimping on 100%... DKC2 full complete (102% was it?) had to go past credits once... And the Ultimate Gargoyle.
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GeminiSaint wrote:
Chack'n Pop is a classic game by Taito, and it's historically significant because it is the direct predecessor of the much more popular Bubble Bobble
(emphasis added)You have it listed as a sequel.
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KennyMan666 wrote:
Isn't this that Wonder Boy ripoff? Time for Google. Yep. Pretty much a direct copy of Wonder Boy: Monster World for Master System. Thought those screenshots reminded me of something.
Whomp'em?