Posts for eternaljwh


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Having watched both, here're my opinions: Clearly Superior* (J) tracks: Palmtree Panic Level Complete Tidal Tempest (both present/bad future) Wacky Workbench(Bad future) Metallic Madness (present) Final Boss Theme (in U it seems to not be differentiated) Not a track, but "AND SAVE LITTLE PLANET" and the ensuing evil laugh as the Egg timewarps back in. Clearly Superior* (U) tracks: Stardust Speedway (all three, though you don't get to see Good Future here) Boss theme Clearly Inferior Voice Sample (both versions): "Yes!" on 1up Other run comments Otherwise on the run, why do you avoid warping through time? Does it cost realtime to do so? The boss of Tidal Tempest is supposed to be surrounded by something other than weird L-shapes [bubbles, I'd guess] right? QQ boss is a real grind. "Collects no items"? ...don't speedshoes, invincibility count? Or, say, rings? Background of Bad Future Stardust Speedway looks awesome. I don't see why you wait [or don't wait] for the last boss. I'm guessing that I can't tell because you're hitting the first vulnerable frame, so I never see the "I'm vulnerable" tell, if there is one. *In my opinion,
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Interesting Tidbit: for one frame around 23:16 [...83 803ish, I found it using avi so this might be a little high due to encoder logo] the Mario coin changes to the Macro coin, so that two of that are visible. I wonder why that is...
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Watching avi...two questions... Having never played Sonic CD, which soundtrack is used in this version? edit: it would seem the Japanese, because someone was complaining about chanting in Tidal Tempest's US, and there is none, but I still could be wrong... In the bottom left, there are a pair of equal signs [and, early on, some loading messages when the bgm changes]. Is this intentional/unavoidable? Oh, and why does Sonic's extra-lives-head turn into an F sometimes? ...three questions...[/spanish inquisition]
Post subject: Snes9x 1.43+v10: Sound when inactive?
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Using said version, unchecking the "pause when inactive" checkbox in "Options->Settings..." lets movies play when the snes9x window does not have focus, but the sound turns off when you do. Is there a way to watch movies in snes9x with sound while doing other things (short of AVI encoding or recoding emulator)? There doesn't seem to be a "play sound while inactive" setting in the sound settings...
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In honor of the recent FF IIu submission, a singalong to the Four Fiends' battle theme that I was linked: http://www.youtube.com/watch?v=T08oWYjwlSY or, subtitled (I can't vouch for accuracy) http://www.youtube.com/watch?v=C8vz186pjY0
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univbee wrote:
(...) Tellah's "Remember" ability which can result in a Lit-3 on Octomammoth.
I thought this had been argued to death in the discussion thread.
Deign wrote:
# This one is not a memory address for viewing, it actually keeps the volume during battles the same, to reduce the annoyance factor of the pausing. Just enter the code 0495DCFF into the game genie window, check the box, and select apply cheats from the pulldown menu BEFORE starting the movie.
Ack! That would've made it much better-feeling. While not as good (in my opinion) as in, say, FFVI, Uematsu's stuff is too good to not use that. D: You skipped the sealed cave! My childhood demands a DemonWall stomping (and, less so, the TrapDoors). I mean, it's That One Boss. (Disclaimer: tvtropes is at least as likely to eat your brain and surftime as wikipedia) Similarly for the Mind enemies you run from on Crystal Path, those nasty charm-whole-party guys. Too bad you didn't manipulate pink puff/tail to make a laughingstock of the RNG (1/64 drop on a 1/64 encounter...or do those not spawn en route? I'm not so familiar with it to know where.) Liked the movie even so- nicely done on the skips of formshifts. Also went WTF? (good kind) and had to rewind to see when you randomly grabbed some cash you didn't need. Would vote yes. ACHOOO! edits: tagfixes
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Satoryu wrote:
on a related note, has the early Rush Jet glitch ever been brought up?
I was going to ask, "What glitch?" but it appears that yes, it was. ...How is that done, by the way? :-? *does a little searching* Oh. I see.
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Perhaps the unavoidable damage is related to the somewhat glitched saboteur[what I think of the bomb-dropping guys as] whose legs bounce away reminiscent of a barrel also on screen(frame 61000 or so, of avi) and the bomb he [should] drop that plays its "about-to-explode" sound up until the next one comes (around 62500) and actually drops not one but two bombs, somehow damaging you unlike apparently all other of his ilk?