Posts for nifboy


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Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Brains, pnyu~n.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I finally got some work done on the game, although I have nothing to show for it. Basically, I went through all of level two without using the force field, just to see if said force field saved more time than it took to get it. Long story short, I don't think so. There's a hit I have to take, but I'd probably take it even if I had the force field, it's that good.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
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I'm still on Windows ME, debating whether to upgrade to XP or just buy a new machine. This one's getting old and I could use a nice, spritely laptop. I had to move this old boy into my dorm room, and it wasn't easy. (feitclub, you my evil/good twin or something?)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Two major complaints: In the first two levels, you just stand there and shoot enemies instead of jumping towards them while shooting. You can cut out almost all of the time spent shooting just by jumping towards them as you shoot them. Second, you don't use your burner effeciently in the third and final levels. You should never walk around with a full tank if you can avoid it.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I am, it's just a matter of me sitting down and doing it. It's just that school is sort of getting in the way.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Furthermore: Frame counts for different ways to climb down Standing jump, no gun: 112 frames Standing jump, gun: 66 Rolling off from very ledge: 72 frames Dropping down from climbing down: 126 frames Dropping down from climbing down, with a half-twist: 180 frames Walking off: 58 frames Running off (1 step back): 96 frames The technique you use will vary depending on how far away from the ledge you need to be, and whether you need to be standing or crouching + gun out. For the most part, use the standing jump if you need your gun out (it's especially useful because it can be done out of a roll) and roll off if you need to be standing for whatever reason. Furthermore, if you hold down while hanging onto a ledge, you drop down and back a bit, possibly catching a ledge below you or just to quickly move down two stories when there's a ledge in between.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
See, that phrase would be Soylent Green's slogan.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Second.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Kyrsimys wrote:
Have you watched your own movie? You press start right before you end the movie, so it stays in the menu unless the player does something after "movie end". I can't say much about the timeattack itself because I have not played the game.
Didn't happen to me. It's not Foda's fault, it's Gens' fault; this problem has happened before, although it should have been fixed around v.7 of the rerecording Gens. That having been said, I hate this game with the firey burning passion of a thousand suns, mostly because I can't get past the first level without tools. So I can't really comment on this run.
Experienced Forum User, Published Author, Former player
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Considering this applies to both Genesis and SNES versions (I think), I'm putting this here. All my research was done based on the Genesis version, which I'm pretty sure is equally applicable to the SNES version. Frame counts for basic movements: Ducking, gun or no gun: 20 frames Rolling, gun or no gun: 30 frames, 5 steps forward. Standing out of a roll (no gun): 12 frames Running: 24 frame startup + 10 frames per step + 40 frame slowdown (minimum 74 frames for 3 steps) Walking: 4 frame startup + 24 frames/step Standing jump: 78 frames, 4 steps Turning around (no gun): 32 frames Turning around (gun drawn): 24 frames Turning around (Ducking, no gun): 20 frames Turning around (Ducking, gun drawn): 22 frames Turning around in "Ready to roll" position: 18 frames Turning around in "Cautiously walking" position: 20 frames Drawing gun (standing): 38 frames Drawing gun (Ducking): 22 frames Moving into "ready to roll" position (ducking, gun out): 14 frames. Moving into "cautiously walking" position (standing, gun out): 34 frames Taking a step in while "Cautiously walking": Roughly 30 frames/step Note: All moves are reversible, i.e. drawing a gun takes the same amount of time as putting it away does. Note: While ducking, a gun is drawn into the "cautious" position and needs to be leveled at an enemy. While standing, a gun is drawn pointed at the enemy. Moving from point A to point B: Lots of flat land: Roll repeatedly: Hold down as your roll ends, and you keep ducking as you come out of the roll. Release down and tap the direction you're facing to roll again. You move at roughly 5 steps every 30 frames doing this. Short distances: Here I describe what to do if you're n steps away from where you need to be (switch, item, some guy, etc). Standing -> Standing 1-2 steps: Walk 3 steps: Run 4 steps: Standing jump 5 steps: Duck, roll. 6 steps: Duck, roll, take a step 7 steps: Duck, roll, take 2 steps OR Run all 7 steps 8 steps: Run and immediately roll. 9 steps: Run, jump (except into walls, in which case run 4 steps and roll) Ducking -> standing 1-4 steps; Stand, see "Standing -> standing" 5 steps: Roll. 6-7 steps: Roll, walk. 8 steps: Stand, run, roll. 9 steps: Roll, and during the roll hold up to do a standing jump immediately afterwards. Standing -> ducking 1-4 steps: See "Standing -> Standing", duck 5 steps: duck, roll 6-7 steps: Take 1 or 2 steps, roll 8-9 steps: Run, roll. Repeated rolling over long distances -> standing (distance from last roll possible before overshooting) 4 steps: Come out in a run, do a running jump (requires 14 steps). 3 steps: Come out in a run and roll once (requires 13 steps). 2 steps: Come out in a run and roll once, then come out in a running jump (requires 22 steps) 1 step: come out in a run and roll twice (requires 21 steps). Note: Avoid starting out 1 or 2 + 5x steps short of your destination, especially if you're coming down a ledge or going up/down an elevator. Moves during which you can change your gun-holding status without any lag whatsoever: Rolling on flat land (draw or holster) Rolling off a ledge (holster only, you must re-draw if you don't) Jumping off a ledge (any kind of jump, draw only) Dropping off a ledge far above your head (draw only) Climbing up a ledge (Draw only) Except when climbing up ledges, you'll end up ducking when your gun is out. Dropping off ledges: If you're rolling, shooting, or picking up an item immediately after you drop down, you'll want your gun out (it's faster). Otherwise, don't bother. If you need to walk off a ledge with your gun drawn, it's faster to duck, draw, stand up and walk off than it is to draw it standing, move into the "cautious" position, and then fall. Distance from underneath ledge: methods of doing so 0 steps: Climb down 1 step: Walk off 2 steps: Run or jump (running off requires you to start at least 1 step back from the edge) 3-7 steps: jump Either kind of jump will put you an extra step past where you would normally land on flat ground. You can turn around when you let go of the edge of a ledge by holding A and the direction opposite what you're facing. Glitches: Invincibility: You are invincible (i.e. won't get knocked down by bullets, mines, etc) if you are ducking, gun drawn and leveled, and turning around. This only really applies once in the game (As you'll likely pick up the force field after saving Ian from the many-HP policemen) but is an incredible life-saver nontheless. There may be a few other animations that render you invincible, too. However, you'll most likely spend most of your firefights as described: Ducking, gun drawn and leveled. Walk through walls (confirmed Genesis version only): Stand right next to a wall, facing away from it. Hold A, tap away from the wall, then release A and hold the d-pad towards the wall as you're turning around. When you're done turning around, you'll be starting on running straight through the wall; at this point you'll probably want to hold A again so you don't suddenly start walking.
Experienced Forum User, Published Author, Former player
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Posts: 375
Reese_Kaine wrote:
Fatal Labyrinth (Would something like this take ove two hours?)
Only without uber-leet luck manipulation skills (in other words, patience). With excessive manipulation (See: Dragon Warrior) I'd say it can be done in, oh... Ten minutes? Less if the final boss can be beaten "quickly" at level 1 with the most powerful weapon ever. 'course, it wouldn't look too impressive: step, stairs, step, stairs, (repeat x30) step, ultimate weapon, step, fight final boss, ending. A quick look on GameFAQs shows a way to get an AC of 99 and turn a cursed weapon into a superweapon, so it might not even take five minutes.
Experienced Forum User, Published Author, Former player
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Posts: 375
Zurreco wrote:
Fair use laws simply state that any song that is copyrighted can be used in a movie if you make sure that it says the band name and song, and possibly the album. Therefore, you're free to use any song that is copyrighted by a legal entity (record company/solo artist).
Um, no. The copyright holders can still sue you in civil court for infringement (especially if said holders sell their work commercially, as it is a record label's business to do). Artists who release their work for free usually ask nothing more than "credit where credit is due," which only applies if they explicitly say so (and many of them do). Here are our options: A) Get permission from a copyright holder to use their song, or B) Use a copyrighted work without permission, put the vid up, pray it doesn't get popular enough to attract the copyright holder's attention, and take it down if they ask you to (and threaten legal action if you do not). That having been said, anything that's owned by a major record label (and, by extension, just about everything that's ever been done by anyone who's had a hit song) is almost certainly off limits. Folks who release their works for free (such as the fine folks at Overclocked Remix) are far less likely to care if you use their music, although asking permission is always the nice thing to do.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I consider myself very good at the original SSB, and dabble in SSB:M whenever I get a chance to. The best part is that there are no combinations to memorize to pull off individual moves; you can't screw up Mario's fireball like you can, say, a Hadoken or Sub-Zero's slide move (which to this date I still cannot do). Kotetsu: No, the sad part about it is that the "Is SSBM a fighting game?" discussion has been going on since the original game's release, which is to say years and years and years. I wouldn't be surprised if there have been over 10,000+ posts on GameFAQs dedicated to the subject. And yes, I would be interested in seeing those rules (as I cannot find the topic in question) It's like the "What genre is Zelda?" question. Guilty Gear... can be very cheap. Extraordinarily cheap, in fact. So much so that the first day I ever played the game, using a character I had never seen before (and was explicitly told this was because he sucked), I managed to win several matches in a row (including one with the man who owned the game) by trying out moves until I found one I could spam for the entire match. My streak ended when my friend and I did a ditto match and spammed Potemkin's "Mr. Fantastic" move better than I did.
Experienced Forum User, Published Author, Former player
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Bisqwit wrote:
If the "destruction rains from heavens" event is controllable, the better choice might be to beat Lavos in the scene that is later returned to using the time freeze. Even though this is the hardest Lavos battle in the game.
I think that, if you would "wait" that long, it'd be better to go just a little further after that, get the flying Epoch, and crash it into Lavos, thereby skipping the whole Giga Gaia bit. Of course, if you're going to use Crono you kinda need to bring him back, which is pretty time-consuming. The fact that he's part of the Lifeline tech doesn't help.
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Well, remember, once you hit the End of Time you can access the final boss any time after that. I wouldn't be surprised at seeing a run stick their head in the bucket as soon as they got there. After that, it's just a matter of being incredibly lucky* (See: Dragon Warrior). *: Unless, of course, Lavos won't cooperate and kills you in seconds no matter how many times you try to manipulate your luck.
Experienced Forum User, Published Author, Former player
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Looks like I have to make up the Genesis side of things: Ones I actually used to play 2-player as a kid: Toejam and Earl 1 - Go on, open up a random present. I *dare* you. Arcus Odyssey - Gauntlet-esque, with some very frustrating elements often involving figuring out where to go and/or what to do. Unlimited continues make it pretty easy to beat. The archer annoyed the heck out of my sister when we played it. Various other games I enjoy which fall into this category: Bio-Hazard Battle: Shoot stuff. Shoot lots and lots of stuff. Since I invariably suck at all space shooters I haven't gotten far in this one. Cadash: Good old fashioned side-scrolling slashing at things, with the occasional stop for weapons and armor. Bosses are a *****. Columns 3: Much like its other puzzle-fighting brethren. Devilish: Two-paddle Arkanoid. Also much, much easier. Golden Axe: Arcade classic. Mutant League Football: For best results, crank up the Death Index to 5 - Annihilation. Hockey is less exciting and can be played entirely by finding and ripping opponents to pieces. Streets of Rage: Another classic. Toejam and Earl 2: Just because the presents can't kill you now and the gameplay is completely different doesn't mean it's an easy game.
Experienced Forum User, Published Author, Former player
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Keep in mind, in the two-player setup, if player 2 is off-screen, he can't move.
Experienced Forum User, Published Author, Former player
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Posts: 375
Okay, first you have to, in the movie-supporting Gens, load up the rom which the movie corresponds to. Under the "CPU" menu, hit "Play Movie/Record from Savestate." Load up the movie and enjoy!
Experienced Forum User, Published Author, Former player
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Vids here, many of which beat those "records" on that geocities site by a second or more: http://www45.tok2.com/home/smabrers/timeatack/movie.htm You might try the GameFAQs board for even better times.
Experienced Forum User, Published Author, Former player
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Mame doesn't support re-recording (yet), so we can't do vids of arcade games (yet).
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Bad saving shouldn't stop you from perfection, just re-watch the movie and make a savestate at the necessary point.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Mexico door: I have to wait until the plane leaves before I can access the start menu. With the flags, I similarly have to wait until I can access the start menu, but it's a much shorter wait, only a second or so. Scepter thing: Near as I can tell, it's only possible to do it if I'm turning around in my slide. I might be able to "wobble" it, but I don't particularly want to touch this game for a while. Sliding: I haven't quite figured out how it works, myself, all I know is that if I keep trying to slide on the slope, Donald will stand up and I can keep going at sliding speed. Sidenote: This thing gets past the queue because it's an improvement to the already published version.
Post subject: Re: #250: foda's Genesis Castle of Illusion starring Mickey
Experienced Forum User, Published Author, Former player
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Bisqwit wrote:
Why is this movie slower than the other submission</a> for the same game? Is it because the other movie is played on easy mode?
Yes. Bosses have more health in hard: The first boss takes 5 hits on normal, 10 on hard.
Experienced Forum User, Published Author, Former player
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The Japanese rom worked fine for me.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I am roughly eighteen point six.
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