Posts for nifboy


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Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I *think* it ends, yes. I remember busting out my Gameshark for unlimited power pellet duration and finding there are only like 30 "tiny" levels, for example.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Mister Boat wrote:
http://s3plan.com/portman.mp4
Media Player Classic: Fails, "Cannot render the file." Winamp 5: Sound only. Windows Media Player 9: Fails, "Not supported". Quicktime: Fails, "Unknown error". Windows Media Player 10: Fails, "Corrupt or not supported". In other words, bite me.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
But only if you charge for it. If you teach a man to fish he'll stop bothering you whenever he wants a fish.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Problem is, Puggsy doesn't work on Gens, near as I can tell; Sure, you can play five levels, but after that you'll get an anti-piracy message.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It doesn't quite work like that. See, the SSBM speedrun only works because SSBM has a debug mode and within it, a frame-advance feature (both can only be accessed with use of an Action Replay). I'm pretty sure SA doesn't have one. It's definitely more work, too, since (last I checked) the guy who made the SSBM run had to set the individual frames to run at 60fps.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Voted "no". Looks like an average player getting lucky against the AI.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Man, that looks completely different from the C64 version that I used to play.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I'm an addict, although I spend far more time reading than I do any major editing.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I had it set to US before. Auto-detect worked.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Ah, so that was the problem. I can watch this now. ...Holy nutbunnies this game got annihilated...
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I think it's intentional because sometimes the top three balls are 1ups and sometimes they're an obscene abount of rings (80-100), which is effectively a 1up.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Big, money! Big, prizes! I love it!
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
AngerFist wrote:
With all due respect to Nitsujas Sonic Advance 2 run, how many here agrees with me that SprintGod's Sonic 3 & Knuckles is by far the best Sonic TAS ever done (if not even the best TAS in overall)?
Agreed. It's the most varied, even considering how long it is. In part, some of the goodness is getting around how the game makes you wait (rising sand in Sandopolis 2). The glitches are surprising, but the one that really matters (scrolling the screen around) is easily reproducable. Admittingly, I'm biased since the only handheld Sonic game I've played was the Game Gear version of Sonic 2. As far as Rockman goes, think of it as being too good for a star. Whenever I watch the acquisition of the Magnet Beam my brain just kinda glosses over it.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It works really well with the Street Fighter movies. Bubble Bobble could be cut down to ten minutes just by cutting out the waits. Final Fantasy could be *really* short by playing just the battles. Punch-Out (both of them). Earthworm Jim (without the Andy Asteroids levels). Those are the ones that would really benefit just by cutting out the waits, anyway.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Doesn't the Air movie use a similar trick to get through a plain brick block?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
DO A BARREL ROLL! Goddess, I've been hanging around GameFAQs too damn much. So many references.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Oh, yes, while we're on the subject of stats, my Flashback vid has none. ^_^
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Okay, having no familiarity with the game, I decided to add a second yes vote to this submission. The enemy jumping is neat, and the game is short.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Tiny nitpick on the descriptions: "show the game pushed to it's limits" should be "its limits". No apostrophe. </grammarnazi> Edit: found some more vids: Morimoto's SMB3 is up there, as well many others (Look at all the spiffy watermarks). Edit 2: Wanna see some really bad quality? The Rockman 1 vid has no health or weapon bars.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
This might be a futile question but the elemental swords are even slower?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Very interesting. I thought it desync'd at the water level, but it didn't. Chakan moves very oddly indeed.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Hm. Did you know about the level warp, which gives you all the weapons and advances every element to level 4? Just head to the small ledge in the bottom-right and use the passage spell (red+clear). If nothing else it seems like it would make the game more tolerable to go through.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It's not possible in either version: Messing with the European version only got Samus stuck further and further into the door, and so it was deemed nigh-impossible in the US version. (edit: I stand corrected)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
For me the question isn't "is it improvable?" That's a question for future speedrunners, yes, but not directly related to submissions. For me the question is "Is it well thought out and well executed?" That is, it's not necessary to analyze every minor nuance of a game's physics to make a good movie. For the most popular games (Rockman, Mario), that's what happens anyway, but that doesn't mean the previous versions aren't both well thought out and well executed. I'd say some ninety percent of reduced time in already-published runs are strategy improvements, new bugs, and new insights into the game's physics.
Post subject: Fatal Rewind (Killing Game Show)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
This game is condensed evil. In fact, I would go so far as to call it pure evil. Granted, this pretty well describes just about any Psygnosis game I ever played (see: Shadow of the Beast), that still means this is a freaking hard game. As a result, I have attempted to TAS this game. On the hardest difficulty, enemies take two hits to kill with the default weapon. This makes a single set of enemies exponentially harder because you simply can't turbo A and rush through without taking significant damge. Here is my WIP that I haven't worked on in forever. Anyone who wants to take this and do something meaningful is welcome to do so. http://nifboy.keenspace.com/images/FatalRewind.zip
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