Posts for nifboy


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Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Desyncs right at the start for me. Tried a bunch of different sound settings, nothing helped. :/
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I don't see any problems. It is awesome.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
That's what I was referring to; the SCD and PSX games. I haven't played the GBA thing, so all I know about it is what I saw on GameFAQs.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
*mutters something about being unable to do Sega CD runs* There's a sorta-kinda remake out for GBA, called Lunar Legends. *mutters something about the Sega CD version of the original being better than the remake* I'm kinda torn on Lunar 2, though. The SCD version had Parasite Eve slowness on the overworld map, as well as some eighty percent of Lucia's spells being Mystic Defender.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
You can. It's absurdly hard, though, even with the warp.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
This thread breaks my brain.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
They're just stupid; I saw this on Slashdot the other day.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Wonderful. Absolutely wonderful. As a fan of the old C64 version, I can safely say this thing absolutely rocks.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It's only a couple frames, but wouldn't just eating the meat be faster than pausing to move the inventory cursor in FNTM?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
...Wow. (Nope, nothing substancial to say, just... wow.)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I don't know how the Battletoads or Vectorman series would go, but we've already determined Ghouls and Ghosts is an awful game to run because you have to do the game over twice to truly "beat" it. Castlevania: Bloodlines had someone working on it... it desynced a lot on other people's computers... the original guy cancelled his submission... and was never heard from again. But really, if you want to see it, you can make it yourself.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Just checked, there's no checkpoint. Ah well. edit: Well, there are, but they're based on where Pete is, not Jim.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I tend to think of it as having several series inside a single franchise. Hence, there's the Battle Network series, the X series, the original series, and so forth. Like Star Trek.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
For A.A. if you can't get all 60 I'd focus on getting the rockets instead. Digging the bungee battle, and level 5 is pretty good. Side note: on For Pete's Sake, if he dies, Pete drags you back to before where he died, so it's not a viable shortcut under normal circumstances. If there's a continue in that level you might try letting Pete die, run and hit the continue, die (preferably from Pete), and start from the continue?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Dysynced at the final boss; you don't throw him off like you're supposed to.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I like it, and I thought of another possible improvement: Is it possible to keep the super gun through heck and use it on the big cat(s) in the tubes?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I can dig it.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I am digging the levels and A.A. is fairly watchable now. I'm pretty sure the first boss can still be done faster (Like I said, without any phonographs) and you still play on Normal, but those are my only qualms.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I like it. I like it immensely. Especially the one level with the two big empty rooms; you handle it very well. As for the amoeba, I take it pushing buttons doesn't make it go any faster?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Sure. http://nifboy.keenspace.com/images/Sonic2debugabuse.gmv Just a three-minute playaround I whipped up. Most of the ~100 rerecords were spent trying to get the debug code to work. Afterwards I didn't do much load-stating. I still die four times.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Debug mode is your friend. Here's what I've found out so far: Ceilings in MCZ are one-way: if you're inside a "wall", you'll fall straight down to a road below. In the Chem Plant they're solid. If you're inside an object, you get shunted off towards the nearest exit. It's possible to be shunted in all four directions. Sides of walls and ceilings count as objects. Example: If you're pushed between the wall and the crate here, you get shunted up or down. If you are standing on something and inside a ceiling without having been crushed, then you can get some zippady-do-da going on. If you try to move left or right, you'll move in the opposite direction at a rate of about really freaking fast. If you don't hit an object you get to keep the speed. Example: Sonic is standing on top of one of the spikes. If he moves right, he'll be zipping off to the left at fantastic speeds, where he'll go through a set of spikes and stop inside a wall. If he moves left, he'll be shunted off to the right until stopped by an object (like the vine thing on the right).
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
You mean where there's a space in between the white spheres? Yes.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
One very quick bit of research I did: The amount of time it takes to move 1 square starts at 16 frames and slowly goes down to about eight or nine. The amount of time it takes to turn is also 16 frames, but that does not change as your speed does. The distance you jump is constant and consistent with your speed; the distance a tiny bit more than three squares; not enough to clear three red spheres, but just enough to make it so you can't cross a string of red spheres more than about 12 spheres long. It is possible to jump over two consecutive white spheres without bouncing.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I'd like the tactics game more if it had a matchmaker better than "pray you don't get someone who knows the game inside out." I hate golems. All of them. Also: I saw an assassin at 1 hp do a kamikaze attack for 99 points of damage, taking out my lightning ward in one hit. What the hell?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Highness wrote:
I was playing Sonic 2 on my console yesterday when something funny happend. I don't know if this is known allready, perhaps it is, but I'm to lazy to find out. Anyways.. I got to Aquatic Ruin level 1. When I was under the water there are those pillars dropping down just as you pass under them. If you don't have sufficent speed you'll get killed under them. In this case though, it pushed me through the floor, making me fall for a while before I hit the bottom of the ocean and died. I was thinking that perhaps this could be useful in upcoming events? Maby one could pull of sort of Mega man style wall omission? To bad I coulden't record this. If it seems useful you guys will have to work something out that might allow you to cut times down even more. :) Cheers!
I had something similar happen to me in Chem Plant 2; I got pushed left through a wall by the first set of moving blocks there. But it seems the designers/testers were on top of things: They put spikes there, so I died. ^_^; It's pretty reproducable, too: And then I was messing around in debug mode; I found that if I went to the top of the level and dropped myself onto the capsule, I died. Apparently I fell through the capsule.
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