Posts for sameasusual


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Experienced Forum User
Joined: 5/19/2010
Posts: 259
Location: California
Mothrayas wrote:
The past few days I've been working on a run of this; in particular, Skull Man's stage, which would be the base for an any% run. (A 100% would do Dust before Skull in order to get the Skull Amulet, and I also skip Beat here).
Actually, for 100%, you can still get the Skull Amulet in Wily 3 (refights) if you use Dust on Skull Man there. That means either NOT giving Dust to Copy-Rockman (Snatchman), or if you DID, then refighting Dust Man before refighting Skull Man.
#3201
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Location: California
Goemon wrote:
[Redacted post from banned user.] DarkKobold.
What the? Add a vote for Rockman DEM.
#3201
Post subject: Re: Out from Hospital
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Mr_Sweed wrote:
Can now finally say this. I'm out from the hospital and it feels really good! The breastbone hurts and takeing alot of painkillers. Stronger stuff then morphin. Sick-listed in 3 month due to healing of the breastbone. Funny thing is. Should not lift more then 1kg in each arms. But the recovery has started. Will update more info soon. //Regards DMTM
That's good to hear! Take it easy and rest well.
#3201
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Location: California
Catastrophe wrote:
Movies that actually use passwords (not this one) should be judged on a case-by-case basis. If a TAS were to start Mega Man 2 with nine e-tanks, and those tanks somehow allowed the game to be played faster, then I might vote yes or no, but leaning towards no. However, if entering a password in MM2 allowed you to skip some long cut scene when choosing "New Game" then I'd vote yes for the e-tanks password, even if they're not used. As long as the password has some merit and isn't just a free advantage.
I know this is the least important part of your example, but the maximum number of E-tanks you can carry in Megaman 2 is four. It doesn't become nine until games 3-6, and later 9 and 10.
#3201
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Posts: 259
Location: California
Surgery is never fun. Hopefully you can recover quickly.
#3201
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Joined: 5/19/2010
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Is this still the dashless WIP?
#3201
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turska wrote:
sameasusual wrote:
At 22:45/22:46, the sound cuts out entirely for a brief moment. Was this in the original movie file, or is this an encoding issue?
It's caused by a Hourglass deficiency. Hourglass developers seem to have bailed, so it's probably here to stay.
#3201
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Location: California
Dan/Norimaro is the strongest team! Yes vote.
#3201
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Joined: 5/19/2010
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Location: California
At 22:45/22:46, the sound cuts out entirely for a brief moment. Was this in the original movie file, or is this an encoding issue?
#3201
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If the instant kill DP is included, I think it should be used on Sagat, 2nd round. Seems like the best ending for a TAS.
#3201
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Location: California
Any progress on a WIP, MoldyOnions?
#3201
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It's fast, I like the explosions and amusing BGM, but I feel this pirate game doesn't actually offer much that the legit game doesn't. Outside of the infinite corridor scrolling (reminds me of Cheetahman), so I guess it's a MEH vote from me.
#3201
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Is anyone else hearing a brief but noticeable music cut-out @27:58-28:00? For reference, it's after Alice uses Rolling Slash right before challenging Shikieiki in Patchouli Castle Stage 3 (Alice Branch). I'm pretty sure it's not just the music looping, since the same section in cstrakm's older Megamari TAS (http://nicoviewer.net/sm17337019) doesn't experience this sound glitch(?).
#3201
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I could swear that no damage is taken throughout this particular run. "Takes Damage to Save Time" should probably be removed if that's true.
#3201
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Location: California
Bernka wrote:
sameasusual wrote:
Why does Zero perform a Rakuhoha (ground flash attack) at around 21:10 in Slash Beast's stage? It's not an auto-scrolling segment at that part, so I'm scratching my head as to why it occurs.
It is an useless action, but it seems that I am wasting time. In fact no time wasted and no time saved. I did many tests about that and I found that however I get to the head of the truck as fast as I can, or pause a few time, it stops at the same time! I am definitely sure that it is not luck manipulation can change that, but I don't actually know how.
Thanks for the answer. I had considered the train running on a timer, but I just wanted to make sure.
#3201
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Why does Zero perform a Rakuhoha (ground flash attack) at around 21:10 in Slash Beast's stage? It's not an auto-scrolling segment at that part, so I'm scratching my head as to why it occurs.
#3201
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Location: California
Is this story based on a ton of IRC inside jokes?
#3201
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Posts: 259
Location: California
As far as bootleg Contra games go, how does this one stack up against the real deal?
#3201
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Location: California
I find it hilarious that one of Strider's abilities in this game is WARP (30 energy). Of course, being a ninja, he disregards the limits of mere mortals and warps directly to the end, never confronting that traitor, Matic.
#3201
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I was somewhat disheartened to see Sonic's lack of respect for the laws of physics still in place. Post-publication yes vote.
#3201
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Posts: 259
Location: California
In the normal encode, there are a few places where Bass disappears from a frame or two in Commando Man's stage. All instances seem to be after landing from a jump and immediately dashing on quicksand. The youtube encode doesn't seem to show this, probably becuase it encodes at 30fps. I'm using mpc; is anyone else seeing (or not seeing) the same thing?
#3201
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Location: California
Stitchface redrop combos FTW. As the comments say, "Kabuu (turnip) >>>>>>> Tabuu".
#3201
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Somewhere in 2004/2005. Cousin showed me Morimoto's SMB3 TAS, labelled as a "Time Attack". Found "Mock", Morimoto's Rockman 2 TAS. Arc' site -----> NESvideos, later TASvideos. I think it was Bisqwit's Rockman TAS, the 18:21.xx "ninjas must think beyond normal", that really caught my eye.
#3201
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Somebody, please move this topic to the appropriate board. And welcome to TASvideos, ozzy88.
#3201
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Nice and quick! Funny, I don't remember the stages being THAT short. For the intro stage boss (Skullhead), I recall that X can hit him with two uncharged buster shots per jump, for a total of 4 damage (invincibility isn't triggered for the first hit, I believe.) This means that X only needs 8 cycles (2x2=4 damage, x8=32 HP gone), which has 7 invincibility cycles, compared to Zero's 11 cycles (3x11=33 damage), and has 10 invincibility cycles. Feel free to correct me if I'm completely wrong, as it's been a while since I've played this game, back when there was an real-time speedrun being considered on SDA.
#3201
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