Posts for slash_star_dash

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Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
because of the improvement (both time and new finds) im guessing. but lets not tread down the road of faster = better = automatically published. please.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
so is it anything that we can use?
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
WHOA NELLY! (props to EW Jim) can someone translate the info on those pages that the poster links to and see exactly how authentic they are?
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
so like, PUBLISH it.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
well... pushing the limits >>>>>never get spotted of course disobeying this will speed up game play. im currently doing as much GETTING spotted in a new run as i can. >>>>>never kill anyone (in PSX, the limit was 25) this actually takes more time than you'd think. considering i skip a gun until level 5, punching is the only realistic way (since i need grenades for the boss). but in places where guards take a while to move out of the way, i can see using this. >>>>>never continue well, you'd never wanna see that; and i believe continuing even once takes away the rank. >>>>>never use more than 1 ration id try and NOT get hit anyhow, so why push it? taking damage to that extent most likely wont save time. and you're never actually arrested in the game. you're instead only seen either via camera or sentry or dog or birds being alerted to your presence (the dogs are somewhat of an exception, since in places with no sentries, you wont get caught, just mauled to death). but yes, im currently reworking this, running through the game without stopping as much as possible (some spots become very tight though). so ill post a WiP in the forums when i get around to it (every file hosting i run into is being a pain). im not cancelling this until i complete the new version though. so look for something within the next 24 hours (i have no idea what time it is anywhere, but here its 11:50 AM, so ive got perhaps 12 more hours).
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
i dont have any documentation on Big Boss for GBC though, and dont know of any. Truncated, waiting outside of the door would have washed me away in the tide and i would have taken damage AND i would have had to start from a position further back. and me getting caught that one time is unavoidible as far as i know. theres a camera on the other side of the route that takes a few more seconds to get to, but it all ends with me getting caught. as far as missile shooting, i wasnt going to get caught by guards, so thats why i stayed in place. and if you mean the elevators place, the elevators wont move with an alert sounding. as far as lowering the games time to below an hour, consider that a lot of the time comes from text and cutscenes which cant be avoided, not game play. as far as redoing the run, im tied up at the moment. but ill reattempt one in the near future i suppose. i was trying to stay true to what the game was about... stealth, and obtaining the highest rank.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
time is more than likely sacrificed, but i wasnt going for time as much as for the big boss rank.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
...fine, ill try one. the problem im currently in (which i assume many are) is that of planning. but ill try and come up with something. im still gathering info, so if i post a WiP, it'd be very short and stay that way as far as progress (learn as you go type thing). id urge someone more experienced to step up though (i have to re-learn a lot). i just got out of the wind shrine last night (sorry, i was really tired). im gonna do a little planning for the future of this run (im using Boco's strategy almost primarily). EDIT: ive not forgotten about this, ive just got a lot of info to go through in order to make a decent strategy. the SDA run is a focal point, but then i remember, we can manipulate luck, so im pulling everything ive got (and theres a LOT to sort through). hopefully, ill have something to show sooner than later.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
goroh, i thought about doin a patched run, but i think there should be an outline of whats to happen in the game. such as minimizing all gathered information into a flow chart thats quick and to the point (we do seem to have EVERY resource availible). on that note, ill try and throw something together for whoever assumes to run this.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
hmm... should we just wait for the ff5 advance version (along with 6's)? i know its a bit off topic, and im not even sure if they'll port it over to english (though i dont see why not), but Phil's doing his FF4 advance run instead, so maybe it'd be better? thoughts on this?
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
LOW G MAN (no, i dont beat the last boss because i dont have an optimal strategy) yeah, theres prolly people who know more about the game, but ill run down my experience for the hell of it. tap forward twice to run instead of walk. if you ever have to jump and find yourself sticking instead of moving again, try shooting, as it seems to cancel the lack of movement after a jump (this only seems to happen with small jumps, such as those that wont stick me in place as i freeze enemies). drops seem to be manipulated by waiting a certain amount of time for an enemy to take the deathblow, but some enemies have pre-determined drop rates (such as the bombs). manipulating more S drops might or might not be best. i can see a few instances where it works well, but theres some levels you're doing more jumping than running... so im not sure. oh, and having a double/triple shot may help in getting multiple enemies (the blue dragon-head wing thing) while the circle with wings will increase your jump (which is useful because of some vertical areas). there are times when using the downwards spear (and perhaps upwards spear) seem to cancel out enemy attacks damaging you. theres a few boss battles like that. im really not sure about getting special weapons. so far, the bombs were the only things i used. but then again, i wouldnt know what address to look in to determine hit points for enemies. the boss of 2-2 (ocean descent) is a mystery to me. his movements depend on yours, so keep that in mind. the sub-marine boss takes insane amounts of shots to freeze... jerk. 3-1 (mines) bos is an example of literally standing on him and not taking damage from him. im not even sure if killing the gunner was needed. 3-2 boss is interesting. he goes up up and away. and i think taking him to the highest point and attacking from above (which does take him higher, pixels at a time) until hes off the screen may have been what killed him. that battle was a lot longer. 3-3's one of the vertical levels. the boss is an example of the spear canceling damage. 4-1's boss is a random one. depending on your position will determine where he'll reappear (and i mean by the slightest pixel). so theres possibilites of makiing him stay in place, as million-1 as it may seem. 4-2's boss is tough. those aren't refill-your-life potions, they're poison. so handle him with caution. 5-1 only has one boss, but killing the others helps (and grouping them like that does as well). 5-2... i shouldnt have used the hovercraft so much, i thought there were only 2. in any case, it'll help you to have one in full health against the last boss of the games lower bits. why dont i do it? i dont really have the patience. its a sort of frame specific game at points. but if you want a game to do, this ones out there.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
... no one forced you to respond. PMing him would have been fine. sorry...
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
For Zelda-Pacman fans ... sorry, just made me think of the site. beware, the opening is quite loud.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
so long as they dont get to the point where they take up the whole page, i dont have a problem. besides, its your site.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
according to here, it can be obtained here. but im in a hurry and the text doesnt display so well on mine. BTW, i used Clusty instead of google. hope this helps.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
arent they just dummied out items?
Post subject: map making question
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
im currently working on making better maps for ff2j DoS version (because rpgclassic's are just images with no direction). ive got all of the level designs complete (including towns), and was wondering something (since i made them incase people wanted to use them here). what is best to indicate that when you exit one place you will re-appear in another? as a visual shorthand, would it be better to use letters/numbers, colors, arrows (ugh) or something else entirely? i ask because this game can sometimes have confusing dungeons (Mysidian Cave, or any place with multiple paths that lead to nowhere), and i wanted to make it clear to someone playing that 2 places were connected. as well, what information should i include on the maps? ill include exits from one place to another and treasures (which are indicated by letters/numbers and relay to a column somewhere else on the image). im not including the trap rooms or rooms made only for a few treasures (well, i made an exception or 2, in the case of Paul's secret passage in Phin, but not in places with clearly marked doors). should i include inevitible boss battles and stats? key items? key words learned (i highly doubt that, but i should ask)? allies gained or lost at a specific time? and what of secret passages? should i just remove a small obstacle or lower its opacity to indicate that it can be passed through (and in the case of things like Josef's room in Semite Falls or Paul's hideaway in Phin, id have to note WHEN this happens). im also including shopping lists as a shorthand to what can be obtained in each place. im open to suggestions. in the end, each area will be condensed to a single image representing itself, so there wont be TOO many files (under 30 or so total). thank you for any input. OH! and whats a reasonable size for a world map? its currently 4096x4096. keep in mind, it needs to retain the ability to be user-friendly visual shorthand. thanks once more.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
half-pipe would've liked to seen all the tricks, and ended with a major whipe-out. the ending wasnt bad, i just wanted to see things exploited like Arc did in Track N Field. footbag used all the tricks, congrats. nothing much more to say about this one (and theres not much you can do here anyways). surfing HAHAHA! loved this if just because you surfed beneath the waves. and even ended with a shark attack!? bravo! skating what a craphole beach... cant people pick up after themselves? enjoyed the ending, but the stage dfelt too long; nothing you could do to help. BMX nice front flips. is there any place where you can jump from to perform 2 consecutive moves, or is that impossible? flying discus nifty. hated the event when i use to play the game though. all in all, id only vote no because of you not whiping out on the half pipe. but this showed a decent variety for such a game. YES.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
something to alter the gameplay or perhaps access a mode that is not availible until a full first playthrough would be fine for me (the Castleroids come to mind here). but just giving yourself infinite health, ammo, yada yada yada would be EXTREMELY pointless. anyone can do that with cheats. so im torn between it. we suddenly started accepting hacks (which im not gonna get into here), but that doesnt mean using hacks that simply start you off as all powerful so you can just breeze through the game would be interesting to view. my opinion though, so dont invest too much. ;)
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
it took a while for me to spot something that made me go DAMN!, but thats primarily because this one is so linear as you said. still a yes vote. its nice that an author so willingly admits his mistakes in submission text. kudos .
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
Midnight Strike! this games really fun for me for some reason. unlimited first weapon ammo (though it takes time to recharge after shots, so no autofire) and you can DOUBLEjump over a LOT of things. Insanity mode isnt that tough either once you've played through it enough. Steady Hand! that joke game incase someone here hasnt heard about it yet. level 2's a !@#$% (yes, thats 12345). dont share it with people with weak hearts.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
agree with everything said. BMX would kick ass if you pulled off some insane front flips with very little room. showing off everything would be a MUST. go for it.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
EDIT: 99 potions file there it is. just gets you to 99 potions so the upgrading is next (it'd save time over my file i haev now). i see no reason to complete this game AGAIN since its the same song and dance after upgrading (with a few minor tweaks ill note):
-you cant via my movie unless you re-edit it, but keep the ice spell to kill the goblins in Amur faster.
-you'll need 7 antidotes instead of 6
-dont pick up ANYTHING in treasure chests. you wont need it if you get the shuriken. that with the boss battles will surely net you enough for the game considering my WiP2.
-try to never die (duh). well, what i mean mainly is griffon, hyne, garuda, hekaton. in the last dungeon, taking on 2-headed dragon first and then CW'ing it should be fine. you wont need your party after there.
-even if you die at Garuda or in the battle before, Dorga's has a revive and HP/MP restorer; so it really wont matter
its been fun working on this. i hope studies from this can help with an official run of the game, as far as drop manipulation goes. upgrading finished in under an hour this time (52-54 minutes). take into account that i got all the potions needed in under 27 minutes, and im leaning towards this being more optimal than waiting until after tower of owen and gishal for upgrading. anyhow, same routine hence forth... yada yada yada. on another note, it seems i was wrong about the 3 potion win = level 99; but its the bigger man who can admit his mistakes (and run like hell before he gets stoned by the angry mob) to ease you all, i could explain what i found as far as 3 potions winning went. it seems to only happen in the larger room of altar cave (check above for a link). the battle MUST consist of 2 eyefangs in the back row, 2 blue whisps in the middle and 2 carbuncles in the front. and there have so far been only 2 instances that yielded 3 potions: 1-autofire everyround. 2-consider this:
E1 B3 C5      P1
              P2
E2 B4 C6      P3
              P4

E# = eyefang and the number to go by
B# = blue whisp
C# = carbuncle
P# = players (you'se guys!) (1/2/3 = monk and 4 = red mage)
-P1 attacks C5 -P2 attacks B3 -P3 attacks C6 -P4 attacks B4 -autofire next round now, this isnt as scientific, but it seems to be an order in which they vanish which will lead them to give up 3 potions: -B3 and C6 die first -then generally its an order of C5-E1-E2-B4 -not limited to them dying in 2 rounds. can sometimes take 3-4 depending -anyone else see a sort of spiral effect here? (UZUMAKI IS EVERYWHERE!) note, sometimes the deaths do not occur in that order, but i noticed it always seemed to be something close to that. as well, ive thought of how the game must see it:
GAME: congratulations, you just killed an enemy and he dropped a potion. now, hurry up and kill the others or we're takin it back!

PLAYER: WTF!? WHY!?

GAME: i really dont know. /*- wrote this dumb@$$ scenario without even thinking of a logical conclusion or reason i might do such a thing. i mean after all, dont i allow you to become gods with all those jobs, equipments, armors, glitches and the FEOKs? why would i be so cruel?

PLAYER: i dunno... /*- is a liar and should be burned at the stake!

/*-: IM NOT A WITCH, MORON!

GAME: thats right, hes just one of the many under-educated masses that actually has dream scenarios involving video games... which tells us all he should spend more time focusing on his girlfriend and trying to find a job

:from here, it got a little ugly, so im gonna leave that out.
Experienced Forum User, Published Author, Former player
Joined: 10/27/2004
Posts: 518
haha, cool :D. you're prolly really irritated im on v3 now. i posted over at GameFAQs as well to let them know. thanks Omega! as well, im ready to upgrade and got 99 potions in JUST under 27 minutes (whew!). but the next part really cant be helped. as well, i had a really weird dream about this game. i told Zande, Unne and Dorga i got 99 potions in under 27 minutes and they all looked at each other and asked if i tried at the town of Dita in the secret cave. and then they took me there and we tricked a cloaked figure into moving out of the way and getting on a ship so we could get more potions. sorry, just felt the need to share my dreams involving TAS's.
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