Posts for totodiletrainer01


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Location: Parkdale, Victoria
This game is a monstrosity. It's also hilarious. Yes, because I think the fact that it's so short is good for its entertainment. Any more fights and the jump attacks would get boring fast.
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Well... it's redundant because there's already a NES version, it's laggier, the music is worse, and it doesn't even complete the game. April fools obviously, but come on.
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Location: Parkdale, Victoria
I grew up with this game, kinda nice to see it TAS'd I enjoyed it, although I think for someone who'd never played it this wouldn't be very entertaining. Yes from me, but it might do better in the vault.
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Location: Parkdale, Victoria
Hm... it was short enough to be bearable, but it just didn't feel... super-human enough. It strikes me as more something I'd find on SDA
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LAG LAG EVERYWHERE Looks about as optimal as using a match to power a fusion reactor. Interesting? I guess, but if this gets accepted I demand moon-jumping OoT or mario 64.
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Low% implies that it uses less than it's faster to do normally. I know KirkQ called it that, but really it should be any%, while the other should be good ending.
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Well, I consider this legit. Technically the fastest completion, so sure.
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Location: Parkdale, Victoria
scrimpeh wrote:
I think you should make sure to deliberately show off those routes that the published TAS avoids then, for the sake of showing more of the game.
Yes, that was the plan, because simply redoing the fastest route isn't showing any more of what the game has to offer. As I said, there are several neat little tricks in this game and while not glitches can still be entertaining while wasting time in a regular TAS.
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Nach wrote:
This might be quite interesting. If you do it though, I think you should aim for 100% item collection. The same if you decide to do MM5 as well.
Well, that was another thing I was considering, because not only is beat an absolute tank in this game but most speedruns disregard him. It would be interesting because several bosses from experience act odd with his attack... I'm considering beginning with either plantman or flameman because they give you adaptors which means I can actually GET the beat parts...
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Aha, yes, I intend to. I'm also hoping to see if anyone else has anything that might be interesting to add, so feel free to discuss ideas.
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Ah, well see thats exactly it. It can make it more exciting by, say, using obscure ways to beat bosses, like using wind storm on Centaur man or knight crush on Tomahawkman. Also many of the weapons have ways to attack enemies from far off or odd angles like using kight crush to kill several enemies on its way back or something similar to that. I'm still brain storming, so of course it's likely to be more interesting in the final product.
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Perhaps 2 categories (pause glitch/non pause glitch) would be effective?
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That was actually amazing.
Post subject: Megaman 6 Playaround?
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I've been experimenting recently with Megaman 6, and I've found that there are some very interesting case by case tricks that look interesting but don't save much time (or even waste it) so they probably never would be used in a fully fledged playthrough. I was wondering because of this whether or not a playaround would be acceptable. I mean, the boss order could be varied, bosses could be beaten with different weapons, rush adaptor tricks, slick kamikaze shots... the list goes on. Also since nothing really has to be optimized (in terms of perfection at least- obviously we want fast movement) it means it could also be an easier TAS. So what do you think? Would anyone be interested in seeing it?
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Anyone still interested in this? I'd be happy to help plan
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Joined: 6/29/2011
Posts: 16
Location: Parkdale, Victoria
Huh. You know, it might not be a terrible idea. I've played through the main game and it would seem that with extensive planning a TAS could be not only plausible but entertaining too. Have you got any experience with the game (in terms of TASing/speedtricks)?