Posts for AceOfShades

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I don't know about the Genesis version, but I'm almost entirely certain such a code exists in the SNES version.
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If I remember correctly, there's an NPC that blocks your way out of Viridian City until you've delivered the parcel. Or at least he did in Fire/Leaf...
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The message doesn't show up if you turn on real-time clock in the VBA options. What more do you want?
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I vaguely remember this game. The last few levels are pretty tricky to get higher than a 1 or 2 on. In theory, it might be optimal to not always get a 3 anyway, as some levels may be faster than others. But then, it's been ages since I've played it.
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I seem to recall that using Iceman in the right spots would allow you to skip Juggernaut and Sabretooth. I can't recall the exact details, but essentially you just need to use Iceman's ice bridge to cross over the battle areas. That was a long time ago though...
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Since you can access the badge checking route pretty much at any time it seems pretty logical that they're checking each badge as you go along. To the best of my knowledge, Brock's badge is the only one you are "required" to do (the rest can be done in any order), so you could test by picking up any random badges and going to that route. But I'm pretty sure I tried this once, so unless you have some way to skip straight to Victory Road or the League building itself then no dice.
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Playing this game is mildly amusing at best. A TAS would be thouroughly boring.
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Ninjask has almost as much attack power as speed. Given enough time to power up Fury Cutter it could rip through anything. But that's all irrelevant as Nincada/Ninjask can't be caught in this game. Nor can it even be used until after the E4.
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You just go right ahead with that.
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I wonder if Dr. Mario 64 might have more easily manipulatable luck? You could even do this in versus mode to completely humiliate the CPU. As is though, this is pretty cool.
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Chamale wrote:
Please don't kill me.
Bah. You just wanted to make me look stupid in front of my fellow trainers. :P
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Ah. That makes sense then.
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primorial#soup wrote:
The main problem is that I will need to have a Growling pokémon with me everywhere I go...
In doing some completely random [URL=http://www.math.miami.edu/~jam/azure/attacks/comp/fire.htm]research[/URL], I have come across information stating that burning an opponent causes an attack reduction equivalent to two grolws. I wonder if this would be effective towards the glitch? In that case, a Charmander with Ember and Growl would possibly save some time over any Pokemon with just Growl.
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Chamale wrote:
No, a run of the game would involve this: ...and so on
Whoa. See, it's been a long time. I'd forgotten the ability to catch Mankey early. Other than that, I wasn't aware of this teleport glitch. If this game is in fact that much glitchier than its predecessors, then I retract my statement and would in fact like to see this done.
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I imagine he forgot to set PAL timing, so the game appeared to be faster when it was actually running at the wrong speed. Just guessing anyway.
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Although the story is a bit different, it's still essentially the same base. I think this might end up being just a longer version of the Sapphire run. So unless some useful glitches or other breaks are discovered I don't see much point in doing this game while the current one is still up. Double battles are pretty fun, but then, that's a case where it's more fun to play than to watch. Can't answer your question.
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A run of this game would probably be something like... -Catch Caterpie/Metapod -Evolve to Butterfree -Use Confusion to beat Brock -Catch Mew (or whoever else) -Follow virtually same path as existing run A run without glitching might be mildly interesting, but then the first accepted Pokemon run here didn't use glitches anyway, so there wouldn't be so much difference between them aside from a few Rocket battles and different strategies elsewhere.
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This game was on the NES? Had no idea. The boss fights look very unoptimised. Heck, the plant boss alone you waste time hitting that small plant and don't even defeat it. So many missed/wasted shots; I'd find it hard to believe they were all for a purpose (ie: luck manipulation). A good start, but needs much work. And preferably try a version of the game that has more than one music track.
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If I ever find the jerk who invented the "low health warning" sound I'm going to lock him in a room where the only sound is a constant beeping. And will people please stop saying "if this applied to game X why doesn't it apply to game Y?" Simple: game X and game Y are different games which must be considered distinctly. We understand what you're saying Mechuyael, but it's irrelevant in this game.
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Input seems to end a little early. To get the full ending I had to press 'A' at the last mission clear screen. Otherwise this is a pretty good run. The music in the first couple levels seems more suited to a casino game...
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I originally thought this would be a dull idea, but with the use of glitches it may actually prove to be interesting. I'll wait for a later WIP before I look more into it. As for the "ending" question, I like the idea of just getting the certificate. The goal of this run is to collect the 151 (no rhyme intended), and there's already a run with the goal of beating the game, so there's no point in extending the movie when the goal is already achieved. This was the only Pokemon game I ever caught 'em all in. I'm too lazy to do it in the current games. That, and there are way too many of those super-secret legendary types. Stupid Mew setting a precedent...
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There are in fact PC emulators. [URL=http://bochs.sourceforge.net/]Here's one now[/URL]. Bochs emulates the X86 architecture, so it can technically be made to run virtually any DOS, Windows, or Linux OS. As for savestates... my technical knowledge falls just short of how well that would work.
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I remember playing this on PC. I didn't even realise there was an SNES version. Too bad we don't have a rerecording PC emulator though, 'cause I think that was probably the better version.
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One more vote for the "this is less entertaining" crowd. The boss fights don't drag on as long in this one, but the lack of acrobatics compared to the old one kinda kills it. Sorry. Really good work though.
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Wait... so the forces of evil held off for a couple years so that the hero could have a kid with some chick who joined him in scaling a couple towers... I'll finish watching this later, but I can't promise I'll understand it.