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Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
I think they're called star points.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Star points are what you get after the end of each battle. Star peices and points are two different things.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Joined: 6/22/2010
Posts: 44
Location: The Hell of Blazing Fires
I used star bits at first because someone else in this thread used them. Mid-post I corrected myself to Star Pieces but never fixed my earlier mistake, excuse me!
This is only a little obsessive.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
ITs ok man, Ya gotta understand mistakes happen
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
arflech
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Joined: 5/3/2008
Posts: 1120
funnyhair wrote:
Star points are what you get after the end of each battle. Star peices and points are two different things.
I hate the star-points system (experience points in most games) because eventually you can't get any experience at all from some enemies (most RPGs provide a consistent amount of experience per enemy and increase the experience required to attain each successive level, while in Paper Mario 100 experience points are needed per level, and the amount of experience per enemy decreases with each successive level, much like in the Shining Force series except that in Paper Mario the experience per enemy can go all the way down to 0).
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N._Harmonik
She/Her
Joined: 8/27/2006
Posts: 502
Location: Canada
arflech wrote:
funnyhair wrote:
Star points are what you get after the end of each battle. Star peices and points are two different things.
I hate the star-points system (experience points in most games) because eventually you can't get any experience at all from some enemies (most RPGs provide a consistent amount of experience per enemy and increase the experience required to attain each successive level, while in Paper Mario 100 experience points are needed per level, and the amount of experience per enemy decreases with each successive level, much like in the Shining Force series except that in Paper Mario the experience per enemy can go all the way down to 0).
What's wrong with having an experience point system that's different from all the others?
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 4/13/2009
Posts: 431
Because it's flawed. If it wasn't bad, it wouldn't be so bad that it's different from other systems, but...
arflech
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Joined: 5/3/2008
Posts: 1120
N. Harmonik wrote:
What's wrong with having an experience point system that's different from all the others?
nothing what's wrong is making certain enemies not give up any experience at all after a certain level it makes it really hard to max out levels in that game, I would end up chasing after Amazy Dayzees all day because it's one of the few characters you can keep fighting that gives experience all the way to Level 27 oh and another thing that sucks about that game (and SMRPG) is the low level cap
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Joined: 7/2/2007
Posts: 3960
So basically, you're complaining that monsters that pose no threat whatsoever to your characters don't give any experience, and that the game doesn't let you achieve as ridiculous of a level as you'd like to? If you want a number-porn RPG, play Disgaea. It'll let you level all the way up to 9999.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Derakon wrote:
So basically, you're complaining that monsters that pose no threat whatsoever to your characters don't give any experience, and that the game doesn't let you achieve as ridiculous of a level as you'd like to? If you want a number-porn RPG, play Disgaea. It'll let you level all the way up to 9999.
That's the wording I was looking for. Seriously, though, back to the point of this forum, does Power Bounce have any limit whatsoever?
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 6/22/2010
Posts: 44
Location: The Hell of Blazing Fires
N. Harmonik wrote:
Seriously, though, back to the point of this forum, does Power Bounce have any limit whatsoever?
I don't think it does, and even if it did it's not like going beyond it is necessary; It's very easy to slaughter even Bowser's massive HP pool in only a few bounces with the right badges.
This is only a little obsessive.
Joined: 6/6/2004
Posts: 223
The power bounce seems to have a limit on a per-enemy basis, and after so many hits it automatically stops. To test this, try equipping Double or Nothing and observe that you can have a power bounce end without a miss. For Bowser I think this is 6 hits; for a Goomba, 101. Presumably the other enemies are on a sliding scale between those.
arflech
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Joined: 5/3/2008
Posts: 1120
Derakon wrote:
So basically, you're complaining that monsters that pose no threat whatsoever to your characters don't give any experience, and that the game doesn't let you achieve as ridiculous of a level as you'd like to? If you want a number-porn RPG, play Disgaea. It'll let you level all the way up to 9999.
the only number porn I enjoy is 69
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Wren
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Joined: 4/11/2005
Posts: 196
Location: Michigan
Mr. Pwnage wrote:
The power bounce seems to have a limit on a per-enemy basis, and after so many hits it automatically stops. To test this, try equipping Double or Nothing and observe that you can have a power bounce end without a miss. For Bowser I think this is 6 hits; for a Goomba, 101. Presumably the other enemies are on a sliding scale between those.
In the Thousand Year Door the limit for any enemy was 9999. There as a debug badge that performed all moves flawlessly when equipped... I accidentally used that damn move one time with the badge on. Went upstairs, made some food, went to the bathroom and came back down and he was still jumping... then I got 100+ pages in a book I was reading at the time and was stunned when he finally stopped. Had to finish the fight and proceed in the game far enough to look at the records billboard. 9999 jumps... and I have no idea how much damage that poor enemy would have actually taken.
<i>A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.</i>
Joined: 6/6/2004
Posts: 223
Well, it's a pretty safe bet that the damage would be somewhere between 9999 and 14850, depending on what the badges and previous stat alterations (like charge) did to the first hit. It takes considerable setup just to get above 10,100, which seems unlikely if you used a power bounce "by accident".
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Still no takers? A pity considering how few N64 games are up on this site...
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 10/23/2009
Posts: 545
Location: Where?
As I recall, it doesn't work on Mupen... If it works, I might give it a try after my other plans
Joined: 2/1/2008
Posts: 347
I think it worked with one video plugin... I think it might have been Rice in OpenGL mode. Rice in DirectX mode crashed (or maybe it was the other way around?) after Peach's castle rose into the sky near the beginning of the game. Not sure about Glide. Jabo is nearly unplayable due to objects (in the background?) flickering a lot, though the (slow) copy framebuffer option might have helped... not sure about that [it definitely fixed the background of the menu].
<ccfreak2k> There is no 'ctrl' button on DeHackEd's computer. DeHackEd is always in control.
Joined: 10/23/2009
Posts: 545
Location: Where?
I will try it later, I don't have the time right now. Thanks for the tip!
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Floogal wrote:
A bit over a year ago, an updated run of Paper Mario was posted at speeddemosarchive. It beats the game in 3 hours, 38 minutes (SDA timing). The strategy used there is pretty much optimal. Barring any discoveries of helpful glitches or frame-precise tricks, I would be surprised if an optimal TAS was better by much more than 5 minutes.
Is there going to be an any% TAS then? Or does this mean there's no point in making one? Personally, I would love to see a Paper Mario TAS, be it any% or 100%. Good luck to anyone who wants to make one.
Joined: 3/20/2010
Posts: 126
I'd like a 100% run myself, with all recipes included.
Joined: 4/29/2005
Posts: 1212
I too would love a 100% TAS. But an Any% TAS is fun to watch too. :3
N._Harmonik
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Joined: 8/27/2006
Posts: 502
Location: Canada
Kitsune wrote:
I too would love a 100% TAS. But an Any% TAS is fun to watch too. :3
Ditto.
Why, oh, why do I even <i>try</i> to understand my own species?
Joined: 3/20/2010
Posts: 126
Personally, I wouldn't find an any% to be terribly interesting, as I don't believe it would be much different than the SDA speed run.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
what qualifies as any percent, since there really is no percent completion in the game? all of the badges? might be interesting.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
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