Posts for Zurreco

Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
arkiandruski wrote:
I have a couple ideas for Balore, too. Hopefully they turn out to save time.
I hope one of your ideas is to use a Kaiser Knuckle and tap dance on his fists, because that is the only way a man would fight Balore.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Sexcellent improvement. Thanks for the nod as well. My only concern is whether or not you could make jumping seem more like an Olympic event and less like noticing a snake at your feet. Yes vote + credz
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Pekopon, are you going to do your own run of this any time soon? You seem very well suited for it, so long as you're happy with frame hunting.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
This is the any% glitchless discussion, despite the fact that the run has been restarted way too many times.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Saturn wrote:
Damn, yet another spoiler... I knew about this jump long time ago already...
STOP DOING THIS. This is the price you pay for keeping things to yourself. Quit trying to steal people's thunder.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Ferret Warlord wrote:
If they're going to make a DS version anytime soon, they'll have to do something drastic to the gameplay, or at least with some of the timing.
How so? I figure it would handle just like playing Brawl with a Classic Controller, save a few button remaps and the need to justify tilts for the Dpad. Putting grabs on Y (since you don't NEED two jump buttons and no one really does R+A, right?) would solve the lack of Z, taunts on tapping, and holding L would access tilt attacks. Seems to cover everything, right?
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
^^^ Apparently ComicalFlop is going to be handing you your Yes vote on a platter personally. Great run. Obvious Yes vote. Break the 30 minute mark already!
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Twelvepack wrote:
Are you really supposed to read what he is saying, when you can hardly see your own character, and 2 level 9 computers are busy jumping up your ass, superman style?
Well, in that case, you could always stand behind him, since he absorbs all projectiles that hit him. Seriously, you're jumping the gun on judging things.
CtrlAltDestroy wrote:
Melee never had the "freeze for a second due to super-powerful attack" effect that Brawl does. I personally like games without that effect. My sister played again today, and she got: Munchlax, Munchlax, Munchlax, Munchlax, Weevil, Munchlax, in that order. I'm not joking. (This was in Training mode, by the way, and she was continually spawning Poke-balls, but still.)
Go use Pikachu's Thunderbolt, Ganondorf's Warlock Punch, G&W's 9, etc. in Melee, and you will see the same tiny pause that is prevalent in Brawl. Sure, it's a bit more defined by certain attacks in Brawl (looking at you, Zelda), but it's always been a part of the series. I think something is seriously wrong with your game if you're getting those pokemon drop sets. I don't think I've ever seen the same pokemon show up more than 3 times in a match, and I've never seen two of the same kind in a row.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
CtrlAltDestroy wrote:
1) The pace is a lot slower than Melee. Probably just takes some getting used to. 2) Controls seem a little unresponsive compared to Melee. Again, probably just takes some getting used to. 3) Item limitations. Only 3 Poke-balls on the screen at once? Only one assist trophy? 4) Lag!! Why lag, in a Wii game, when Melee had none? Try using Pikachu's down-smash on someone. The game will freeze several times during the attack sequence. The game also tends to freeze on the Ice Climber level when the iceberg is sliding down the hill. 5) Something's wrong with the randomness. Try going into Training mode and summoning a bunch of Poke-balls at once. Throw them all. most of the time, they'll all be the same Pokemon. The same with assist trophies: I once got Excitebikes six times in a row. Could this have something to do with a new seeding technique used in online play? 6) Smash balls aren't as rare as they should be, especially when items are on High. One appears at least every 60 seconds. You pretty much have to turn them off if you're playing with somebody less skilled than you.
1/2: The game is different from Melee, just as Melee was different from the original. However, Brawl feels less floaty and more responsive than Melee to me, so I don't know what you're talking about. 3: There have always been item limitations in the series. Furthermore, it would be awful trying to play with Andross, Nintendog, Shadow, and Resetti at the same time. 4: What lag are you talking about? The game has always purposefully slowed a bit when big hits or multi-hit attacks are landed. Have you never noticed that before? 5: The drop rates are different for each thing. Otherwise, you would get Mew just as easily as you would Meowth. It has always been like that. 6: Don't know what you're talking about, really. Our 4 person 8 stock matches see maybe 3 smash balls max throughout the whole fight. How can you complain about the frequency of item drops being too high when you're playing on High frequency? Also, why would you turn them off when you're playing someone less skilled than you? If you're more skilled, you should be able to get the ball first, steal it, or resist the Final Smash itself.
Twelvepack wrote:
this other one that looks like Mr. Potato head. They both block a large portion of the screen for a fair amount of time, and all it seems to do is piss me off.
That's Mr. Resetti. His whole purpose is to piss you off. The fact that you are mad about him doing his job bothers me greatly. Also, the fact that you didn't take the time to even read what he said means that you're not focusing on the smaller points of the game.
Dwedit wrote:
On the flip side, they boosted Zelda drastically.
Sheik is at least 1/3 slower than before, and the transformation takes almost 3 times as long. That's not to mention a few other things that would be considered nerfing Zelda/Shiek, which is fine. Jigglypuff was overpowered in Melee. She is right where she needs to be right now. The only major shifting that still needs to be done are with Diddy Kong, Pokemon Trainer, and Wario.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
78% and going. 4 sounds like a very very familiar NES jingle, and 27 sounds a lot like Strider. 30 also sounds like a game based on a movie.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Yes, but I thought it was proven to be slower than normal methods?
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Twelvepack wrote:
I hate when I know the answer but I cant put it in how the program wants it... I know #10 for example, but I dont know the exact version or whatever. Going to drive me mad!
The only ones that are anal about how you phrase the answer are 5, 28, 35, and 41. 7 even gives you multiple ways to answer correctly.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
16 is a VERY repetitive NES games. We have a publication for it on the site.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Not bad. 62% after venturing in to the cold bitterness that is #nesvideos. 36% on my own.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
DarkKobold wrote:
superjupi wrote:
moozooh wrote:
Ten might be too much, but at least 3-4 are due. Basically, we don't even have PS1 TASing yet, let alone PS2 that's harder to emulate.
Which is actually why I said ten. Ten years ago, PS1 emulation was about where PS2 emulation is right now.
Really though, TASing didn't really exist 10 years ago. TASing (consoles) is really only a little older than this site. From the interviews I read, Bisq started this site pretty much right after the '1st' console run, Morimoto's SMB3. So, the majority of TAS tools have occurred either from this site, or influence from this site.
Right, but you're missing the point here. Tool-assistance will not be far off once proper emulation is possible, but that emulation itself is quite far off. We are barely perfecting emulation for consoles that are 4 generations old: last generation consoles are nowhere near being finished (except DS emulation, which is coming along very well).
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I do believe shooting an alien straight in the face with a heavy weapon (shotgun, explosive shell, alien weapon, rockets) will cause his countdown jet pack explosion. My qualm about you not killing enough more or less comes from the lack of Spirit Masks or non-human death screams. Leapers, Dinosaurs, and Robot Sentry have the coolest death sounds, and yet they're not present.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Another FPS that boils down to watching low-res textures fly by. I love Turok, and it saddens me to see so much of the game left unappreciated. While I can accept that a lot of things were sacrificed in the name of time, there were a few things that could have been done to kick up the entertainment value. Why didn't you ever throw up the map whenever you were doing a complicated area/large skip in the stage? Why did you leave so many enemies untouched when ammo conservation never seemed to play a huge role in some parts? Why didn't you make that alien commit suicide in the last stage, rather than simply offing him? I don't know what to vote. This was well played, but a huge chunk of the entertainment you can get out of this game was lost in exchange for moments when I couldn't even tell what was going on, and I used to play this all the time. Is this a good run? Yes. Is it an entertaining run? Not so much. Meh vote.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Saturn wrote:
Poking holes into things only works when the holes are available in the first place.
"Quit trying to find improvements, moozooh."
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Thanks for the responses. Voting Yes now.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
What is the significance of the Ice Beam? You never really freeze anything out of necessity, so should I assume that it adds damage to your normal shot? You also fired off what seemed like totally random shots every once in a while (ie after your shine before Draygon). Do those serve a purpose? Consider this a Yes vote, so long as the two previous things are justified. Aside from the still confusing path choices and whatnot, this was a very precise and entertaining run. Keep up the good work, hombre.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Boo in game timer. Hooray Yes vote.
hi nitrodon streamline: cyn-chine
Post subject: Re: #1860: Krocketneo's SNES Gradius 3 in 28:24.0
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
NesVideoAgent wrote:
Kill almost every enemy
Why didn't you kill everyone?
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Turambar wrote:
They really ruin the enjoyment, especially when applied on one of your all-time favourites.
The trick will not be implemented enough to distract enough from the rest of the run. You're over-estimating the usage and applicability of the glitch, apparently.
hi nitrodon streamline: cyn-chine
Experienced Forum User, Published Author, Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I thought the original Streets of Rage movies were really boring/shouldn't have been published, and this seems to follow that trend quite nicely. Voting No.
hi nitrodon streamline: cyn-chine