Posts for Darkman425
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Darkman425
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Joined: 9/19/2021
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My nomination for GBA TASer goes to: M1D They put in a whole lot of work refining their Bruce Lee: Return of the Legend TAS that I definitely appreciate. Seeing absolute dedication to make it as best as they could make it was pretty cool to see during weeks they were sharing their progress. The end result definitely shows off their hard work and research for the game.
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Darkman425
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Joined: 9/19/2021
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Since I had the time and this was on my mind, I went ahead and worked on a review for this. Review: I did get this to sync with the Software Productions Ltd. .tzx version of the game. There is an alternate version with a different hash but I didn't test if the run would sync on that version, though I assume not due to possible different tape loading times. For my point of comparison, I used the publication for the GBA version to check any possible route differences: [2762] GBA Manic Miner by DaJaWi in 13:15.73 General observations:
  • Obstacles move faster in the GBA version so a lot of the differences in routing is due to different waiting cycles.
  • The GBA version gives Willy a larger vertical hitbox for gathering treasures both above and below him. This does change how the GBA run approached some stages.
Notable stage observations:
  • Central Cavern - The ZX Spectrum run takes a different route since jumping against the conveyor belt to go right seemed impossible from my testing.
  • The Menagerie - The ZX Spectrum run's route of getting the middle key earlier is 100 frames faster than the GBA run's route when trying that route in the ZX Spectrum version.
  • Eugene's Lair - Both runs grab the last treasure on the same Eugene movement cycle placement.
  • Return of the Alien Kong Beast - The runs take a different path on the left side but end up on the same middle barrel cycle. The GBA run does an extra jump on the right side either due to cycles or from jumping straight up at the bottom rather than doing a leftwards jump. Not sure if the GBA version could survive doing a left jump down there, though.
  • Skylab Landing Bay - The routes between the versions greatly differ here due to different cycles. The GBA run roughly takes a "Z" shaped route while the ZX Spectrum run takes a lower case "e" shaped route. This makes them difficult to really compare fairly.
  • The Sixteenth Cavern - The GBA run has to avoid the top-right scorpion more due to increased speed. The steps approach is different between versions but the ZX Spectrum run doesn't fall off a step for adjustments. Not falling off for adjustments is about 11 frames faster compared to the GBA run's approach from my testing. The GBA run also does an extra jump for the last treasure whereas the ZX Spectrum gets it with the left jump to the platform which is faster.
  • The Warehouse - The start has a differing digging pattern where the ZX Spectrum route seems faster due to planning around not having to walk off a platform jumping back by breaking certain platforms. The GBA run does get the bottom two keys without having to drop down but seems to be slower by virtue of not being in position to just jump directly up to the next level. I'm not totally sure on that since the height difference from not falling another level means the GBA route requires one less jump to reach the exit after getting the key.
  • Solar Power Generator - The ZX Spectrum has more waiting which means the solar bean oxygen draining can be done longer to have a further reduced bonus time.
  • The Final Barrier - Despite a different key order, both runs grab the last treasure on the same object cycle.
Overall I can say that this is a very optimized run that the notably different and potentially faster strats didn't work out.
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Darkman425
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At the 9:59 mark in the YouTube encode (starting at frame 39476 of the input file) at the end of The Warehouse I noticed a bunch of keys being pressed in the input display. I assume this only has a hidden message in the inputs when observed and doesn't affect gameplay?
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Post subject: Full "loop" clear
Darkman425
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It takes 9 waves to loop back to the 2nd wave difficulty, Here's a user file to replace the current file that exhausts all content for a loop of boards. User movie #638078671425645124
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Darkman425
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I managed to find the WRAM address that corresponds to difficulty. At address 0x010306 there's a counter that changes every time a wave of invaders is cleared. This starts at 0 and caps out at 7. this should mean that completing 8 waves is what would be considered a loop, but I haven't confirmed if clearing out the 8th wave will result in a wave 2 setup or a wave 8 setup, since the 8th wave will have the address at 0 like the 1st wave.
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Darkman425
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Joined: 9/19/2021
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I took a look at score attack videos of arcade Space Invaders and the difficulty seems to max out there at the third wave onwards, where the invaders start pretty much on top of the barriers and are firing a whole lot more. I suspect that, this being as faithful of a port as it is, the same difficulty cap should also happen here. I'll work on this and post an updated input file in the afternoon.
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Darkman425
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Isn't Game A in NES Donkey Kong just an easier starting difficulty compared to Game B? I don't think there's a significant enough difference to split them if it's just initial loop difficulty.
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Darkman425
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Joined: 9/19/2021
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I assume you've already looked at the Digimon World RTA leaderboards for info on routing the 100 prosperity route. I noticed that there's also a link to the Digimon speed running Discord on the page as well. They'll likely have well tested routing ideas for 100 Prosperity in Digimon World.
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Darkman425
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I'll try contacting them now.
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Darkman425
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Joined: 9/19/2021
Posts: 247
Location: Texas
I do know the next wave starts lower than the first wave. Not sure if their shots get more aggressive but I can do a check on that later.
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Darkman425
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Joined: 9/19/2021
Posts: 247
Location: Texas
Weird how I could recognize the Quartet Theme at the 8 second mark near immediately. Also weird is how this game is mostly about Sega arcade games but has Paperboy (Atari & Midway) and Frogger (Konami) rather than other Sega games. Where's Pengo and other deep Sega cuts? Also worth noting that the game is available from here at a "name your price" deal from the developer: https://spacepantsgames.itch.io/passing-breeze-an-arcade-adventure
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Darkman425
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Review by Darkman425: I can confirm sync with FCEUX version 2.2.2. This has a lot of solid movement and zipping throughout the run, exploiting all the quirks of Gemini Time and Item 2. The Flame Candle is also used in a few of the zips in a clever way: turning on the weapon's invincibility to zip past otherwise fatal spikes. There were a couple of clever deaths used in the boss rush stage to skip a couple of bosses altogether. Overall, a lot of crazy movement through and through. For other TAS records that I know of, this beats the other fastest time I could find by the same author by almost 7 seconds.
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Darkman425
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So, uh. I just learned that Urban Champion does have a max rank state. Turns out winning 138 rounds of Urban Champion awards the player the rank of CHAMPION. Don't know if anyone's gonna be dedicated enough to go for a maximum rank TAS anytime soon but the option's there. Learned of it from this tweet: https://twitter.com/SarahSSowertty/status/1601662936749338624 Video that has that rank attained here at the 1:20:50 mark: Link to video
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Darkman425
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Something worth noting is that you get one shot at the final DeLorean stage, where failure just gives you the bad ending text instead. I would know since there have been at least one race of this game among bad game speed runners where the person who completed the game first didn't get first place due to that final stage. Anyways, I really liked the sick warping movement to get all the clocks. Yes vote from me!
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Darkman425
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Took a bit of digging and found that this was part of the 2020 Sonic Hacking Contest. The page for the entry states that it was indeed a demo. I haven't seen any updated versions out there in the wild.
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Darkman425
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I managed to find another 34 frame improvement after the first screen transition. When the enemies jumped out of the door, I shot two of them out of the air and delayed the third shot to time it with hitting them rather than whiffing the shot. Then I simply shot bullets in a way that would hit all three of them on the first frame they get up. It's worth noting that there are 13 frames between each shot at minimum for gun level 2, so waiting on a shot rather than missing can save quite a bit a frames throughout simply by delaying shots when necessary. This does mean more work timing the right B button presses rather than holding B but it should likely save a fair amount of time throughout a TAS as long as this one. Definitely take your time to make sure all the necessary hits are done as early as possible. EDIT: added note that the shot timing was for gun level 2. Also was watching the RTA runs and learned some extra things. They aimed some shots up to hit some enemies out of the air which somehow I overlooked. The world record also uses the red ranger, who has an air kick that goes forward. Is there any significant advantages and disadvantages between the Wind Rangers that would make one faster than the others in different situations?
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Darkman425
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I was watching through this one and noticed stopping to kick the dogs in stage 1. I tested out if it was possible to just jump past them and sure enough I was able to get through. Not sure if this would mess with the timing of other obstacles later in the game, though. User movie #638055139421385179
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Darkman425
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This is gonna be a weird one. So, there's this game that I want to TAS for speed called GG Aleste II/Power Strike II (Game Gear). It's a shmup with the unfortunate issue of (very slow) infinite score leeching so speed is a more appropriate goal. The problem is that the only speed leaderboards for the game that I know of are on the Aleste Collection, which have replays but only has a Japanese release on Switch and PS4. I couldn't find many runs of the game to completion for that version online so I can't be certain of an exact fastest possible completion time, though I think I have a rough idea of the best time. Am I still expected to know these times for beating all known records if it requires either buying the collection (possibly twice if the systems have separate leaderboards) or knowing some folks who can check and verify those times for me?
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Darkman425
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I can confirm that is a cracktro from Triad at the start. From what I understand from Demozoo that is their Realm cracktro.
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Darkman425
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Last Action Hero is a pretty alright movie that had the unfortunate release of "near Jurassic Park's cinema debut". I feel this NES adaptation hits that same "it's alright" quality though I don't know how well it compares to the SNES version.
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Darkman425
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I know about this happening to Akai Katana and DoDonPachi SaiDaiOuJou recently due to rights reasons: https://github.com/mamedev/mame/commit/54899379258a7266db8d5bc6cda8b48169e67503
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Darkman425
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Talk about a blast from the past with a hack hailing from the year 2003 if RHDN is to be believed. Review: From a moderate understanding of Mega Man 2 speed tech this seems pretty solid. Unnecessary jumps don't seem to be present here, which is good since walking is slightly faster. There was a moment where I noticed crash bomber being used on Quick Man when it did 1 point of damage but the refights showed that the buster did the same damage and the previous weapon choice on Quick Man was to save menuing time. There is one known improvement that I know of involving ghost platforms resulting from the egg swap glitch but this is something that would save subpixels. Small improvements like that would involve an incredibly high level of optimization work, alongside other factors such as frame rules, to implement and save small bits of time. I also found this user file from Shinryuu that only goes through Air Man's stage up to entering the boss: User movie #637931607312440317 This submission does reach the boss door sooner than the user file. As far as I can tell there's no other known TAS records that I can compare with.
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Darkman425
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This one is an interesting case of how regional and technically revision differences for a game can change how it's played. Review: Another helpful link for regional differences, as well as a good video about how some of the game code was developed and how it works can be found here: https://tcrf.net/Dragon%27s_Lair_(NES) The run for the JP version that I'm doing my comparisons will be with the recent submission: #7805: ktwo, MESHUGGAH & Kirkq's NES Dragon's Lair in 03:50.70 To properly compare the gameplay portions of the game, I had to have videos side by side but adjust one video's speed to match the gameplay FPS as listed from the SDA Knowledge base. More specifically, I just ran the JP run at 60% speed to match the US frame rate. That way it's more possible to make stage by stage comparisons. Stage 0 The US run is behind by frames. The US run does a jump over the broken-when walked-on part of the drawbridge while the JP run breaks that part early. Stage 1 The second snake despawns in the JP run before Dirk can walk into it which leads to that version being roughly 2 seconds faster. Not sure if the US version can do the same or not. Also worth noting that this marks the first point that some factors, in this case the gates, have different timings between the versions which accounts for some slight timing differences and approaches. Stage 2 Again the timing differences for the pillars and the boss patterns are different. Due to movement differences possibly due to control reasons, the JP run gets through the stage area faster. However due to the JP version moving the screen position and the player when the boss spawns, as well as different boss patterns, the US version is faster here and the runs are close by frames. It's close enough that it's hard for me to tell which is the faster one overall in this case. Stage 3 Another case of timing differences with certain parts of the level. The big one is a moving platform that has a different timing in the US run that both requires another jump to make a gap rather than walking across as well as the unavoidable extra gold that has to be collected. The extra gold results in a slightly longer results screen duration. While overall slower for this stage, the US run has a much faster boss fight due to a different floor layout. Without pits, Dirk can just waltz up to the boss and jump up for fast strikes for the quicker kill. The JP run has to do some extra avoidance of projectiles and pits which makes for a slower fight. Stage 4 The JP run through the stage is slightly faster for two reasons. One is just better movement, possibly due to control reasons. The other is that the JP run does not have to worry about skipping the dagger pickup at the end. Since the final boss can be bypassed in the JP version, weapon choice is not a worry. Since this isn't an option for the US run, an extra jump has to be performed to skip the detrimental weapon pickup. The US run then proceeds to fight Singe which seems clean in execution. Overall, when put side by side and with adjusted speed to compare the two the JP run is comparatively faster but not by that much. A lot of the differences are likely just by virtue of player control differences and level pattern differences. The US run having unique strats not seen in the JP run also makes it a unique experience outside of the gameplay speed.
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Darkman425
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The Big Bad Game-A-Thon 2022 YouTube VOD is up for folks who want to watch some video commentary for this game. Link to video
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Darkman425
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The arcade game Ataxx sure got a weird NES port.
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