Posts for Toothache

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Arm Thrust, while pretty powerful if all of its attacks hit, is a fairly slow attack in terms of messages, because it hits 2-5 times. I wonder if Vital Throw can go first when Quick Claw activates, even though it goes last normally, it is a strong single attack that will be faster in the long run. EDIT: Nvm, Quick Claw cannot make negative priority moves go first
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I have a thought about the current published Sapphire run. In it, a Machop is captured, then paralysed for Guts abuse and given a Quick Claw. There is an in-game trade for Slakoth -> Makuhita in Rustboro, which while getting it will be initially a bit slower, Hariyama the evolved form has a higher Attack than Machoke (100 base stat vs 120) meaning it can OHKO stuff at a lower level, and it evolves sooner (L28 vs L24). Plus, with the traded exp bonus, it will level up much faster. Of course, this leaves it vulnerable to disobedience for a good portion of the run, but I'm sure that can be worked around in much the same way Quick Claw activation works. Pros of using the Makuhita trade: Higher attack stats Quicker evolution Can sort its moveset earlier Priority move in Fake Out Makuhita has wider TM selection Cons: Faster levelling means more levelup messages, but also means more OHKOs with and without crits. Needs some babying to be usable before Brawly Fairly bad levelup moves - needs to TM Brick Break for the fastest fighting move among other things
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I suppose the point of this category is to demonstrate a lot of random number generator abuse. "Heavy" or "Signficant" luck manipulation obviously refers to exploiting an RNG numerous times throughout a run, perhaps almost every time the RNG is used, as is the case in many RPG TASes. I don't know what manipulating AI behaviour is classed under, but it should also go under luck manipulation imo because you are changing the programmed behavior into a more favourable one, it is still using an RNG or pseudo-RNG and therefore still subject to luck manipulation. At least, this is how I see it.
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Subtitles was a great touch for explaining what was going on at each stage of the run. Its an improvement and looks great, a yes vote from me
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Bats really does move fast through this game. Yes vote here.
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Actually it might not be as long as I thought. 100% run is completed, in a time of 7:17 minutes to final snag. For an any% run, I reckon a regular speedrun would be around 4:15 or less, considering I did make it in 4:23 to Evice in the 100% run. A TAS time would save a huge amount due to critical abuse, so I reckon a conservative estimate is about 3:30, but I'm guessing the huge amount of savings that critting for OHKOs might even push it below 3 hours. My speedrun also spent time to collect and buy items and did a few optional battles for various reasons, so that's another time saver. Some items will need to be got though, like Ethers and Elixirs for PP management, and a few Potions, but not at the number I used in my speedrun. Also, you'll have a higher level main Pokemon anyway considering you will be KOing the Shadow Pokemon rather than capturing, and will be able to solo many more battles. Soloing does get slower after a certain point though, but Feraligatr has the best start due to Mt Battle's forced visit having almost everything weak to water.
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Looks good overall, but I'm curious - is there any reason why you used two Max characters instead of someone else? I would have liked to see a bit more variety in the moves used, and I know each character has a different skill set.
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You probably forgot to consider the time added by the 'This is a tool-assisted speedrun' thing at the start of the video. Anyway, Nitro did hit the frame I thought would make a good screenshot, it covers most everything about this run - strategic use of Rolling Thunder, and the summon attacking in the right places. Might be better shots though
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upthorn wrote:
I have a couple of questions before I decide how to vote: 1) Is it really faster to get the levels for all of your summons? The bosses all go down pretty quickly, but the levels seem pretty out of the way. How much longer would each boss take if your summons were only at level 2 or 1? 2) What other summons (if any) are there in this game, and why don't you use them? 3) On the final boss, why don't you use the ball-of-fire summon at all? I'd think it'd be fastest to use that one until it dies, and then switch to ranged.
1) The levels up are annoyingly placed, but getting a level up for each of the summons I use is necessary. In Dragon Frye's case, it triples its damage potential, and without it I would never be able to beat the Stage 5 boss in the first phase in particular. DF's angle's shot from L2 onwards also allows me to hit the awkward head against Balder. For Ball-of-Fire, it greatly increases its durability to level it up. L1 BOF can't survive much at all. For Boomerang Lizard, again the damage is increased, and without it I could never beat the Stage 7 boss on phase 2, or kill Balder's heart faster, since the way the boomerangs attack allow for two kills on the heart in quick succession. 2) There is only one other summon, the Thunder Raven. Its attack is a full-screen blast that damages all enemies on screen, for 300 damage per level. The reason I don't use it is that it has the longest charge time between attacks, and its attack causes quite a bit of lag. 3) I did test BOF's effectiveness on the boss, but the fact that I have to be constantly facing away from the boss to use it makes it slower overall, since I can't add Alisia's attack to the mix. The exception is Rolling Thunder, which takes a while to charge up and means I miss several chances to kill the heart. (15 frames to kill with normal attacks, 32 for regeneration vs 213 frames between Rolling Thunder attacks) Also, even at L3, Ball-Of-Fire does take a lot of damage from Balder, and can die pretty quickly if used too much. Bear in mind BOF only does 100 damage per frame, which is helpful but if you consider Dragon Frye's 1500 damage/frame it pales in comparison
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Sorry to hear you aren't continuing to help, but thanks for all the work you have done so far, it has been immensely helpful. I'll be getting seriously back into this shortly, it is about time I got my hands dirty with planning anyway.
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Stage 7 is done, but I'm not gonna post it just yet. I'm most of the way through Stage 8, but Balder is being a pain. Ornah wasn't much to write home about though, once you know his pattern. His body is the main target- once that is dead, Balder is beat. However, it regenerates to max health every so often, and for the life of me I cannot figure a way to do enough damage (65535 HP) in time. So, in order to stop that I need to beat all his other parts, but only in a set order. First off, the right cannon and the head need to be beat before the other parts are vunerable, and the head is not easy to reach, requiring me to stand at a distance, fire normal Thunder attack and manipulate Dragon Frye attacks to hit it (Boomerang Lizard can also be used, but it won't do as much damage, even though it is easier to manipulate). Rolling Thunder gets 3 frames damage at most, so it is faster to attack with normal Thunder. Once the head and cannon are beat, Balder flies to the right side of the stage. Now the rest of his parts are vunerable, the left cannon and two legs have low health, and this just leaves the body itself. I'm not sure if all three remaining parts here have to be beat before the regeneration stops, but thankfully I can beat these parts a lot faster because I can actually reach them with Rolling Thunder. I'm going away for a couple of days, but once I'm back I can finish this pain in the rear off and finally call this done. Stay tuned! EDIT: So I've been working on this the past few days now, and I've come to discover the true nature of this abomination known as Balder. Not only does he look like a Lovecraftian wet dream as it is, he's also a glutton for punishment. There are six distinct parts, the right arm cannon, and the head, both of which must be destroyed before the rest of the parts are vunerable. Then there is the left arm, both legs and the heart. The body is also a target, but it regenerates constantly and bringing it to below 0 health doesn't kill Balder or impair him in any way. The way to kill him is to destroy the heart, no less than 25 times. Yes you read that right. The heart itself has a mere 256 health, which can be killed in one frame of L8 Rolling Thunder, 15 frames of normal Thunder, 6 frames of Boomerang Lizard's attack, and 1 frame of Dragon Frye's attack (3 frames of Ball-Of-Fire too, but I won't be using it here). 32 frames after the heart dies, it regenerates to full health, and then I need to kill it again. This makes optimising this fight a huge pain. Not only is Balder constantly moving, which makes him hard to hit on every frame (using normal attack sometimes hits the body, and there are the feathers that fall off that take a few frames of attack to beat), you can't stay in the optimal position for long without taking a heavy beating from his attacks, and the summons fare even worse. Thankfully, I do have a saving grace - I don't need to destroy the other parts besides the heart once the head and cannon is destroyed, but it would be a good idea to get the left arm and left leg out the way ASAP so it doesn't distract my regular attack. Boomerang Lizard has the fastest recharge and doesn't need incredibly careful positioning unlike Dragon Frye (but it still needs to be placed in a somewhat optimal position to be effective), so for this phase of the fight BL will be my summon of choice. I might have to use Dragon Frye to get rid of the left arm and leg though, which it can do in the second shot easily, but I'm having trouble positioning so the first shot can destroy all 3 parts (or at least the arm, since that is out of reach and has relatively high health). I know what I'm doing now, all I have to do now is do it.
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Looks good and an improvement, yes vote here.
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Stage 6 complete, and I'm ahead by another 84 frames, bringing the total improvement to 1404 frames. Much of the improvement comes from jumping into enemies rather than over and around them, and further improvements on jumps. Since my attack power is reduced, I lost 7 frames on the boss, but I'm still well ahead. Stage 6 v3: http://www.youtube.com/watch?v=TRDBOZ9ZizM GMV file: http://dehacked.2y.net/microstorage.php/info/367729137/AlisiaDragoon_WIP_Stage6_version3.gmv
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Well, the most annoying stage is out of the way, and I managed to improve it by a massive 755 frames, bringing the running total improvement to 1329 frames. What is more significant is that I only lost 3 frames to the boss with the reduced attack power, so I'm more confident now about L7 Thunder being enough to finish the last three stages fast enough. I manage to make more use of Alisia's health, by picking up both of the health potions that appear during the stage, and getting both of the floating potions in the second half of the stage. This allowed me to save a significant amount of time by taking damage from enemies and the flame jets. A fair bit of improvement also comes from optimising the jumps up the vertical walls. The boss was killed 3 frames slower, even with such a significant drop in attack power. This was partly accomplished by getting Dragon Frye to add an additional frame of damage with its second attack, although it did make manipulating the final attack more tricky because of the awkward positioning needed. Stage 5 v3: http://www.youtube.com/watch?v=UqFvrHoUrMk GMV file: http://dehacked.2y.net/microstorage.php/info/1495695273/AlisiaDragoon_WIP_Stage5_version3.gmv
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Thanks for the reply, those bear levels were the only parts I wasn't sure about. A yes vote from me, well done :-)
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It seems the cooldown between dashing on the bear riding levels is a bit longer than I remember, but then I've only played the PAL version which might be different. There also seems to be places (especially across ice patches) where dashing should be used more. Also is it not faster to dash/spin through the trellis barriers in Unbearable!, rather than high jump over them?
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I'm giving this a yes vote :-)
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Thanks for the confidence boost :-p As for Metropolis 2, I don't know if optimised, the same tactic could go sub-14 seconds in a TAS. It seems the counter was about to tick to 15 when stanski passes the checkpoint, and I doubt there is close to a full second of improvement.
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Toothache wrote:
Hate to tell you, but 0:14 in real time is the real record for this stage: http://speeddemosarchive.com/demo.pl?Sonic2/Sonic2_m2_014
marzojr wrote:
Felipe wrote: I discovered that the metropolis zone 2 can be passed in 27 sec 27 seconds? Try 14 seconds
Does anyone read my posts?
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Stage 4 complete, and I'm ahead by 29 frames in this stage, bringing the total improvement to nearly 9 seconds (519 frames). The improvements have come from optimising the jumps, especially those up the steep slopes where Alisia cannot walk up, and a faster boss kill by making more use of the blue fairy ability. Stage 4 v3: http://www.youtube.com/watch?v=afLuO2EqkUg GMV file: http://dehacked.2y.net/microstorage.php/info/939719723/AlisiaDragoon_WIP_Stage4_version3.gmv
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Stage 3 is now done, and I'm a massive 397 frames ahead of my old version. The majority of that time comes from beating the boss a heck of a lot sooner, on the first cycle in fact. I had to do a bit more summon switching, but it paid off in the long run. Dragon Frye helped with the furthest right and the middle part, Ball of Fire did the rest to the centre part while I charged a Rolling Thunder for the third part. I found a useful exploit too. When attacking with normal thunder, if you let go of B for 1 frame while attacking, 3 frames before the bar would normally go down, the bar remains at its current position, and doesn't have a chance to drop for another 32 frames, where I can repeat the same exploit to attack indefinitely. This also means I can get a Rolling Thunder charge a heck of a lot sooner if I need to attack then RT, and I make use of that between the first and third boss parts. Other improvements across the stage are as follows: - The first enemy on the hovering platform is killed faster - Quicker jump up to the Level Up for Boomerang Lizard - The long corridor of enemies is now beaten without any lag! - I don't get grabbed on the ascent to the Thunder Level Up - contrary to my earlier belief, I can save time by avoiding them - I kill the enemy just before the boss sooner - this triggers the boss I couldn't eliminate all the lag during the boss fight, but I did try to keep it to a minimum; however I did manage to eliminate lag across the stage, which saved a fair few frames. Stage 3 v3: http://www.youtube.com/watch?v=vEp92pyOXPk GMV file: http://dehacked.2y.net/microstorage.php/info/1938990940/AlisiaDragoon_WIP_Stage3_version3.gmv
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Solon wrote:
This may be a bit too complicated, but how about categories based on how often glitches are abused in addition to the severity of the glitches abused?
In addition to this, I propose a category that reads 'Selective glitches used', pertaining to TAS runs which omit certain glitches which would increase time. These sorts of runs are already in effect, but it would bring these sorts of runs under one category. These glitches are usually avoided because they make the run less entertaining to watch, so it adds to the entertainment factor too.
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Stage 2 is complete, and I'm 31 frames ahead in this stage alone, 93 total. Most of that came from reducing lag, and I managed to improve the timing of the boss and mini-boss kills. Using Boomerang Lizard is also a time saver, not only in the fact that switching to it is faster, but its attack doesn't cause any lag, unlike Thunder Raven. Interestingly, I also saved time by letting the game switch out Boomerang Lizard rather than doing it manually. It doesn't get switched back in at the start of Stage 3, so I don't waste time by allowing it either. Stage 2 v3: http://www.youtube.com/watch?v=ohNj5jiHzCs GMV file: http://dehacked.2y.net/microstorage.php/info/1698531834/AlisiaDragoon_WIP_Stage2_version3.gmv
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http://www.youtube.com/watch?v=1ol-kVQdxGY You might want to see how much this exploit can be used. It gets demonstrated a couple of times in this short video.
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Although I'm not as familiar with the Advance Wars series as other tactical games, this is definitely a well done TAS. Yes vote from me.
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