Posts for Bag_of_Magic_Food

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DeHackEd wrote:
If you want fewer deaths in the world, petition for driverless cars rather than the shutdown of nuclear power stations.
I wouldn't trust a car to a computer, except maybe if it's on rails
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Could you go for high scores at the same time as those other goals?
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Post subject: Re: Finnish election 2011
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Bisqwit wrote:
and they thus explicitly abandon that which to me is God's wisdom that is infinitely better-founded than what humans collectively can devise.
Think about it from an atheist's point of view: If humans invented God, then God's wisdom is just human wisdom in a different package, and thus it's not impossible that we could agree on some things, unless someone falls for extreme fundamentalism.
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Did I mention this one yet? Another subtle fix in Cosmic Spacehead I just noticed is that you can hold the A button while moving the cursor around, and it will continue to function in controlling Cosmic and selecting objects even though you haven't let go of the button. So it's more like you're "dragging" Cosmic around rather than picking point after point. It would have made this TAS much easier, I'll bet! Also, in some ports of the game, if you drag Cosmic slowly or in small increments, he won't get into his running animation and will appear to just slide along in his standing pose. Fun. Now, in playing through the game in other languages just for the heck of it, I noticed something cool. Of course translations will have to edit or remove jokes when they're based on language, but did you know that if you play Cosmic Spacehead on Genesis or Amiga in a language other than English, the graphic for the package of icing sugar is replaced by a large cube of ice? It had always been called as such, with a description like "It's frozen solid," but I like how they went to the effort of putting in an alternate graphic. The Genesis version is pretty cool actually, with the most advanced graphics and the most sound effects and not as many omissions as the Amiga version. The Amiga version is interesting too though, being largely similar to the Genesis one but sharing some traits with the IBM-PC version like tweaking the difficulty with only 3 password checkpoints in the entire game and requiring 15 candies to gain an extra life rather than 10. I think Cosmic also runs faster on Amiga, the way he does in the PAL NES version, except he doesn't jump higher like in most other versions. The Genesis version seems to have neither the higher jump nor the faster run, although it's still pretty easy with being able to change direction mid-air. Oh, so, a new TAS? I don't think I'll be making one, but if someone feels braver about messing with luck manipulation and car acceleration in the last half of the game, I would like to see that improvement! Right now I'm just writing more notes in case anyone ever needs an article about Cosmic Spacehead and its development... Some more updates: I played the NES version some more this weekend, and I found a few more glitches. I discovered that Linus can use the blowpipe before he's picked it up, and even if he can't reach it! Just stand underneath and hit Use on it, and Linus will pull out a second blowpipe and blow. Of course the game isn't fooled enough to actually put the blowpipe into your inventory after this, so it's probably useless. I think there just isn't any checking done whether those platforming tools are in Linus's reach when Use is used, but they don't go anywhere if they didn't come out of the inventory. Interestingly, all the platforming tools can't be Used on other objects in the hub; the Use command immediately gives a failure message instead. Also I found more weird entrances. In the camera shop, if you move Linus to the edge of the room and choose Use Door, then he will hit the edge of the doorway and fade out the area immediately instead of running all the way to wherever you clicked. I don't think that's useful at all because Linus is already in front of the door. But I found something better at Cape Carnival: Run all the way to the T-shaped post that triggers the "Hey, bud..." message, then choose Use Secret Tunnel. Linus will immediately enter the tunnel after a single step! I don't know yet if this saves time, since Linus has to run almost as far from the attendant after the race as he would to the tunnel, but it's definitely worth checking. There's more: You can exit the post office immediately from the left edge of the screen! You could also do this with the barriers at the border, but you don't really have any reason to. Oh, and none of these places work in Cosmic Spacehead. So this was the glitch that Cosmic Spacehead fixed that was causing the different behavior at the Formica City wall. Then when I got to the space station, I started playing around with leaning against walls before picking up items, and Linus would pick up the item before reaching it, and once I got Linus to pull out a blowpipe while running over the blowpipe, but nothing too special. But then, in sector No. 3, I realized something simple: After crossing my bridge, I could just pick it up right away, because I could reach it from the other side, and I didn't need to cross the bridge again in that room. Sheesh, why didn't anybody remind me that I didn't have to go back for that bridge? Linus Spacehead fans are slacking! I don't care how cool you thought that glitch was, there was NO REASON for me to be such a dummy about that! Maybe there'll be a new TAS after all...
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Dada wrote:
Are you going to reupload any of these? I think it's probably okay to do so even if the authors are absent. In part because I don't think you can even see who uploaded the videos.
I don't know, right now I'm not really comfortable using my account to upload other people's work whole, at least without putting my own "spin" on it. Maybe I'll make my own walkthrough of a ZX Spectrum game like that!
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There are applications out there that let you download embedded videos like that, I know, so if you can view a video, you should be able to download it somehow.
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Post subject: Re: Cleaning up game naming
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Nach wrote:
Although I would deviate if the box is covered in so much art that you can't make heads or tails out of the proper name.
And is it "Super 3D Noah's Ark" or "Super Noah's Ark 3D"?
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Oh man, so all those videos are going to just disappear if their owners don't take care of them and upload them somewhere else? Yeah, I can only imagine how many good game play-throughs we're going to lose, for one thing. Just the other day I discovered that Slightly Magic has a walkthrough on Google Videos!
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That reminds me, does anyone know what "LXXX XXXXT.nsf" is? You see it in game music collections everywhere, but I don't think that's the name of a real game...
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Oh LOL, another CodeMasters game. I think this is one of those games that looks a lot cooler in preview clips than it actually plays. The TAS is looking good so far though, nice and fast-paced! But you too forgot the CodeMasters logo skip! That's where you can push Reset sometime in the first second--I just tested, seems to be 43 frames in--and the next time the logo comes in, you can clear it with Start a lot sooner.
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...Can you run it on NESBot?
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All right, okay, since I've made all these long posts in a row without anyone popping in to discuss, I figured what I was missing was a video showing how all this was going to work. So since I wanted to make a video of the Big 6 collection anyway, I recorded the speedrun route on that! Part 1 Part 2 Part 3 It's not savestate-assisted, and the Amiga version does have a few minor differences like removing a few spiders and placing a few stars a little closer in reach, but this should give you a rough idea of how the game flows with the route I pictured. Even if I did run the game 20% too fast, a TAS should finish in less than 42 minutes for sure! Now does anyone have any thoughts on what part of the game plan still needs work?
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I was thinking about being rude but I would just get deleted!
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Uncle Frank, is this a joke?
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Is it, you just push Start while sliding?
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I remember Kabuto raised concerns about this and a few other issues regarding Commodore 64 games. Crackers can make you have to wait through an obnoxious intro and clear a cheat menu, and even beyond that might possibly introduce or remove bugs or change some timing ever so slightly so that a barely-impossible trick becomes possible. Plus with tape-loading games you have variances in how much loading delay was transferred... But in the interest of getting as many good games on the TAS scene as possible, I think we could consider relaxing the "ROM must be good" rule in cases where it would be practically impossible to locate a non-cracked non-degraded copy of the original game. Perhaps the community could examine all the available copies before starting a TAS and come to an agreement on the cleanest one. It may not be 100% authentic, but what is?
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I think I'm closer to having the treehouse routes worked out, or at least I've gotten a few more ideas. I was thinking about how starting the second trip into the village with a full load of 3 items is rather limiting because I can't also grab the rope to carry it up to work on Dylan's floor early or go in for GrandDizzy's door key first because I would have to leave something behind and go all the way back for it. So at some point I thought, well, why not go into the meeting hall on the first trip, when I'm not carrying so much? If I've also got Denzil's elevator key, I could start that elevator, then lay GrandDizzy's door key on the path beside the bundle of straw for later. I also thought about splitting up the Daisy's house circle route so that I grab Denzil's door key right away after killing the plant and turn back to continue up the path to the meeting hall. Then I could start Denzil's elevator, open Denzil's house, and drop GrandDizzy's door key beside the straw, all on that first trip. This means that when I come back with that load of 3 items, I can swap the match for GrandDizzy's door key, go up and get the dragon egg, grab the straw and match, enter Denzil's house and drop the egg for just a moment to free Denzil, then pick up the egg and the flippers. This means that I would never have to backtrack to another stop at the meeting hall area for anything! Although I think I did mention that if I never cross that path a little to the left of the meeting hall, then I would have to make a slight detour for the star beside it, just like the two between Prince Clumsy and the ground elevator key. And a tip for speedrunners: Make sure you memorize which areas have a star hanging out beyond the point where you would stop and turn around, or with tool assistance, just remember to check if there's such a star and then load before you move on with recording. Now, that route idea leads me to something else I discovered you can do with Denzil's elevator. If you're coming over there from Denzil's house and jump off the very edge of that top ledge to the right, the elevator will start to drop as you fall, but once it's scrolled off the screen, it will freeze in place. This means that once you re-enter Denzil's floor from just to the left of the elevator, it will still be in mid-fall, and you have just barely enough time to squeeze under it and fall onto Daisy's house, if your pixel positioning was correct beforehand. So that's another way to start the Daisy's house circle right from Daisy's house that's already set up by how I want to exit the treehouse village with the dragon egg and flippers. Only, if you already went for Denzil's house key and the star beside it earlier, then you might just backtrack up the same ramp you went down to get that one star on the edge. Or, maybe just scratch that whole idea, take Daisy's door key down the regular way at some point, and jump for the star on the far right on that top ledge on Dizzy's floor to enter the circle. Although it seems you always get fall-stunned by this, you would no longer have to backtrack for Denzil's door key and that star beside it. I used to think it was no good to end a village route at Daisy's house because the idea is to leave Denzil's and Dozy's door keys on the main path, but if we're only picking up Dozy's door key while only carrying the two items, flippers and egg, then it might be feasible to drop Dozy's door key somewhere above the mine, so that after collecting the cymbals, we could grab Dozy's door key again on the way back to the village. (Really there's a lot of viable ways to do the Daisy's house segment, so someone may just have to try them all and sort out the fastest times.) But if that doesn't work out, then with this new plan we could still save the visit to Daisy's house until the third visit, carrying the aqualung and rope to do a four-way swap three times to get Daisy's key at the ready quickly, and I think either way the final order for the start of the trip up the trees would be cymbals, Dozy's door key, and rope (or as I will now state using all-caps and arrows, ROPE->DOZY'S_DOOR_KEY->CYMBALS), and I think I'm forming a decent plan for this next part. Do another triple four-way swap on Dylan's elevator key to get DOZY'S_DOOR_KEY->CYMBALS->DYLAN'S_ELEVATOR_KEY, leaving the rope behind. Use the elevator key, drop the cymbals and Dozy's door key underneath the hook, and drop down to collect the stars and the heavy weight. Now drop down to the right to recollect the rope, then run back up to the left and drop the weight in front of Dylan's door. Continue to the left and up around to collect Dylan's door key and do that fall-through-the-elevator trick I described to fall past GrandDizzy's floor and get Dora's door key, after which your inventory should be DORA'S_DOOR_KEY->DYLAN'S_DOOR_KEY->ROPE. (Actually I'm starting to doubt the efficiency of dropping floors twice; we should check if just backtracking for Dora's door key after collecting the rope with the weight would be faster.) If we continue on from there, we'll rotate the inventory a couple of times to insert Dylan's key into his door, ending with ROPE->WEIGHT->DORA'S_DOOR_KEY. After raiding Dylan's house of its stars, we take everything up to Dora's house, use the door key, set the weight off to the right of the door, and set the rope off to the left of the door. Grab Dora, then the weight, then go back to the right and grab Dozy's door key from under the hook. Then back up a bit and rotate over the cymbals twice so the weight gets used and we have DORA->CYMBALS->DOZY'S_DOOR_KEY. Awaken Dozy to receive his rug, get the stars inside and outside his house, and from the star to the left of the house, drop down to Dora's house. Actually if you step back down to the right from the ledge with the star, then when you fall down to the left you won't get stunned, and you should end up close enough to the rope too, so that might be the way to go. (A slight variant of the preceding two paragraphs I was going to propose was to drop and pick up the rope after grabbing Dora's door key, so that when you open Dylan's house, you have the rope before the weight and can set the rope outside Dora's house without having to drop the weight first. However, you would then have to drop Dora beside Dozy's door to use his key in it, then pick up Dora again before going in so that she's at the front of the line before you pick up the rug, so once again I'm not at all sure what the difference would be, good or bad.) So now we have ROPE->RUG->DORA. Continue to fall to the left, collecting the star directly above GrandDizzy's elevator, and then kissing the prince will give us CROSSBOW->ROPE->RUG. Since the rug isn't immediately useful in Keldor Town, set that outside the entrance to Bridge Street when we get to the right side of Castle Street. Go to the pirate ship and get WHEEL->CROSSBOW->ROPE. We need both those latest two items at the castle, but we can at least rotate once on the way there to get RUG->WHEEL->CROSSBOW. Then set the crossbow down in front of the castle entrance, use the winch wheel, and pick the crossbow back up while the gate's opening. Inside we'll get the bridge kit, which gives us BRIDGE_KIT->CROSSBOW->RUG. Make that little trip back to the rope we left behind, and two swaps gives RUG->ROPE->BRIDGE_KIT. So the bridge kit is all ready to use in the graveyard, but since we'll want to use the prize at the end of the bridge first thing next, I would set down the rope and rug while crossing the bridge, then pick up everything in reverse order while turning back, leaving us with ROPE->RUG->SKULL_ELEVATOR_KEY. Otherwise, not only would it take 4 extra grabs to get the elevator key in while standing on the elevator, but it would take another 2 extra grabs to use the rug because the rope would be in front of it again. Anyway you do want to think about how to minimize item grabs, as each such action costs 45 frames. As Dizzy mainly walks at 2 pixels per frame, he could have covered 90 pixels in that time. Maybe it's a few pixels less because of the acceleration frames... or, would it be more? Eh, whatever, let's just say it's approximately 11 log-lengths. As I write this post I'm testing out the frame-by-frame movement basics. Something I noticed while positioning Dizzy is that pushing Left for just one frame from a standstill will cause Dizzy to move a total of 4 pixels to the left, but pushing Right for just one frame will cause him to move only 3 pixels to the right. So alternating taps of both directions with time in between for Dizzy to stop will cause him to travel a net distance of 1 pixel to the left. I think what's going on is that Dizzy must move for 3 frames in a row, and starting a leftward walk from a standstill has a different start-up pattern: 1, 2, 1, 1, 2, 1, then 2 pixels every frame until you stop again, whereas if you push Right from a standstill, the start-up pattern is 1, 1, 1, 1, 2, 1, then all 2s. If you press Left while already walking to the right, the start-up pattern becomes 1, 1, 1, 2, 1, then all 2s, or that last pattern minus the first 1, I think. What "Dizzy must move for 3 frames" really seems to mean is that once Dizzy starts walking, the game will only detect D-pad input--or the lack thereof--on every 3rd frame until Dizzy stops moving again. So you could tap the direction button at 20 Hz, and it would have the same effect as holding it continuously. The game also only accepts the C (jump) button on those same 3rd frames, but accepts the B (grab) button 2 frames after those frames--that is, the frame before the one on which you could control Dizzy's next move.
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Well, I kept thinking about ways to work in the trip to Daisy's house, where basically you have to go in some kind of circle: You could walk down the path like normal and collect Denzil's door key and then up to Daisy's house for Dozy's door key and step off to the left onto the higher path, only backtracking for that star behind the spider on your right then. Or you could start with that star, jump down from there and turn back just a moment to grab Denzil's door key and the star before going up to Daisy's. Or you could even go for just Denzil's door key once and turn back, making it a separate trip from Daisy's house. But while working on this I discovered it is possible to drop from Denzil's floor onto Daisy's house! It's the same trick as with Dylan's elevator, only it takes a bit longer to set up. What you do is start the elevator so it goes to the top, then run to the left so it stays there. Keep running to the left for a while so that you descend across two floors. Run back to the right, pass the meeting hall, and continue up the next ramp. Jump at just the right spot before you hit the screen transition, and you can hit the gap before the elevator gets there and fall through onto the floor of Daisy's house! You actually land on a spider, but no biggie. So, if we go with the route where we not only kill the plant before leaving the village, but also carry Denzil's elevator key further up the path, we could go all the way and use it in the elevator, then run all the way to the left past Denzil's house to exit the village. When we come back with the match, GrandDizzy elevator key, and mushroom, we could drop those while grabbing Daisy's door key, and the elevator will be all set up for Dizzy to fall through. Then we basically do the circle with grabbing Dozy's and Denzil's door keys, but in reverse of normal. I'm still not sure how much time that would save, though, and I keep going back and forth on whether I want to help Denzil or GrandDizzy first. If I help Denzil first, I could leave Dozy's door key and the flippers near his house to pick up later; the golden egg would be the first thing to drop if I pick up the flippers after. But it does mean taking a little detour past the house to grab the straw. If I head for GrandDizzy first, then I guess I don't have as many items to swap out as I just have to go for his house key, or if Daisy's house is saved until this second trip, then when I swap things out the match will be near Denzil's elevator when I come back to help him, and I could carry the straw toward Denzil's house while returning with the egg. But I think with the Daisy's house trick it could mess up the item swaps for GrandDizzy's house I was planning, and if I originally left the village by passing Denzil's house and pass Denzil's house again after GrandDizzy's to bring back the straw or to get to the match more easily, then that means that I never pass through the area to the left of the meeting hall, which means that I never get the star to the left of the meeting hall except by a detour after grabbing GrandDizzy's door key. Another weakness in the whole idea that I only exit the village by jumping off is that I never cross the path between Prince Clumsy and the ground elevator key, so I would have to collect the stars between them with a little detour after each. I don't know, I'm confusing myself again. Maybe mixing the trips to Denzil's and GrandDizzy's houses would work better, like carry 1 or 2 items to each on one trip, then come back for the rest. Or maybe we could even move the stop at GrandDizzy's for a different trip through the village altogether. I mean I'm still willing to consider the alternative opener of going to the right for GrandDizzy's stuff and getting the dragon egg right away that way, then maybe the egg, dynamite, and winch handle could all be taken off the pirate ship together? Or maybe hopping off from GrandDizzy's house to the right would flow better into working on the top floors, except I would have to figure out how to avoid the problem of having 4 objects to bring down then, maybe use the rope to pull Dylan's house key down early or something. I also briefly entertained the idea of grabbing the large coin on the first trip to Carber Bay, since there's room in the inventory for that, but there's not really any point when you'll just have to revisit that area with the flippers later, and it messes up the item swaps I had planned. At least I'm starting to see that the best way to collect the stars in the bay is the go for the ones in the alcoves when you're carrying the match across, then with the flippers go for the stars underneath the islands, then with the coin go for the stars above the islands and on the water's surface. But while practicing these routes, I lucked out into something cool. See, if you stand in this exact spot in front of the cauldron when you put in the ingredients: Then the ingredients will pop in immediately, without Dizzy having to toss them first, and the full bottle will pop into Dizzy's inventory instantly too! I suppose this has a similar basis to that "MegaMan 4 power absorption" trick, where the game wants to arc the objects over to some center location, but gets confused and skips something when the objects are already centered. I started thinking about where else this idea could be used to skip a throwing animation, but most of the times Dizzy throws something it's to a character who would knock him back before he could get centered inside them, except... The shopkeeper! Yeahhh, immediate bean! One thing to consider with these tricks is that they may require "subpixel" placement to work--well, since Dizzy moves at 2 pixels per frame most of the time, it's probably just pixel placement. See, there appears to be an element of luck involved in certain maneuvers, like when Dizzy walks off a step, he may or may not grab the star hanging in front of him, and when Dizzy steps off onto an elevator-width gap, he may fall through or he may step across to the other side, so I'm guessing it has to do with whether Dizzy was standing on "even" or "odd" pixels beforehand. Occasionally you could use a wall-bump to switch Dizzy from odd frames to even frames, but with frame advance you can see there's the briefest period of acceleration where Dizzy only gains 1 pixel per frame, so I think some kind of start-and-stop trick would probably be the best way to fix your position. Yeah, this'll take some more study, figuring out how Dizzy's speed works and the minimum number pixels he will travel with one step.
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All right, on a couple of sleepless nights I started mulling over possibilities for a speedrun route, and I think I've got at least parts of a good route worked out. At first I was thinking about going to the bay early to get the match, and about how to manage a trip in and out of the mine. And I tried to keep in mind some things: There are 7 objects to be taken to the site of Zaks' cloud castle, which means at least 3 trips to that site are required as well as at least 2 trips to the castle proper. In order of use, these items are the shamrock to move the leprechaun, the bean to grow the giant stalk, the winch handle to open the portcullis, the bucket of water to put out the fire, the skull elevator key, the carpet for the nail bed, and the rope to swing to the last corner of the castle. Now, that same rope has 3 required uses altogether: Once to get Dylan's house key, once to get to the trolls' castle's portcullis winch wheel on the pirate ship, and finally in Zaks' castle. Yes, you need to get into Dylan's house even if you don't want to pay for the bean with his cow, because the house contains 2 stars you need. You also need to get kicked off the pirate ship by Captain Blackheart at least once to collect the stars in the pit, and you need to ride the mine cart at least once to collect the stars on the tracks plus the grave-digging spade at the end--so don't ride the cart with 3 items if you intend to collect that spade. The ride is long enough I think it should only be ridden once anyway. I also came up with a few techniques or tips for speeding up play. For one thing, carrying 3 items can be helpful when you're ready to pick up one item and drop another that you no longer need, because Dizzy will grab and drop in the same action in this situation. Sometimes I worry about something like "But this aqualung isn't close enough to where I need to use it again," but then I remember that if I'm doubling back over that same path anyway, I'll be able to pick up that object in the same amount of time no matter where I dropped it. I'm also looking into ways to optimize the treehouse complex, because that's the roughest part of my plans right now, being so complicated and full of key-juggling. I used to think "Oh, the rope saves me from having to use that elevator key!", but the thing is, an elevator key gets used up, while the rope will stay in my inventory using up space that could have been used to transport a third object. That's also why I think it's a bad idea to get Dylan's cow, because it means running around with that cage and trying to get Pogie to show up on your path at the right time, whereas collecting the coin is easily done while just crossing the bay or collecting its stars. It's also important to know the quickest ways to get back down from the village after you've collected everything you want from it. In some places you want to step down from floor to floor to keep Dizzy from getting stunned by the fall height; in others you may want to jump as far as you can so that you bypass the remaining floors completely and only get stunned once at the end rather than at stops in between. Oh yeah, and transitions to new areas are kinda long in this version, so look for ways you can avoid unnecessarily bumping into the next room when it would waste time, using trick jumps or whatever. So as I apparently posted three months ago, I decided it would be a good idea to go straight for Blackheart's ship first. Well, maybe some preliminary work is needed before leaving the village, since I plan to re-enter it from the right with a full load of items. So maybe bring Denzil's elevator key to the junction near the carnivorous plant along with the plank, grab the ground elevator key, use the plank, grab the weedkiller, turn on the ground elevator, and kill the plant--possibly with Denzil's elevator key in hand again to place it further along, because I was thinking you could open up Daisy's and/or Denzil's houses then, and then leave the village to the left as you pass Denzil's house or the meeting hall, so that you collect a star in the area where you can use a rope but I may not use it there. (It's just a shame it appears to be impossible to drop directly from Denzil's floor to Daisy's house in this version because of Dizzy's constant high speed, as that would have been a nice shortcut after grabbing Daisy's door key.) Now we're heading for the ship with an empty inventory. I don't want to bring the rope just yet because the items on the way get used right after they're picked up, so bringing anything would cause a lot more inventory cycling. So we use the meat, use the bag of coins, pick up the rum barrel and crowbar and use the barrel to get onto the ship. Raid the decks of the ship, collecting all their stars, the dynamite, and the cloud castle winch handle with the use of the crowbar. Then do the bubble pit, whatever it takes to manipulate the right bubbles to get you to all the stars and to the top quickly, and end up on the little island at Carber Bay with the dynamite and winch handle in hand. Exchange the dynamite for the pickaxe on the nearby beach, grab the aqualung, and take a leap into the bay. Use the pickaxe and grab the treasure chest; if you have the items arranged a certain way I imagined, you could swap the winch handle for the chest in a single move, use the pickaxe, jump onto the ship again to reclaim the handle, and ride the next bubble up. Then you should be all ready to exchange the aqualung for the bag of salt, use the chest, use the salt (but have to cycle the handle an extra time, sorry), and exchange the winch handle for the matchstick. Not only does this get us what we need to save Denzil, it also leaves the cloud castle's winch handle almost exactly where we'll need to grab it from next, near the leprechaun! So that's going to make this a 1/3/3 delivery of the 7 items rather than a 3/2/2 distribution as I had expected before. So grab the aqualung again to take the match back across the bay. (How does it stay dry?) Take the dynamite, exchange the aqualung for the machine wrench, exchange the dynamite for the mushroom, use the wrench on the elevator control machine, and grab GrandDizzy's elevator key. And that's everything we need to take back to the village except for Dozy's cymbals! And again I'm hazy on the exact order to do the next steps in the village. I know we're here to get the dragon egg from GrandDizzy and the flippers from Denzil, but we have to stop by the meeting hall sometime for GrandDizzy's door key, which means setting down the match so that we can unlock GrandDizzy's elevator and house and bring the first medicine ingredient in one trip, so we'll have to backtrack down one floor to grab the match again to free Denzil. Or we could do it vice-versa, drop the stuff for GrandDizzy in front of the meeting hall, free Denzil, then come back for GrandDizzy's stuff as we drop off the flippers. Also, I'm thinking I want to do something like bring Dora's door key up the path as I'm working on delivering the stuff to GrandDizzy's house, because I want to leave Dylan's, Dora's, and Dozy's floors for the final trip since I've got enough stuff to cart around on this trip already, but I realized rather late that my plan for that trip involves carrying 4 objects up to that part of the treehouse complex: The rope, Dozy's door key, Dora's door key, and the cymbals. So what I thought I might do is, since I need to backtrack for one last GrandDizzy item after activating the elevator anyway, I would drop down from that elevator to land on Dora's door key, carry it over and swap it with the magical star plant so that it's a little closer when I need to go back for it. Heck, I might not even activate the elevator the first time I stand on it; I could drop the mushroom on it, and use the 3-for-1 swaps to get the elevator key in while hanging onto the 3 other items I bring there. However it's done, the end result is that we leave the treehouse village to the right with the golden dragon egg and flippers for swimming in hand, and we're shortly getting to the part I thought was inspired enough that I decided to try to figure the rest of the plan out. Drop the dragon egg at the mine entrance, pick up the aqualung, and do a circular sweep of Carber Bay, collecting the rest of the stars and the large gold coin. Go back and exchange the flippers and the aqualung for the dynamite and the dragon egg and enter the diamond mine. Drop the coin at the junction where the mine cart is to the left. Pick up the bridge-builder's axe, use the dynamite and egg to get the gold shamrock, come back and exchange the axe for the coin. Now you'll enter the mine's railway with the shamrock and coin in your possession, collecting all the stars and reaching the final exit to receive the grave-digger's spade. Drop the shamrock, take the coin to the first tunnel to the right, and give it to the shopkeeper for the magic bean. I didn't see any stars in the far tunnel or to the right of that tunnel on either street in this version, so you should be able to use the near tunnel every time. Go back for your shamrock and into the graveyard. Dig up the hole and come out with a bucket filled with water; you could drop your bean and shamrock outside first, but the "3-for-1 swap" might be faster. If you grab the trampette first to minimize item cycling, then you have to drop off the bucket's platform an extra time to fill it, so I'm not really sure what's fastest yet. One nice thing is that you can see when the water has entered the bucket immediately because your score increases for doing it. Make your way through the graveyard to see Shamus the leprechaun, drop the bucket of water for a moment, give him the shamrock, and plant the bean. Now go a little to the left for the portcullis winch handle we left, grab the bucket again, and now we're ready to enter Zaks' castle for the first time! The order of objects works out too: Open the door with the handle, use the bucket on the fireplace, grab all the stars in that region of the castle, and then it's time to backtrack out of there until we collect some more items. Since I plan to go to the left from here, you can save the far-left clouds with stars on them until you're ready to fall back down. I think we'll have to just double-back from the far-right cloud with a star at some point, though. See, you can use the mine exit on the right beach to re-enter the mine now, and that puts us right near that axe we left. Take it out the top of the mine, grab the aqualung, and go down that bridge to get that pair of cymbals. Then comes the treehouse village item-juggling that I'm still not sure about... The current idea is that I would end up with Dora the frog, the thick rug, the rope, and all the remaining stars in the village, including the ones in Dylan's house. This might even be the first time we grab the rope. Ah, but it's starting to come together as I type this. See, I discovered that not only can I drop beneath the bottom of Dylan's elevator if I'm quick enough, but I could even manage to turn around and start falling to the right from there. That would be a fairly quick way to get back to Dora's house key, which I had planned to leave in the original location of the star plant. So let's say we start by going up past that part with the pair of cymbals, the rope, and Dozy's door key. Swap one of the non-rope items with Dylan's elevator key and start the elevator (so it won't be stuck at the bottom later, for one thing). While we're here, we might as well go to the right to drop down and collect the one-ton weight. Drop everything but the rope in front of Dylan's house, go to the left, and swing over to get his house key. Fall through the elevator with that special technique I mentioned, go back for Dora's door key, go back up and collect whatever you left in place of Dylan's elevator key. Take the stuff for Dozy--weight, door key, and cymbals--up to his house to get his carpet, then come back for Dora's door key and the rope and grab Dora. I think we want to leave to the left to kiss the prince and re-enter the town, so you could probably walk off from Dora's floor and collect the star above GrandDizzy's house so you're not backtracking from it when you get Dylan's door key, then jump the rest of the way down from there. But as I think about it, there are other ways you could arrange that scenario. You could swap something for Dora's door key when you first pass it on your way to Dylan's floor, so that you could take it to Dora's house first thing, and later drop from Dozy's floor to the left side of Dora's floor for a quicker exit. Someone will have to play around with this to find out the best way. Anyway, after meeting with Prince Clumsy, we'll have a rug, a rope, and a crossbow. For a while I was thinking the rug could be taken across the bay on another trip with the flippers, but then I decided it could be weaseled into this next procedure. Take everything to the left into Keldor Town, but leave the carpet beside the first tunnel to Bridge Street. Enter the first tunnel to Dock Street instead so you can board the pirate ship again. Use the rope to swing across the rigging to reach the portcullis winch wheel. Now, we've added another item, but we still need the rope for later, so that's why I left an item behind. We'll have to continue to leave it there until we use the winch wheel and the crossbow to get into the Keldor castle and come out with the bridge kit. Yeah, so that means doubling back across two streets and tunnels to pick up the rug again. In practice the backtracking turned out to be a little longer than I had hoped, but hey, other plans have had worse! The idea is that we take these three items to the graveyard, use the bridge to get the elevator key, and then we finally have our key, rug, and rope we need to complete Zaks' castle, if after a bit of unavoidable item cycling. So you see where including the rug can mess up the plan a little, but it's still not bad, right? I watched Ununoctium's speedrun again today, only to find that it followed a completely different route than I had dreamed up. Two minecart trips? Really? Well, maybe working on this TAS route will also be beneficial for someone looking for a new unassisted run route. I am starting to think the Genesis version may make for the nicest run after all, just because you can get through it so quickly. Please speak up if you have any new ideas or can fix any flaws in my ideas, maybe help me flesh out the treehouse routes a little better.
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Maybe it would help if instead of "Using continues", we use a term like "Feeding coins mid-game".
put yourself in my rocketpack if that poochie is one outrageous dude
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What is SteelSeries? What are you trying to sign us up for doing?
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moozooh wrote:
I'm not, and was not, considering continues as a way to beat anything, period. Fast, good, doesn't matter. I've got a game over, that doesn't change, the fact that I buy myself a way to continue playing doesn't change the fact that I've got a game over.
But if you can continue playing, then the game was not really over, was it? The phrase "Game over" was a lie!
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AnS wrote:
And theoretically it's possible to completely disregard Reset button (just return from the reset subroutine to next frame iteration), although it would look strange - player pushes Reset and game freezes, player releases Reset and game continues.
"Hey kids, we put in an extra pause button for you!"
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Assuming assumptions is the only way to get ahead in life!
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But you're supposed to push in the Reset button along with the Power button to help make the battery saves work, so I think it does make a difference!
put yourself in my rocketpack if that poochie is one outrageous dude