Posts for Ferret_Warlord

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Itstoearly wrote:
Also, when you are going to kill the dragon with the boy, and you drop down the tall latter near the main entrance, why do you land on the block first on the bottom screen and then drop again? Why not just drop all the way down the first time?
Walker, this is the ladder I'm talking about. You smack into that block almost every time, and even go to the left instead of right with Lyll, the girl, resulting in minor backtracking. Why not just go all the way to the right and miss the block altogether instead of smacking the ground numerous times?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Oh yeah, and 105,000 reloads? Goodness, the proportions almost double the S3K run! *before anyone tries and corrects me, notice I said "proportions"*
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Very nice. Couple of small concerns though. 1. You kill a bunch of enemies with no apparent rhyme or reason. What's the deal? 2. When falling down that big ladder at the entrance, instead of going all the way to the right and missing that block, you hesitate and smack right into it, sometimes bouncing twice as a result. Is there a reason for this? With the mother you could have equipped the wings at the last possible moment at that point and not bounce; it certainly would have saved a bit of time. 3. As Xenm, the fater, wouldn't it have been faster to enter the room with the mattock from the far right and bypass that ladder altogether? But this is a very nice run. Problematic, as you admitted, but definately worth publishing.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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My fourth post in a row... Come on, I need suggestions for 3-1! I just beat the 2-1 boss. Goy, was he a pain! The problem is the number of explosion sprites that are on the screen cause the game to slow down a bit, and when the game slows down, there are frames where input isn't accepted (I call these "dead frames"). This, as you could imagine, makes doing frame-by-frame precision stuff really hard, especially since things don't seem to go right even after adjusting for the dead frames. And some of the other bosses are going to be worse (I am dreading the next one!). But I beat him, and I beat him a bit faster than my last run. My brother is coming in today to visit for the holidays. I hope I can get him to set up a Filespace account that I can use, so you guys should be able to see my progress before Saturday. Frames: 8954, six frames short of 2:29 Reloads: 2156 Edit: Nevermind. I just tried him again with a different strategy that wouldn't cause so much lag. Not only was it much easier, but I cut 26 frames from the battle.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Hm. I'm finding it hard to nitpick this one, but I'll do my best anyway. In 2-2, you pause a few frames right before the second pit, as though you are waiting for the wind to kick in, yet you seem to cross that pit fine without it since it picks up only a couple of frames before you hit the wall. Is that there to prevent you from having to climb the wall a bit to position yourself to glitch through it? If so, how much faster is it? Either way, I'm voting yes. :D
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Progress Report: I have gotten all the way through 1-3 and beaten the boss, but I'll have to redo all that: I went back and cut an additional 20 frames out of the second boss fight, which was already significantly improved over my last version. I've also discovered a glitch that causes the graphics for the "mission intro" cut scene to disappear while the scene is still playing out. It's just a black screen with the music playing. Unfortunately it (a) doesn't work with all missions (b) isn't of any use and slows me down some. I'm liking how this is turning out so far, but it's going slooooooow. It doesn't help that FCEU likes to crash on me almost everytime I go out of pausing while I've slowed the game down. I don't think I'll be able to get this out before year's end. Stats: Frames: 4539, 21 frames short of exactly 1:16 Reloads: 1535, 256 more than the total for my first version, and I'm still in the first mission. Ai-yai-yai...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Actually, there is a stated objective for Cheetahmen II. Right from the intro: STOP DOCTOR MORBIS BEFORE ITS TOO LATE FOR THE CHEETAHMEN. It's just that the game let's you go only so far with it, and I completed it as far as it lets you carry it out, which is the defeat of the Ape Man. In fact, I think I may have ended it a little too early, but I'm not going to resubmit it just to add some frames to prevent the viewer from pausing the game before the Ape Man falls. In fact, if the only way you can slow the completion time down is if you pause the game, as is the case with the current Super Mario run, I wouldn't worry about it. But moving on... I'm working on version 3 of my G.I. Joe run. There is a cutscene I can skip after I beat the boss, but if I let it sit, it will go on by itself after about five seconds. Is the consensus here that I shouldn't bother skipping it like I planned to do with this run? It's not very exciting, just a panoramic picture of a mountain with some seizure inducing flashing meant to imitate a big explosion. I feel kind of guilty about setting off this whole debate...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Right now I'm at frame 2000. I'm about, oh, a second ahead of where I was at at this point in my last run, due in part to better jumping, but mainly because I cut out two pauses. I've done some testing on the gun power and I'm greatly confused. Things just aren't adding up the way they should be. There are two conclusions to be made with my tests: 1. Power increase is non-linear. It slows done the higher the number is. 2. The power is an abitralily assigned number based on certain qualities, and there are two classes of strength: weak and strong, strong being twice as powerful as weak. If only I had a decompiler and I could read NES ASM... Either way, I'm sticking with Rock & Roll. This game also has some wierd luck manipulation.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Actually, it never was officially released. The cart manufacturer was sitting on the cartridges for a few years until he decided to give them to some independent store owners. The ROM leaked soon thereafter.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Wow. The reaction here was nowhere near as positive as it was at the NES boards. :P Ah well.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Thanks! ;) That solidified it.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Very nice and very smooth. Just one concern. In 3-2, when going up to the next floor from the left, you climb the right side of the wall and glitch your way to the left. The problem is is that your leftward momentum is very slow there, and it wasn't when you pulled the same stunt later. It would also seem the traditional "walk to the other side" would be faster because of you would cover that ground faster. Is this as fast as you can get it? An answer will help me decide my vote. Glad you could get that song though. ;) Edit: The Act 1 boss is cloned as well. They are those lumbering idiots spread throughout the first level.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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What song are you shooting for?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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But those undecided videos, thus having more attention, would get out of limbo much quicker. We have some videos that date back to August. They shouldn't have been undecided that long.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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30 seconds in and I'm already approaching 600 reloads. Good grief, this is going to take a while... It seems that I can't go pacisfist on 3-1. Three enemies, walking around and shooting, with a bunch of missiles hunting me down would hold the game up a bit. What can I do to make that level more interesting?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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First of all, this should be at the FCEU board. Pause the emulation first by pressing the \ button. THEN you press the spacebar.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Does the "skip the axe" trick still work for this game? If so, you could cut a couple of seconds from 4-4.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Yes, actually, but I'm not quite familiar with them. Maybe a later run.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I'm going to be picking this project back up soon, probably tomorrow. I have yet to start on version 3 (the Cheetahmen II run was something to do in the interim, something to give me time to build up my patience to take another stab at it), although lately I've been perfecting techniques used and rehearsing some boss battles. Heck, I've made several videos showing these off! These are going to be the big differences: -Greater precision (I'm actually going to use the frame advance! w00t!) -More punches thrown between shots -A different route, and possibly strategy, for 4-2 -Skip four powerups in 6 -A smoother looking 3-1 -More punching instead of shooting to cut back on slowdown -Better handling of the Boar, both its attack and navigation -Better menus and cut scenes -End it a little later to handle one last cut scene I should be able to shave off an additional 15-20 seconds if I pull this off right.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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The no-fairy route in the Great Palace is, off the top of my head, Left, Right, Right, Left, Right, Down, based on where the path splits (Down refers to the hole you drop through).
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Emptyeye wrote:
Note that I don't know if there's potentially a way to make it over to (2) without Fairy, nor do I remember what was even over there.
The boss is over there.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I think it does one hit per frame, which may be too fast for the life gauge to keep up properly. Nothing special.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I'd like to see a four player run, but that might not be feasible.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I remember the second quest in this game being very different than the first. Strangely themed levels. An entire level underwater, castle and everything. One of Bowser's castles being open air. That kind of stuff.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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No. It calls Moe out so you can paint his shirt, giving you another mark for your goal. Just avoid him after doing so.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.