Posts for FreezerBurns

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Joined: 5/27/2008
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Regardless of the final decision, the run does need author's comments(or at least someone typing comments for it, as it appears English isn't his first language).
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Joined: 5/27/2008
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This is one of those annoying times where I like the run, but it is an arbitrary distinction on what glitches are used and what aren't. Abstaining from voting, despite the run being nicely entertaining.
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klmz wrote:
Boss Rush runs have the problem with goal definitions (realtime? Lv99? OoB into BR? OoB within BR?), and one can even get a ridiculously low time record with memory corruption....
I'd think that the time would be based on frames anyway, rather than ingame clock. Also, doesn't the Castlevania series match you to a certain level on boss rushes, for the sake of comparative times?
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IsraeliRD wrote:
and can anyone guess what happened with the penultimate boss's health bar?
You were still in range of the previous boss, so both health bars were being shown. Even though the one you were attacking was losing health, there was another health bar there, so it wouldn't look like it was decreasing.
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reflect wrote:
Would love to see something like that.. though it's hard to pinpoint an exact point where the game is "complete," but that can be figured out.
Depends on if you define it as using the expected route, or just As Fast As Possible. Expected route means no Lavos fighting until after the Undersea Palace, AFAP means as soon as you're ready, use the bucket. Or just 100%, meaning go through Undersea Palace, plus the optional quests after that.
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Soma's little dance of stabbing the air and hopping around is oddly mesmerizing. Also, you get a cookie* for making such improvements on an already awesome run. Keep it up!(*Cookie must be purchased by the runner. You are, however, entitled to eat it guilt free, and brag about it to all your overweight friends)
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Kerio wrote:
Shortest input is what other TASes are pretty much doing right now - the only difference would be that "no input" is not a valid input - it makes sense if you consider each input from the player as a "frame".
Yeah, since nothing happens when there's no input in Nethack, it seems silly to count it in terms of frames. Per keystroke seems best here(perhaps per-command(which would make a difference for extended commands like #enhance)), but since there's no advantage to increased frames, why bother putting the goal in terms of frames?
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Derakon wrote:
Are there bugs that will let you skip 90% of the game, like in PoR? The PoR TAS, if I recall correctly, only had to fight two bosses, and was at an appropriate level for one of them; thus, there was only one really long dragged-out fight. Givenr OoE's structure, I don't think such a massive game skip would be possible (though I could of course be wrong).
No, they've already gone checking. The best they managed to find was a bug that let you get another ability out of accessories, nothing related to movement like with earlier Castlevanias.
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Posts: 57
Foone wrote:
Besides the whole "is this one game or one-third of a game?" issue
Well, answer the simple question: Do episodes 2 and 3 run from the same .exe as episode 1? If yes, then put them all in a contiguous run. If no, then separate runs.
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If you did BwBMR, would you be doing the actual level, or just leaving once you came in?(IPJ up to the right boundary of the level, there's a secret passage leading underground to the actual level) For that matter, would all levels be just "enter and exit asap", or would you play the levels to their proper conclusion?
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Ugg. You're really going to want to find those addresses, given the awkwardness of pogoing. If I recall, Impossible Pogo Jump(Jump and Pogo in rapid succession + Left or Right) gives you a boost to X momentum, though given it sends you flying, not useful for spamming. As for uphill, I don't recall entirely, but I think hitting an uphill with the pogo slows you, so you'd want to start pogoing up the hill, then land on your feet and pogo launch again until you reach the top.
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Question on your Bloogfoods route: Couldn't you just pogo up to that top ledge, run across, and grab the sandwich? Seems like it'd take less time than going across, all the way down, and IBT all the way back up.
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Joined: 5/27/2008
Posts: 57
Serris wrote:
How do you get on Eligor's back? I can't figure it out from watching. Is it feasible in real-time play?
Looks like he abuses the invincibility period to land on the very back of Eligor's back, even though that would normally deal damage and throw Shanoa away. Might be possible in real time, though you'd need really good timing. Also, would getting the Mercury Boots speed it up any?(they're right by Rapidus Fio, if I recall) Dunno if their speed boost would apply in the air while you're bouncing around, but it should boost those times where you're forced to dash along the ground(the SDA run shows it off, if you want an example).
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arukAdo wrote:
doesnt the VK is weaker than holy claymore or the final sword ?
In damage output, yes, but the VK is much faster. No clue on how they compare in DPS, but I'm sure someone could take a peek.
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Dunno about PCSXrr, but I recall that in ePSXe, you could do it by switching to a non-PSX ISO, then quickly back.
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Joined: 5/27/2008
Posts: 57
Atma wrote:
tl;dr: Healing touch usage on all ops that allow it to save time, y/n?
I'm pretty sure there's a video on youtube for beating the PGS thrombus-tumor stage without HT in realtime, though I can see how you'd need to heal up before the wave of 4. Honestly, I'd think it would be better to do it without constant HT, as it looks more impressive, though you could justify using it in every case as well(aim for individual level time, instead of realtime).
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I agree with Toothache, in a run this long, the gains from manipulating levelup stats more than make up for the time spent.
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Posts: 57
p0rtal_0f_rain wrote:
There is a Windows (PC) version of the whole game. Though it appears within the "warez" category, it goes all the way through and there is no need to switch media because the work of "both CD's" are on the same HDD.
But you can't TAS it, so there's not much point there.
Post subject: Re: unfortunate glitch
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Comicalflop wrote:
Edit: Well, this is unfortunate
Since I've seen videos of players who suture the first cut before it comes out, if the suturing is the problem, then it should be possible to hold off on finishing the second suture until 1 frame after Large Kyriaki spawns. Then again, Kyriaki on the DS is rather buggy, so who knows.
Post subject: Re: Axe Armor Room RC1
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gocha wrote:
Oh, does having 2 or more same souls make its effect stronger?Anyway, I think I basically agree with you. Obtaining a soul lags too much :/Also, thank you for contributing your watch list. It's somewhat useful.
For some souls, yes(the rate at which souls power up depends on the soul in question). http://www.gamefaqs.com/portable/ds/file/922145/39513 That should have accurate info on which souls level up at what amounts.
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Volaticus actually has an important use in the Dracula fight, but it's rather useless for a TAS, since it's used for dodging. As long as you're moving forward when you use Volaticus, the flames will appear at your current location, and thus miss you. It's generally used to dodge his meteors, but since a TAS would be able do dodge them just fine on the ground, there's no need for it.
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Catastrophe: What about damage values with the Death Ring included? If I recall, it's only a slight detour in the clock tower to get it, and grants an additional +44 to your stats(on top of the +66 from Dominus Agony). That could help severely with the required hearts for the Dracula fight(as well as Death, Eligor, and general timesavers on enemies too large to dodge)
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eternaljwh wrote:
Route point: Redire+Magnes. While you'd need a significant detour to get, it's faster than the plain Speed Up glyph, allows you to skip the detour to Volaticus, and you can't travel vertically as fast with anything else, with proper slingshotting.
Thank you, I knew there was a good reason for getting it somewhere. The only other reason I could think of for Volaticus is to dodge stuff in Dracula's first form, but since it's a TAS, not only will that only be a problem when he teleports against the wall, luck manipulation can force dracula to teleport to more open places, where you can jump behind him and Nitesco sword your way to victory.
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The main thing hearts are needed are for the Nitesco Sword Union for the final boss(does excessive amounts of holy damage, especially with Death Ring+Dominus). 150 hearts will get you 10 Nitesco swords, which should be enough to off Dracula(and if not, will get him rather close). Before that, unions are best for bosses that are hard to reach(Giant skeleton) or bosses with multiple parts(Ice+Ice union absolutely destroys Maneater)
Post subject: Re: Route Version 1
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Catastrophe wrote:
I also figured out that I'm going to need pretty much every HEART MAX UP in the game. I need 10 for a total of 150 hearts. But three of them are in Kalidius Channel, which is slow and requires a lot of backtracking for two of them. And then 5 more HEART MAX UPs are in Dracula's Castle. But that's good since HEART MAX UPs are the best way to replenish my hearts after a boss battle. So basically I need to spend all my hearts on a boss, find one of these before the next boss, and so on. The heart refresh items which are a rare drop on the first two maps are worth 30 hearts each. That's something I can't afford not to have either.
Looking at the maps on GameFAQs, it shouldn't be too bad on getting heart max ups. 6 are in your way(Minera Island, Kalidus Part 2, Tymeo(going to villager), Somnus Reef, Tristis Pass(going to villager), Castlevania(near start). As for the other 4 you need, the monestary, Kalidus part 1, and the skeleton cave ones can be gotten with a quick bit of leaving the fastest route, and there are two for you to choose from in the final area of Castlevania slightly off the fastest route. All in all, 11 Heart Max Ups that aren't more than a room off the main path.