Posts for Heidman

Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
emi3d, what was your goal when making this tas?
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
"I can do the invincibilty trick for a long time and thats makes the run easy for making " Easily made yes, but it takes all the fun of a pacifist run. Voting no because the barriers made this really boring. Side note: What caused some of the Pillars to die? Such as 1:58 in the YT link.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Already working on a real time speedrun improvement... Does that count?
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I was being really nit picky, like max 10 frames for everything excluding the stage 1 boss, so no more than 2 seconds were wasted. But that is coming from just what I see. I did no do any testing. I would recommend that a speed/entertainment trade was made as almost everything I mentioned falls into that more or less.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
The boss fight is slower, but it still saves about 3 seconds in real time, so I would say that it saves a bit more in a tas.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I see sub optimal play for a tas that is aiming for speed. 1: Stage 1 boss 4th turret glitch not used 2: Shooting the ground turrets in stage 3 loses one frame each shot using this method 3: Stage 6 boss was not fought optimally, You can get every bullet to deal damage (no bullets waited) 4: Edge jumping not used after slime in stage 7 5: Stage 8 glitch does not seem to save any time but rather waist time. You need to go further to the left than normal and you die twice along with no F gun for the final boss. 6: Many wasted shots during many stages and bosses before they are able to receive damage. For a tas going for entertainment, you did a great job. This was awesome. Yes vote.
feos wrote:
One question: jumps don't seem to slow you down in this game, while they cost 1 frame in the original one, right?
The frame loss is only in Contra. Edit: Oh wow, I watched it more closly and realized that yes, this does save time. It does not really look like it at first due to the deaths, but it comes after that as there are only 2 sets of pits to jump over rather than the usual 5 sets. I wonder how this works exactly...
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Im not sure if that would be accepted onto the site. The run would only be combine the current low% strats with getting more items. I just dont think that would pan out well trying to get it published. Other members would have to chime in on this.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
So I was wondering if anyone could explain what happened. http://www.twitch.tv/heidrage/c/2238015
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
waiting for YT to process
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Chance of an encode?
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I am unsure as I dont know anything about this game, but from the looks of it when playing as Captain Planet you have a few frames of acceleration. So would taking the turns wide and begin turning early and cutting as close to the corners as you can, you should be able to save a bunch of time rather than hugging the wall and having to get your acceleration up at every turn. Just a thought, I could be wrong.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
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Location: Tallahassee, FL
Thank you very much Dooty.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Ya, I am able to do that for x1 and x2. A guy named RoahmMythril did all of the classic MM series that way. But did not do the wily stages because it would force him to use rush/special weapon.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
So some have health and others just need to be hit a given number of times... Awesome... I am planning out a speed run for the game and it seems it will be much more fun than I expected.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Well that just took all the fun out of it...
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
I was wondering is some one could either inform me how to find health values in the ram watch/search or be able to tell me what ram values hold the health values for enemies. Thanks for any replies.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
zwataketa wrote:
On a side note, there's a guy named Kevyll on youtube who did perfect runs of every megaman x game meaning no upgrades, no damage, buster only, no special weapons, no charge shots, and (in x1 only) dashless (even though acquiring the dash boots is required). I would like it if someone TAS'd MMX1 along those guidelines. it would be long, but cool.
In x1 how does he kill final sigma? In x2 how does he kill Agile, Zero, and final sigma? Being that none of them can be damaged from an uncharged shot or use of a special weapon.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Sad times...
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Checking in, any progress?
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Good point. Sorry if I sound a bit rash. I did not intend to sound offensive.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
the comments from this thread and Soig's thread has that answer I believe
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
He cancelled it because other members were saying they this category fits best for entertainment and not speed. Yes his was faster, but I intentionally made mine slower for entertainment. Edit: And to be completely honest, I am tired if restating that I intentionally made mine slower for entertainment.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Ummm, what improvement?
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
This is a plea for help for a more experienced TASer than I am. Situation: I flew to California and am only here for one more day. Me and Mr. K have done a real time speedrun for Contra and are currently working on Super C. We got the the last stage and found a horrible mechanic in stage 8 with the falling ceiling. It seems that player 2 sticks to it when it is down or falling. This has caused our progress to come to a abrupt hult. The current 2 player TAS is able to move along, but if you jump a frame off then player 2 sticks. Any chance some one could look into this really soon. We are just looking for a way to prevent the screen from stop scrolling. I fly back home in 1 days time. Thanks for any help that is offered.
Experienced Forum User, Published Author, Former player
Joined: 9/13/2010
Posts: 138
Location: Tallahassee, FL
Awesome run. It is clear that the strats are outdated though. Would like to see an updated version if anyone is willing to make one *wink wink Saturn*