"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.
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.
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.
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...
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.
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.
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.
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.
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.
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.
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.
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.