Posts for Oddity

1 2 3
7 8
Experienced Forum User
Joined: 8/1/2004
Posts: 178
There's a guide on gamefaqs that shows how to play through the game low enough level to get all the enemies for rages while keeping a very low level. It's very useful, though even in a casual console run there are some things it overlooks, like just using Morph/Earrings with Terra during the burning house boss, which heavily cuts down on the amount of ice rods he says to buy. More strategies like this [and running away from Shiva/Ifrit battle, not mentioned there but maybe to make the gameplay less cheap for a casual player] is what I hope to do throughout the rest of the early game to cut down on costs. Luck manipulation would be heavy (like for 'farming' Veldt formations) and is actually the one thing I feel a little down about, since I'd like to see a theory TAS for what a human player can do, but this would find stuff (known or not!) as well. For instance, since there are better items later on in South Figaro barrels if you don't retrieve them early in the game, a human player would likely want to enter the town with Mog in the party, collect the appropriate barrels, then go down with the Moogle Charm to retrieve all the treasure in the basement where the monsters are. Also a lot of sections would be boring but they're completely necessary to complete the objective. It's super possible to simple skim/skip over the boring sections in order to see the results of figuring out the mechanics of the game well enough to achieve everything as fast as possible. Again it wouldn't be published on this site at all; it would be more like a 100% TAS from Saturn like what he did with Secret of Evermore. (All Treasures differs from having 1 of every item because it's one of the more interesting parts of the game to see where all the hidden items are.) One thing to clear up is that I wouldn't be getting ALL enemy formations, as that would be stupid. anyway yeah here's a terra thing i made Terra needs to equip: Ramuh (2 battles) [Poison] Kirin (3 battles) 2 battle = 80% Siren (2 battles) 1 battle = 80% Stray (2 battles) Ifrit (0 battles) Shiva (0 battles) Maduin (0 battles) Unicorn (0 battles) Shoat (2 battles) 1 battle = 80% Phantom (4 battles) 3 battle = 90% Carbuncle (2 battles) [Reflect] Bismark (1 battle) [Ice] Golem (2 battles) ZoneSeek ("1 battle") [used heavily during leveling to 99] Seraphim (0 battles) [get after rescuing the child in WoR] Palidor (5 battles) Starlet (1 battle) Fenrir Tritoch (10 battles) Terrato (10 battles) Phoenix (10 battles) Alexander (tba) Paladin (0 battles) Bahamut (5 battles) Crusader (1 battle)
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I am really thinking of starting a 100% run of this game. At least 1 of every item Perfect Stats All Treasures All Characters All Levels All Spells All Rages All Lores All Dances In my opinion there's no need for 99 items, for reasons I'm sure people understand. But in my own view I imagine there's some way to overflow the items back to 0 anyway, using some bug. (All hypothetical; I don't really know. But the mere thought of that probably existing makes me think that it sounds better to get at least 1 of each item, in order to fill up the entire item list obviously, instead of wasting away at 99 items, of which some can't even be obtained as such.) Max GP also seems arbitrary and tedious; no one cares about watching Relm with the Cat Hood fighting Cactrots. ...That reminds me, optimizing magic points is going to be hell; ... may as well equip the Cat Hood!! Not sure which Ragnarok I'd get. But that's almost the least of my worries for this immense task ahead. Also I really wish I could use Bizhawk for this but I'd need a really good computer. Should I wait til the end of the year to "Maybe" get an uber computer? Might take that long to plan, anyway. Or play with 1.52 or something? ... Oh yeah I'm thinking it'll be the (based) English SNES version (not sure about 1.0 vs. 1.1), since it wouldn't be published here anyway, considering the other arbitrary preferences. What's everyone's thoughts. Thought dump! (Aside from that, I'm going to attempt a ton of planning myself beforehand.) Maybe Catastrophe would have some interest (or contradictions for my choice of definitions). Maybe this thread is on page 4 because of GBA lol. (Some preliminary thoughts) Gotta start with planning how much GP I need at the beginning of the game. ... Simultaneously, I'm thinking I need to run into only the battle formations that would matter on the Veldt (and/or figure out which formations are stubborn on the Veldt -- if any, since I have no clue of much of the deeper mechanics for this game; but luckily there are tons of resources to read). ... In a console run, I think it's best to revisit the Veldt multiple times --- for (beginning of the game) Low Level, i.e. Perfect Stats later in the game --- by going through Lete River, and all that tedium. But I'm hoping with heavy manipulation, I don't need to have anyone learn many spells to help me during the Magitek cart ride. I'm 80 hours into casually trying to get 100%, on console. I've come to the realization that magic isn't necessarily the best stat to level up. You can only get one Gem Box in the entire game, yet there are so many ways to attack multiple times, which also can have a chance to cast spells. ... I need to figure out a good way to balance magic attack, strength, speed, since enemies usually get hit for 9999 at level 99 anyway due to battle power or something. Dumping a lot into speed isn't necessarily good; it takes a lot to make much difference.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Nice job. Look at the YouTube channel to find a comment I made. (Also something addeheed noticed: you seem to extraneously move to the right as soon as Link's House is exited.) I'm not sure of actual major changes, though.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
So I have XP and installed .NET 4.0 but still get this message: EventType : clr20r3 P1 : bizhawk.multiclient.exe P2 : 1.4.1.4300 P3 : 514e21ce P4 : bizhawk.multiclient P5 : 1.4.1.4300 P6 : 514e21ce P7 : 88a P8 : 0 P9 : system.io.filenotfoundexception Even after copying all the dll contents into the root.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Yes lots of spiders but I think you can hear them beforehand so just close yer eyes.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
http://www.youtube.com/watch?v=WZ5ylIIrEVU#t=5m25s Can there be a wall jump, sorry, wall KICK performed around here to save time?
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
has to do with the death mountain dash allowing master sword skip hence better/faster locations to warp back to light world to finish off the Desert boss, etc.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Oh those aren't from an actual run. Was going to say, the inside-quicksand section didn't use the rapidly crouching-uncrouching technique. The path to ball jump item was the craziest new thing, meanwhile.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
game's music goes perfectly with this sudden Pandora play http://ifihadablog.tumblr.com/post/19480049011/fwy-subdivision (loud song). awesome.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Good Luck with Goof`sTroop! I enjoy it.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Dingbat Quincy V yes I will watch this eventually cuz cyghar never finished streaming it, etc., i.e. How could such an aged game be considered such good TAS? I'll find out in time.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
So I had this dream that someone found a way for Samus to do an even faster shine spark, her palette a darker red while activating it. Then it evolved into some strange thing later, an even more new, evolved technique, where she flies horizontally, with a big fat rocket strapped to her back. She could crumble unbreakable blocks with it, albeit at a slower pace than any normal shine spark, and eventually got to some "area" with all four bosses circling together uncontrollably, around a dark void. Uh then I forget what happened. But on a potentially applicable note, I dreamed of an actual official TAS WIP using a hell of a lot more instances of morph ball bombs---the type that spreads 5 morph ball bombs over a large area. Wouldn't that be more useful in areas where it isn't yet utilized? I think it could be useful in any instance where a bomb must be used to crumble that type of wall, provided there are enough power bombs (which are what I think gets used up for the technique). It would be a BLAST trying to get the trajectory correct for each destination...
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Never played the game, maybe saw it before somewhat but don't remember. Basically first TAS experience watching intently the whole way through: ... "look, what a nice kirby game lets go under the water nowEXECUTIVE PRODUCER!!!!!!!!!!!!!"
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I hope encoders know that SMVs can run in fast forward without it appearing FF'd in the AVI! (Whether or not quality drops as a result, I dunno. Doesn't seem so, though I don't do HD.)
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Arc the Lad has 16bit predecessors?? The 2nd game is so much better, but is so long.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I like the part where Sound CPU executes STOP at 00F0. I can't get enough of it, have to watch it again.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I'm so used to legit runs by now that I can't seem to remember ever seeing so much wobbling happen at the beginning of the game. Maybe I never did! I'm going to estimate that the ending inputs took about an hour. The game should probably go break itself so I have more of a reason to vote yes than 1 frame, but here I go.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
A playlist of most of the warps whose animation times can be shortened. (The channel is geared toward non-TAS, but these apply to any speed run.) It happens at specific x-axis points. (It can also happen after getting the shovel. But before I upload that I'm awaiting someone's SMV...that I made awhile back [but overwrote], which surprisingly got lucky enough to warp at the exact right spot, before I even knew about this technique.)
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I found soon after that the block disappearing is not in the US version. 30 seconds, huh, sounds insane.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
I still recommend checking into my above post's probable improvement. However, view this file instead of that one. Compared to the published run, the frame additions and subtractions are rather erratic from beginning to end, so I don't know how much faster it is. But it could shave about 45 frames. It uses a skull pot instead of sword, and the boomerang instead of cane. And I didn't use wobbling, so the first screen's dash could be inefficient by comparison. (And there could be more overlooks.) Now, time for something that will save 1 frame ... unless a better precision is found for the published run's method. It's mainly interesting to watch because of similar applications that could show up across the game for the sword+beam combo. Also, here is a potentially massive and interesting real-time run project that I was inspired to start by request. Video descriptions and embeds will eventually be put on some wikia. So far, there likely isn't anything new for TAS. Although, I do wonder about TAS applications for arrows vs. boomerang in Agahnim's Tower. Speaking of arrows, I think Tompa has 5 redundant arrows left over at the end of the game. So, from what I can tell, the arrows in the water dungeon's statue room are unnecessary at the least; maybe a different bundle has even less meaning. Did anyone here ever let it be known that the mirror can be utilized almost immediately prior to entering the water dungeon, to make the blocks that you move disappear?
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Just lost entire life's hard drive. welp! (had backup on web months ago, but service frustrations arose and i'd ignored backups since. bla blabla) Anyway here's another improvement possibility, regarding the first two rooms shown. Forgot key in pot, but this is mainly demonstrating the boomerang possibility so that 32 frames or whatever can be saved by not using the cane.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Isn't there a way via luck manipulation to hit Moldorm with your sword, on your way down the cliff that you jump off from to get to him? I've done it or seen it done a few times. I don't see it in the published one.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Only one sorta major thing which you'll see watching Ikaruga's run (that I didn't come up with). Plus maybe this? Maybe the movement in general could prove useful.
<^>v AB X LR s
Experienced Forum User
Joined: 8/1/2004
Posts: 178
Is there a way to load up a batch of SMVs into some program, that can convert all of them to uncompressed AVI (or anything else)? I just recorded an SMV for each room in the water dungeon, though only for the purpose of showing off what can be done in real time runs. To get an answer more quickly, I'll show off this, which has TAS potential?
<^>v AB X LR s
1 2 3
7 8