Posts for PJ

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PJ
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Location: Western NY
Only watched the first 30 seconds, but there are already a few things I should explain I think. First, vertical speed is always increased by pressing towards a wall. This is true of both jumping and falling. You fall faster and jump faster/higher when hugging a wall. During the first fall in 1-1 you should hug the wall. Second, if you turn into a spike ball with Y, you cannot interact with collectibles. Since the big CDs do nothing except change the music and have a load time, the TAS should ideally not collect any of those. You can definitely spike ball jump through that first big CD in 1-1 without losing as much time as the music change. I collect it in my runs because the starting track for this game is agonizing and I would play worse if I had to listen to it for the entire run. Worthy sacrifice for me, but not for the TAS. :P I told you yesterday in chat, but for those who weren't there, I dumped perfect maps of the game with gravity fields included. I'll be making an interactive map viewer for my website when it is done being migrated/upgraded. Will likely not be done for another week or so. The maps don't have the CDs included, but the gravity fields will be useful for planning "slingshots" which the TAS will definitely want to be using. It'll also have the destinations of every pipe and teleporter, as well as CD thresholds and warp destinations. For some of the stages I looked into in more detail, I made a crude outline of all the CD clusters to make it easier to visualize. I'll make those public as well. I'll give more thoughts as they come to me!
PJ
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Location: Western NY
I replied to giant woman with a solution in the Discord but I realize that doesn't help anybody here. Sorry! That zip movie file will work with SNES9x 1.51 rr v7. The top link on this page: http://tasvideos.org/EmulatorResources/Snes9x.html It's a really neat zip but I doubt it'd be useful anywhere. I was really glad to finally be able to see it, though! I had been intrigued by that for literal years. Haha.
PJ
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Location: Western NY
This game has the most ridiculous mechanics. Hahaha. Very entertaining TAS! Enjoyed every minute.
PJ
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Location: Western NY
I'm assuming the submissions comments mean August 27, 2018, because September 27, 2018 doesn't exist yet. Either way, it's neat to see that this glitch does in fact have the potential to go to Drac's Castle! I've been following the thread since it was first brought up and have been curious about it. Very nice discovery. Good work to everybody involved! Yes from me.
PJ
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Looks great! Really outstanding work on this one. I'm so happy that you improved this. ^_^
PJ
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Joined: 2/1/2011
Posts: 181
Location: Western NY
Awesome! I'm so glad you went back and improved this! I can't wait to see the encode. ^_^
PJ
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Posts: 181
Location: Western NY
"Wait, why are they dying after the crusher section? I thought the ceiling glitch was done earlier.....oh......oh nevermind" -Me Definitely yes. Very entertaining run!
PJ
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Posts: 181
Location: Western NY
I did a bit of testing and figured out some more stuff. Someone should probably dig in on emulator and see exactly what is going on to see if it has a wider application. https://www.youtube.com/watch?v=HDcQr3BtDWc More details with my suspicions and observations are covered in the commentary and in the video description.
PJ
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YES!! I had a suspicion that was possible! Beautiful. Excellent work, Alyosha!
PJ
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Location: Western NY
3 year bump! Pakuliittus found a way to skip the first electric barrier in Area 12, which is a tremendous time savings! Certainly this would be of use for a TAS as well. https://www.youtube.com/watch?v=Ds22IOCGPOI I am unsure exactly how it works. Neither of us were able to get it to work on the second barrier, and it doesn't seem to work at all on the Japanese version. I recorded some videos and looked at them frame-by-frame, and my best guess is that we take damage from two different sources on the same frame. The barrier and the grapple soldier both deal 1 damage, but we take 2 damage on a single frame. On the second barrier, there is no possible 2nd damage source. We can poke the soldier onto the electric barrier itself, but soldiers cannot deal damage while we're swinging so it doesn't work. I tried baiting one of the two soldiers to fire a bullet and then race the bullet to the other side of the barrier, but I have not been able to make it in time. I cannot confirm if that would work or not. Any ideas would be greatly appreciated! This is a pretty huge discovery, and would be even bigger if it worked on the 2nd barrier.
PJ
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Wow. Ok, I finally read through these two posts. It was quite a journey! I am one of the two runners of the SDA run you linked above, and have also run this game single player. My 1P PB is here: https://www.youtube.com/watch?v=7gAwf3C6aFU I am unsure if there is anything in there that would be of use to you. I found some manipulations in stage 3 to trick the Lindas into killing each other while I was in the middle of a knee press, and there were some wall clips in stage 5 that may or may not have been in the last TAS. I honestly do not remember if I found them myself or not. There was a rather neat glitch involving Linda that I forced to trigger for my own amusement (7:12 in the video). I do not know *why* it works, but I know that those actions will cause the crusher to revive her as a zombie. She cannot hurt me anymore, and very likely causes lag. Thank you for the information regarding the longjump! I noticed the longjump after being knocked down, but I was never able to reproduce it without being hit before. I used the glitch you mentioned above to spawn in mid-air with dash speed to skip several of the fences in stage 3. I don't recall if you said it above, but if you dash off a ledge, you will fall slower if you hold the jump button in mid-air. The longjump will be really nice to work with now! Re: 2-player mode A vs mode B, I highly recommend doing the run on Mode A (friendly fire ON). Mecha Richter and I are planning to improve our run in mode A because, as you mentioned, you can redirect finishing blows to bosses. I had been curious about this for awhile but didn't test it until last week. A finishing blow will instantly kill Abobo and Big Blag, and will do 15 hits of damage to Robo-Manus (he took 25 normal hits for us vs. 1 knee press and 10 hits). We were unsuccessful at redirecting a finishing blow onto Roper or Shadow Boss, but I remain convinced that it is possible and will do damage similar to Robo-Manus. I will be looking for more improvements in the future. I'll post about them here as I find them.
PJ
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Location: Western NY
Bumping this thread because there's no Arcade BioCom thread elsewhere. I found two new things that should improve this time by at least 30 seconds. 1. Bionic Arm Turbo Charger. This is a powerup that increases the rate at which the bionic arm extends and retracts. It saves time literally everywhere and you can get it at the start of Stage 1. There's also a spawn in the middle of Stage 2, the start and end of Stage 4, and the start of Stage 5. 2. Elevator skip. I found a method to skip the elevator by abusing the respawn mechanics. On default life settings, you have exactly enough lives to fully skip the elevator. This saves approximately 18 seconds. You lose the Turbo Charger, but you can recollect it during the tower ascent at very little cost. Both of these are demonstrated in my latest RTA of this game. I managed a 5:47, only ~14 seconds slower than this TAS, which should demonstrate just how much time these save. I'd be shocked if it wasn't possible to get a sub-5 TAS now. https://www.youtube.com/watch?v=EhNZlJHFmMw
PJ
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Location: Western NY
Fred wrote:
PJ wrote:
For example, I despawned the background music in stage 2 a few times (example: https://www.youtube.com/watch?v=dcFHu5u_sd4), but have been unable to consistently replicate it.
Interesting. I though the silenced music was tied to the mimic damage boost, as can be seen here - https://clips.twitch.tv/SillyAffluentHawkDxCat. Guess it wasn't, haha.
Like many things in this game, I have no idea what causes it. I had the music change in stage 1 on opening a chest (that VOD was lost...), and was never able to reproduce it. I don't even have any idea of how to begin looking for it besides playing this game a LOT again, exclusively on emulator, and recording everything in hopes that some freak accident happens and we can investigate.
PJ
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Location: Western NY
Just finding the new updates on this thread now! I admit I didn't read the giant wall of text above, so some of this might be repeat info. I'll just chime in on a few things that might be relevant to the TAS. 1. Autoscroller skip. As Omnigamer mentioned, we tested this awhile ago, and not only did we find that it wasn't really possible, but if you did managed to land cleanly on the bottom raft, the boss wouldn't spawn. I was trying to approach it with a damage boost (lure a mimic ghost into a really shallow downward angle, then maximize your double jump and damage boost afterwards) but was unsuccessful. Omnigamer made an infinite double jump code to test after the fact. I really doubt it is possible to land on there through any means, unfortunately. 2. The bee transformation is really special because Arthur has no hitbox on the ground. He also gets a pretty substantial boost if transforming in mid-air, which might be useful in reaching platforms that are normally out of reach. It is possible to land on the first platform of 2a with a bee transformation boost off the first chest magician, but I remember it not being faster because bees can't climb ladders. You can also take advantage of the bee special effect to skip the 2nd row of lava in stage 3 without damage boosting (https://www.youtube.com/watch?v=u3q5lilJO4M). This is slower in real time, so it is almost definitely useless for a TAS. 3. Awhile ago, I tried skipping rotation cycles in stage 4 by damage boosting to the end of 4a. While it is possible to reach the "end" of the screen early, there is no loading zone present. 4. I've been considering redoing this TAS for about 4 years, but there are a lot of things stopping me. This game has a TON of lag and there are some really, really rare occurrences that have the potential to save a lot of time on that front, but I have no idea what controls them. For example, I despawned the background music in stage 2 a few times (example: https://www.youtube.com/watch?v=dcFHu5u_sd4), but have been unable to consistently replicate it. Sometimes no bats ever spawn in stage 3b, and sometimes no shield guys ever spawn in the ice cave of stage 5. There are so many small things like these that would save appreciable time in a TAS but are so wildly random that I can't reproduce them. I found one way to eventually despawn the bats in 3b by the 2nd tower, and one way to force the shield guys to never spawn in stage 5 with the axe magic, but I can't trigger them in any other way with any kind of consistency. 5. I believe a TAS of this should be two loops, and should use as many different weapons as possible. I think the end result would be an absolutely incredible TAS, but the amount of upfront work I'd have to put in to testing all the different speeds of the weapons is really daunting. I know for the fact that the dagger is not the fastest in all situations, but has really good lag reduction properties. Optimal torch play (like in a TAS) should be faster on every boss except stage 4, and that boss is fastest with upgraded axe. The bosses are relatively simple though; the tricky part is minimizing lag in the stages themselves and figuring out those 1 in a million situations where enemies never spawn or the music goes away. I know I'm forgetting a lot of stuff, but I can't remember what else I wanted to mention. I post here again if I can think of it.
PJ
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Hahahahahaha. Oh my god, that screenwrap. That is incredible. I'm really sad that you can't get back in. :( Hopefully you can find a resolution.
PJ
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Haha, thanks for the shoutout! <3 I vote yes on this one because this is exactly what this game deserves. I would actually be really curious to see what the rest of this game looks like, but I was definitely amused by this. Also...you mention the Genesis version has softlock issues. I've run into 6-7 different softlocks on the SNES version, but haven't played the Genesis version. Are they even more random and unavoidable? The wall clip glitch Dark Fulgore found looks super interesting and would probably be amazing in a TAS, so I'm sad to hear that it is having issues.
PJ
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Location: Western NY
10 year bump! Woo! So, I've been working on this game for real-time runs (not recommended) and I found a few minor improvements to the TAS. I'm bad at documenting so I don't remember my other ideas, but I've made videos of two of those that I did remember. There doesn't appear to be any thread in the gameboy forums, so I'm going to dump my findings here. Doubt anybody cares, but they'll be here anyways. Rile phase 1: https://www.youtube.com/watch?v=Bv8WtuC056A So, like JXQ mentions, you want to kill Rile as close to his transformation point as possible because he slowly floats over there after phase 1 ends. The TAS shoots the missiles more or less as soon as possible and keeps Rile moving. TAS waits for Rile to reach the center on his third movement, and finishes him there. In doing so, he has to wait a bit before the final hit, and Rile still ends up quite a ways away from his transformation point. My goal with the new strat is to kill Rile immediately after he begins moving for the third time. This will recoil him almost directly onto his transformation point and eliminate all of that wasted time. Rile won't move until his missiles are gone, so I simply found a manipulation to keep them harmlessly on screen while I hit him more. With this strat, Rile is in stunlock for the entire fight and ends in a better position. Much less downtime. Area 16 wall skip: https://www.youtube.com/watch?v=TNyP9mPGMa0 This point of interest here is the swing at the bottom of this room. JXQ lands on the ground and pulls himself forward using the barrel, but you can just swing directly under this gap if you have a long enough swing. The following ceiling clip and initial descent are sub-optimal here because they are my real-time strats. :P As I remember more strats, I'll continue to dump them here. Again, I doubt there's any interest in improving this beast of a TAS, but I wanted to have things documented anyways. Thanks!
PJ
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Posts: 181
Location: Western NY
Playing a physical copy of this game was one of the most confusing experiences of my life. This is the hardest game ever "made". Mario fights you every step of the way. He really is not happy about being put in this game and is looking for revenge wherever possible. It was really "nice" to see the rest of this "game". I was definitely entertained.
PJ
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This TAS is amazing! Really great work, everybody! It's so nice to see an updated TAS of this game with current knowledge. Very, very impressive. :D I just have one quick correction: the "maintain dash speed in water" trick was not found by me, but rather a runner named Icthus. While I do appreciate the shoutout, he is the one that deserves it. ^_^
PJ
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This run is ridiculous. Panda and co. put a TON of time into finding skips for this game, and all the hard word pretty obviously paid off. Very well-made and very entertaining. Definitely YES.
PJ
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ActRaiser 2 is an incredibly hard game to optimize. This route is the culmination of the 5.5 years I have spent routing and rerouting this game, new finds by Pasky, and some absolutely ingenious improvements by Frasterize/Fred. This is one of the most impressive TASes I've watched (though I'm a bit biased). He manages to get every elusive trick in the books here: a first-cycle ice platform in Palace 1 (!), 1-cycle Sloth refight, double Phoenix on every single miniboss possible, 4 MP drops in Tower of Souls, a 5-cycle Tanzra, and really impressive lag manipulation where we didn't think it was possible. Because this IS ActRaiser 2, there is probably more time to be saved from strats we just didn't consider, but this is one hell of an improvement and an incredibly impressive TAS in its own right. I absolutely vote YES.
PJ
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This run is way more entertaining than Radical Rex has any right to be. Really well done, Exonym! Strong yes vote from me!
PJ
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feos wrote:
Reading the thread and submission, not having watched it myself yet (will do soon), I want to ask a question: how many people really think this should be starred?
I think it should be starred for sure. A prime example of entertainment and technical accomplishment.
PJ
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This is an incredibly difficult game to optimize considering the intense lag and the number of possibilities with the double dash. t0ast absolutely nailed this run. His choices for the double dash are perfect, and his strategies for minimizing lag were really clever in many situations. The effort he put into this run is very plain to see. Easy yes vote for me.
PJ
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Great finish, t0ast! I had a feeling that the double dashes were a bit too laggy on that stage, so it is really neat to see your alternate strat! Really great work as always. ^_^ These boss fights are incredible. This TAS is really impressive! Your lag manipulation is really strong, and the choices of double dashes were perfect. This is not an easy game to optimize. :P
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