Posts for Satoryu

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Experienced Forum User
Joined: 7/1/2008
Posts: 272
madness. these new tricks are just pure madness. hell, some of the older tricks still surprise me. 9/9
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Joined: 7/1/2008
Posts: 272
paul_t wrote:
Here's another Guard Shell test: Without GS With GS
the results here aren't reliable at all, considering Wolfang does different things each time. he should be manipulated to stay still and shoot ice chunks.
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Joined: 7/1/2008
Posts: 272
almost positive Mijinion has the quickest route to Nightmare Zero/High Max. Yammark is probably the only contender because everywhere else either takes too long or requires some sort of new ability. but you have to slow down quite a bit in Yammark, whereas Mijinion you're only stopped by the minibosses. it could have been possible to go to Turtloid to get Zero, but only if Hyper Dash outdid the time it took to get there. if detouring for GS is slower, i'm led to believe the same would hold for Hyper Dash.
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only thing i noticed is at 6:16, the purple guy hits you to the left. v2 handled that guy better, i believe. aside from that, everything looks great. a big step up from before.
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Cremator wrote:
paul_t even made videos to demonstrate the difference, in case you've forgotten: http://uk.youtube.com/watch?v=-UtZ8ISUnVQ&feature=channel_page (no G. Shell) http://uk.youtube.com/watch?v=LEq3hAZpB_w&feature=channel (with G. Shell)
i'm sorry, but something looks wrong with these results. on console, with GS is clearly faster than without. why it would differ emulated baffles me. especially since you're SDCing at a weird pace in the withGS video. Turtloid shouldn't be the only thing to test either. there are at least 9 other bosses that GS could be used on. it should be tested on all of them. maybe Turtloid's the exception, not the rule. and there's also the fact that GS kills enemies quicker too, thanks to less lag. i'm aware that the time it takes to go through Sheldon's stage could very well make GS' use for the rest of the game slower. i just want to make sure that everything's tested first. ::edit:: just watched part two. can High Max be manipulated to not use his ring shield move? Gate 1 had no problems. and i realize now Guard Shell would slow down the Mother Nightmare fight. Gate 2 needs to be redone. there are two shortcuts in the totem pole rooms. go see my run for reference. in short, you can just jump up to the orange platforms that go up and down.
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Joined: 7/1/2008
Posts: 272
Atma's right about the airdash. Falcon Armor's air dash is slow. never use it. are you not getting Guard Shell? if not, why? on X's trip through Mijinion, you could maniuplate Illumina's blasts to hit you in the air after you've already slashed the barrier. you'd be able to slash again on the way down. Nightmare Zero can be way better. he can be manipulated to using his Giga Attack much quicker than that. at the very least, he should never warp. Turtloid looked good. only thing i saw was that you entered the first boss door in the air, which meant there was a delay before you could move forward. you should try to avoid jumping through boss doors when there's solid ground directly below you. also, Guard Shell would speed up the stage in addition to the fight, would it not? on Zero's trip through Mijinion, the barriers can be damaged quicker by using Ensuizan in the air and mashing the special attack button. also, why did you pause to select Ensuizan?
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Posts: 272
ditto. the amount of damage there was insane.
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Joined: 7/1/2008
Posts: 272
oh, does this game take me back. i can't complain about anything in the run. it's done well, and it looks good. 8/8
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Joined: 7/1/2008
Posts: 272
wow. starting the Mushroom fight on the left side was nuts.
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no problems here. although the Oolay can either be hilarious or really annoying. regardless, good watch. 7/8
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Joined: 7/1/2008
Posts: 272
Baxter wrote:
We also don't have a 16 star category at super mario 64 anymore.
i find this comparison moot. this run opts not to use a glitch that the 6% uses. the 16 Star and 0 Star (and 1 Star) use the same trick, just at different quantities.
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i would have never expected Tails to be faster than the other two. nicely done. i gave both categories 8s.
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Joined: 7/1/2008
Posts: 272
i still don't understand the reasoning why the "severely glitched" 6% and this run can't coexist. this site allows plenty of glitched and nonglitched versions of runs. all three GBA Castlevanias, Contra III, Zelda II and III, there are probably others i'm not thinking of right now. the notion of not using a glitch just because the runner didn't want to doesn't hold true to this run. the 6% uses a glitch that skips a large portion of the game; Ignores Important Goals. this one doesn't.
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tech quality i have no problems with. crazy amounts of luck manipulation indeed. i gave it an 8. entertainment kinds suffered in some places, mostly because of the overexposure to SM. but there were some nice things. i really liked how quickly you refilled your ammo before Ridley. i'll give entertainment a 7. this run should be able to coexist with the 6% run because that run uses gamebreaking glitches, where this one doesn't.
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awesome. very well done. and i think you did succeed in making a more entertaining video. 9/9
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Joined: 7/1/2008
Posts: 272
that was some crazy stuff. it felt like there was more warping around here than in the last one. it's total mindfuck, and that's just how i like it. very well done. 9/9
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Joined: 7/1/2008
Posts: 272
same as the other run: bitchin'. however, i gave this one a 9 for entertainment cause Eric was more entertaining to watch than John.
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in a word, bitchin'. i especially loved skipping that one miniboss in Stage 2, and walking through the circular blades in Stage 4. perfect 10s.
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i think it's better to take the lower route there in this case. the upper route requires more upwards travel, which is slower with just that Bat. it's faster for the Richter route because he has the moon jump.
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Joined: 7/1/2008
Posts: 272
Sir VG wrote:
I'm also not sure about the version of the Richter Skip glitch that he does. Wouldn't the way Satoryu does it be faster?
no cause the method i used requires the two additional Wolf Relics. Wolf Squeeze is by far the fastest option.
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Joined: 7/1/2008
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Atma wrote:
Interestingly enough, having the cannon succeed before beating any levels still only has the first boss you fight at level 3, kind of defeating the point of firing it so early outside of a virus level run. Thusly, firing the cannon has seemingly no effect on the current hour.
not if you use Zero. Zero starts at SA rank, which adds 2 boss levels. so it most certainly does add 2 hours.
If we beat one of the main bosses and get a GA rank, it should put the boss levels to 8 from that. Probably need to test that though.
no need, cause that's exactly what i did in my run. i beat Dinorex with Zero, got a GA from him, fired the cannon (and shuttle, but that strangely doesn't add any time), and entered and exited out of Dinorex to add the one more hour. when i fought Grizzly with Zero, he was lvl 8.
Something I found while playing around normally and then transferring an almost complete memory card save from psx to pcsx is that the ability you get from the griffin dude more or less destroys the ability to do a sdc, at least at the rate available prior to having it (since it's executed by dashing and then slashing in a very short period of time) so even though the jumper upgrade might come in handy in other stages, the fact that it's bound to cost time on boss (re)fights is a downside of massive proportions.
that's why he's either done near last or not at all. but there are other ways to cancel saber swings besides dash. ducking works, and some people have said using forward is a decent substitiute. for those that haven't seen it, here's my 8boss speedrun.
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Posts: 272
cause i was curious, i watched a little bit of the run. i stopped before Shadow. the run syncs with the U rom, for what it's worth. runs can't be done on the Double Pack. of course, there's that extra 20 seconds you have to sit through before starting the actual game. but this version of HoD also took out the door warping glitches. the run is sorely unoptimized. not only from lack of luck manipulation and frame advance, but there are route issues too. getting the Crushing Stone comes to mind. i disagree with running this game's hard mode. from what i saw, it just gave enemies more defense. to me, that doesn't justify a higher difficulty. if there were more enemies, then it would be okay. but that's probably just me. not using savewarps is a ridiculous choice. i also disagree with not using glitches. i can understand no mysterious warps, but only if you do what was done in the full game Maxim run: door warps are okay, but wall sinks aren't. lastly, the goals of this movie aren't good. if you take out the save and glitch restrictions, this is just a slower version of JXQ's initial run. and unfortunately, an all boss run would look and feel too much like the full game Maxim run. i can't see any other category being made. 100% map and/or all relics is a little too arbitrary for this game.
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Joined: 7/1/2008
Posts: 272
i find a balance of the two is best. it's what i did when i made commentary for the current any% at SDA.
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Joined: 7/1/2008
Posts: 272
Atma wrote:
Other than this point, I did a bit of semi-optimized testing in regards to the boss "re"fights that would occur in a low% run. Let me just say that zero utterly rapes everything, so much that the only boss that x would even have a chance of beating faster is the final form of sigma himself due to his weakness location. Everything else falls to sdc without too much trouble outside of iggy glow due to his teleporting around, that bat dude due to his flying around, and the griffin type dude due to his running around and diving. The blob falls before his second form, the eyes die suitably fast outside of the green one, and ultimate armour X doesn't even stand a chance.
even considering Ultimate X's Nova Strike speeds up movement somewhat? i guess i can believe that.
Atma wrote:
Now, on the topic of a "classic" run, there's one main point I can think of: - Should the cannon be manipulated to fail as opposed to firing either right away (and succeeding), or after all 4 parts have been gotten (and then succeeding), so that the spaceship parts aren't completely worthless to actually get? This adds a bit more time onto the run due to the extra cutscene that it would incur, but would make more sense.
hell no. just to add another long cutscene and another Alia cutscene? sounds counterproductive for a speedrun, dont you think? the cannon must succeed. firing the cannon should be done asap because it spends 2 hours on the game's clock, which are needed to have Hyper Dash asap. for those that don't know, the bosses' levels determine what rewards you get. when they're at level 8 or higher, they give enhancement chips (Hyper Dash, Quick Charge, etc.) and the levels are determined by how much time has gone by and by rank.
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a very polished movie 10 for the techinical. i only gave it a 9 for entertainment, though. while the new things were fresh and able to keep my attention, this is like the 20th revision, so some parts have stagnated a bit. regardless, very good job.
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