Posts for Spoony_Bard

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Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
Impressive run, I remember this game driving me crazy when I was a kid. I've seen a savestate take me to the ending, but I've never once seen it finished all the way through. Great job. I saw the witch doctor and this is what he said, he said "Ooh-ee-ooh-ah-ah, ting-tang-walla-walla-bing-bang, Ooh-ee-ooh-ah-ah," and then he shrunk my head.
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The Hillside Monster: I've tried, believe me I've tried. This guy was such a pain at first I considered re-arranging my route to go back up Mt. Demonhead from the other side, but even with being pressed down four times, going the other route was considerably longer. From what I found, either that monster is invincible, or it is impossible to do enough damage to it in the brief periods of time I am able to fire at it, no matter which weapon I used nor how accurate I hit it. So, yeah that thing is a pace-breaker, I loathe it with all my soul. :>
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Whoa-ho-ho-ho, spectacular. I've already been keeping up on this run since its conception, so I don't have a whole lot to say about it other than that. LOVED the fight with Bowser, by the way. I do have one question though, hope ya won't hate me for it ;) Now that you've mastered the Super Mario World engine, have you considered doing a time attack for Super Demo World: The Legend Continues? I know you have mentioned it in the overall topic for your run on the SNES board. Granted I don't think they would publish a run for a hacked game here, and chances are you're sick to death of doing this by now, so it's cool if you don't. It's just that this style of playing applied to Demo World's game would be uber.
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I addressed those issues when I was initally doing the run, perhaps you weren't around at the time. The places where I jump several times to fit into a narrow passageway are necessary. It's just the way the game is programmed (each jump brings Bang another pixal 'closer' to the gap and he needs to jump at least twice, sometimes thrice to make it) The item usage may have seemed sporadic, but any moment I wait to put items on, it would be because they would wear off before I needed them later. If the game only allowed you to carry more than three of one item at a time it would probably go a lot smoother, but I'm sadly restrained by the game's engine ^_^ Though I am very happy that it has finally been published.
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Well I can understand the admin being busy with other submissions, real life, etc. And those other movies which have been published almost immediately were either awaited submissions from much more experienced individuals or considerate improvements over existing movies. I'm a new guy and Clash at Demonhead really isn't as well known as other games. This is pretty much why I haven't poked any of them directly. Though, I would at least like, perhaps, a comment or a question from one of them. As far as I can tell the admin haven't even glanced at my movie yet, or if they have they never commented. There isn't even a criticism or request for improvement so I can only assume they haven't rejected it, and it's just that my queue hasn't come up...
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I thought it being as fast as possible was really a given on this site, actually ^_^ I certainly don't see any way the game could be improved in any large extent, save for some minor aesthetic details. Unless, of course, someone comes upon a time-saving glitch that I'm unaware of (I've been playing around with the rom lately, actually, just to make sure there isn't, so far nothing). Of course if I find something like that then I'll re-do the run, using frame-advance a lot more as well just to make it smoother. But other than that, I don't see how it could be made a lot faster. I've been wondering myself why it hasn't been published, or even a question on it actually. ^_^
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Wow! While I knew there was improvements to be made, I had no idea you could shave off 3 and a half minutes. You thought of things I never dreamed of, I see I certainly should have spent as much time preparing for this run as I did my Clash at Demonhead run. Excellent use of the glitches. And excellent job with the Kakos battle, as well.
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If you want to, go ahead. Though I won't cancel my submission till you finish. :> While these improvements are good, I still don't trust the randomness of the final battles, you may wind up spending more time there than I did... or perhaps less, it's hard to say. Sure the run is fun, but Kakos will have you pulling your hair out, at least he did for me. ;) EDIT: I edited my submission to reflect this little oversight. It's staying up, though, until a better one comes along. ;)
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Are you sure that would save time in Cyberia? While you can hit the Security Bits with the sword, you have to be right next to them to do it, meaning for the first two you would then have to stop to jump down, I think that would cost a bit more than one or two seconds... but I could be wrong. Well, if you can do it though, good luck. I'm about Rad-Gravity-ied out at the moment, if you brought this up a few weeks from now I might have been up to redo the run, but not immediately. ^^
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On the final battle: I guess I didn't state it clear enough ^_^ I spent a lot of time on this battle trying to do just that, getting each missle to hit without getting them stuck in the wall. Just because I got one to hit the boss without getting stuck doesn't mean they all can. It's not a matter of luck manipulation, or timing, it's simply the way the battle is programmed, and how those missles move. Each time I got the missle stuck in the wall I had tested out a dozen alternate tests to get the missle to fly other ways in hopes of hitting the boss, with no dice. It's hard to explain, but I honestly don't think this final battle is all that improvable. If someone else wants to try the boss out and attempt to beat him faster they're welcome to try, and I'd salute them for it if they succeeded. The only thing that could have possibly made it faster was, instead of having the missile get stuck in the wall to reposition its angle, would be to destroy it by shooting at it, causing the boss to unload another one, the problems with this is that since I don't have the Maxigun, it would have taken a lot of shots to do that, and since Rad only has the Red armor and 5 energy bars, the missles would one-hit kill him, so I couldn't ram into them to destroy them either. Not to mention that I originally set out to make each missile hit the boss without having him unload any more than was necessary. So it's POSSIBLE that the final battle could be improved, but there's no way to say for sure without spending forever in the battle on the hope that it would be. What if you manage to make a few more missiles hit him faster, but wind up having to spend even longer on the final hit than I did as a result? This battle is just too random, and it's not the sort of random that can be manipulated. But I'll eat my words if someone else does manage to do it faster. ^_^
Experienced Forum User, Published Author, Former player
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The run is done and submitted, so go take a look at it in it's proper place, and be sure to tell me what you think!
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
Well well, I'll be sure to use that to it's fullest, thanks. And unfortunately, you cannot get the item any sooner. You can't get to the Asteroid Belt until you get the coordinates for the Stargate on Planet Vernia, you can't get to Vernia until you get the coordinates for it from the Mayor in Turvia. But I'll be sure to abuse this glich as soon as I do get it, though I'll have to do some experimentation first to make sure I got it down pat. As for getting the Pink Armor, I've thought about it, but I do take some damage in Utopia, Volcania, and Telos which would be fatal if I just had the Red Armor and only 5 energy bars. I may be able to bypass that, though, with the help of this glitch, and that would save even more time right there.
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Alright, I decided to skip a few steps, my preliminary run is (just about) complete. Here it is, going up to the final boss battle... Planet Telos-Final Boss, 31:14 Though take note that I don't actually defeat the final boss, since this is just my preliminary run and all. That, and the fact that he is really REALLY difficult, even with slowdown and rerecording this final boss is really hard. Since you have to maneuver his own missles into him, with occasional unresponsive controls, and the fact that the missles are really hard to manipulate, makes this one of the harder final battles out there. I might be better at this if I could work better with angles, since that's what a lot of the jdugement is based on. Just try fighting him yourself and you'll see what I mean... to be honest, this is one area that I may need some help on. I've only ever been able to beat this guy on my own once before, and while I would do it eventually with rerecords and such, there's probably someone here who could do it better... But, no need to worry about that for now. I've made up some plans for my final run. First of all, I plan on skipping Planet Sauria and Odar entirely, as I've metioned before the only point of going to Planet Sauria is to get the Saurian crystals, but the Power Crystals you pick up in Vernia override them. All you get in Odar is the Green Armor, which is largely unnecessary. On top of that, I'm not going to pick up as many energy bars. I think I could get by with just 4 (5 in total with the one I start with) thus I would pick up the third bar in Cyberia (right in the path) the bar in Utopia (in my way, I pretty much have to get it) and the one in Volcania (ditto), as for the last one, I'm not sure yet, I'll have to re-watch the video and decide which of the others is the fastest to get. When I get to Planet Telos I need to use the energy disc twice, so that's four bars I need to use right there, and I'll have one left for Agathos. So my current plan is: Cyberia: One Energy Bar Effluvia Turvia: Vertigun, Pink Armor Vernia Asteroid Belt: Teleportation Unit Utopia: Energy Bar, Maxigun Volcania: Energy Bar, Energy Disc Telos With one more energy bar thrown up there somewhere... Anyway, questions, comments, criticisms? ...advice for beating Kakos? ^^;
Experienced Forum User, Published Author, Former player
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Well, since I have a ratehr steady stream of updates, why break that routine? Asteroid Belt, 17:25 The first part of this level went by much more smoothly than I had thought. The interior of the ship also went by fairly well. When I do the final run I may forgo getting the second key, since I don't really NEED to be able to see where I'm going in the final part (that's all the second keyhole does to my knowledge, turns on the lights) Though I still need to go to the computer to get the teleport locations for Odar and Utopia. I take a hit or two to save some time. And when up against the miniboss, I don't defeat it (normally you have to wait for it to walk under the toxic barrel to kill it, then use the teleport beacon to get to the upper level) and insteand position it so when I jump on it I don't fall off and am able to reach the parts for the ship.
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Planet Vernia is complete. Planet Vernia, 15:27 This is the first really difficult level of the game, mostly due to those irritating rock-flinging enemies, and the heat-seeking birds. This stage features two energy bars, and the Power Crystals, probably one of the most well-hidden items in the game. When I go to make my final run, I may likely skip going through Planet Sauria entirely, since the Power Crystals overwrite the Saurian Crystals, and are more powerful. The first boss of the game is in this level as well, fairly easy to beat, just use the crystals to keep the two robots apart until they both wind down. Now, on to the Asteroid Belt, this level will require some swift moves. For the first half of this level you only move by shooting, IE shoot to the right and you move to the left, shoot to the left again to stop.
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Since I'm being productive today, here's the next planet as well, Sauria. Planet Sauria, 12:36 Not many notes, since this is a rather short world like Effluvia. Two of the hits I took against the Termites couldn't be helped since they can't be shot without jumping over them and shooting downward. The gate key puzzles in this level are a pain to do quickley, but I did them as fast as I could, and even spent the time on the last gate to get the planet's one energy bar. This is one bar I may eliminate from my final run when I get to it, after I decide how many energy bars I NEED to get, I'll only get those that are quick to pick up... Anyway, next up is Planet Vernia, and the game's first boss battle (and a different bgm, yay!).
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
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Alrighty, sorry for being idle for a few days, New Years and all that. Planet Turvia is done. Planet Turvia, 9:34 A few more notes. In a couple of places I pause either to wait for a bubble to get out of the way so I can make a jump, or wait for a bubble to get in place so I can jump on it. After I pass by the dog and the cow I duck for a moment on the edge of the water, this is so the Jet ski will move, allowing me to jump on it and jump across. Whenever Rad picks an item up he pauses for a moment, it can't be avoided. Waiting for the slime to push me through the narrow passageway is slow, but necessary. I have to jump on the spring four times before it propels me upward. It's not a matter of hitting the right spot, it's of gaining height. And by the time the level is said and done, I collect two more energy bars, and the pink armor. Now, on to Planet Sauria.
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Do you mean when Rad is in 'cyberspace'? I don't miss any shots in there, though it looks like I do because for some reason the enemies in there don't absorb the shot when they die, this it goes 'through' them and continues on. At least that's what I think you're talking about.
Experienced Forum User, Published Author, Former player
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Well if the missed shots you're referring to are against the big robots, where it looks like I use the sword once more than I need to, I'm pretty sure that last 'shot' is the shot which killed the enemy, and still looks like it was used unnecessarily. I'll do some more tests later to make sure though, I could be mistaken. Taking damage to save time in this game really isn't very possible, certainly not anywhere in my run thus far, save for that one hit I take upon getting the second energy bar which was really unavoidable to begin with and luckily happened to push me in the right direction. Getting hit knocks you back and down a lot, and in all those narrow corridors of Cyberia you really can't use that to your advantage to force yourself forward, even if I turn Rad around at the last moment he still gets knocked back. So having to stop to kill all the enemies in his way is really necessary... The elevator is something I missed, and I'm kicking myself for it. Well this is only a trial run anyway, which I plan to base a pure speed run off of. I'll make note of all of this for the real deal. I was planning on making a 100% item run first, but instead I'll just go through the game collected just about all the items, enough to get a good idea of what I'll NEED for a pure speed run, then I'll begin work on THAT. So I won't be going back to redo Cyberia now, but I'll keep all this in mind for when I do.
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And since Effluvia is such a small area, I've added that to the run too. Here's the fcm complete with a save state just in case you've already watched the run with Planet Cyberia... Planet Effluvia, 6:03 Not all that much to note about this short level, save that in order to get the first energy bar you have to take a hit in the fire, a few times I pause either to wait for a bubble to get in a better position or to avoid one of the garbage-bag ghosts (or whatever they are) so they don't latch onto me. The second energy bar and the super sword are in a little hidden area. This is something I had no idea existed until a few months ago, nifty eh? I think I wind up spending almost as much time in the space travel after Effluvia than I do on Effluvia itself, sheesh. Now, on to Turvia! The upside-down world, one of the trademark levels of the game, really. Two more energy bars, the Vertigun, and the Pink Armor are to be had here.
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I remember playing this when I was a kid, oy what a nightmare this game'd be to time attack. Don't look at me, I've never even finished it myself, though I'd also love to actually SEE it done. It'd be a complex task though, I'm sure.
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Alright, ask and ye shall recieve, I guess. ^^ Here's my first bit of work, going through the first planet and collecting all the items therein. The three energy bars and the gun. Planet Cyberia, 4:24 A few notes, I get hit after exiting the (rather long) room with the second energy bar, due to the fact that the enemy spawns right on top of the door. -_- Otherwise I avoid taking damage, since it stuns you. There may be a few places where it is beneficial, I'll judge accordingly. Thankfully I don't need to make a return trip to any planet, so I can get all the items in each on the first shot. A list of areas: *Cyberia *Effluvia *Turvia *Sauria *Vernia *Asteroid Belt *Odar *Utopia *Volcania *Telos So just to go by some standard, I'll update my run each time I complete a new area (complete with savestate for the lazy ^^) One thing about this game is that the 100% item run will, thankfully, require little planning, unlike Clash at Demonhead which required a LOT. But actually playing some parts of the game will be significantly more difficult than Demonhead, even with slowdown and rerecords it will be tricky, especially the final boss, but I'll cross that bridge when I come to it. I have to thank Blublu, actually, his brief run showed me one trick I was not aware of, running through a robot right after it has shot. It is really only useable in the place he used it, but it was a timesaver nonetheless! Anyway, comments? Criticisms?
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Hmm, actually I was planning on making an Adventures of Rad Gravity run once I got back from Christmas out home (which is now). I have finished the game myself, and I know what to expect and what to do. It was my intention to first make a run that got 100% of the items, then worry about a pure speed run. The biggest thing to consider with the collection of items is that the Energy Disc item, which creates a platform Rad can walk on over pits drains his energy to use it. There is at least two or three parts in the game where he NEEDS to use it, and no doubt a few areas where it would save time, so doing the 100% item run first would allow me to get a better idea of how many energy bars I'd need to go out of my way to collect. Thankfully all the items in the game can be gotten without having to revisit the planets, they can be gotten in the first trip. Of course, if you're working on it instead I can think about something else.
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Ok, the second version is completed! You can check it out at the submissions page. I'm looking forward to any further comments or criticisms on it!
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Alright, update number 2. This time it goes up to beating Shark and entering Route 16. Start to Route 16, 11:45 This compared to my first run, which was at 12:50 at that point. Now then, a few more new notes... So far I haven't missed a shot, except maybe one or two during the battle with Shark, but due to the way his (her?) hit detection is I'm almost positive they counted as damage despite going right through. Another big change is that instead of warping immediately after defeating Shark, I leave Route 28, and go on to Route 22 where I use the Gold Exchange to get $12000. This adds a bit of time, but it's about the same that stopping and fighting enemies did late in my original run. Even with this addition the time at the end of this is still faster than my original run at the same place which didn't have that detour. If things go smoothly, with this addition, I probably won't have any more cash woes. A few times I stop and remove items because I needed them a bit later. Right before the gold exchange post, I summon the shop. This is because I need a Shop Call to actually use the Exchange, and had I used up the one I had left I wouldn't have had any Shop Calls. So I needed to buy two in the Shop beforehand, and I spent the rest of my money on boots and jetpacks for the upcoming bits. The next time I summon the shop should be sometime after the battle with Mush, whereupon I should hopefully have enough to buy three more Jet packs. That would be the seventh Shop visit I make, and JetPacks would still be available there. However they are not available on the Eighth visit, so I need to get three on the next one for it to really be worth it. I pause for a moment outside the Gold exchange and let my Jetpack run out, due to the randomization of the exchange itself. Had I entered the door immediately then my options for exchange would have been 300 or 500. By waiting I was able to get 1000, which is the maximum, I'm pretty sure. Axeman: I don't know what you're referring to by missing one of the flying cats. I watched through the run a few times to make sure I didn't miss anything, but there's no flying cat between the first route and route 17. The only one I encoutner is in the same place on the first version, after the battle with Max, which I DO milk for all it's worth. Speaking of Max, the battle with him was improved quite a bit as well. So despite taking an extra detour for more cash, the run is still faster at this point over the last version. Any more comments while I continue?
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