Posts for StormEagle


Experienced Forum User
Joined: 10/15/2005
Posts: 12
Having not played in a while, I found this a good memory jogger. Some enemies seem to take a while to kill, so would going through the hidden tunnel and getting the Bronze Dagger from Jack-of-all-Trades before the border cave save time ?
Experienced Forum User
Joined: 10/15/2005
Posts: 12
Unfortunately, I have nothing to add, but I look forward to seeing the WIP.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
Hah, nice job on skipping C-Snake. I'll have to try that sometime. Also, I just got the pun behind C-Island and C-Snake. Ow.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
In Robot-Assisted Speedruns, Josh the FunkDOC wrote:
I've finally started working on something again...namely, Castlevania 3. I can't think of any *big* improvements to the existing movies, but I'll be eliminating 2 Famtasia vids if I can finish this. I also want to make a Grant movie which covers the remaining levels that haven't been done yet (sunken city, etc.).
I don't know if it counts as "major", but you can cancel the delay from ending a jump by ending an attack on the same frame you touch the ground. I know it works well on the large delays from long falls, but the short delays from short falls needs to be tested. It'd be great if it does work; it'd probably save a frame or two on every single jump.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
Since randomness apparently isn't timing-based, maybe a version with animations and a version without could be made. Also, holding start and select after doing a soft reset will instantly load an autosave. Would save a minor amount of time when you use the Mine glitch for the Über-spear.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
Yeah, the posted FF1 run has to wait almost a minute on the Bane Sword sometimes.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
quietkane wrote:
Movie de-synchs a frame before name input. Any settings I should know about?
Mine worked perfectly with the (E) ROM.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
TheAxeMan wrote:
--It looks like you do need that BattleAxe to chop down the trees around Wendel. Perhaps there are some items you could sell instead of killing extra enemies. Even a few candies would cut out quite a few enemies.
One possibility would be to return later, after the Marsh Cave or even Kett's.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
*adds another SMW 100% to the pile*[/b]
Experienced Forum User
Joined: 10/15/2005
Posts: 12
Only Energy Tanks, Missle Expansions, and Power Bomb Expansions count toward the percent. Any other powerups, including the first time you get missles and power bombs, don't count.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
quietkane wrote:
The monsters' attack pattern is determined at the beginning of the fight, based on out-of-battle factors, mostly how many encounters you've fought in that dungeon.
That makes sense. I can't believe I didn't think to try that.
quietkane wrote:
I'm assuming you did all this testing using the end of my run as a starting point. If that's the case, I have to ask whether you fought the frog in front of the catfish's room. I'm going to assume "no," but y'never know.
Correct for both.
Experienced Forum User
Joined: 10/15/2005
Posts: 12
In-battle randomness seems to be determined by the actions chosen for the characters, and neither timing nor before-battle steps seemed to change the results for me. I'm not sure about before-battle actions like sword-swings. (Then again, you can't swing your sword in the catfish's room anyways.) The shortest fight I was able to get a jewel in was 10 turns, with the following actions: Boomerang Boomerang Attack Potion Potion Potion Attack Strong Attack Bomb Attack I think it could be done in less turns, though.