Posts for TGPrimus

Post subject: Star Tropics 2
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Joined: 11/16/2006
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The newest version of FCEU (98.16) doesn't emulate Star Tropics 2, it just shows a pink screen.
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Some boring movies, at least in my opinion, still get published. I guess some movies are more impressive to people than others
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Is anyone working on improving the current 100% run? If not I would like to, but I need some suggestions as to where big improvements would come from.
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Yeah I agree that the game isn't great and the video is pretty boring even to me but I was hoping it would mean something to somebody. If it doesn't get accepted no big deal it only took me a day to do, that's how simple this game is. On the other hand I optimized it really well =D
Post subject: Heavy Shreddin'
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I just made a TAS on this apparently unkown game. Please check it out. I haven't heavily experimented with glitches or anything, but left+right just makes you alternate between tucking and untucking which certainly doesn't give you any speed, as staying tucked is optimal. I don't know how else to influence speed other than just avoiding movement. Discuss.
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I like this game a lot and I am very interested in this TAS. I'll share what little I can (that you probably already know) in the hopes of helping. 1) In-battle manipulation seems to be based on Brian's position. I don't think time is a factor at all. Also, you only seem to get a certain number of "choices" e.g. Brian stands in one spot, avalanche hits once, Brian moves to a different spot, avalanche hits twice. I'm not sure how big these "spots" are but they seem to be about Brian's size. 2) Avalanche gives the most damage all at once but is it faster than power staff+melee in real time? That is, if you stick with melee you can attack very rapidly whereas avalanche has a long, laggy animation. Not to mention enemies close attack is usually faster than their ranged attack too. You might save some time using melee over avalanche (assuming you can manipulate misses or invincibility) at least in some battles. The benefits might not manifest at first, but if you use melee throughout the entire game it will be very powerful at the end. Just a thought.
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Just some random answers to questions I noted earlier: Power Bounce is not infinite against any enemy, it is related to the power of the enemy (I think) i.e. you can Power Bounce 70 times on a goomba, only 4 or 5 times on Bowser. You can tell whether or not power bounce will keep working by equipping the "all-or-nothing" badge which makes you miss if you miss an action command. If you don't miss on Mario's last bounce, that means it was the last allowed bounce. If you do miss, it means you just screwed up. HP does not need to be upgraded. Find out what badges you're going to use for BP and then pump FP. I'm not positive but I think without any outside leveling up you get to at least level 10 by the end of the game; possibly more, that's just a guess. This should be more than sufficient. Close call works if Mario's HP<5 which is pretty easy to get to with only 10 HP. I'm not sure if it can be manipulated to work every time but it seems like it can. The power badge is almost certainly not worth it, except maybe at the very end. I question the use of the Mega Rush badge. It takes about 30 seconds in exchange for saving a few turns of varying lengths of time in about a dozen battles. While this would almost certainly make up for the time on its own, you have to take into account the fact that Mario needs to be brought to 1 HP before, or during each of these battles which is time-consuming on its own and may even be impossible or require preparations that take even more time. The only way to be certain would be to do the game both ways. I'm not sure which would be faster, I'm just saying that Mega Rush is not guaranteed to be faster. I think upgrading Bow is a good idea; she does 5 damage with a free attack although it takes more time than some of the other characters. That one extra free damage may be key though. There are some upgrade blocks that are not out of the way at all including one in the chapter you get Bow. In particular she is great against the Jr. Troopa that you fight right after the chapter you get her. Other than that I would upgrade Goombario twice, if possible, because he does a lot of damage fast, and Watt twice because she is useful against anything with defense, especially final Bowser. I don't think there is a fire attack badge, but there is an ice attack badge and I don't think it's out of the way. You will actually need the ice attack badge to Power Bounce on Lava Pirahna.
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and others will disagree ^^
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I love this game! And the movie is well done, but it seems like you're already going to make a new version so I'm not going to vote. Another suggestion: don't end the movie so early, wait until the boss is dead and input is impossible. If input is still possible (as it is at the end of the movie) then a player could pause, or even remove the lance. I think that others will agree.
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I had to comment on this movie cuz I think it's awesome-in many ways cuz it's metroid. My favorite part is when you send that upwards rain of missiles into Ridley-awesome. I also like at the end when Samus gets all her stuff back and just starts annihilating all the space pirates.
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I'm a fan of the metroid series and you definintely didn't disappoint me. No moments that really stood out for me but definitely not boring. OK I did like when you opened the first missile door with that rain of 5 missiles.
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That would be a very good idea; watching someone cycle through menus isn't fun for anyone. If you at least had something to read while it was happening it would make the video more tolerable, but still not entertaining imo.
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I agree that while this run is very well planned out and beautifully executed.. It is also very boring to watch and in my case, due to my utter hatred of menu based/first person games, downright irritating. I would've preferred a lot more fights-there wasn't even a final boss or anything..wtf! I still have to give you credit for the work you did though, so I vote meh. The downsides of the run are exclusive to the game itself.
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I liked it, so I vote yes. I always thought this game was ridiculo difficult but not nearly as cool as Ninja Gaiden so I didn't bother to try to get good at it. I hate those snake things in the sewers-thanks for destroying them so easily.
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Thanks for the clarification, that's exactly what I meant. I assume the answer is that the extra couple of long jumps are needed to give you just enough speed to use the stairs to get through the door. This doesn't apply to the TAS at all but if you could BLJ over and over in an open area would you keep building up (negative) speed? Is the ascending platform/wall or stairs a necessity or does it just make it faster?
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I think you did a good job but I couldn't even finish watching the video cuz I got bored with it.
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It still amazes me how much height you get from the long jump Just a thought but is it really fast to BLJ to the stairs before the room with tick tock clock and rainbow road? It looks like it might be fast to just run to the stairs and turn around. I'm wrong I'm sure.
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Yes vote from me, I thought it was excellent. All the puzzles and movements look really tight and very interesting to watch them be solved so easily. I shudder at the use of in battle attack items (very valuable in TASes though, I know), and you seemed to do a great job in there. For the first time I don't have any questions about the TAS either. I would also like to point out that even though this is a TAS the plot of the game is still, for the most part, in tact. I was going to bring up the Level 0 glitch but then I noticed you mentioned it so obviously you avoided it on purpose.
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Ah I understand a lot better now. I read what little I could about the healer glitch and it doesnt make any sense to me WHY it works but I accept that it does work. In general this video makes a ton more sense now. Just a couple questions if you dont mind: Why did you use this version of the ROM? Any idea why the loading of areas is so slow in this game whereas in other similar games (at least Battle for Olympus to my knowledge) it isn't? I'm also confused as to whether the game knows what it's doing sometimes or not, let me see if I can explain: when you enter the house to get the downward stab you have to wait for a while for it to load area you can walk through instead of wall, but in the Great Palace you can drop through the bridge in that little hole to the bottom floor when it's not even (visibly) there. This is just one example among many I'm sure. Any explanation?
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what is the input and why does it affect the output so drastically? will this work for other versions of the ROM? Sorry for the questions I just want to learn.
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I don't really understand, is this a run of a hacked rom or what..I have a ton of question as to wtf this is (excuse my noobness). Yes vote because it's awesome and faster than the previous version.
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US Rom works fine. This run is excellently done, interesting and entertaining and Ninja Gaiden is one of my favorite series. But I thought the whole point of the series was DESTROY AS MUCH AS POSSIBLE-Ryu Hayabusa's never quite been about stealth. There is already an excellent run of the game and killing and power ups just make things better. I don't decount the value of this run, but I don't feel it's necessary either so I have to vote no. I also didn't care for the no feet moving thing, I think running looks better. Just a couple thoughts, why NG2 instead of the other ones? It looks like you could've hit Jacquo a bit earlier at one point and saved maybe like a frame since you make up the other hits so fast anyway, but I'm sure I'm wrong about this. I also assume that another secondary goal was "use no special weapons" but I'm just wondering if it would've been faster to use the regular throwing star to get in a couple hits early? If this movie is published which it probably will be I DO NOT think it should be in concept/demos because the Pacifist Contras aren't there and I think there's been a ton of confusion around the site about the concept/demos section lately (or perhaps all along) and I think we should wait till it gets cleared up before we stuff it with more runs..if it ever gets cleared up.
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I don't think that you can say there can be an any%, a 100%, a low%, and a hyper glitch for every game, I think that each game should be looked at individually. There are so many different ways to play a game that any% can apply to a ton of different things. You can create countless numbers of runs from the same game, but done in a different way and at different speeds. For instance, you could have an SMB2 run for each character. This is obviously in excess. The reason I changed my opinion to allowing POM's run to remain is because countless people have attempted this route infinite times. Now that it's on the site they get to see what they can never do. Maybe having a ton of different runs for the same game isn't such a bad idea after all, as long as theyre all excellently optomized-the more the merrier. I have no life, I could always use more stuff to watch =P
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Don't get me wrong, if SMB was any less popular than it is I'd be all for Phil's run replacing POM's
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I see your point and I think I change my opinion on the matter. Trying to beat SMB in 5 minutes the conventional way is something that has been attempted by countless people and having this one the site is important. For the sake of argument though, usually an any % run has an interesting route change or forces you to fight at reduced power when compared to a 100% run. POM's SMB run and the warpless run are practically identical in the levels they use. Defining the SMB platformer games in these terms is hard since there isn't any item collection and the route is almost completely linear. I would consider POM and Phil's run to be in the same category. The thing that distinguishes an any% run from a low% run is that a low% is slower, any% run refers to minimum% needed to make it fastest. Phil's run is not slower. Calling these % runs at all is somewhat nonsensical though since there isn't any item collection going on and there's basically only one route. Still maybe these should be considered different games? There are a lot of things that are still up for debate and may never be solved. There are still some problems with the concept/demo section such as: 4 CPU Monopoly is there..but why? Because it's slower than the 1 CPU? If that's the case then why aren't the SMB2 Peach run and SMB2j Luigi run in that section? Maybe we need ANOTHER section with something like "slower but done in a different way so it's still interesting" section or something. Or maybe we're all just content to there being no clear definition of what that section is really all about. Edit: added some stuff above after a couple posts that people put up while I was writing this one ^^