Posts for paosidufygth
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Joined: 11/13/2014
Posts: 35
Experienced Forum User, Published Author, Player (89)
Joined: 11/13/2014
Posts: 35
I completed F-Zero all tracks: http://dehacked.2y.net/microstorage.php/info/1721876360/F-Zero%20%28U%29-alltracks.smv I found a way to skip laps in White Land II and Sand Ocean. I also found how to completely skip all laps in Death Wind I and II.
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jlun2 wrote:
Btw, if this gets accepted, will other "ports" like VC or Classic NES Series for GBA be accepted too?
Oooh! I hope so!
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The only real time savers were in Ice Man room 1, Bomb Man room 4, most of Cut Man's stage, and Wily 1. Those were spots where I bypassed having to pause to take damage.
Experienced Forum User, Published Author, Player (89)
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For the starting lap I finally made it bump into the far right car which I thought couldn't be done. Better starting speed was obtained then I made a sharp turn to bump into the second car. I only recently started working on this project. I used Snes9x because I like that emulator better (it has less slow down than BizHawk).
Experienced Forum User, Published Author, Player (89)
Joined: 11/13/2014
Posts: 35
Experienced Forum User, Published Author, Player (89)
Joined: 11/13/2014
Posts: 35
samurai goroh wrote:
First I was happy to see a post on this topic and even with a movie included. Unfortunately, I'm not that fond of certain type of glitches in some games, and I was hoping this was going to be a normal run of the first cup, but it wasn't. (When I just ran the file, I though it desynched because you missed that bump, until you went 180º and then realized this run was going to use the pause glitch to skip laps) Well, it's nice to have a TAS that completes all levels, but it seems to me like it's not that optimized, at least not when you have to do a normal lap (Sand Ocean time is really bad in comparison with the WR). Also, why was Sand Ocean the only track that never skipped a lap? Is it impossible or wastes to much energy trying to pull it?
It won't work on that track. It pulls me to the other side of the track when I stop pausing. That and White Land II are the two tracks that had to be played through. Also, I kind of rushed through some of Sand Ocean when I played it (same with White Land II). I might do an actual speedrun of this game someday.
Experienced Forum User, Published Author, Player (89)
Joined: 11/13/2014
Posts: 35
Experienced Forum User, Published Author, Player (89)
Joined: 11/13/2014
Posts: 35
scrimpeh wrote:
Finally got around to watching the encode (Thanks, FractalFusion!) Of all the alternate goal runs for Rockman we've seen before, this one is by far the most entertaining. The execution is on point and very smooth, with no obvious mistakes. It's also quite refreshing to see the game how it "should" be played, rather than what TASers made of it. My only question is whether it is possible to not have enemies drop items in the boss corridor so you don't have to jump over them. It's a shame the PSX version cuts the sound quality so bad (at least I presume that's the game and not the encode), but the weapon switch makes up for it. I also really appreciate that the PSX version eliminated the copious amounts of lag that plagued the first Mega Man. So, all in all, I really did like the run. If we want to publish an "alternate goals" run for Rockman, it should be this one. A RCW run has also been published before (by the same author, no less), so this shouldn't be a problem either. I'm voting yes.
Thanks. I'm glad you like the movie. I agree with you about putting the movie in a different subcategory like "no zips" or something like that.
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mklip2001 wrote:
Thank you, FractalFusion! STAGE-BY-STAGE NOTES ON THE RUN In Gutsman's stage, things could have been a little more entertaining on the moving platforms. I'm a little surprised you killed all the miners... I thought it was faster to jump through them and take damage. The boss fight looked quite good. Cutsman's stage looked good. I like seeing that boss battle fought without any lag! In Elecman's stage, I have a couple concerns. First, you pause with the menu to get past an electric beam earlier... that seems like the use of a glitch, which isn't part of the category. Second, after you got the Magnet Beam, does it use more energy when you make longer platforms? If you could save energy with shorter platforms in the long horizontal room skip, then you could avoid running out of ammo in the last vertical climb to the boss. No comments about Iceman's stage. With Fireman's stages, you have some great shortcuts with the frozen pillars. However, you also collect bonus pellets from some enemies, which loses you a little bit of time at the end of the level. With Bombman's stage, good weapon usage at the end to stop the Sniper Joe and the enemy in the vertical shaft. Wily 1 was good, though the Yellow Devil fight takes a while. I'm fine with your choice to avoid the glitch to repeat damage, but it seems a little inconsistent for you to avoid that glitch while still using the pause glitch to pass through an electric beam in Elec Man's stage. In Wily 2, I know you can't avoid score pellets when you destroy the Suzies with the shield from Fire Storm. That's an unavoidable delay. In the boss fight, why do you start with the Elec Beam? For Wily 3, I would have liked to see you collect fewer score pellets from the first few enemies... I don't know if you can do much about that. The boss fight seems fine. Does no other weapon, except for Gutsman's power, do extra damage to the boss? With Wily 4, nice job with how you ended the Bombman refight. Gutsman felt slow, but there's not much you can do about that. The last Wily fights were cool, and I was glad to see you didn't have to pick up any weapon refills at all! OVERALL THOUGHTS I think this is pretty much exactly what I wanted from a glitchless run. There's a little more room for entertainment, but I think the run is still pretty fun. I would say this is nearly as entertaining as some of the NES Mega Man runs we have with lighter use of glitching, like the Mega Man 6 run. I'll vote Yes on this. Nice job!
I couldn't jump over the enemies in Gutsman's level without getting hit and it was faster to kill them. In Elecman's stage, I should've just got past the electric beam without using the pause trick. For avoiding the bonus pellets some of them were impossible to avoid. In wily 2 I started with Elecman's weapon in the boss fight because I thought it was faster. I didn't think about trying out another weapon. Elecman's weapon looked like it travels faster. There were no other weapons that did more damage to the boss fight in wily 3.