Posts for zaphod77

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Joined: 1/13/2007
Posts: 343
This version is good because it's very true to the original dos version, which is very true to the original apple ii version. the genesis version is horribly mangled. the nes version is horribly mangled. most any version that say domark or virgin on it is horribly mangled. the snes version is a good extended version, which keeps all the gameplay intact, while adding new features and more levels. but this run will be quickly obsoleted when someone changes the game speed to do it faster. :)
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the entire point of this version is to use speed 1 and ZOOOOOOM!
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I would like to watch this for real. anyone have a temp encode? I'm guessing cutscenes account for most of this time?
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Joined: 1/13/2007
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honestly, just running the skate levels would be more interesting, considering what you can do on the surfing stages. You just ride to the top of the wave and alternate between up and don at the top, and you can just rack up the points. you can very easily max the score counter in rapid time that way. probably on the first level under TAS conditions. playing big wave encounter i maxed the score in around 5 minutes RTA once i got the timing down on that trick. t least thas hoow i remembered it.
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Okay you add conveyor belts, sticks that knock you over, teleporting doorways, and magical death sparkles that you can't sneak past to the dos version. :) there is no doubt that the snes version engine was extended significantly to add many of these new features present in no other version.
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this version added much more new than most. most if they added anything just an extra jaffar battle before the princess. this one added 1) shiva boss fight. 2) ascent from hell. 3) teleporter maze 4) many patched speedrun exploits (mouse rescue can't be skipped in this one) 5) conveyor belts. 6) a few new traps. 7) a number of additional bosses. 8) extended jaffar battle 9) potion of warp 10) potion of death (insta kills you) 11) 20 levels instead of 12, many of them extended from what they were before.
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Anyway it seems what counts as 100% is pretty straightforward 1) collect all items there is only one of. this means no skipping boomerang for magical boomerang, since there's only one normal boomerang. Also no skipping swords, because there's only one of each. 2) collect all moblin money stashes. 3) if there is more than one of an item, and it's superceded by a better item later, you can skip it (blue ring, possibly blue candle. arrow can't be skipped as far as I know) Otherwise you must have it in inventory at end (matters for bait) 4) bomb EVERY bombable rock in the overworld. (but you don't have to go in if it's a door repair charge.) These are irreversible changes, and thus MUST be made for 100% All other secrets that stay open must be revealed too. stairs under an armos isn't required unless you actually need something in the room. 5) buy all bomb upgrades. 6) collect red water from the old lady. 7) you don't have to buy anything available as a drop. (this means bombs, and the heart from the shop)
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You can avoid buying a second bait by restarting when you use it to bypass the hungry Gorya. was this tested to be slower then buying a second bait?
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Joined: 1/13/2007
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This is one of those times where you actually have to play both to appreciate the differences. the genesis version seems convincing until you go back and play the arcade. And i'm getting the feeling this was intentional, to rudely surprise people intending to coast through the arcade on credit after mastering the home version.
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I get why this went to vault, and why the nes version went to vault as well. And the genesis version. Everyone who's played the game seriously knows that nes and sega genesis versions of the game are totally inferior to the good versions. It's the "looks like good RTA" issue that's the real sticking point here. That and the fact that it seems to drag on a bit. but that's a minor secondary issue. While you feel like a superhuman when you get the games controls, that doesn't really translate well to viewers, so only ones who have played the game (admittedly a decent number) appreciate it properly. The Sega CD version is a highly accurate port, including all bugs from the original that might help that I know of. (overflow trick is a BIG time saver on level 12) TG-16 version is nice but not an accurate port. it does have silly bugs of it's own allowing some clearly not intended solutions, and the same speed control options. Incidentally 2 tile running jump is actually a bug. All puzzles are solvable without it, except for maybe SNES version. But it's a cool bug which was sadly fixed for prince of persia 2.
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I got pretty fast at the genesis one, using combination of downstab abuse and knock off the edge abuse. I will accept that at really high level the genesis one is probably harder to squeeze time out of, but a decent run is much easier on genesis than on the arcade. and playing for survival the genesis one is a TON easier. enemies are a lot easier to charge attack (unless you are axe battler), a lot easier to special attack and a lot easier to down stab reliably. he knight can reliable be charhe attacked by the other two characters on the enesis. in arcade he will swing his sword earlier. Only death bringer is any challenge, and that mainly because of the invincible skeletons.
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Wihile shorter this version is overall more difficult. the AI is smarter compared to the genesis version, and the monsters have moves they don't have on Genesis. Run RTA without amazing skill if you try the stunts that are so easy in the genesis version you will get murdered. On genesis all you have to be do is be JUST above bottom and down stab and enemies try to dodge low. they are smart enough to dodge hig hin arcade. the slow slice exploit also doesn't work in arcade which accurately tracks your swings at all times. This TAS make it look easy. it's NOT. In non TAS conditions, most players will abuse the ridable animals and magic, and this will easily get you to level 4. Then it starts getting tricky.
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While this is entertaining, it's mainly entertaining to those who have played the game. It also doesn't look THAT superhuman, because of the slow game speed. every stunt is pretty much doable RTA,or looks like it. My proposed SegaCD tas would solve that in a hurry, by using high speed mode for move and fight it runs at 60FPS (pretty sure). maybe 30. Will look much more superhuman. :)
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Challenger wrote:
zaphod77 wrote:
.I recommend TASing the Sega CD version next, with use of the speed adjustment feature to speed up the action. :) should be quite entertaining seeign th egame blazed through at speed 1
I have the version of the Sega CD. I had also thought about it, but I do not know to adjust the speed of the game pausing during the game can be allowed. Maybe this function going to break a rule of the site or not.
it is done during ingame pause menu. therefore it's allowed. press start during gameplay, go down to speed (move) press a, press left a few times. do same with speed(fight)
Experienced Forum User
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This is a very nice and extended version of Prince of Persia. Also despite the engine extensions, the perfect play control form the original is kept here. A very nice run. The original version pf PoP is still great though. I recommend TASing the Sega CD version next, with use of the speed adjustment feature to speed up the action. :) should be quite entertaining seeign th egame blazed through at speed 1
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Isn't goign left from start on ridley faster with missiles? If it's slower, why?
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Joined: 1/13/2007
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There are a few circumstances. 1) power is removed from the system for an extended period of time. this should be the state the emulator presents. what initial states can happen after an extended absence of power? The game that doesn't boot in FCEUX and does on real hardware seems to prove that FCEUX initial state is NOT a valid one by those standards. it's initial state should be one that is likely to happen on a real console. 2) power is left off for a very small amount of time. this causes a minor change in state from what it was when it was powered off. on my c-64, for example this tends to cause one bit in each ram cell to flip on. the same one. this cannot be accurately emulated, so it seems this is NOT valid. 3) power is never actually dropped because person holds reset button while removing cart 1 and inserting cart two. this is possible on real hardware. so it's a valid TASing trick, in my opinion. you dn't even ave to press reset until after swapping the game. a real life example here https://www.youtube.com/watch?v=wyiBuX9y16k the movie attempted a variation of number 3. according to nesdev people, uninitialized ram after long term poweroff is mostly FF, with some memory locations having a single bit at 0. this confirms my experience with c-64 that a quick power off and on flips one of the bits to 1. So seems FCEUX is wrong, and that Nestopia is more correct. However, someone changing games reasonably quickly can produce a very different result (not an uncommon event in real life). So seems "random" initial state should randomly select values from the following pool FF FE FD FB F7 EF DF BF 7F with an extra high priority given to FF if it's to reproduce real world conditions from long term poweroff.
Experienced Forum User
Joined: 1/13/2007
Posts: 343
I have an idea for a time improvement. it may be faster to collect one coin then to collect zero coins if you area already going into subspace. if you collect a coin, the slots spin immediately and accept input, allowing you to stop in a loser well before starting fanfare ends. i tested this part with arpid fire an drel time play. the question is which is longer. the detour to collect one coin from subspace or the wait at slots?
Experienced Forum User
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It just feels wrong not playing theough the bonus levels. This is one game wher the fastest completion is not the most skilful.
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Joined: 1/13/2007
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Well if i had the same ideas as he had, i'd not only have a force close (with a clear message that it's intentional) but a forced delay after the close, if the close was triggered by going too fast. Anyway here are the current issues as I'm awate of it. 1) you can't get the golden ending without getting a neutral ending first. SO any attempt at the pacifist ending needs to start from a save. 2) the game's content changes with each reset. Yes, the game is aware that you are starting over. 3) only the genocide ending can be reached th first time through without the game closing on you. 4) the genocide ending actually taints the golden ending, if you do it first, you monster... The closing down invalidates anypercent, which is the fastest. Genocide will be slower, but can be done the first time through. The only way to make a TAS entertaining that I can think of is to use tas only glitches. And i could easily wrote a program that interferes with real time speedrunning of itself without crashing. Two ways. 1) unfriendly RNG/dynamic difficulty, that gets more unfriendly as you progress, and gets friendlier with time passed. 2) put in enforced delays that anyone who is even trying to speedrun will run into.
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Kinda silly for them to do the save in triplicate and not bother with comparison. For reference, the save corruption check for triplicate saves is ridiculously simple. Load save 1. compare each byte with save 2. if no difference is found, start game, if a difference is found, then copy the bytes from save 2 in starting at where the difference was. compare each byte in save 3 with save 2. if they are the same, start game. otherwise load first save and start game. Such a save system is foolproof, assuming that save corruption is a partial save.
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I remember back in the day there was a 13 note fast tune that was easily half the length of the others, and there not being a huge pause after it, though that may have been the original jumpman.
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so what if pac-booster is used AND you bounce? :)
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Joined: 1/13/2007
Posts: 343
Needs final boss skip glitch tag. :)
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Joined: 1/13/2007
Posts: 343
The main potential imporovement i can see would be manipulating shorter end of level tunes. they arent' all the same length.
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