Joined: 2/15/2009
Posts: 329
Now with music! Level 1 WIP Wild 9 was developed by Shiny (creators of Earthworm Jim) and released by Interplay on September 30th, 1998 for the Playstation entertainment system. You play as Wex Major on a quest to return home from a strange planet that you've landed upon in a galaxy ruled by the evil overlord Karn. What makes this game unique is the use of a device in the game called the rig. It allows you to grab enemies and objects from a distance and move/smash them. Your goal is to travel from planet to planet freeing the other 9 members of the rebel group (Wild 9)(10?) and of course defeat Karn. I added the correct music during encoding. I'm honestly not sure if psxjin supports CDDA playback. Speed while airborne is 10. Speed while running is 7. This is why jumping is important! Timestamps are from the youtube encode. 1:29 I jump over the checkpoint (blue swirl) and splat to save time. 2:08 I acquire 6 Missiles for later on in the run. 2:11 Missiles are auto lock-on. They lock onto enemies before objects. This is why I take so long to fire. It takes 3 missiles to destroy a goo maker. 2:30 These enemy spawners seems random. Waiting frames sometimes makes them respawn much faster. 2:40 Holding left+right makes you spin left at full run speed. 3:44 Low and high jump heights cause a slight pause when landing. Running off the ledge is slower. 3:50 I wait for the flying enemy to boost up to the ledge. Least optimized part of the run. 5:00 I wait longer to kill the enemy here. The respawn pod drops 200 frames faster. (Haven't figured this out yet) 5:15 I have to wait to push the vehicle out of the way. Grapple is hard to optimize. Question and comments are welcome!
Working on: Legend of Legaia, Vagrant Story
Joined: 12/16/2010
Posts: 18
I played this game when I was younger, and though I have fond memories of playing it, I don't know if it's suitable for a TAS. I remember quite long periods of waiting, especially in the level with the human bomb, and even in this wip there are quite a bit of waiting. Though that might be lessened if/when we learn how the spawn rates of the pods work. I don't think I can be of much help, but I'd enjoy watching it if you pull through until the end! I'll be checking for updates daily! (Don't let the beginning of my post get you down, I enjoyed the WIP very much!)
I'm not a girl, not yet a woman.
Joined: 2/15/2009
Posts: 329
Postponed due to emulation problems.
Working on: Legend of Legaia, Vagrant Story
Joined: 3/18/2006
Posts: 971
Location: Great Britain
exileut wrote:
Postponed due to emulation problems.
I initially read that as, "Postponed due to emotional problems".