Post subject: Rocket: Robot on Wheels
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
This game is great. I'm surprised it hasn't been brought up any. It's a rather unknown gem that never gained a lot a buzz. It's very similar to BK, but you go around collecting tickets instead of jiggles. There's cool moves you can buy (with tinker tokens), and cool vehicles you can ride in. The game is set in an amusement park. You are able to make your own rides, and you can even ride them and get a ticket for it. Also, from what I've seen it emulates fine. The game isn't terribly long either from what I remember. I'm just hoping to get some interest in this game, and hoping someone picks it up. I'm too busy with other stuff to do this.
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
oh yeah I have this ROM... I thought it was emulated very well. The controls are notoriously difficult, especially when trying to turn at top speed. As with many other games, it begins to get better the more the game progresses. Don't know much about if this game has skippable parts or can be broken, or if any% or 100% should be done.
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Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Here is a crappy test run I made just to see if it desyncs. (no use trying to get interest in the game if it doesn't work after all.) I got the first four tickets in the first level, and I played in realtime with no states. (I know I suck, blame my controller.) I'm still not working on this, but tell me if it desyncs or not. If it doesn't desync, somebody should definately pick it up!
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (734)
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Location: Massachussetts, USA
BEST TEST RUN EVER. Um yeah I know it looked sloppy and all, but not bad for 0 rerecords. No desynchs whatsoever, so this is doable. What is questionable is it's entertainment value, nobody has heard of this game before most likely and while it's not slow, it's not impressive either, unless someone finds TASing it to be fast.
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Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Well, it's cool that it works and emulates so well. The game does start off to be a little boring, but once moves are learned, harder levels visited and more vehicles are used, it should get much better. BK gets more entertaining as it goes on aswell.
Working on: Command and Conquer PSX Nod Campaign
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
The fact that you use no re-records and therefore no savestates indicated that it almost certainly is not going to desync. I personally think this game should be OK to do. I think like B+K, 100% would probally be the best option to do.
Editor, Experienced player (734)
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Location: Massachussetts, USA
I thought if he did use savestates and slowdown, and if it didn't desynch that it would prove that it wouldn't in the future... *shrug*
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Former player
Joined: 7/12/2004
Posts: 524
Location: USA
I'll reconsider doing this sometime in the future if experts on this game help on the route planning. I suck at route planning and I'm lazy. TASing is a hard enough job. Planning a route on a complicated non linear game like this would make me insane.
Working on: Command and Conquer PSX Nod Campaign
Editor, Experienced player (734)
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Location: Massachussetts, USA
I've never played this game ever, I only heard about it by browsing through a ROM site and trying it out, so I can;t help there... one thing this world is not short on is FAQs, those'll help. That's about all I can offer, if you do work on it (finish MMX 100% first!!) I'll watch your progress
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Joined: 5/28/2007
Posts: 45
Hi all. I am immensely interested in this run. However, I have no experience AT ALL at TASing. I would love to help out any way I can though. Someone give me a buzz if you would like something done on this run and I'll see what I can do. Also if someone feels like showing me the process behind making a TAS I'd love to learn. Cheers, Franklint
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
If you are interested in seeing a run the chances are you'll have to make it yourself (basically the idea behind all of my work), this is especially true of little known games such as this. Make a test run just to get to know the tools etc. and we'll look at your work and tell you where it's improvable/unoptimised/shit and eventually you'll have the run you want to see. Most of what you need to get you going is here. Good luck!
Mitjitsu
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Joined: 4/24/2006
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I could give you some starter pointers over IRC, although I'd assume you have some knowledge of how emulators work to a certain extent e.g. loading, playing back movies. IIRC there is very little difference between a any% run and a 100% unless there is glitches that help skip to some of the later worlds more quickly.
Joined: 5/28/2007
Posts: 45
Alright, cool. Thanks for your help guys. I'd love to speak to AKA over IRC at some point, but for now I've decided that the top priority is working on Toy Story 2 with Swordless Link to get some experience. I think I'll get back to you on this run. But by all means someone else go ahead and I'll watch the progress avidly. Cheers, Franklint
Editor, Active player (476)
Joined: 5/23/2006
Posts: 361
Location: Washington, United States
My friend and I did some preliminary testing on this game awhile back ago... The main difficulty in planning a route is the large number of goals you have to complete inside each level. For example, in level 1, some of the more complex goals are to: -Get the slam move (to break open trash cans for tokens), requires 80 tokens to learn -Find the 4 screws and take them to the roller coaster -Get the Dune Dog car for faster movement and a few tickets (requires 50 tokens to use) This is a preliminary testrun up to getting 80 tokens (at that point it's best to save and quit so that we can get the slam move): http://dehacked.2y.net/microstorage.php/info/5779/RoutePlanning.m64 Here is a mostly optimized version of the first few parts: http://dehacked.2y.net/microstorage.php/info/5780/Rocket%20Testrun.m64 And, on a side note, I discovered that the race with the corn car can be done without the dune dog by riding the corn car (it's very difficult, though). I have a movie, but I can't host it at microstorage because it starts on a savestate. Edit: A few other notes about optimization: -In the first level, there are a number of extra texts. Most of these take a long time to move through, so we tried to plan out where we could cancel out the texts. The "first ticket" text at the very start is skipped by landing on the ticket switch, the "first token" text is skipped by entering the midway, and Tinker's "sensor array is cut" speech (activated by getting a ticket in the first level) is canceled by landing in the exit of the midway. -We discovered that the ticket sitting on the platforms in the water can be collected by driving the dune dog towards it, hopping off the edge of the water, and jumping out of the car onto the platform. -There is another break later on, in level 2 (paint misbehaving): we found that after activating ticket D (where you paint the giant objects; collecting it activates an event where a building emerges from the ground), you can drive the paint car from the slope above, into the ticket, and far enough forward that the rising building will carry you upwards, starting you on the roof. This allows you to grab the ticket on the roof, enter the building from above, and complete the whole room backwards! By the way, I can't promise any progress on this (it was just a side idea for my friend and I), but I just wanted to share this information.
Former player
Joined: 7/12/2004
Posts: 524
Location: USA
Glad some interest in this sprouted up. If I can help in any way as far as routes go or any general information I'll be sure to post it here.
Working on: Command and Conquer PSX Nod Campaign
Joined: 8/10/2007
Posts: 14
Location: Louisiana
I'm currently learning how to use Mupen. As soon as I do, I will start working on planning a route/making a TAS for this. I have played the game through several times and have found minor shortcuts and glitches, so I'll be looking for more. Any input on known glitches or shortcuts would be appreciated since my only knowledge of this game comes from personal experience. As soon as I get up and running on the first level, I'll post a test video. Edit: before I get any further into route planning, I was assuming life upgrades are included in a 100% run. I just wanted to know what the consensus was.
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
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Location: Canada
http://www.youtube.com/watch?v=MeDt-ILNBvs I guess i'm going to be the one to tas this game, but I would really love to do this run with someone else, any takers? Anyways the link above is just a really small wip. If anyone is interested, please reply and tell me. Thanks! :-)
MezzoDragon
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Joined: 5/27/2007
Posts: 120
I love this game, and always wanted to see someone do a TAS of it. Kyman, your WIP is excilent, and I hope you decide to do a 100% TAS. An any% will be okay, but a 100% will be better. I just hope you decide to continue doing this awesome game.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
FINALLY, I've been waiting for someone to do this in a long time. Though 100% would be better.
Joined: 2/26/2007
Posts: 1365
Location: Minnesota
Wow, wonderful little game that I have never heard of. I hope this comes to VC :) Dude, do an any percent run. Don't listen to the guys who are saying "100% would be better! Do a 100%!" Take the easier route first, get to know the game, get more interest in the game by publishing an any percent. You will know routes/find routes easier, maybe even motivate another person to help you with a 100% run. *Time and again, I have seen new players get discouraged very quickly at the depth and magnitude of planning a 100% run requires. *No research to site here, move along
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Basically though, you can't really truely beat the game until you collect all the tickets. So really, I don't know how an any percent run will work.
MezzoDragon
He/Him
Joined: 5/27/2007
Posts: 120
Since deciding on what an any% run can be, perhaps a 100% run may be the better decision. I, honestly, hope to see a 100% run, but that is not my decision to make, no?
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
I found a way to get out of bounds in paint misbehaving (second level). http://www.youtube.com/watch?v=r6gIF7erYGI This might be useful in other places in the game.
Player (79)
Joined: 7/7/2008
Posts: 873
Location: Utah
Question, how can you get out of that doorway?
Kaylee
She/Her
Editor, Active player (434)
Joined: 9/29/2008
Posts: 706
Location: Canada
No clue. :P