Post subject: Shadow of the Beast 2
Skilled player (1486)
Joined: 4/28/2005
Posts: 240
Location: Finland
Test run completed in 8:19 Memory Addresses: 00FF2239 - your health (128 max) - Potions heal 40/46 HP 00FF2D7A - enemy 00FF2D00 - enemy ? 00FF1F43 - gold (only needed at 7:13) I just have to manage health better so I don't need to collect any health potions that are far away from the route. -Healt potion and coins at 1:35 will probably be skipped (0:16) -The bottle I begin to fetch at 2:46 is not needed. (0:40) -The axe I got at 4:48 is needed to kill the goblin that draws bridge later, but maybe it's not needed here :) -I tested axe on last boss but it doesn't do damage, so scroll + ring is a must -Look at my health at 5:12, WTH? -5:57 this key is not needed
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Skilled player (1486)
Joined: 4/28/2005
Posts: 240
Location: Finland
Completed in 6:38 0:55 One pillar doesn't drop down, perhaps I was too fast for it 0:59 Few frames could be found here 1:03 One frame lost here 1:22 Lower lever is needed for bridge to appear (1:41) upper lever controls the rope 2:06 Few frames could be found here 3:31 Few frames could be found here 3:47 One goblin must be killed so the one drawing bridge wakes up and starts doing his job 3:58 This switch puts the chain down (4:32) 4:09 Few frames could be found here 5:02 Few frames could be found here 5:10 No need to fight the "Behemoth" 5:18 No need to go up and lure the giant onto bridge 5:37 Snail wants 16 gold. Treasure chests give 6/12 gold and I had 18 5:40 Ring and scroll are needed to get the final boss killer weapon 6:37 Few frames could be found here These glitches made the run less entertaining, I don't think it's worth polishing and submitting.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Skilled player (1486)
Joined: 4/28/2005
Posts: 240
Location: Finland
Improved by 4 seconds to 6:34 4:09 - More than few frames gained here. 3½ seconds to be exact. Kill goblins so you don't have to wait them to walk off screen. Just couldn't let such a big time waster stay there.
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Editor, Expert player (2460)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
This game looks almost as crazy as the previous one. I think the funniest moment was when the large spike hit the goblin who was running alongside the player. This is a well played and short run, so why not submit it? I watched it twice without getting bored at all. There's something strange happening all the time, so it's an interesting movie.
Skilled player (1486)
Joined: 4/28/2005
Posts: 240
Location: Finland
Even if there's still 7 frames to improve? Plus perhaps 10 more frames in the final boss if you get lucky and boss stays still like in 6:38 run. 0:58 - Imp has to be killed to get a key for door at 1:06, can be done 5 frames faster 3:32 - I have to kill this man because of damage control, 10 frames lost. Could have taken 2 more damage to save 2 frames
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
Joined: 7/2/2007
Posts: 3960
That's a .04% improvement on your previous time. Make it if you want, but IMO if you're down to that small a level of improvements, then it's definitely worth considering submitting.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1486)
Joined: 4/28/2005
Posts: 240
Location: Finland
Okay, along the way I improved it more again :D But what do you say about ending input? Shouldn't it go to the credits (therefore you have to wait 30 seconds for last input)?
Projects: Warlock, Ren & Stimpy (impr) / Generations Lost (impr.)
honorableJay
He/Him
Joined: 8/18/2008
Posts: 104
Location: Albany, NY
Input should end when it's no longer necessary to change the outcome. There's really no reason to let the input play out until the end of the credits unless there's something you can actually do.
Joined: 7/2/2007
Posts: 3960
There's a variety of different interpretations on when to end input, but yeah, if you don't actually need to provide input during the credits, I wouldn't bother. People can hang around and watch them go by if they want to, and the encoders generally include any credits roll in the encoding. Plus, sometimes you can get amusing techniques at the end of the game that allow you to end the input a lot earlier than you "should" be able to. Check out the Gimmick run for a good example.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.