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ventuz
He/Him
Player (126)
Joined: 10/4/2004
Posts: 940
thats still fast.
Player (71)
Joined: 8/13/2004
Posts: 205
you know this may or may not be helpful but in a CT speedrum for optimising the best results in battle marle is very essential once you get "haste" i'd try to get it as soon as possible and then just mash on the enemies so quickly that you'll kill them so fast. just a thought, sorry if you already knew this or have implemented it.
Joined: 8/10/2004
Posts: 173
Location: Bethel, VT
4.5 hours is awesome; my first time beating this game had a time of 35 hours+; granted, I did all side quests, and was learning the game as I went along; but thats about 85% off of my time: amazing! :)
Joined: 1/18/2005
Posts: 16
I dont know if anyone brought this up yet or if its general knowledge, but at the teleporter, you dont even have to go through, just talk to marle immediatly and it goes off for you. Theres other flags problems that were in the game, but I forgot.
.... wow.
Former player
Joined: 9/24/2004
Posts: 177
Answers to your question: There's a very big chance that I won't even pick up Haste with Marle in the run at all, let alone use it in battle. I'm mightily struggling with the game's horribly inconsistant battle menus - for example, selecting Techs from the menu sometimes requires about 15-20 frames to open up, during which, even on Wait battle mode, the battle gauges of the other allies and enemies continue to fill up.. sometimes, if my allies have acted immediately before my turn comes up, the battle gauge will have risen back up halfway once I finally get the menu open. You'll notice this effect the most during the Black Tyrano fight in the next update - I usually only get one tech in before the Tyrano continues its' countdown.. because of this, Haste won't have nearly as great an effect as one would expect from the spell, and outside of Ice-based or healing double techs she's usually dead weight in a battle. And now, an update.. I just got back to work on the run a few days ago after about a week long break, and I've obtained the Epoch and gotten back to Zeal (the second trip there).. and I've hit a roadblock on the Mud Imp fight. I'm still trying out strategies, but so far I haven't come up with anything that'll let me take down the Mud Imp quickly without horribly dying from its' attacks. If all else fails I can still fall back on the widely used plan of killing the Beasts first and then letting the Mud Imp run, but I want to save that as a last resort.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
What is the benefit? Is the Mud Imp worth lots of XP/TP? Also, have you tested if luck manipulation works on the, I think they're called, Gravels? Killing every single one sure would help out a lot... but with the damage you're probably dealing right now you're probably going to need a whole lot of good luck killing them before they run away.
Former player
Joined: 9/24/2004
Posts: 177
Umm.. *looks up in an FAQ* 354 EXP, 1200 G, and 10 TP. Nothing to write home about. No weaknesses, or strengths, either. (Yeah right, it's got really high physical defense, and pretty good magic defense too). So, it comes down to what's the fastest way to down it, or if there even is a way at my low level besides knocking off the Beasts first. Anyways, the things I know are: - My party average level is 21, with everyone at that level but Crono (22), Ayla (23), and Marle (20). - I only have the fourth tech for everybody but Ayla, who only has up to the third. Both Crono's Lightning2 and Frog's Leap Slash are ~150 TP away from being learnt, so Spire is out. Ayla doesn't know Rock Throw yet (and is also a good ways away from learning it), so Falcon Hit is out too. - It frequently heals itself and all its' allies for 150 HP, probably even counterattacks with the heal at lower HP levels - Antipode: does ~190 damage, but this requires me to use Crono/Marle/Lucca, the latter two of which have no defense whatsoever and will likely just get trampled by the Beasts due to Crono not being able to heal fast enough - Any other double tech based partly on Crono's Lightning, Lucca's Fire, or Marle's Ice (Fire Sword, Ice Tackle, Volt Bite, etc): ~150 damage - Anything else does much less damage. My current best option, I think, is to use Crono/Frog/Ayla and fire off Volt Bite, support myself with Heal, and fire off the occasional Water, and hope that it doesn't heal itself very often (or at least try to manipulate him out of healing).. I guess I'll try that tomorrow. Oh, and what you're talking about are Rubbles.. I don't fight them until the very next area[/i]. Augh~!
Player (36)
Joined: 9/11/2004
Posts: 2631
But at least the Rubbles are before Gias. Not having Falcon Hit for Gias would make it very difficult. Or are you still too far away for that?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 9/24/2004
Posts: 177
Okay, I've managed to beat the Mud Imp.. it didn't heal itself nearly as often as I thought it would, and so I was able to take it down pretty quickly with Crono + Lucca + Marle. I also think this will be the last difficult boss before Lavos - Giga Gaia was a pushover (it only managed to pull off its' double hand team attack once, and afterwards it was almost all bashing its' face in), and it was simply amusing to see how quickly I could rip through Dalton's 4000 HP. I don't expect the GolemTwins to be all that difficult either, especially with a full set of Ruby Armor on my characters to lessen Fire damage, and Dalton Plus should be another cakewalk. However, I got a rather large way through the Ocean Palace, almost right before facing the GolemTwins, before suddenly I loaded the wrong savestate on a rerecord and wound up back at the beginning of the dungeon.. I'm probably going to take a break from the run for a little while (maybe about a week or so) before I get going again.
Joined: 7/27/2004
Posts: 48
Sounds exciting. How's your time going so far?
Former player
Joined: 9/24/2004
Posts: 177
Total time is around the 3 hour 30 minute mark, with game time around 3:20. I seem to be pretty well on pace to beat the game in 4:30.. I guess that all depends on how long powerleveling from level 27 or so to the upper 30s on the Geno Dome conveyor belt takes.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Can we have a peek?
Former player
Joined: 9/24/2004
Posts: 177
Alright then, I guess since I have progressed pretty far, and added another hour and a half to the total time of the movie, here's the next version of the movie: Test run 1, update 4[/url], up to the beginning of the Ocean Palace. Actual time is 03:40:05 (combined between two movies, due to Snes9X WIP 1's movie limit), with the game time at 03:24. Use WIP 1 to watch this movie. Two save states are included - slot 0, at the beginning of the End of Time, and slot 1, at the beginning of Magus's Castle (both work on the first movie). As for notes, besides the usual stuff (needing to optimize movement, needing to optimize battles, avoid healing during battle when unnecessary, etc), there's a lot for this version: - Magus's Castle was a pain and a half to go through, and took over a half an hour to complete. (Yes, a half hour, for one dungeon.) Slash and Magus himself were the biggest contributors to the length of this dungeon - Slash just seems to take forever to bring down, especially given he has 6000 HP between two forms, and the best you can do is 400 damage X-Strikes, and I had to do an incredible amount of healing and luck manipulation to get Magus down in any decent amount of time and looking halfway decent. I don't really like either battle, as well, but I'm not certain how much more they can be optimized, though.. - There are a few battles in Magus's Castle I didn't avoid as well as I should have, especially the ones going up the first vertical set of ramps with the Rolies rolling down. - I do spend time fighting unnecessary battles in Magus's Castle to learn Heal with Frog, in the Hunting Range to pick up the necessary trading goods to get three Ruby Vests (along with weapons for Crono and Robo), in the Tyrano Lair to get Cat Attack with Ayla, and on the Mountain of Woe fighting Rubbles to build up Lucca's tech points faster. Magus's Castle and Tyrano Lair can definitely be improved on, though, and I'll need to do much better research on the enemy encounters in both dungeons to help save time. - The seemingly slow moving dialogue sequences involving Magus prior to battling him, as well as during Crono's dream sequence after defeating him, are autoscrolled by the game and can't be sped up by any means. - The scene in the main hallway outside the Queen's chambers in Zeal, where you watch Schala walk up to the strange sealed door and unseal it, must be viewed to advance the story - you can't charge the pendant otherwise. The same is true after defeating Giga Gaia - the game won't even let you leave the room until you talk to Melchior to receive the Ruby Knife. (It seems that by Magus's Castle or so, the CT programmers got much better with flag programming, and it's become much more difficult and rare to avoid battles and important events since then). - I intentionally suicide on the Golem fight on the first trip to Zeal to save time. Speaking of that, now that I know I can take out the Black Tyrano before it has a chance to fire off its' fire breath twice, I should only heal once immediately prior to its' bite to keep the bite target alive, to both save time healing and to allow the Golem to wipe out my characters more quickly. - The one item I unseal in 1000 AD from the sealed pyramid after getting exiled from Zeal is the Swallow for Crono, his third best (!!) sword in the game, and also raises his Speed quite a bit. It also makes dual techs involving Spincut really powerful, which I abuse over much of the next couple parts of the game. - While going back through 2300 AD to pick up Epoch, I take the "hard route" through lab 32 by not racing across on the bike. I actually found it to be much faster than spending the minute or so racing on the bike, and might go this way the first time around in 2300 AD and not race on the bike through the whole movie, if I'm able to. - While rapidly buying stuff in the Earthbound Village shop in 12000 BC, I intended to buy 3 Shelters instead of whatever I did wind up buying at the end of my buying spree (I don't recall which item I did buy), which explains my healing with items instead of a Shelter right before Giga Gaia, and my return trip to the shop after Giga Gaia is defeated to actually buy the shelters that time. There's probably a few other things that I can't remember off the top of my head.. anyways, if there's any comments about the run between the beginning of Magus's castle and the Ocean Palace, fire away.
Player (206)
Joined: 5/29/2004
Posts: 5712
But I thought you had to do the bike race at least once...
put yourself in my rocketpack if that poochie is one outrageous dude
Emulator Coder, Site Developer, Former player
Joined: 11/6/2004
Posts: 833
Here's a copy of the SMV in a single long movie. http://dehacked.2y.net/tilus-chronotriggerJ-ver4-glued.zip It works with any save-states (including the ones included in tilus' ZIP) from the last video. I tested it for 5-10 minutes past the glue point. Looks okay. Edit: true to its name, the movie length bug will prevent you from using save-states to seek forward/backward with this video without modifying snes9x. Let me rephrase that: you can't make new save-states with this SMV. Old ones work.
Post subject: Proper job!
Joined: 5/17/2004
Posts: 106
Location: Göteborg, Sweden
Watched up until the end of time, good stuff. I assume that some fights can be optimised further, but you likely know how better than I do. Only real question mark I noticed is running around Spekkio for getting magic - isn't it possible to meet the conditions required while keeping a tighter circle? Would save you a bit of running, if so.
Post subject: Spekkio's Magic Circle debugged
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Xerophyte wrote:
Only real question mark I noticed is running around Spekkio for getting magic - isn't it possible to meet the conditions required while keeping a tighter circle? Would save you a bit of running, if so.
I'll check the game code. Edit: The checkpoints are located at these points: Checkpoint 1 (object 10): 05,0F (door) Checkpoint 2 (object 11): 01,0C Checkpoint 3 (object 12): 05,03 Checkpoint 4 (object 13): 0D,07 Checkpoint 5 (object 14): 09,0F Every time you pass the door, it checks whether all checkpoints have been visited at the current round. If they have, it increments the counter by 1, otherwise it lets Spekkio correct the situation the next time when the player talks to him. Oh, and the checkpoints only "work" if they are visited in the right order. Spekkio appears to have multiple personalities which reside at 07,09 and 08,09. (And which have nothing to do with Spekkio's different appearances.) The door has an invisible personality at 05,0E (just because it's wide). All of the checkpoints reside near the walls, but none of them reside in the corners. So a tighter circle should be possible.
Former player
Joined: 6/27/2004
Posts: 550
Location: New York
What do you mean by personality? And given those coordinates, are you able to know where they are visually, so as to answer the question whether or not the circle can be tighter?
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Blechy wrote:
What do you mean by personality?
I meant there are a few "objects" that are responsible of Spekkio's actions in his room. Only one of those objects actually _appears_ as Spekkio. The others are invisible and do things like talking in Spekkio's name.
Blechy wrote:
And given those coordinates, are you able to know where they are visually, so as to answer the question whether or not the circle can be tighter?
Each of the coordinates refers to a 16x16 pixel block of the room. When I said "none of them reside in the corners", I forgot that the room appears diagonally. Well... checkpoint 2 seems to be the left corner. checkpoint 3 seems to be the back corner. checkpoint 4 seems to be the right corner. checkpoint 5 seems to be the bottom corner... Perhaps not exactly, but that's what I would guess now that I have actually watched how the room looks like.
Former player
Joined: 9/24/2004
Posts: 177
Yeah, I mentioned that I didn't spend a whole lot of time checking to see how much I can "cheat" on Spekkio's checking. However, even if I can't "cheat" enough to make any real difference in the path I take around the room, the fact that I was rubbing against the walls while walking around the room, which slows me down pretty considerably, is still true, so if I can keep myself slightly away from the wall I'll still be able to run around Spekkio faster.
Joined: 1/1/2022
Posts: 1716
I just watched the run, it's looking very good so far. This is still the testing version, correct? Anyways, I remember when I use to play this as a kid there was always a "pyramid" (such as the one you got the Swallow from) in Zeal that I could never get (it was on its own island). Is it there for show, or is there actually a way to get to it? It just brought back memories when I was watching the run.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
Never played the game myself, looks good. Why does the catwoman bark?
Post subject: Re: zeal islands
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
HSZZZ wrote:
Is it there for show, or is there actually a way to get to it? It just brought back memories when I was watching the run.
Just for the show. You can reach it, but not until many thousand years later. The poor Nu really has to wait. The leftmost island can not be reached at all. (I think.)
Former player
Joined: 9/24/2004
Posts: 177
Yeah, this is still the testing version. As for the sealed pyramid in Zeal, it's the same one as the one you unseal in 1000 AD - the equipment there was sealed away back then and placed out of reach, and isn't accessible until you get to it in 1000 AD. You can also see it in 600 AD hidden deep in the forest around the vicinity of Magus's castle, but again it's out of reach and inaccessible.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
The seal pyramid (or is it a tetrahodron?) can't be reached until you're in 1000AD after having upgraded Marle's pendant at the Mammoth Machine. Ripped 1000AD overworld (large)
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