Only one thing troubles me...
The floating waterfall level, you know Olaf doesn't can just glide across instead of climbing up the ladder to go across the bridge, right?
That's incredible! I can't believe I never knew about that. Not only can Olaf go across, but with using the shield-riding trick will allow both to go across, thus rendering the bridge useless. I am in your debt for discovering this. Thanks a lot!
Hello again. I've taken Truncated and Nifboys' suggestions, along with a few adjustments, and improved the old WIP by a noticable margin - 21. 3 seconds. That puts the time saved compared to the published movie by 83.5 seconds! I thank Nifboy again for discovering the shortcut in TRSS that saved 8.3 seconds!(god I feel stupid). Here it is:
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP2.zip
Along with the shortcut in TRSS, I took Truncated advice and timed each ending as exact as I could. Some levels, TR33 for example, were complicated due to the lizard being there. Also, more "3-player" instances were implemented.
LLMO - Changed route for Olaf, ended up saving 3 seconds.
FLOT - Nothing particular, just better optimized.
TRSS - Shield-riding shortcut rendering the bridge useless.
PRHS - A little more involved near the end.
CVRN - More entertaining, nothing particular.
BBLS - Changed route for Erik, optimization of beginning.
TR33 - Changed the ending a little.
VLCN - Better handling of the characters near the end.
That's all I can think of now. If anyone thinks of any improvements I have failed to see, I'd appreciate it.
Hello once again. I've just finished the Egyptian world with an improvement of 65.1 seconds putting the grand total at 148.6! This improvement mostly comes from more involved movements and basically moving everyone as much as possible. Here it is:
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP2.zip
In JMNN, I chose for Erik to take the same path as Olaf and Baleog ( the shield-riding route) but unfortunately, I was not able to use the key at the last second to avoid crashing into the ground. No matter where I jumped from on the ladder, I just couldn't get far enough. But using this path saved me 9.3 seconds nonetheless.
The biggest improvement of one level came from TMPL, where the quick movements and switching helped amazingly tearing 20.9 seconds off the published version.
If you don't like the little "dit" sound every time I switch a character, this world's your nightmare. ;)
As always I accept any questions or suggestions that's concerning you.
No. The only way to avoid the crashing animation is to not crash. :P
I even tried to outstretch Olaf to create as much "floor" as I could to avoid the crashing, but to no avail.
EDIT: I jumped from every part of the ladder and either Erik would come up short or crash (and this is using Olaf's shield too)
Some ideas and suggestions:
At 11:29 you take two vikings down the ladder and leave the third (Olaf) above, instead of doing the three-player thing and switch while they are falling. I realise this is probably because you want Erik to hit the wall as soon as possible below, right? But it means Olaf will be doing nothing for a good while, and while he's falling down essentially no input at all is given, instead of controlling two characters, and longer scrolling time afterwards. Did you try both ways?
11:49 - when jumping here it looks like you're a bit over the corner, so you could have jumped earlier. Erik's hitbox might be irregular though.
At 13:20 you run past the ladder and fall down. Shouldn't either grabbing the ladder + fall, or jumping down the hole be faster?
The end of the level at 13:26. Can you land on the shield with Erik while still giving away the key, and then carry him towards the goal and dropping him off by lowering the shield with Olaf? (A long shot, I realise you've tried almost everything here. At other times it looks like you have to walk to stay on the shield, if so this probably wouldn't work.)
At the level SNDS (starts 13:31) you run to the goal with Erik and then switch to move Olaf and Baleog. This means a lot of time is lost as the screen scrolls. Is it perhaps faster to run about a screens worth and switching back and forth between the teams, to minimize the time when noone is moving?
At the level TMPL (starts 14:03) do you really need the kill-everybody weapon for the blue-key room, or is it just for easiness? Can't you avoid the enemies here like usual? Getting it takes a few seconds.
At 14:41, It looks like you can switch from Erik sooner - or will he land in the spikes then? And why don't you jump over the spikes instead of falling?
At the elevator shortly after that, can you jump with Erik from the shield to disembart earlier? Again it looks like Erik is a good bit above the corner.
If applicable:
Same thing with elevator at 15:06.
Same thing with elevator at 16:08.
Crazy idea for elevator at 15:49: can you leave Erik behind to take the key from Olaf, and run before him to start the elevator earlier? Olaf can float down to steer the elevator. Baleog might arrive late, but you don't need him to go down anyway, he can get on when the elevator goes up later.
After taking the blue key at 15:57, why don't you go back the same way you came? (Alternatively, why didn't you go up on the left side the first time?)
----
On another note, I have no idea what they were thinking when they named a viking Baleog.
If I would have switched earlier, I would have to prolong the wall-hit and wait for the blocks to evaporate anyway. Notice how Baloeg is almost there when the final block evaporates.
Jumping at that extreme angle (jumping to the left while moving up) will cause a delay, even though it doesn't look like it.
No. If I grabbed on the ladder, there would have been a delay (in other words, it's not like megaman). If I would have jumped, I would have gained too much velocity falling down and ended up a lot farther down the ladder.
Erik would have just slid off if I moved.
I thought about this. I figured it would have conflicted too much with what Baelog and Olaf were doing, but I'll try it out.
I need the Omega because OLaf can't get past the mummys without it (Mummys don't hit with one point of damage, they'll kill you with one shot.) I tried this out when I was making my first version and it wasted too much time because I needed to get Baleog down there to get Olaf out.
He will land on the spikes. If I jumped over, I would crash, which would seem awkward. Regardless, I'd still have to wait for the elevator.
Erik cannot stay with the elevator's speed (He can't even get up onto Olaf's shield at that speed).
Hmm. Seems valid. I'll see about this.
I tested this one. The route you're talking about invloves slowing, turning around and doing the same when falling from the ladders. The route in the movie saved 15 frames. I didn't go up the left side because it's too far away. Although, the inverse of the route I took (starting on the left side and ending on the right side) would probably not be any different timewise. Despite it, I'll test it anyway.
I appreciate the deep analysis you're giving my movie. I emplore you to continue to do so.
>If I would have switched earlier, I would have to prolong the wall-hit and wait for the blocks to evaporate anyway. Notice how Baloeg is almost there when the final block evaporates.
I realize the wallhit will be prolonged a bit, but I was thinking that Olaf being closer would cut both scrolling time and time walking towards the goal later, so it might pay off. It's just a hunch, might very well be wrong.
>Mummys don't hit with one point of damage, they'll kill you with one shot.
Ah, that changes things. And it's not possible to walk trough them like the monsters in the first world I guess.
>I tested this one. The route you're talking about invloves slowing, turning around and doing the same when falling from the ladders.
I understand about the momentum after grabbing the key, but after the first ladder to the left you drop off, your horizontal speed should be zero, and it's closer going to the right instead of left.
Thanks for all the answers.
Hello again. I've taken Truncated good advice and redid the last three levels of the Egyptian World saving about 7.2 seconds. I also redid the first three levels and hex-edited (boy was that fun) into the new movie. This puts the total improvement time at 169.1 seconds! Check it out:
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP3.zip
Truncated was right about SNDS. Having all three together saved about 4.5 seconds. He was also right about TMPL in two places:
1. At the end of the moving elevator, I left Erik there to take the key from Olaf, since Erik is faster.
2. When getting the blue key, I started on the right side and ended on the right side saving about 1.8 seconds. Hooray!
BIG IMPROVEMENT: I just fixed a mistake (the one suggested by nifboy). Now I no longer crash at the end of JMNN and saved 8.7 seconds!
Totally off topic, but I had a dream that holding up+down and left+right would cause the vikings to fly. Too bad when I tried it after I woke up, all Erik did was look at me like I was an idiot :(
This was my first time hex-editing, so if it desynchs for you, let me know. (remember the rom is "(U) [!]")
Anyway, if no great discovery is made, I think I'll move on. So until then!
I tried this in other places (ex. BBLS) and it didn't work due to limited space. I was skeptical to try this in JMNN, but a quick run-through was actually quite easy. It made a difference of about four seconds. I'll redo it and hex it together. Thanks!
Looking good.
Perhaps there are other places with similar conditions as in SNDS. I don't remember at the moment, I can check up on it later.
If hex editing worked without descyncs, you could continue anyway.
Sorry for being gone so long. I've finally finished the factory world with a improvement of 93.7 seconds putting the total improvement time at 262.8 seconds! Here it is:
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP3.zip
As you can see, there were a lot more involved movements and "third player" elements added, along with a few tricks.
A problem with the factory world is the pounders which I had constantly getting in my way.
I'll explain some of the things I did and why:
BTRY: When I entered the first vent with Erik, I switched player 1 a few times. This was to get Baelog past the robot without getting shot (which would cause him to get shot again because he was not accelerating until player 1 makes his way to player 2.) [There might be a better way of doing this, I just don't know what it is.]
CBLT: After Olaf dropped the bomb, he puts up his shield and glides downward. This is because the bomb will not destroy the laser above the elevator unless it is destroyed on-screen. Also, when the elevator is almost to the next level, Erik pauses in midair. This is because I would clip the second masher, thus lowering my acceleration.
V8TR: I use a familiar trick when getting the fire arrow; I switch to Olaf to avoid the shots by the robot. A funny glitch happened in this level - Everything turned red for a few seconds. This is because I switched to Olaf (who was down by the furnace which makes the screen red) and switched again too fast for the game to know. It doesn't help me, it's just funny-looking.
I will most likely redo the last three levels because of a couple mistakes I've noticed (ex. moved too far when jumping up steps in HOPP). I'm posting this now so if anyone finds anything else wrong, I won't have to redo or hex-edit it again (I'm trying to avoid hex-editing because it's dreadfully boring).
So, as always, anyone has any suggestions or notices any mistakes, I'd appreciate it.
First things first: I don't understand how the blue tunnels work. Sometimes you are traveling faster than other times. Could you explain?
At 16:46, it looks like you grab the ladder early and are forced to make an extra jump.
To have Baleog appear ahead of Erik at 17:56-ish was magic.
Why do you go into smack-a-wall pose before hitting the enemy projectiles with Erik? For show?
Is it possible to get someone down to the elevator earlier before 18:26? Could you leave Olaf down there somehow, or is he needed to block the shots from the robot?
At 18:35, it looks like you could have fired your first arrow earlier, but since you did it with frame advance this shouldn't be the case.
At 19:05, could you fall directly into the hole by starting to turn earlier? Or would this lead to falldamage?
While falling a long distance with Erik afterwards at 19:07, is it possible to do something with the other vikings? Perhaps the scroll time is to long.
Possible to go directly into the hole at 20:13?
Elevator at 20:19, could you jump off Olaf's shield? Perhaps the enemy negates all improvements so that Olaf is the weakest link here anyway.
20:54, take damage and pick up more bombs. You can then skip getting the bomb next to the elevator at 21:17, and maybe the one before that at 20:57 too.
21:23, another possible shieldjump from elevator, but this elevator moves faster than the previous one so maybe it's like the ones in the desert.
21:36, jump again with Erik after landing on the ledge before switching. Maybe.
22:11 or something, can you open with the blue key later? That way you could keep Erik moving forward, he'll come there later anyway. Perhaps give it to one of the others.
22:49, how did you fall with Erik without taking any damage? He was in the Uh-oh pose.
23:03, why the flying? If you're going to take damage anyway, can't you drop down and do it directly? You have a fruit if you need to take damage twice.
Can you drop the bomb before opening the door and still blow up the floor?
23:13, while waiting for the first spike, move Erik. It probably doesn't help overall because of the moving platform later, it just looks nice and gives you one less question to answer for the submission.
23:38, jump down the hole.
24:02, it looks like you jump up with Erik later than you did last time. (This might be an illusion because the elevator starts moving down the other time.)
24:05, jump down to the trampoline unless it gives damage.
While going down with the elevator with Erik and Baleog, can you move Olaf forward, or is he already standing at the verge? I noticed you moved him a small bit backwards before.
Phew, that was a lot. I realize most of these are probably junk, but some of them are maybe worth testing anyway. Maybe one or two will work out.
The vertical shafts act like ladders. I guess because you can't see where I am, it looks sub-optimal.
Actually, I had to grab the ladder there because any other place would not suffice. If I grabbed it too high up, it would take longer to fall on top of the ladder (you can't get up on the ledge without jumping off the top of the ladder).
Okay. Thanks! (I hope this was a compliment! ;) )
Actually, I just realized that I could avoid getting hit by jumping, switching to Olaf and switching back thus negating the shot (like in V8TR). I don't know how much time it will save, but I'll try it out.
Actually, I'm doing it at 6%/3% speed which explains all the rerecords >_<
Anyway, the part you mentioned is actually a glitch (kind of like the item-1 glitch in rockman 2), I had to move into the wall and fire the other two shots. I could only get two shots off if I stayed on the elevator.
Yes, it will lead to fall damage. I also tried it on the breakable platform, but that also led to damage.
I could, but not much. In fact, I probably wouldn't have enough time because I have to pan over to the others and then pan back, but since I'm falling at a great rate of speed, it would take a while for the screen to catch up. But I'll see about it.
I've tried a number of scenerios for this spot. I need to get more height, but the laser is positioned just high enough for me not to get electrocuted.
This still might be going too fast, but I"ll make sure.
You are right. I'm still kind of used to the old route :P. I don't know if it's faster to get a third bomb up there, so I'll have to try it.
These elevators move the same speed as the ones in the Egyptian world.
Either this or maybe the elevator could be going slow enough for Erik to jump on Olaf's shield? I'll have to try this.
This could be a possibility as well.
It was a glitch. I've actually used it a few other times before. I guess they weren't so obvious as this one. *shrugs*
I drift down so that the saw robot can get far enough from the opening in the wall(this robot will not let you pass by like the others).
No. It's too far away when it explodes.
This is another spot I"ve noticed could be done faster so, yes I will fix it.
I tried this. There's too much of a delay because there's not enough distance to make a sufficiently-timed jump into the hole (I can't jump to any desired level, like megaman can for instance).
I jumped at the same level last time. I think you're right about it being an illusion.
Will do. (I can probably do it this time (instead of 23:38) because I'll be turning around in the air and that will most likely give it enough "distance" to make it.)
He would get hurt by the furnace (or if he went to far, would fry) if I moved him any further without shooting it with a fire-arrow.
You don't give yourself enough credit :) You're very perceptive.
I'm going to be gone for a week (I'm leaving today) so I won't be able to continue on this until then, but when I return I'll utilize everything discussed. Thanks for your input!
Whoa, you're doing this without frame advance? Why? You should try, it's great. No more guessing if you got the right frame.
>The vertical shafts act like ladders. I guess because you can't see where I am, it looks sub-optimal.
Ah, okay. So that's why Erik travels jerkier than the others when going up. But sometimes the jumps seem to be longer than others. There should be some optimal height of the jumps. Find it and use it constantly (easy with frame advance).
>Okay. Thanks! (I hope this was a compliment! ;) )
It was.
I also loved the bouncing from the springs with shifting all three players.
>It was a glitch. I've actually used it a few other times before. I guess they weren't so obvious as this one. *shrugs*
How and under what circumstances does this glitch work?
>I'm going to be gone for a week (I'm leaving today) so I won't be able to continue on this until then, but when I return I'll utilize everything discussed. Thanks for your input!
You're welcome.
I'm leaving in five days and I'll be gone for almost a month, so I guess you'll be on your own after that. Maybe I can check the forums once or twice, but definately not play any movies.
Good luck with everything.
I'm having no problem with the way things have been going. Eh, maybe. The Lost Vikings operates a little differently from most games. The game's movements and actions act in a series of 3 frames. I'll try to explain:
Let's say I want to hit something with a sword. So I hit the button during the game (these are the frames in succession of eachother) - 1.2.3.1.2.3[(1)user input].2.3.[(1)action produced].2.3.1.2.3...
It would not matter if I pressed the button after the first, second or even third frame in the series of three, the action would still be produced on the same frame which makes it different from other games because usually the input you make onto the game produces the action one frame later (which is why frame advance works so good for menus). I don't need to guess which frame it is because the game already establishes where and when you'll be able to produce actions and movements (which is both good and bad I guess) .That's why I don't think frame advance would help me that much. *I'm pretty sure this is right.
It's actually pretty simple. Just use a key on a keyhole while falling and you will avoid the crashing animation. That's why I was having such a big problem in JMNN.
Oh, I'll manage :)
I'll be sure to review the entire movie thoroughly before submitting it.
Joined: 6/20/2004
Posts: 292
Location: United Kingdom
Some games don't run at the full speed of 60 fps. I know for one, lemmings on the snes does the same as this and runs 20fps as that extra speed is not needed. Just be glad they didn't do this on the Sonic games!
Finished with optimizing the factory world. I was able to shave off only 170 frames on this time.
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP4.zip
There were not as many improvements in this WIP because a lot of things Truncated and I thought would work didn't.
In BTRY, Erik couldn't get past the robot, even when switching to avoid the shot because the robot would just fire a second shot right away.
I found that the elevator in RSVP is too fast for Erik too jump off Olaf's shield, as was the elevator in CBLT.
AS for picking up more bombs in CBLT, I found I still had to wait for the elevator, so it didn't save any time, but it looks better. As far as taking damage to getting the third bomb, I would have still had to wait for Baleog and Olaf to get to the controllable elevator, so Erik running to the right to get the third bomb didn't waste any time. I only managed to squeeze off 3 frames in this level and that was probably due to Olaf falling at a faster velocity after dropping the bomb (this time Olaf just fell instead of gliding).
In H0PP, I saved 44 frames from more precise movement from Erik and having him open the Blue-key door later.
I hex-edited the first part of SMRT because I didn't see anything wrong with it. This time, I didn't glide the entire time to the saw robot because it's movements begin as soon as the screen comes to it. Also, I moved the three through the jagged spikes better, but had to wait for the elevator yet again.
I was wrong about jumping down the elevator shaft in V8TR. It turns out it didn't matter if it's not a suffeciently timed jump, it ended up saving 9 frames anyway.
I think I've done all I can with this world, but as always, anyone finds anything I missed, I'd appreciate it.
I plan to hex edit a couple of levels due to the SNDS condition (not having Erik go by himself and the other two go as a "team", but have all three go together with frequent switches). These are GR8T and TRSS, though there might be more. But I will probably do that when I'm finished with the game.
Hello again. I've just completed the wacky world with an astounding improvement time of 220.2 seconds putting the total improvement time at 482.3 (8:02.3 minutes faster!). These improvements were from more "third player" combinations and the discovery of some new glitches. Here it is:
http://www.geocities.com/eonouzo/Ouzo-LostVikingsv2-WIP4.zip
I'll explain level-by-level:
1. NFL8 - I made the balloon actions more precise and in the second section, I brought both Erik and Olaf together to be more efficient with items (not to mention the avoidance of fall damage).
2. WKYY - I thought about sending all three down Olaf's intended path and that proved to be a huge time-saver. I also sent Erik to Baleogs path (the elevator with the red targets) in order to get through the door without having to wait for the elevator to rise. This is where I found a "new" glitch. It is similiar to the falling-key glitch, only it's done with a different color-key and it didn't use the keyhole, enabling both Erik and Baelog to fall without taking damage.
3. CMB0 - I found a trick that enables the vikings to "float" over holes. They're actually taking a step too many and can go over holes. But I had to find the right pixel for this to work, so you see that Olaf has to slow down a bit. I also found a way for all three to be on the last bubble.
4. 8BLL - Not a whole lot of improvement here. Each person has to take a different path and that ruins any chance of a two or three player combo.
5. TRDR - This level had, by far, the most improvement time taken off - over 42 seconds! This was because of a glitch I found while messing around. Apparently, using a different key on a keyhole over a "horizontal door" will make that person fall through the door! This only works if you're falling, so I can't just use it and fall. So, that's why I have to give it to Baleog, and in turn give it to Erik so all three may go down Olaf's intended path. Unfortunately, I can't see this working for any other place.
6. FNTM - Another big improvement here. This comes mostly from having all three go together and improved balloon movements and actions.
7. WRLR - Found that Olaf doesn't need the overhead fan to reach the pump leading up to the red key. Also, changed a few paths and had all three go together, as usual.
8. PDDY - Not a big improvement here. I had Olaf go up with Erik so he wouldn't have to take fall-damage.
9. TRPD - I found another major glitch here: The "pinchers" used to hold the block made Erik get pushed into the wall when the switch was flipped. Then, I switched to Olaf, which made Erik fall. Erik then jumped which pushed him down and that enabled him to puch the button. Normally, there is no way to reach the button without falling down, to which you need the block to be pushed onto the big button below so that the person holding up the block (Olaf) can get out. But since I hit the button with erik and continue on, the first part of the level involving the block is rendered pointless! (I recommend watching this at 50% because it happens really fast). Other than that, the level was relatively the same. I really wish there was some way to shoot the last target without waiting for the very slow moving platform. Oh well.
If I have missed anything (which I most likely have) I'd love to know. I'm hoping to push this as close to the 40 minute mark as I can.