1 2
12 13 14
WST
She/Her
Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
atro city wrote:
Also, how do you copy a block of input in Gens?
Not in Gens, but in a special editor like this one. You may also want to see this… P.S.: Robot X fight was very impressive. Happy to see that this run is still being in progress.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Active player (256)
Joined: 4/24/2005
Posts: 476
Stage 6 Link to video The input-copying didn't work so I had to do the switchboard room again. I've been wondering, does this run qualify as "takes no damage"? The players do hit each other but due to the lifebar overflow bug they don't lose visible life.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Is the damage for entertainment? I would say "Takes damage for entertainment." Otherwise it would be "Takes damage to save time."
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
Joined: 7/2/2007
Posts: 3960
Geeze, even with TAS skill you only have 15 left on the timer (~45 seconds). I can't believe anyone's ever managed to beat Mania difficulty with the good ending on console. Agreed with hegyak, though I'm not certain there are any other movies that have the tag "takes damage for entertainment". The "Takes damage to save time" tag also got inverted awhile back to "forgoes time-saving damage", since it's expected that runs take damage these days, if doing so saves time.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Yeah baby, atro city back on track! Looks good, I liked the playaround during the pauses in the elevator, and the fact that you got to use the grenade.
Derakon wrote:
Geeze, even with TAS skill you only have 15 left on the timer (~45 seconds). I can't believe anyone's ever managed to beat Mania difficulty with the good ending on console.
It's a bit easier than it looks at first, because 1) the police chief/general does not die immediately when the timer runs out, he starts losing health slowly, and 2) both the timer and health drain stops whenever you are in a room. But yeah, it's not exactly easy.
Joined: 7/2/2007
Posts: 3960
The thing that really rubs me the wrong way about this level is that it's a completely luck-based thing -- IIRC the rooms you need to enter are selected randomly, and every time you want to go into a room, you first have to kill the enemies outside. The pair of gunmen aren't too bad, but the Fabio clones are pretty horrible with their blocking and their jump-kicks. It's conceptually terrible. I'd hate to play this far on Mania (assuming I even had that much skill, which I don't) and then get screwed out of the good ending through no fault of my own.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
Derakon wrote:
IIRC the rooms you need to enter are selected randomly
Actually, the rooms you need to enter are always in the same place. Additionally, they are in the same relative location on both floors, so once you know it's always the second door from the left it's hard to mess up. By the way, Mania is the secret difficulty level in SoR2. SoR3 does not have a secret difficulty, so this run is played on Hard... which is still plenty hard. So, um, something about the movie and not just me babbling about the game. Atro city, how is the final stage going?
Joined: 7/2/2007
Posts: 3960
Wow, I'm just full of misinformation about this game, aren't I? Thanks again for the corrections; I'll stop complaining now.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Active player (256)
Joined: 4/24/2005
Posts: 476
It's going fine so far. I'm at the bikers right now, and in 2P Hard they throw another gray biker at you, so it's 1 gray + yellow bikers, then 1 gray again, then 2 gray + ninja. Looking ahead and testing with the robot AI, it seems that the white robots don't self-destruct at all (or at least I can't get them to). All the other robots can, but only if they have 1x or more starting health, and they only gain the ability to self-destruct when their health drops to a certain value (just above a lifebar). For example, I grabbed a robot with that much health as its starting health, let go, and it instantly self-destructed. There's also one last piece to this puzzle, and I think it may be a random factor. Sometimes robots self-destruct after interaction with the player, sometimes they don't (unless you change what you're doing), and sometimes they'll explode only because a player is close to them (like in Stage 6). This is just what I've observed, so it could be inaccurate. There's only so much I can determine without looking at the game's code/memory.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
atro city wrote:
Looking ahead and testing with the robot AI, it seems that the white robots don't self-destruct at all (or at least I can't get them to). All the other robots can, but only if they have 1x or more starting health, and they only gain the ability to self-destruct when their health drops to a certain value (just above a lifebar). For example, I grabbed a robot with that much health as its starting health, let go, and it instantly self-destructed. There's also one last piece to this puzzle, and I think it may be a random factor. Sometimes robots self-destruct after interaction with the player, sometimes they don't (unless you change what you're doing), and sometimes they'll explode only because a player is close to them (like in Stage 6). This is just what I've observed, so it could be inaccurate. There's only so much I can determine without looking at the game's code/memory.
This is interesting, I've always wondered how this works. To me it has seemed that it's always the same robots that self-destruct, which seems to match your findings. I never noticed that they were a certain color... As for the randomness, it could be that the self-destruct is just another attack which the robots choose to perform randomly. Will you get all the racing robots in beginning of the factory? I don't know if it's possible, but it probably is. You can get the robots on screen to stop temporarily by grabbing and throwing a different robot. Any plans for Robot Y? It would be cool if you didn't just cheese him with constant jump kicks like everybody usually do.
Active player (256)
Joined: 4/24/2005
Posts: 476
Truncated wrote:
Will you get all the racing robots in beginning of the factory? I don't know if it's possible, but it probably is. You can get the robots on screen to stop temporarily by grabbing and throwing a different robot.
I believe letting the robots pass is much faster than killing them. I was planning to do a dancing segment for that anyway that I think will be more entertaining. Also, their explosions will probably lag the game a lot.
Truncated wrote:
Any plans for Robot Y? It would be cool if you didn't just cheese him with constant jump kicks like everybody usually do.
Slamming him is faster than jump kicks. Since he's invincible when he gets up, I'll try to get him to do stuff like kick in the wrong direction. Unfortunately he has 9 lifebars so it'll be a slog regardless. One trick I'll have to figure out is one I saw in Bestiajerules' TAS. He jump kicks Robot Y on the final hit and it skips his death animation (where he spins around while exploding), making "Stage 7 Clear" immediately display on the final hit.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
Active player (256)
Joined: 4/24/2005
Posts: 476
Done and submitted.
[URL=http://www.youtube.com/watch?v=IcuV2JdaBYY]Streets of Rage 3 (2 players)[/url]
WST
She/Her
Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
My personal congratulations. I know how much patience and attention it takes. Happy to see this done.
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 6/22/2012
Posts: 81
Former player
Joined: 7/6/2012
Posts: 207
Location: Réunion (FR)
Hikaruon wrote:
This glitch will be help from future improvements? http://www.dailymotion.com/video/xr480s_bare-knuckle-iii-wall-glitch_videogames?search_algo=2#.UbtbmNgQPSg
Destroy the wall is way faster Btw, very good job, I was waiting for this run since long time... big "yes" for you.
~ [I]feeuzz
WST
She/Her
Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
Link to video non-assisted (I lol’d at Electra)
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Not sure if it could be applied in a way that would be suitable for max speed in a TAS, but you can apparently skip the credits scene by dying and opting to quit out while getting Neo X/Robot Y to kill himself with your flying body: http://youtu.be/pP5cksstsvI Would that count as beating the game by TASVideos standards?
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
TheReflexWonder wrote:
Not sure if it could be applied in a way that would be suitable for max speed in a TAS, but you can apparently skip the credits scene by dying and opting to quit out while getting Neo X/Robot Y to kill himself with your flying body: http://youtu.be/pP5cksstsvI Would that count as beating the game by TASVideos standards?
BADASS. And yes. (I'm sure SOMEONE would cry about it though)
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Skilled player (1653)
Joined: 7/25/2007
Posts: 299
Location: UK
Very nice trick, using your own corpse as a projectile to finish off the boss. That's definitely counts as a game completion, as we see the boss's health go to 0, the ending cutscene at least starts to play, as well as the highscore chart at the end showing 'Ed'=end as your progress.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
That was hilarious.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
That's way too cool to not be on a TAS. I love these unexpected things, and this one is certainly on the high end of them for me.
Joined: 2/14/2007
Posts: 128
Heh, nice trick. If I'm understanding things correctly: Y tosses Blaze, who saves herself from the throw, and is standing in the right position to instantly grab him. He counter-grab-attacks, which knocks her down. I'm guessing that never properly touching the ground (standing/walking) combined with changing from a dangerous to a safe throw confuses the game, and what should normally be a non-interactive knockdown is considered an enemy-hazardous throw. It's too bad that this trick wouldn't save time, unless I'm missing something.
WST
She/Her
Active player (490)
Joined: 10/6/2011
Posts: 1697
Location: RU · ID · AM
It’s a pity that there is no wiki page about this game. Are there any Lua scripts for this game already available? Any explainations of the tricks other than the submission message? Any RAM addresses already known?
S3&A [Amy amy%] improvement (with Evil_3D & kaan55) — currently in SPZ2 my TAS channel · If I ever come into your dream, I’ll be riding an eggship :)
Editor, Player (69)
Joined: 1/18/2008
Posts: 663
I have this game, and I am willing to attempt console verification of WIPs so long as the run is done in an emulator more accurate than Gens.
true on twitch - lsnes windows builds 20230425 - the date this site is buried
Joined: 6/22/2012
Posts: 81
I didn't know if is an good sugestion, but how about Bare Knuckle 3 in hardest difficult with Ash and Shiva? (Yes, you need to kill your characters in second stage)
1 2
12 13 14