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[3] NES Castlevania by Phil & Genisto in 11:43.13
I've just discovered this site a few days ago, and I think i've watched about 2/3 of the videos already...these videos are all impossibly cool =)
However this particular video impressed me more than anything. An ordinarily boring game to watch. The creativity in getting hit by enemies to save time to reach platforms is just amazing. This video is what this site is all about.
Kudos for this one...and kudos to the creators of this site.
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
To follow Bag's example: I don't know, but I am going to assume that Simon has the ability to go Super Saiyan, which obliterates anything on screen. However, this only works if you can get a strong enemy to overlap the pixel that covers up his bald spot, which only happens with this boss.
Or, as a serious guess, it probably has to do with an infinite damage loop caused by placing the whip's anchor (Simon) in the boss' vulnerable zone.
Infinite damage loop? You mean you bypass the normal invulnerability period? Or is it that the whip normally becomes nonlethal after a short time? I'd better watch again.
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Maybe the boss has a check where it can begin to take damage again if it is physically hitting Simon. However, Simon has an invulnerability phase that can't be undone, so you essentially become the weapon. Therefore, the whip, which is nonlethal to an enemy for a certain amount of frames (say, the amount it takes for a full swing i guess), is tricked into hitting every few frames, as long as the check for the boss clears.
As far as I know, the whip has nothing to do with it. I've actually been able to hurt Dracula's first form on occasion by jumping into him. You just need to be super lucky and hit him at the right frame, or something like that. I might research this more later, but I doubt it because I'm lazy.
Great vid!
Does anyone know what "randomly" causes the dragon skeletons to lower as you approach Frankenstein rather than go up and hit you? I've always wondered.
Thanks
Joe
They individual components of the dragon skeleton each move randomly. There's no greater logic in them. Unless you can see to the future (like savestate users can do), you can't really predict them, because there's no direct correspondence between your actions and their behavior. It's just a complex mathematical formula that is intentionally made meaningless.
But still, if the creators created a save state point shortly before the dragon, and the dragon went the wrong way, their actions getting back to the dragon on their next attempt would still be identical, frame by frame when trying again right? And since the dragon's randomness is only pseudorandom, wouldn't it behave exactly the same way each time they tried again? Or would the walkthrough makers have to delay a split second in order to changeup the dragon's actions?
Thanks
But still, if the creators created a save state point shortly before the dragon, and the dragon went the wrong way, their actions getting back to the dragon on their next attempt would still be identical, frame by frame when trying again right? And since the dragon's randomness is only pseudorandom, wouldn't it behave exactly the same way each time they tried again? Or would the walkthrough makers have to delay a split second in order to changeup the dragon's actions?
Thanks
You are right that identical, frame-by-frame actions will always result in the same pseudorandom behavior.
However, delay is not the only way to produce a different outcome. Pressing different buttons also works in many games. I'm not sure exactly how the pseudorandomness works in Castlevania, though (it differs from game to game).