Posts for AKheon


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Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
I returned to this game at long last, and happened to find a new glitch and another technique which helps to make even crazier air combos. First, the glitch. Pressing down + left or right while blocking and then starting shifting your stance, your character goes into a glitched mode in which he seems to shake in trembling fear. If you let go of block, your character apparently returns to normal, but he can't do attacks (unless you move him first), and he automatically blocks the next attack targeted at him during a short time period (even though you are not pressing 'block' any more nor does the character look as if he was blocking). I haven't found anything useful for this technique, except perhaps making the next playaround look sillier with trembling characters 'n' all. But testing this was what led me to discover the new technique: If you press down + left or right while blocking for even just a moment during an attack, you buffer the block (in a glitchy way). It can be seen after the attack for a few frames as the character quickly visits the crouch blocking pose. Buffering a block also makes some attacks cut short, giving you extra edge with combos and such... Shang becomes a juggling powerhouse due to his Crane normal kick resolving 12 frames quicker! I made a quick videos showing some juggles with this... http://www.youtube.com/watch?v=ONXi_Tkl9lk I think this technique is a glitch, but I'm not sure... It doesn't affect any move in the game in a groundbreaking way, just lops off on average about 8 frames from the end of some moves. From what I tested, each character has 2-7 (out of max. 10) of their basic attacks that can be made a bit shorter with this trick. EDIT (2011): Okay, a lot of time passed since last post and a tag-mode run of MK:TE is now published. I think I'll be leaving this game to rest now for a while at least. I put up my notes from when glitching this game on Wordpress in the case someone wants to try the morph combos out: http://akheon.wordpress.com/2011/07/17/mk-te-tas-notes/ Godspeed!
Editor, Experienced Forum User, Published Author, Experienced player (895)
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I'm almost at the end of Act I, with only Xantham remaining as an obstacle. Movie length is a bit over 16 minutes now. I'm estimating that Act II will be the shortest act (due to a few nice save warping strategies) and Act III will be about as long as Act I, if not a bit longer. The battle against orb and the undead was very annoying, but I don't think I did too bad. The lag is overbearing in this section, and some of it could probably be manipulated away in a better world. A silly thing which I didn't test: whether it would be faster to reach the sewer which takes you to Thieves Guild walking from below or above the building that's in the way. In this run I go from below. Karne can be got stuck so that he tries to run through you and never teleports during the fight (a freak occurence I witnessed once... I recorded a short .vbm of the event if someone needs it), but I couldn't get it to happen here. Here's the new WIP: http://www.youtube.com/watch?v=14kadu0AXxQ http://www.youtube.com/watch?v=L0w38ogw8CM VBM By the way, I tried both with VBA21 and a newer version, but attempting to encode the .vbm always resulted in a crash at the first Thieves Guild corridor. Some sort of glitch in VBA? So, that section was omitted from the encoding here.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
>> will only use it to manipulate the rng, atb and the victory sequence I take it this means you are aiming for fastest real time? If so, sounds good.
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I think this run was entertaining and full of cool details, like "Shinnok... Shinnok... Shinnok Wins", Kai making a big thud thrice at the end of the first round, Kai standing on air, camera glitches, throwing a weapon in the wrong direction, maximum damage oddities, continuing fighting after winning... There's a constant feeling of something being off with the run, if not a constant feeling of pwnage. This seems far crazier or more relentless than the published run. Although, it would help Thevlackdemonn2294's cause if he wrote more detailed commentaries to his runs... I personally think that regular, unglitched fatalities in a MK TAS are pretty trivial and should be avoided, done maybe once or twice for variety and that's it. Therefore, the author does the right thing by avoiding fatalities. Despite not being a MK4 expert, I can tell that this run is technically superior to the published movie. Subjectively, I find it more entertaining too (although it does have less variety as a playaround). It's not perfect, but I'm voting yes for new glitches, crazier playing and ventilation.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
Sounds interesting... Waiting for an encode.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
Looky, more Titus games. This run was alright in my opinion. While the beginning of the run was slow, the glitch itself and then the races after your glitchy nouveau richness were fun to watch. I must admit I know little about this game, and I can't completely estimate how much this game even benefits from being TASed... although the author's latest post does clarify something. Voting yes with small reservations.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
I've looked into the memory addresses of this game with the VBA 23.4, and found x- and y-coordinate addresses, x- and y- subpixels (if I'm correct) and health and magic regen counters. Now, the address for critical hits... this might suck. I haven't progressed with this run much, but might continue it now with the other runs out of the way. EDIT: At the start of the game, at int. 18, one rejuvenation cycle takes 273 frames. +1 rejuv shortened it to 264 frames, and that is where I am at now. Intelligence affects rejuvenation, but apparently not very dramatically. The one level-up int. point I put on my character earlier in the run had no effect... If you start the game with 15 int., your rejuv cycle takes 283 frames instead. If you start the game with 8 int, it's 293 frames. The effect might increase at higher int. levels, or there may be some breakpoints to int. affecting rejuvenation.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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I tested this game for curiosity. Like in a few other Wayforward games, you can do an attack right as you fall of a ledge. Shantae begins a ground attack while falling down, but during this attack it's possible to jump again. This might help extending jumps or maybe reach otherwise unaccessible places somewhere. Don't know if this was known yet, but at least this topic doesn't mention it.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
>>Also, level 2, it looks like you were supposed to rescue hostages, but left them all to die and glitched past them? Well, the hostages were saved after the bad guys surrendered. The news report before the next level has a report on it. I never played this level through "normally", but I'm guessing that only after rescuing all the hostages the room that ends the level becomes accessible.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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A completely respectable TAS. I thought the stairs manipulation was amusing, and the run also turns pretty epic with the fighting before it ends. So... yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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The part outside camera was not too bad after all. Now starting sixth level... New WIP Or an encode of levels 4 & 5: http://www.youtube.com/watch?v=OgCY0z7S2pk The level 5 boss HP is strange. There may be some frame rule at play here? Depending on what you do, you may defeat him at varying amounts of bullets shot, but at the expense of time. This was the fastest variation I found after some testing. EDIT: Made sixth level. It was the longest and most difficult level to make so far, with a few asinine out-of-camera sections and also many NPC characters to block your path. I think seventh level might be a tough pickle as well, but the eight one I almost certainly know to have a short path to victory.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Great! I knew this game was salvageable from the "bad games to TAS"-pile. Thanks for accepting.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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That glitch where you shoot off from the mushroom is great. I don't know how long this game is, but at this rate it will be a pretty fun run to watch.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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To me it has seemed that fired shots are not a meaningful factor in the lag of the level, but I haven't made comprehensive testing to exactly know. To note, Glitchman shoots far more shots in his driving levels.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Missing shots are for manipulation. They change The Terminator's "rhythm" slightly, making him sink lower down the screen than he would normally sink, and sometimes even off the screen. You are talking about the door leading to "Roof", right? It can't be jumped to like the previous door. Sometimes exits in this game are such that you can't jump at them, you just have to climb a ladder all the way until you touch the exit. If it weren't so, time could've been saved at many other places too.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Good and bad news. I've continued this TAS up to almost to the end of the fifth level, finding a badass death warp in the process which I don't quite know how to explain. Something about coordinates going wonky. The bad news is that now there is a section that is very tricky to manipulate, with two tight corridors that contain civilians slowing you down, not to mention you have to play most of it while outside the screen. Yes, my fears have turned into reality. I don't know how to proceed next... Guess I'll try how well these civilians can be manipulated while playing blindly. Later!
Editor, Experienced Forum User, Published Author, Experienced player (895)
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There are many small interesting things in this run that would benefit from a detailed commentary. I really like the scarce moments in which nothing seems to resemble usual UMK3 gameplay. However, this run could probably be crazier, especially in the glitched fatalities department (which is one of my favorite things as far as MK playarounds go). For hyperactive entertainment, this run beats SDR's run. However, some of the more calculated, ambitious sections of SDR's run (like Shang vs. Shang) are somewhat more fulfilling than what this run offers. In short, I have no idea what to vote. Also, I second what DarkKobold said about the MK3 for GB run... that game deserves a second chance.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Like I mentioned in the movie topic, a potential time saver could be to do rolls before ledges, so that you'd get the roll's speed boost but cancel its cooldown. A nice first submission, by the way.
Post subject: The Terminator! (new glitch... post edited)
Editor, Experienced Forum User, Published Author, Experienced player (895)
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I know, it's slightly frowned upon as a game, but I decided to TAS it anyway. I'm at the end of the game with a total of 35 secs of improvement over Glitchman's rejected run, but now I've ran into a serious difficulty: the second driving stage. It's an unwholesome mess of sub-pixels, illogical street planning and the Terminator acting like a jerk. The first driving stage was harrowing as well, but in the end I cleared it pretty admirably with only 4 lost frames compared to Glitchman's attempt (after having re-done it three times...). The second stage, however... it's longer and more complicated by a long shot. Imagine my surprise as I finished the level for the first time and found out I had lost 200 frames in comparison without even noticing! I forced myself to redo it, and now it stands that I lose "only" 59 frames. As the end of the run is in sight, would it be a too deep a neglect to just let it be and finish & submit this? I'm feeling like I'll never want to play this game again for a long time now as I'm writing this. ~of course, if someone wants to take a look at this mess, I can post the .fm2 EDIT: After trying this level for the third time, losing 20 frames at the first friggin' part of the stage already (very surreptitiously), I've come to the conclusion that it is probably of the utmost importance to keep Terminator and his bike out of the screen as much as possible. I think that "invisible lag" or some other factor makes you lose time without a good reason if Terminator is present... what an evil villain! Not to mention it makes the car control as if the steering wheel was made out of jelly and Reese was steering it with a cocktail stick that is bulky and fresh with olives. That said, while messing around, I came about a strange glitch which makes the Terminator become stuck for potentially thousands of frames. However, I don't know what makes it happen. If it could be controlled, plenty of time would be saved... http://dehacked.2y.net/microstorage.php/info/778720100/Terminator%2C%20The%20%28U%29-1.fm2 EDIT 2: finishing this run tomorrow. Now the second driving level is better as well (although it still doesn't match Glitchman's). Whoever tries to improve this run next ought to concentrate on manipulating the bike glitch to happen, because that is the best hope for gaining a good time in this level... if I'm correct.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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It's a funny game that has moments which look very impressive thanks to being superplayed. It also has a decent amount of waiting time. I'd say, the glass is half-full in this case, and therefore vote yes.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Nowadays I take a glance at almost all submissions. Occasionally I'm too busy or disinterested to concentrate on a run enough as to give it a decent, objective vote (and commentary). Another reason for not voting is that I may start to feel fatalistic or uncertain while watching and just leave the submission's fate to others' hands, happens more often than you'd think. It's good that an institution like TASvideos exists to shower obscure games with even this much attention that they get now.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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It was hilarious at places. As the run passed, the tracks became more complicated and the tricks outrageous, helping the run stay interesting. ...and this evaluation was before I even noticed to keep track of the pretty neat health manipulation. Good game choice, voted yes.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
This run was exceedingly... alright. Trusting Ilari's technical prowess, I vote yes.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Location: Finland
It seems that rolling is momentarily faster than running in this game, but since a roll starts and (especially) ends with a near halt in movement, it is overall a slower movement technique. However, would it save time to do rolls whenever they become canceled before the slow part, like rolling off a ledge? At 6:14, could you jump earlier to the lower platform so that your next jump wouldn't scrape the wall as much? At 18:19, is it possible to explode the ice from farther away so that you wouldn't have to wait for it to disappear? ... never mind, tried this game for a bit myself. The grenades move in air excruciatingly slow, so I can see how it could be faster to explode the ice right next to it. The two aeroplane autoscrollers are a real turn-off with this game. I like the platforming stages better, and the boat stage was nice too. Refraining from voting for now.
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
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Aye, TASvideos is a harsh mistress. If you don't mind, I'll re-format the submission text to look a little better for the future generations. EDIT: never mind, the option is not there. Would have bolded the match names too.
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