Posts for AKheon


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The first half of the TAS, completed in one minute thirty seconds. Quite a leap from the TV-serie. I'm still dreading the upcoming parts of the game.
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Aww, Rayman looks so happy jumping and flying all around the place with suicidal glee. I thought it was a pretty good game choice. Why did Dark Rayman die anyway? Saw no visible cause for it. Fine by me.
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http://dehacked.2y.net/microstorage.php/info/1103850887/corner%20zip%20perhaps.vbm Basically, in this file, Batman jumps at a "correct spot" (haven't tested the actual width or ease of the spot) and reaches the edge of the next platform (indicated by his animation changing to freefall) at frame 59. By not doing the jump or jumping earlier, he begins freefall at frame 60 instead. It might have something to do with Batman's landing (instead of "corner zipping"), though.
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There is something slightly strange going on with vertical walls. The easiest way to see it is this: walk off a platform, then push towards the platform's side while falling. Batman will sort of hit something invisible right below the wall. It's easy to notice, and you probably have already. Interestingly, during the auto-scroller near the end of the game, doing this kills Batman if he is at the left side of the screen (the game thinks he is stuck behind a wall?) When the ceiling is low enough, it seems possible to save a frame by jumping towards the ceiling/ceiling's angle correctly. I tested it (at one location) and checked results from the frame counter. I'm pretty new at this, but I believe there was a 1-frame discrepancy between the movie which did the jump and the movie which didn't. (I have a .vbm I can upload if you want a more detailed look at the set-up.) EDIT: now I know the difference was caused because of landing, not touching something in the ceiling. One time, I accidentally managed to get Batman stuck at ceiling-level at the last levels of the game (after the unique up and down moving platforms). I jumped and messed with directions. Suddenly I noticed, that he was two 'tiles' above the lower edge of the wall, and stayed up as long as I was crouching. Then I let go, and he fell... Couldn't reproduce it afterwards.
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Did you, while making the run, ever register corner zipping-related phenomena?
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As usual, as soon as I publicly report starting a new project, my interests shift. Some delay is to be expected. While messing with this game at a friend's house today, we discovered two new mysterious and promising glitches. 1. save menu+jumping towards a person (so that discussion begins) and getting pushed inside collision simultaneously causes Xena to enter a strange state during which she can move normally, but all collision checks/triggers are ignored (including drowning, level transitions, etc.) I've only done it at the bear, right at the second screen of the game. Entering save menu once ends the state. This trick would save time, if it could be done at the second water room of the route (from which you get to centaur village). EDIT: a vid. 2. at the ghosts right at the last dungeon of the game, we got the first key and unlocked the cage at upper right corner. All of a sudden we note that the sword we had carried with us had completely disappeared from inventory. Reproducing this didn't work. This is the first "item menu" glitch I've ever seen in this game... EDIT: I'm guessing this glitch has something to do with the above, since I got similar results (items disappearing/not getting picked up), albeit not always, at the beginning of the game, when I made the above vid. As a side note, I'm having some difficulties figuring out what's the secret to "The Kitchen's" exit door. It has something to do with elapsed time and/or the amount of pastry ammunition you get hit with, I guess. This would be useful to figure out to get the fastest possible time for TAS... I tried memory watch, but couldn't find an explanation (not too experienced with it). I wonder if some help could be recruited from among you?
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As a pacifist run fan, I enjoyed it from the get go. A short and sweet fighting (luring?) game vid. If it was my website, it would be published. (in other words: voted yes)
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Out of sheer morbid curiosity I tried this game out. At least in the third section it's possible to go outside bounds using D+L+R, so maybe there is some hope left for this game. EDIT: here's a vid of this and some other glitches I found.
Post subject: Xena: the Warrior Princess
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After seeing parts of this playthrough, I just had to try out this game myself. My estimation for a possible TAS time is 6 minutes, based on the myriad of glitches I found while playing it. It's possible to leap through walls and over water, enabling an almost thorough humiliation of the game. Other (useful) tricks include superspeed during sidescrollers (using L+R at the same time) and glitching item pick up messages to resolve about hundred frames faster than normal. Unfortunately at the end we suddenly get a few trigger-protected doors. I can't see how we could get past those without having the sword (which would otherwise be utterly skippable). If all goes well, I will do a test TAS of this game in a short while. EDIT: here is a collection of various glitches from from throughout the game. However, I've saved the greatest ones for the TAS.
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Few notes from watching: - I was expecting Captain Planet and not Captain America thanks to misread/thought topic title. Oh well.. - The game choice is not bad. Being license-based, it instantly has a small amount of extra flavor. Level design had variety too. - The Red Alerts were interesting. Xipo handled the different enemy formations well. - 6:41, sliding on your knee over a spikefloor is reckless and looks very painful. - Boss fights were a bit dull. My overall vote is leaning towards yes. Oh, and thanks to alden for putting up with the whole encode uploading rumba.
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The Filedropper encode link only takes me to the front page of the site. Do I have to have an account to download from there?
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So, I take it you ended up to the situation you're in by falling below the screen? And the sequence of screens, do they change completely naturally or are you doing something to make them change? Saving and re-loading is a way to get Abe back inside screen limits. But you probably tried that already... It would indeed be awesome (in a way) if you could skip straight to Rupture Farms 2nd romp from Stockyards. That many teleport bird portals in the otherwise semi-illogical sequence is something suspicious in my books... But take it with a grain of salt, it's been a long time since I last played through these areas.
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Anomalous walking/skidding? Anyway, looks good so far. I'm sure you'll have lots of fun with Elum teleporting at Paramonia and Scrabania. :)
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>>It could very well be so that whoever made that particular level just happened to drag his mouse a bit too far out of screen when he was creating the collision layer, giving Abe a rare and small off-screen platform to stand on. The interesting thing is, this "platform" can't be hit while dropping through the floor in the first place. (I know that all collision for Abe's vertical length is passed through, so I dropped down from a little higher area to prevent accidentally going through the platform.) Also, the fact that Abe actually re-surfaced back to the screen must mean that you can do *something* down there. >>I suppose nothing happens to the Mudokon counter when they do? Hmm, didn't check. --- I found a small timesave from Oddysee. While testing auto-turn cancelling possibilities with sligs, I noticed that sometimes doing the necessary action on elevators, I skipped both the auto-turn and grabbing onto the elevator ropes, saving maybe a second. So, if you are ever controlling a slig, need to use an elevator, but are coming from the wrong direction... (however, auto-turn can't be cancelled with sligs by running. Shame.) --- Fusionbly noted that it's possible to possess sligs while out of screen (via Elum teleport). http://www.youtube.com/watch?v=YdzjK7IrFj8 However, doing this will not let you fool the flying electric orbs of doom, as they prove capable of shocking you even if you are physically several screen-lengths away. Doing this the other way around, so that Abe is out of screen inside a room where there's an orb and a slig, chanting works because the orb disappears. However, sligs disappear too... --- Here's more info about the elusive "double pick-up" glitch: http://www.youtube.com/watch?v=mlHTxP4HUOo Note that on PSX version the game crashes if you attempt to pick up more than 9 of rocks (or anything?).
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>>But I suppose there are two possibilities: either Abe can be controlled or he can't. I have a small amount of empirical evidence indicating that you can move below the screen. However, since I was controlling a glukkon... maybe it's different? http://www.youtube.com/watch?v=KXwxejBNUWk At one of Mudomo temple's first rooms I was able to get Abe to resurface by doing chant + jump. There was a platform below the normal floor Abe could stand on. The platform didn't extend very far, and so, not too long afterwards, Abe plummeted back into the void. >>Did random objects disappear in your try? Yeah, Paramites and other Mudokons disappear, while sligs apparently don't. Topic creator: just to make sure, you know of the glitch/technique of jumping into screen boundary? You have to walk two steps from a screen edge, then do a normal jump into it. Bullets won't hit Abe while he is in there, and you can chant safely even if a slig is right next to you. (note: this glitch was fixed in Exoddus)
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>>Abe keeps falling for about 2 minutes after which the game crashes (edit: a "crash" is really a freeze in this case). So it happens even if you don't do anything? Then, maybe my previous theory was wrong. In any case, at least in Exoddus I've managed to have something interesting happen while below game area. >>I tried the bug while some Fleeches were attacking me, and Abe turned into a square of glitch and became unable to move (even though the Fleeches eventually ate him). In some areas Abe turns into pixelated mush for some reason, preventing doing the trick, both in Exoddus and Oddysee. In Exoddus, if you quiksave and load the game back, Abe has returned to normal form but is completely frozen regardless. Who knows what it means. >>In Abe's exoddus, you can skip Boneworkz, Slig barrack, and the Feeco executive office with this glitch, that's great ! You are correct. It's not possible to do it from above because you are forced to descend right into the electric fences. However, from the ground level, past the greeters, you can descend to the secret area and climb back up from the other side, right next to the Brewery entrance!
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Before you begin the actual run, I'll speak about some other things that might be useful to examine further. (I'll do some testing myself too, now that I've regained my interest for the serie, but this in particular could use memory watch to really get to the bottom of.) Using the ledge glitch, it's very easy to get yourself to fall down into screens that are empty. Even inside this blank area Abe can be moved, though it works in a strange way. In my experience, the combination of chant + jump works somewhat decently. (There is a way to see the results of your moving attempts on the screen in real time, in rooms where there is a slig in the distance. Moving below the screen makes his aim change.) I still haven't found screens I could enter while outside boundaries without the game freezing, but I have not discounted the possibility of it yet. Another way to exit game area is using a glitched elevator that never stops anywhere (video is in my first post). I can only guess what happens to Abe's coordinates when he endlessly descends below the screen... Anyway, if you could reach new checkpoints while out of screen, saving and loading might allow skipping of areas as well.
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>>Also, the first few videos have been removed. Yeah, I see Fusionbly for some reason purged his video collection. I'll edit the post and put up new links. >>How can those glitches be done though? I have not seen a detailed tutorial or explanation. I can explain it right here: basically, Abe can cancel auto-turn by beginning to run. If a certain move was supposed to follow the auto-turn, it will be delayed as long as you don't attempt to turn normally while walking. For ledge descending, the instructions are... 1. stand on a ledge, with Abe facing the side without floor (so that he would have to auto-turn before descending). 2. press 'down', but start running to cancel the auto-turn. 3. after moving Abe to a desired spot, stop, then just turn around normally. He will climb down through the floor.
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There exists a new (?) glitch which can save time at many places throughout the game. I first saw the technique in a video by Fusionbly, after which I did some testing and found more uses to it. Basically, object and ledge activations that (can) make Abe 'auto-turn' can be delayed and done somewhere else instead by cancelling to running while auto-turning is taking place. The most useful application to it is delaying climbing down ledges~~ (link removed. see the one below instead) Ledges above Abe work similarly, but the use is more limited since Abe won't actually grab a non-existant ledge above. He just jumps 'up' like he always does when prompted, or so it seemed when I tested. There is at least one use to it, though, and it is being able to get a standing Abe inside crawlspaces: you can do the upwards jump from rolling stance, and afterwards Abe gets up standing like normal, being able to jump over mines blocking the crawlspace, chant, etc. http://www.youtube.com/watch?v=fIzm6iWHRtU Elevators are subject to the glitch too, but nothing good comes out of them. On normal ground game crashes, and on objects... well, see for yourself (a demonstration from Fusionbly) (EDIT: link updated). http://www.youtube.com/watch?v=Nun5mMi5q80 Finally, and again useful, is Elum teleporting. It's the same mechanism. The simplest known use is getting on glitch-Elum while the actual Elum is in the same screen: Abe instantly travels back on him. http://www.youtube.com/watch?v=iUUjdruvB_4 If Elum is in a different screen, Abe still teleports on him but the camera won't follow. It's possible to glitch-move the locations of elevators by a few steps while doing this, for some reason. Trying to move to new screens while out of camera yields strange results, at its worst making Abe and Elum fall off the screen. However, if there's a screen below (e.g. somewhere you can fall to safely), this phenomena can probably be utilized for skipping things as well. (EDIT: link updated) http://www.youtube.com/watch?v=LL238yaoosU There are other small oddities concerning these things too, but probably of no consequense. (including getting a "small Abe" in normal gameplay, making Elum disappear, getting on an glitch-Elum which won't move, etc.) http://www.youtube.com/watch?v=56-586wJkfs
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"Let's go next level!" A pretty good game choice, from the fun music to the speedy gameplay to the engrishy congraturatory winning message. To be honest, I mostly enjoyed it as a playthrough, with uncanny perfection a bonus, or perhaps an aftertaste. The previous replies indicate that this sort of effect is not altogether desirable at TASVideos, and I can sorta see where they are coming from... From my viewpoint, it's good enough to be published, so 'yes'.
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I thought the run was rather fun. Uniformly decent, with a few bright spots coming from clever usage of the jump glitch. I'd vote yes.
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There is a glitch in God of War II with which you can stop the game clock in exchange for the game view. From the beginning of the game, I've played until the end of the first boss using it. http://www.youtube.com/watch?v=gxZ2V1fzK9s
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Well, a TAS that is complete. With preferably glitch demonstration included as well (speed/entertainment tradeoffs).
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Just wanted to add that I'd really want to see a full TAS of this game. Used to play it a lot in childhood...
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Now this was a wonderful idea! Haven't laughed this hard while watching a TAS ever before. 10/?
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