Posts for AKheon


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Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
Awesome finnish talent. Thanks for this run. 8/?
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
Indeed, the game is downright comical to behold. The music has its blocky charm... but the gameplay, oh the gameplay! Tis both broken and unresponsive. I'm not enjoying it either, but someone's got to teach this game a lesson. :) Here is the whole first fight w/ improvement, and a surprise at the end. http://uk.youtube.com/watch?v=GXHadN6RQ5k If anyone wants, I can give the .fcm file for closer inspection. It would also help me to know if my version of this rom is genuine and qualifiable and whatnot. (I honestly can't remember where I've gotten it, that's why.)
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
No interest at all? I've made a new version of the first round which is about 2 seconds faster than the previous one. Strategies include doing a teleport punch instead of jumping as the first action and taking in a punch very quickly to prevent 'flawless victory' from appearing. I think I'll play up to the next fight and post another video update. There's a strange one-frame window during teleport punch's last part within which you can pause the game or seemingly semi-cancel to a next move. Looks different than normally, but as of now I've found no interesting uses to it except the one described in the next paragraph. Not sure if such a window exists with other special moves in the game... For some reason doing teleport punches in succession is in some circumstances extremely difficult (f.e. after the first teleport punch from far away which only hits once), possibly even a mechanism in the game which is supposed to prevent spamming of it. However, it can be bypassed by pausing the game for 4 frames during the said one-frame opening. Wastes up to 5-7 frames in total, but still, could be the best way of doing this.
Post subject: Mortal Kombat 4 (GBC)
Editor, Experienced Forum User, Published Author, Experienced player (895)
Joined: 1/23/2008
Posts: 529
Location: Finland
Hello. I've been reading these forums for quite some time already because of my general interest in glitches, speedruns and TASes, but now it's the time to actually post something myself... I've messed around with Mortal Kombat 4's most hideous rendition, the one on GBC. Scorpion's teleport punch is effectively a game-breaker, doing multiple times the intended damage at best circumstances. http://uk.youtube.com/watch?v=Hps6GQqm_Ao Notes on the WIP: - Right at the beginning of the movie a soft reset is used to skip hundreds of frames. - It would likely be faster to not jump at the round's start but rather do another teleport punch. - The teleport punch sometimes does not do as much damage as it could, even when next to the opponent. Could be a distance-related but very subtle factor. Not a problem in this clip, but just to mention it. - In an actual TAS you'd want the flawless victory-text never to appear. Takes too much time in comparison to taking a hit from your opponent. I also found a throw glitch which could have an use. for example: theoretically skipping the fatality time by getting a new hit very quickly after the one that brings your enemy to 0 HP. As said, theoretically; haven't tested it much. http://uk.youtube.com/watch?v=-LIvuhTMLh8 Not sure if I will ever finish an actual TAS of this game, but I figure its useful to share these discoveries at this point.
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