Posts for A_Runnelid

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Joined: 4/23/2004
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Thank You for this run. Absolutely beautiful play. To me, Socom always looks the most impressive. I have notes/ideas on a few Advanced missions (Leaving no guarantee as to their viability. It has also been very long since I last played): Socom 4: The top guard can be shot by firing straight up as you turn left around the starting point. I don't know how this would affect the pattern, though. (Edit: You already achieved a 00:00:00 time, anyway) Nikita 2: Walking just slightly to the right so that you can fire both rockets straight down the lane is possibly faster as the missile turns so slowly. But you've probably tested this. PSG1 2 (& possibly 5): I don't think you need to walk all the way up to the opening. Claymore 5: I used a different strategy for this one where I would strangle the first guard and wander into a Claymore kill the last one. Grenade 1: Somehow when I activated a grenade right away holding it in my hand running to the left to throw it directly at him/in his immediate vicinity, I registered faster times. Perhaps I'm doing something wrong, and this leads nowhere, but it might be worth looking into. Grenade 5: I'm fairly certain there is a better solution available here because I think my non-TAS PAL time is faster than this record. No, my time was about 2 seconds slower. -_-.
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Any plans to continue this combo TAS, or perhaps start anew? I sure would like to see more.
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I was watching this on YouTube and somebody mentioned in the comments that it is well optimised (Phil's made a lot of research for the TAS, and has great knowledge of the game's intricacies.) and that the only possible improvement might be the Nick Bruiser single knockdown strategy. Not knowing of this myself, I found this YouTube video and wondered if this might be possible on the NTSC version. Perhaps it's already been tested and dismissed?
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The comparison screens upthread for "this" game appear to be from the Street Fighter Alpha 3 MAX upgrade/port to (PSP); Maki is not a playable or even present character in any other Alpha 3 game.
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Most of the time, I liked what HappyLee was doing to pass the time, even though jumping through things got old quickly. What I definitely would have liked to see as part of this concept is the idea of the player running short of time and having to rush at blazing speed and finish with the timer on 000. It felt like a wasted opportunity not to apply this concept for one of the levels, perhaps even more so given that the stunts on the whole were fairly similar. Knowing how short the levels are and how swiftly they can be breezed through, it feels tiresome just to see the timer at 240 and know you have to wait out every last one of these units to go to the next stage, where more of this awaits. I will refrain from voting and would much rather see a run that quickly maxes out the score counter, or one gets the highest possible score for each level without sacrificing any time, etc..
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Ah, the VR missions. I have a lot of strategies for these missions that I thought up back in the day. Fun times. I especially invested time in Advanced Mode, where my PAL total time for all 40 category missions eventually made it below 4:00:00. I know I wrote some strats down, that I'll have to find now, somehow. Most of them I know from memory, but some require more steps and precise placement. I can think of some improvement to the TAS posted, but I am sure it will be taken care of if it hasn't already. I do hope that the finished run doesn't use the Practice Mode, for obvious reasons. It would help somewhat for playing as well to have a timer present. Perhaps allow start from save?
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Paused wrote:
If you are going to run a port, why not highlight its additions? You would not run the GBA version of Yoshi's island and not do the extra levels would you?
A dull point to make is that the Challenge Mode is an addition in itself. Finding the coins and the eggs in the levels isn't particularly taxing. The same can be said for the matching the pre-defined high scores, but tweaking out the route for maximising points and attempting to combine all the elements into one score-perfect run for each level is fairly challenging, and something I would like to see done. Granted, many levels won't go without the fair amount of repetitive routines, but on the whole I think it offers a creative, different approach to the levels we are so familiar with. I would much rather see excessive turtle stomping and whatnot done here, where it's actually accounted for and encouraged, than in any other mode. It is likely be more interesting for those who have attempted this themselves, of course. Seeing how this is a Mario game I'm still somewhat surprised that this type of run hasn't already seen the light of day. ;-)
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As I'm sure most of you know, The Toad High Score medal for Challenge Mode can be acquired several times over. The Bowser Castle levels are rather minimalistic, containing very little to intract with, so the score for these levels would not be much higher than the expectancy score. The most interesting and entertaining TAS of this game for me would be one attempting to achieve the highest score possible for every level in Challenge Mode. Making it a requirement to find the 5 Red Coins and getting the Yoshi Egg for each level would give it more of a walthrough-feel for me. Locating the items isn't really all that difficult.
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On a related note, would there be a general interest in the somewhat arbitrary category "most money without using Launchpad to revisit locations", or even a run obtaining the most money, period, for the original Duck Tales game? Perhaps not. It would be slow to the point where the dull non-difficulty would be a detriment to the experience. The reason I ask is mostly because I've never quite collected money to the point that I know a ballpark figure for the maximum amount possible. Andreas
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OK, thanks for verifying. I remember, there have been discussions about timing differences in the past, but I didn't want potential improvements to slip through. Andreas
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I found a few faster clock times while browsing YouTube, uploaded and played by reportedly Swedish user MeLeeak . I know there are a lot of Swedes here, so do any of you use that alias there, or is this a future Swedish TAS:er? ;-) Andreas
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It's been a long time since I've played the game, and this post is slightly off-topic, but isn't 75 spots enough to access the bonus levels? Andreas
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Haha, now that's a glitch-warp. I like how the new level preview image emerges from the existing one. Excellent work, everybody. Edit: What about 1-2; 4-6; 5-8; 6-8? Would that work? 5-8 is a rather long level, perhaps, but 5 levels out of the "standard" 48 would sure be something, if it does work. Andreas
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There's no way to be sure from the information given, I'm just posting it up for other players to pursue if they so wish. </stating the obvious> Andreas
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OK, some clips I managed to find after seeing gocha's demonstration: Here's another warp glitch demonstration I found (4-7). http://jp.youtube.com/watch?v=c6FmRynGt-8 Another variant of this warp, posted by a Swede, I would guess. Perhaps he could provide more information. http://jp.youtube.com/watch?v=4_G0wEDPhYk And another warp in 3-1 at the very end of this clip (Perhaps this is the one gocha was referring to): http://jp.youtube.com/watch?v=YK5XkUUwPDE A strange soaring-glitch off a trail-lift. I don't know if it's of any pragmatical use. http://jp.youtube.com/watch?v=qpeFNTuNp6U Apologies for the lazy linking, but at least it's there. Andreas
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Great to see, gocha. Looking around on YouTube, I found another warp clip, and some other (mostly amusing) glitches demonstrated. Andreas
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Yes, I saw this when it was posted by Michael Fried. I think he improved it a bit further, even. It wouldn't be as efficient for the first four laps, since you drive more or less straight into the barrier, and setting up the next lap from this position might take long enough that it ultimately isn't quite as helpful as it seems. For the last lap, it's all good, and will save easy time. I wouldn't count on even the last lap being this fast during a 5-lap attempt, but I've been surprised before. Andreas
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I don't know if this is common knowledge by know or if the phenomenon itself has been figured out already. Below is a YouTube clip showing a different occurence of the warp to 1-1 done in 2-1 of the TAS. http://www.youtube.com/watch?v=-uVRmLORZJY Also, someone mentioned to me that they had accomplished the warp in 2-1 from a pipe in the level, by pressing up/down simultaneously to enter it. I have no idea if this actually works, or if there are other other instances of use for it. I thought I'd just post this and leave the testing to someone more experienced. Andreas
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<common knowledge mode> I don't know about the SMW:YI remake for GBA, but the Special levels in the SNES version are one additional level added to each world, as well as the one of the available bonus games unlocked for direct access. (As opposed to appearing (randomly?) after obtaining a flower at the finish roulette.) Beating Bowser in itself has nothing to do with unlocking them. It's all about achieving a 100 pts. score for all the 8 already available levels in that world. After achieving 100 pts. for a special world, you are awarded a star at the start-up screen. There are no other game-related benefits to accomplishing it. </common knowledge mode> Andreas
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You cannot obtain a lightning bolt or a star when in first place. The item probability for them is set to 0 under those conditions. Note also that the feather is disabled on Mario Circuit and Donut Plains courses. Andreas
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Nice to see this trick put to good use. (It's far more exploitable in MK:SC because of different finish line boundaries.) I wouldn't be so sure you were the first to "find it", though, Blake. I for one have done it myself a few times, although not as efficiently, of course. Also, your time is not likely to be accepted if achieved on emulator, With the potential for easy cheating in mind, as well as potential game engine performance differences, the Mario Kart community has opted for a zero-tolerance policy when it comes to emulator use in playing for records. Andreas
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Wow, if it's possible to make that jump, then that would almost certainly be quite a bit faster - I wish I'd thought of that
I know I pitched this as a possible approach.. Perhaps it was discarded before it was properly tested. Anyway, the jump takes you directly to the straight before the 2nd set of bumpers. It won't work on the first lap, since you won't acquire the feather before it's too late, but it does work for laps 2-5, just like zodd says. Andreas
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A Runnelid wrote:
The reason one lap was so much faster for DP1 (the 2nd course) is that the back of the kart hit the wall as he was hopping around (much like in GV1, the third course), allowing for a tighter turning circle. This changes the approach/angle for the upcoming lap, and it is slower as a result. Andreas
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This is in response to Comicalflop's post. This might be common knowledge by now, but for those who haven't heard, I'll mention that Mario Kart player Michael Fried has collected the vast majority of MK series Time Trial vids in circulation, as well as some other tidbits. http://www.wrvids.com Found within is a "TAS" folder where Japanese MK:SC player Shota Hirano has made "demonstration videos" of shortcuts, glitches and other various techniques that work towards a fast race time. The Japanese seem to think the lap times are irrelevant to improve unless they aid in achieving a better race time. No fast lap emulator videos are to be found, but most of his laps are plenty fast anyway. Andreas
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The eggplant depletes the lifebar at a quicker rate for as long as it's "active". Andreas
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