Posts for Atma


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Experienced Forum User, Published Author, Former player
Joined: 9/1/2005
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Also, the fact that you get hit three times in the last fight is a bit of a letdown,
I agree with this.
is the getting hit animation really faster than flat out avoiding the attack? alternatively you could save magic for these sections and throw axes while crouching, or using the cross crash (makes you invincible, right?). Of course, that applies only if those suggestions are in fact faster...
While I can't comment on the first part (as I never considered damage to be a worthwhile option for such a short play), the second part isn't really that viable as you can't use sub-weapons while ducking as the command to use them is up+b, iirc.
also, is the dual arm attack not manipulatable in any way? It didn't seem to follow from a pattern of X single arm attacks to 1 dual arm attack...
I wasn't able to find a way to manipulate the hand movements to completely remove the dual attack back when I did my run of this, or even a real pattern to them outside of the "you're on this side, I'll attack this side" kind. With the dual attack, you can force some invincibility during it with the uppercut to allow you to damage it anyway without getting hit. This was rather entertaining I do say. The boss fight against the head switching dude who's name I no longer remember was better than mine in several ways, although the getting hit did on grahams last form did detract from the entertainment a bit in my mind. Regardless, good work zggzdydp, this gets a yes :)
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I'm bored of brawl already. It was, in my opinion, a letdown.
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DarkKobold wrote:
Unless I desperately want the evil shot or the best buyable sword in the game, either glitch is simply for amusement, and to piss me off.
The best buyable sword in the game is a bit too expensive to buy though with the funding you had after the battle :P I'd almost consider saying go for the evil shot, although the other alternate thing I was thinking is "hey, if he goes to the hidden temple and gets sheena right at the start, he'd have a killing machine from the get go" but unless that particular map battle has a single enemy kill to wipe the map, I can't see it being worthwhile (although perhaps if each hit you actually managed to land on them gained you 49 exp for a considerable amount of time, then it might serve as a good grinding area). either way, I think of it like this: evil shot = powerful archer/whatever the class change into that isn't a silver tank, but kind of cheapens the whole deal, given you'll have a strong character clearing most of the maps in exchange, thus losing out on exp for a lot of people.
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pika9323 wrote:
@ e_alert:until now i dont know a way i only found a way to skip a big part of the second book.I will upload something about that soon on my youtube acc.
Care to detail that one?
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Solon wrote:
I don't think a PSIV TAS is really feasible; it is brutally hard. Unless some of the Tech/Skill combos can one-hit bosses, there'd be a LOT of level grinding needed, which would make a TAS pretty boring.
Much in the style of many games around that time, there is a super enemy that while initially painfully difficult to defeat without a lot of luck, gives an amount of experience that makes leveling mostly trouble free in a tas. The enemy in this game is the sand worm, which gives a huge amount of experience (I vaguely recall at least 5 digits worth with one or two people alive) and is available to fight fairly early on and becomes easier to kill the more you level up. The only trouble with this that previous runners had was just how many levels to gain while there as a particular later boss (lassic/lashiec, cant recall the exact name) that is rather cruel in its fighting pattern, as every second attack was an attack that his all characters or such. So yeah, I'd say while it might be more difficult, it'd certainly prove to be more interesting to watch.
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Let me hear your comments and enjoy!
First comment: what the fuck. almost 70 minutes of gameplay and not a single level, nor point of experience for that matter, gained. Second comment: what the fuck. the three boss battles were screwed. What the hell were the game designers thinking allowing such a thing to occur (in the case of numbers 2 and 3)? Third comment: That glitch (the lack of music one) kinda sucked, but I guess there isn't too much you can do if you don't know what caused it. Last comment: given then *extreme* pacifist nature of this particular run, I'd perhaps think that actually letting the text scroll at a pace that's readable would be advisable. Given the lack of anything in general apart from walking around and the ever repetitive music, it'd be nice to actually be able to read the small portions of anything that actually happens since like bosses, they're so few and far between. Otherwise, technically, a great piece of work. would probably score horribly low on entertainment though :P
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I watched this last night, while I've enjoyed the previous runs, I found that most of the stylistic choices made in this run were rather poor in comparison to previous versions. The glitches however were rather surprising, as I'd not expect them to be able to occur in such a manner. Weak yes vote from me on this.
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arkiandruski wrote:
Another boss down Fucking wind.
Ok, I just got around to watching this (various reasons as to why I didn't earlier, but eh). Not too bad, but it visibly seemingly has some parts that look a bit poor in comparison to some others (described in the following question). Anyway, I'm sure you were expecting this question to come up: Why walk through the various parts of grass? Was this more or less completely related to having to wait for the wind at various points, thusly not slowing you down at all, despite how it may appear? Otherwise, jumping over enemies and grass would certainly be the faster method of travelling. A minor note otherwise: it looks a little bad getting damaged by that spike just outside the village when you can jump over it, take no damage, and move just as fast (unless it gives you a slight boost). Also applies to the few times you're walking diagonal and it seems to slow you down for no apparent reason, jumping will prevent it from doing that to you. Hell, up until you get speed improvements, you can change directions while jumping with seemingly no penalty to your current speed, so keep that one in mind if it wasn't obvious. Keep it up though, you're doing a pretty good job so far :)
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Perhaps you missed my point slightly Phil. If you delay by enough time to avoid the fireworks by a frame or two when doing the trick, wouldn't that work out faster overall than both getting the flag animation to avoid it, or getting the fireworks when doing it? Or am I misunderstanding, and doing the trick even if you do delay slightly would make it take longer than both avoiding flag animation/fireworks?
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ok, I haven't read all the comments in this thread as of yet, so it might've already been mentioned, but I'll ask anyway: In your submission text you basically wrote "gets flag animation in 8-3 to avoid fireworks if block trick is used". Now, as opposed to doing this, why didn't you just waste a single frame at some point in the level so that the firework counter wouldn't have gone off, and you thusly could've done the block trick anyway? Nice run though regardless, I just found this one point a "why?" kind of thing.
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arkiandruski wrote:
Who is this kid and what is this game he's playing? http://dehacked.2y.net/microstorage.php/info/1753234725/Crusader%20of%20Centy%20%28U%29%20%5B%21%5D.gmv
Nice progress, the only thing I can blatantly fault you on is walking up stairs in the beach area. jumping is faster, as it completely ignores them. Otherwise, nice stuff :)
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plusminus wrote:
In other words, I think you might save time in places by slowing down. :/ Although, this could possibly be excused by saying the movie "Aims for fastest in-game time", or alternately "Trades speed for entertainment" sort of. I personally would prefer to sit through a few seconds of score counting over a few seconds of sonic running down the in-game clock, I think.
This one sort of goes against the general style of a sonic game, where fastest in level time is the goal, regardless of the score counter. There has been an occasion where such was done, however, some people found it kind of stupid to do so, as you have the entertainment of the level kinda crushed by just standing next to the goal post for 5 seconds on every stage. Also, yes vote from me on this. I still have difficulty consistently getting the second emerald, and was surprised to see that you could get it with a simple spring jump. It would've been nice however to see you using a hang glider far more efficiently than you could when playing it real time :P
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Out of curiosity, I'm guessing the movie is savestate anchored isn't it xenos? I dont think such a movie could actually be submitted (despite its awesomeness), although I may be wrong. Although, my opinion is that the "FINISH! *explosion* YOU'RE GOING THE WRONG WAY!" version was in fact more entertaining.
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mwl wrote:
With regards to the glitch, what about Dark Hyrule Castle? Any possible breaks on this level? Boss key early, perhaps? I don't have my old save file anymore.
From the bit of testing that I did yesterday, it seems the only real viable use for this is in the ice dungeon, and skipping the royal valley/cloud top section. In the palace of winds, there's only one area that i saw a potential use for it, but that was quickly quashed by the fact that the object of desire (a key) is on a different layer, so i cant get up to it. In dark hyrule castle i think i've found a single use for it (gogo roc's cape!), that would save a small portion of time depending on which route i decided not to take (gives me an extra key, and allows me to skip a pretty small portion of exploring for a key). Otherwise, the glitch usage would be fairly minimal. Also, I don't really see a need for a separate category myself.
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I cant think off the top of my head of a more convenient location for that kinstone piece, although true, it is slightly out of the way (although once you go there, you can right to the warp point and then the next dungeon).
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Thats a minor detail, easily taken care of. The ideal time to get the kinstone piece is in the temple of droplets, as its basically on your path, and in a chest (all three red kinstone pieces are in the temple in the same room). the ideal time to fuse would be either directly after that, or after getting your sword empowered to the third level.
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Actually Comicalflop, the glitch seems to require the Ocarina, which can only be obtained after beating the third dungeon. As things go, I haven't actually gotten up to the 4th yet (darn my laziness!), so it seems like I should be able to incorporate this glitch without much difficulty (I'll watch all the videos once i get unshaped, stupid dial-up like speeds). I doubt it'd be possible to do in other 2d Zelda games, but I suppose the only thing you could do is test.
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An excellent job I must say. However, I have a mere one question in regards to this run: was it faster to use the floating boots for a majority of the time after you got them? jumping/descending seems considerably slower with such, to the point that I wondered if it might've been worthwhile to de-equip them when not necessary for a fair period of time. Regardless, this is still most worthy of a yes vote.
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I personally think the extra battle after the credits should totally be done as well, it would be interesting to see how quickly you can destroy everything without any regards to your personal safety :P One single thing I noticed in that first run that seems like an unusual choice: why "easy" as opposed to "ouch" for difficulty? iirc, the cpu was smarter on higher difficulties, or would that hurt things more than the already difficult to manipulate nature of the game would?
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Correction, they guard the power bracelets, not the flippers. They wouldn't co-operate with me and die fast and efficiently, so I just kinda stopped working on it for a (long) while. Then I gave the wip to Zurreco and asked him to do that room for me so I can continue.
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doesn't exist, and people waste copious amount of their time worshipping a nonexistant thing.
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While that's true, and would probably make the rest of the run rather boring (max levels/stats etc. on the password), it'd certainly look cool to see someone entering a working 253? digit password awesomely fast. Also, from what I vaguely remember, someone mentioned a couple of years ago that forcing the rng to move is rather difficult, and would look bad (iirc, it involved walking in/out of an area to move it like one or two forward).
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Bag of Magic Food wrote:
I have to admit I'm not really aware of what games require a microphone and what they require it for. Can you give me some examples? It might help me understand whether recording sound has any value at all for speedrunning.
Zelda: Phantom Hourglass uses the mic for a couple of functions (blowing out candles is one of them). Surprisingly, no other games come to mind at the moment, although i'm certain others do exist that would be good for a tas.
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Voted meh. i cant really say this run was overly enjoyable to watch, having played the gamecube versions of monkey ball 1 and 2 (and the gba version also). the game is a lot slower than the previously mentioned titles, and probably shouldn't have been developed to start with.
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arkiandruski wrote:
http://dehacked.2y.net/microstorage.php/info/607651390/CrusaderofCenty.gmv Same place, only slightly faster
Not bad, I can only think of one potential although unlikely minor timesaver near the end of the current progress that came to mind upon me going through that part myself (a sheer luck thing, if you will). if you hit one of those bugs on the right angle, it may save you a minor amount of time on the ascent, as they knock you almost half way up. Otherwise, great job :)
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