Posts for Blechy


1 2
14 15 16
21 22
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Also, would I be correct to assume that everybody would prefer the glitched path in flame mammoth's stage opposed to the usual path even if it is slower?
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Wodball, have you done a test in which you prevented storm eagle from flying at all? I've been trying, and can't quite get it. Aside from either causing him to either fly off the screen and divebomb you, or just fly up for a moment to spit an egg(obviously better), it seems like you can't affect his AI at all.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Agreed. I haven't watched the movie, but I hope to see you make some other ones in the future.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Arc's movie doesn't use it, and I don't think the 100% run uses it either. If this is true, you definitely shouldn't use it to keep consistent, but even if it's not I don't think you should.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Ziplock has stated that, but just to confirm I watched red scarlet's run, and there is no red door before ridley.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Get with it. At the end of the Mega Man series, he and Roll got married and had children, one of which is X and one of which is Zero. Unfortunately they paid more attention to Zero and bought him all kinds of gadgets, which explains his greater skill than X UNTIL X finds upgrades for himself. Capcom has confirmed with mathematical proof that Mega Man is exactly 103.75 times more powerful than his son X.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Again, the point of the movie is that only one item is collected. If only one boss is defeated, more items will have to be collected, defeating the goal. After this movie, minimalist, as-fast-as-possible, and 100% runs all will have been done, which is pretty much the only completion movies that should ever be completed for a game. I haven't played the game in forever, and the movies only use missles and/or bombs. Can regular bullets affect bosses? If not, you may have to make an exception and get bombs.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Interesting idea, though I think it might get repetitive unless you really pull off some fancy moves with slides and jumps in the outfield. Bases Loaded is probably the real classic of baseball games. But my favorite was always the comical Bad News Baseball.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I really don't like bumping threads, but I'll make an exception. I definitely think a clash at demonhead run needs to be done. One route is unique from the next, and you'd gather awesome items along the way. I'm not really one for planning fastest routes, so for those that are familiar with the game, any insights? I know pretty much nothing about the game- I last played it seriously about 10 years ago, so there may be certain factors which don't qualify it for an entertaining movie, but if we could plan the fastest way from route to route, while at the same time maximizing speed boots, I think it'd look great. There is probably some helpful stuff on gamefaqs, but it's down at the moment.
Post subject: Umihara section
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
In response to the site edit, I did the maps alone(boco did the descriptions), and the reasons I stopped were because a) they took about 30 minutes each, and b) not very many people in the community seem to be interested in the game or the run, so I just didn't feel very inspired to continue. If anyone's interested, I can give some instructions(my method requires photoshop), but I don't think I'd continue it alone.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I watched this one awhile ago, I'm surprised I never posted: I felt pretty strongly that it should be rejected. Firstly, the game is an obvious candidate for 2-player. But aside from that, as has been said, many shots are missed, lives needlessly lost, powerups gained only to lose them shortly after. This is a game I'd really like to see, but unfortunately I'd like to see better.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I haven't seen the movie(minus the first few stages when its development began), and I haven't voted. But from watching the Actraiser 1 video, and knowing this game, I would probably opt for this one because I think the constant platforming would be more entertaining than the occasional simulation sequences of the first's, despite its familiarity.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I meant in doing a fast-as-possible run. It took me all of yesterday to do chill penguin(the boss alone), then today I wanted to try out another method which took another day. The latter version ended up being faster, but not nearly as much as I had thought it would. Each movie file has the same path up to chill penguin, and both get through chill penguin(including the intro) about 13.5 seconds faster than the current movie. Saying chill penguin is a pain to fight is an understatement, and I know that someone like launch octopus will be even tougher. Chill penguin will be a bit easier the second time around since there will really be no strategy involved: as long as I can hit him, I'll be doing the maximum amount of damage. Anyway, in the first run I was just hitting him as fast as possible, just as long as he didn't go invulnerable. I found with dashing pellets you can hit him once every 67 frames or so, and so you can do 6 damage in 201 frames. With a charged shot I forget what it was, but you can hit him every 105 frames or so: you could do 6 damage in 210ish frames. So I opted for the uncharged pellets most of the time. However, I realized that if you could shoot an uncharged pellet from across the screen so that it hit him at the end of his recovery, you'd be charging sooner, so you could rush in, and hit him with a charged shot with very little delay between his invincibility and the next hit. I tried to do this as much as possible in the first run. Once this was completed however, I did a second run in which this was pretty much only used, which sometimes forced me to allow him to be vulnerable for a frame or two to affect his AI. Basically, I couldn't let him use his ice breath(at least in my direction) because it'd prevent me from getting close, and obviously he couldn't slide. The end result looks good, except the very beginning of the fight I need to delay shooting him for a moment because I just couldn't get him to use something other than his ice breath or slide at first, so I made him use his ice breath into the wall. For this reason I'm not overly content with it, but I think it's mighty close to as good as it can be. First: http://www.thezorz.com/agile/penguin_old_megamanx.smv Second: http://www.thezorz.com/agile/~megamanx.smv
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I think torn's off the maps. Or at least, she(name is kim?) never appears on the forums.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
As walkerboh stated, it has already been discussed. http://tasvideos.org/forum/viewtopic.php?t=550&start=90
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I disagree. I think if a 2 player run was done, if each player optimally bounced off of the enemy balloons as much as possible in order to go from one to the next, each level could be done very quickly and would look great. I only wish the game had a definitive ending.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Though I'd played the game, the humor in your description caused me to want to watch it. It was well done, though like you said I wonder if the bosses could be done faster- for example, with the first boss(the tanks) you destroy some way quicker than the others, and also some come from a more easily accessable point. Or sometimes you use a missle to hit an incoming projectile(you do so sometime during the 2nd boss I think)- rather than that, could you shoot the missle from a different angle so that you don't even have to worry about the projectile? Holding my vote for now. My favorite part was definitely watching it after reading your description:
The whole way I try not to destroy too much of the dictator's inept army, maybe it will make it easier to rebuild. However, many foot soldiers and tanks are in the wrong place at the wrong time.
Keeping that in mind, every time you ran someone over I imagined you yelling back "Sorry!" Other than that, I'd say it's quite entertaining, including in the spots where it was tough to make it so. With those groups of 3 lasers for example, I liked how you ducked back after we asked ourselves if you'd make it past the third.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Just tested it for curiosity's sake: it turns out that bosses take 3 damage from an uncharged weakness, and 4 when it's charged. Not only would it not be worth it, but it would be less effective since it takes so long to charge it.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Forgot the helmet was necessary- I think I had perceived its location to be more similar to the sub-tank's in flame mammoth, in that it'd be a tough jump but then you just needed to jump off of them. Anyway, I'd be mainly using it against bosses, but I wanted to test it first to see if their weakness, when charged, did twice as much damage to them like in X2. But, I think you're right about needed the helmet, and so testing won't even be required.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Yeah, I haven't thought any have really looked good(because of the game) except for streets of rage 2.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Intro's a little over 7 seconds faster. Man, setting up vile's ship to be in the right spot was an unexpected pain in the neck.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I think it's generally agreed upon that a 2-player run of it would be a lot more entertaining than 1-player, so I encourage you to try that out, though it may be tough as a first run.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Yeah that's what I mean. But you can do it in the intro level by shooting the last X-buster at the bee blader whatnot at just the right time so that you kill it, AND get hit by it, transforming it into a wall so that getting hit takes only a matter of frames. Same for the cars at the end, right before vile. But they do half as much damage as the bees. Anyway, I guess it's not exactly a bug, but it will make it faster- and if you say it's something you had intended to do, then I'll continue with that. You were aiming for a speed run rather than a minimalist run, right? The site agrees with that anyway, so I'm going to see if the weapon upgrade will make the game go quicker since you can get it so early. What follows is the comprehensive list I made when watching your movie. I made it awhile ago- a lot of them are ones I'm not sure of, and I only watched it through once. These aren't necessarilly every thing I want to improve in yours, just things I want to keep in mind for each level when I do them, in case I forget otherwise. Lag stuff especially.
TEST WEAPON UPGRADE ON BOSSES General platform jumping JUMPING BEFORE FALLING Intro -Jumping to make bees appear on screen sooner? -Lag after 2nd(3rd?) bee: 3 cracking floor tiles with hornet -Jump over cars Vile battle Chill Penguin Jumping up uphill ground? -Lag after reaching bottom of first chamber: kill bat? Short pause killing ostrich after capsule Higher road vs lower road? Snowballs before boss Boss: (Be charged?)dashing pellets vs charged? Storm Eagle -Lag caused by mace guy on first elevators: kill him(jump forward as soon as possible) -Lag caused by second blue missle guy: charged? -Wait for platform under him to lower(don't walljump)? -Collision glitch elevators: jump under them, collision pushes right for wall jump -As far on right on storm eagle elevator as possible -Boss: Be charged? Check which hits first. Boss: Prevent from flying? Flame Mammoth -Use glitch -Touch/be jumping off right conveyors as much as possible -Boss: shoot Eagle weapon early? Spark Mandrill -Lag in first dark chamber: kill bees if possible -Be Charged: Kill last ostrich in dark chamber rather than jumping -Boss: deflection off wall vs direct hit(both first and through fight) Armored Armadillo How early to jump off elevator? Ice to take out bat before second ride(causes lag?) -Entertainment: Fall down second ride shaft and jump back on -Lag: Take down as many enemies as possible on third ride- jumping forward and back -Boss: Dash to him THEN shoot -Boss: Careful of last shot Launch Octopus Take out first turtle Shot placement at angler minibosses -Using blowfish suction for speed -Lag caused by four blowfish after first angler -Lag caused by snake miniboss -Boss: lag caused by two sets of missles onscreen Boomer Kuwanger NEVER take ladders where not necessary Entertainment on large elevator: move with music/closely avoid all enemies Lag caused by some turrets on extending platforms -Prefer to kill helicopter turrets and jump on than wall jump Lag caused by wall shooter before blue platform Boss: running preferred to teleporting Sting Chameleon Ways of avoiding not yet formed rock enemies: some can be wall jumped over by tiny bit of wall on floor Falling rock after last not yet formed rock enemy: ice causes lag Boss: hit as early as possible: walljump+shoot rather than shoot -SIGMAS: AFTER BOSS FIGHTS WITH WALLS ON RIGHT, JUMP THROUGH AFTER 2 BLOCKS EXPLODED Sigma 1 Turtles Vile/Zero bug -Vile shouldn't be doing an action after his final hit Be close to Vile after his final hit -Vile manipulation: has no hit recovery Charge later than right after Zero Last mace in zero corridor can be jumped in front of No charged rolling shield? Try to jump on platforms rather than jumping all the way across Careful for lag after Kuwanger Manipulate spider: as few crosses as possible(0 maybe) Sigma 2 -Don't walljump off any platforms in first corridor -Lag caused by rolling shield after Penguin -Kill helicopter turrets and jump on platforms rather than walljumping -Storm Eagle: be on right side at end(use his tornado to be pushed) -Alternate way than chameleon?(doubtful) Boss: Face does not blink but may have cycle Boss: May not explode until you hit ground Sigma 3 First turtle Armadillo: be as far right as possible after fight More blowfish after Mandrill: may have to use charged electric to clear Ice on spiky ground after Octopus? Some way to conveyor to Flame Mammoth faster? Final Major dog miniboss improvements Sigma 1 dashes towards at first, but may also leap towards Entertainment: jump through Sigma 1's bullets
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
Well I've begun working on this- I wouldn't estimate too much improvement, the vast majority is perfect, but there are just some errors I'd like to correct. However, question- I'm a little bit into the intro stage, and I've been taking damage to prepare for a faster fight with vile. I'd like to keep with the takes-no-damage theme so that I can compete with wodball rather than add an additional movie, but would taking damage like this cause the movie to be categorized differently? edit: also, I found a little bug which reduces recovery time in some instances. So it looks pretty cool. The way I work and with how busy my schedule is, it might take a couple weeks. Starting it up was a sort of a spur-the-moment type thing so it's possible I may even stop doing it a little ways in. There are some really stupid errors in the MMX2 run- it was really a learning experience for me(I made a lot of mistakes in umihara, they were just hard to notice because of the kind of game it is), and I don't expect to make them this time around: I will be watching what I have so far much more often and carefully than I did for MMX2.
Experienced Forum User, Published Author, Former player
Joined: 6/27/2004
Posts: 550
Location: New York
I think the circular one is definitely the classic white mage uniform that everyone would recognize- it may just look crappy on that person. I do agree with bobwhoops that the last probably looks the best but the design could be from anything.
1 2
14 15 16
21 22