Posts for Bloodsh3d

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Joined: 7/21/2005
Posts: 13
The wall climbing sections... I dunno, maybe i thought it looked cool lol. It was just after that bit of the movie that i sudeenly realised i needed to take more care(using frame advance and doing everything frame perfect) rather than going at a certain speed and doing it roughly. I will probably start from the beginning again. But i keep forgetting to work on it :/
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Joined: 7/21/2005
Posts: 13
Truncated wrote:
Looks very good so far, at least the second one. Have you compared it to the one in the workbench forum? - Is slashing to fall faster than jump-kick? Did you time it? - You can possibly use the Mijin jutsu on the first boss. I remember planning where to use the jutsus somewhere here but I can't remember the result. Search. - If you don't use mijin, you should focus on getting the boss off-screen as fast as possible. The boss becomes vulnerable as soon as he has disappeared. Don't run after him until you know that it won't delay his next appearance. - In one of the movies there was lag as three enemies came on screen and you somersaulted + shuriked sprayed. Try to find a solution that doesn't lag the game. - You have a few missed shots. While they don't slow you down, they look sloppy. It's preferable that you avoid them. I hope that helps.
I did time the jump kick vs not, and it depends. It takes a few frames to start up the jump kick, but when you land you save frames. And you do move faster downwards, but not as far forwards. About the lag, I'll have to experiment. The missed shots are most likely meant to be there. A trick I found was that if you fire a shuriken so the animation of it finishes on the frame you land, you keep on running and don't end up crounching or anything. So in many cases this is faster.
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Post subject: Shinobi III Speedrun
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Joined: 7/21/2005
Posts: 13
Ok, I've had multiple attempts at this and i've been redoing the first couple of levels over and over. Here are my results- should I continue? and what can be done to improve? The first movie, slightly less optomized than the second, but has the first 2 stages rather than just the first. http://host-a.net/getfile.php?usern=Bloodsh3d&file=shinobi3try1.gmv The second, opposite to the above :p http://host-a.net/getfile.php?usern=Bloodsh3d&file=shinobi3try.gmv
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Joined: 7/21/2005
Posts: 13
Even different movies? It should be fine... maybe something to do with you're button configuration?
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Joined: 7/21/2005
Posts: 13
You can get it so you land on the spring on the far right spindashing as you fall and realeasing at the right time.
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Joined: 7/21/2005
Posts: 13
bobxp wrote:
If possible, can the S3&K one be hex edited to use the No Save slot?
Done, http://www.freewebs.com/bof3genes/s3knoring.gmv (turns out Hex editing isn't too hard) As for a 'pacifist run', even though it's a well cool name for it, I fear it would be too easy- enemies aren't particularly difficult to avoid in real time, let alone in TA run. I can't think of anything myself though :/
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Posts: 13
I started to make a speedrun of this. Got to stage 6 i think and then dicided to start again with all I'd learned. However, it desynched and I backed up BEFORE i watched it(stupid, stupid). I'm going to try again. But the main point of this post was to tell you all something I don't think you have discovered. One of the main issues it seems, is working out if is quicker to jump, double jump, or jump with a flying kick afterwards. Well, there's one more technique: When you throw a shuriken in midair, one of 3 things happen depending on how far away from the ground you are: If you're high enough, after the throwing shuriken animation finishes, you'll revert to regular falling status and when you land you crouch for a couple of frames, and will be stood still. If the shuriken animation doesn't finish in the air, it continues on the ground for however many frames are left of it and you will be stood still. The trick I discovered is that if you time it so the animation finishes on teh frame you land, then nothing happens and you continue running with no input, just holidng forward. This is demonstrated on later levels, here: http://www.freewebs.com/bof3genes/BSshinobi3.gmv because I only discovered it on the watery level, and learned how to do it reliably after that. I know in general that run isn't really that impressive, but was my 'test' run of sorts. Also, another thing is, when you jump(running), there is a certain distance you can fall and keep running, and will always have to be less than you jumped. So, if you have to jump over something(an enemy), try and land on something higher(like a box) and you will keep on running, and you can run off the edge(if it isn't too high) and keep running. This is demonstrated everywhere, but most notably on 1-2. You probably knew this. Anyone have any otehr general tricks/observations you can share? I think we all agree this game is in need of a near perfect speedrun. Right, time for me to start again, again.
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Joined: 7/21/2005
Posts: 13
mike89 wrote:
Because you can't complete any of the games without picking some up at some stage?
Yeh, that's the annoying thing. I know they're not optomised. At all. But still, I thought it might be entertaining- the no rings is just an excuse to perform stunts and use weird routes that are defined by some sort of rules. I'd really like to see an 'Insane Sonic Stunt video' but it would need some sort of structure to make it view nicely. Just like the speed runs do very nicely, but perhaps the use of a different limiting factor(whilst going as fast as possible) would produce different, but equally entertaining, results.
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Post subject: All Sonics (1-K) No Rings
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Joined: 7/21/2005
Posts: 13
I made these videos a while back, thought I'd share. The thing is, it's impossible to complete some levels without getting rings. But here are a few. Oh, and in Sonic 2 sonic dies but i start again- I didn't realise/forgot about reloading or something but oh well it continues. Sonic 1 - Goes to Act 2-1 but it desynchs half way through that stage Sonic 2 - Goes through to Act 2-1 Sonic 2-2 Goes From 3-1 to 4-1 Sonic 3- Is actually S3&K so use that rom. Goes to 1-2 Sonic and Knuckles - Goes to 1-2 http://www.freewebs.com/bof3genes/NoRingCollection.zip
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Post subject: Re: Shinobi III
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Joined: 7/21/2005
Posts: 13
Bag of Magic Food wrote:
So you're pulling the "I don't want to have to think" card! Shame on you!
Yes, I'm guilty, but maybe after I've done it without I'll rethink(or rather, think in the first place). But probably not.
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Joined: 7/21/2005
Posts: 13
I've only seen one video on this board, which was the no shuriken kill all enemies etc and seemingly no effort was put into it. I couldn't find any others, I'll have another look but could you post a link please?(DW I found it) And as for the Ninjitsu... well: 1) I forgot at first. 2) I don't want to be arsing around working out if it would be quicker to use it at this point or that point, or which one to use, or if it would save enough frames to make it worth pausing and choosing it, all while taking into account how long it takes to cast. 3) It makes the video look more impressive. I will make a topic with what I've done so far with a list of suitable excuses :p
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Posts: 13
I'm doing a Shinobi 3 run atm. It's anything goes bar Ninjitsu. Started last night. I'm at the Godzilla type boss. However, i want to start again as I discovered a very handy technique a level previous- I reckon i could save about 10-20 seconds and maybe clean up some bosses. Shall I create a topic and post WIP?
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Joined: 7/21/2005
Posts: 13
In mystic cave 1, at 9:27(8 seconds into the act)on the current video , you can jump from the spikes you land next to, to the ledge you have to 'climb' up to on the moving things with spikes at the end. I did it in my attempt at a speed run(i stopped when i saw yours lol). Good work btw, it's quite something. I started a no-rings video, and i've done EHZ1,2 and CPZ1 so far... but it keeps on desynching SO much, more than when i did the speed run. What can i do to help prevent this happening.. anything? It's really fustrating.
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