Posts for BoltR


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Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Link should be updated with another level and a 1/3 of progress. Route 2 went without any real hitches, the only time I wasn't moving forward in a jump kick was against the boss, but that can't really be helped. This miniboss was the exact same as the one in Route 1, and was killed in the same manner. The run is also part way through Stage A, where you need to rescue hostages. Some things to point out: At the first elevator you are forced to wait. During this time I got 2 extra HP by breaking those blocks, and showed how wacky the kick animation can be. The miniboss in this level is acually different than the last one, yay. This one doesn't get stunned at all by shooting him, but every time you hit him with your fists, EVEN a little piddly punch he flies back and his little shoot move gets delayed. Keeping this in mind I ended up using down+attack to hurt him instead of punching, and as always filling the gaps were i'm not hitting him close range by shooting at him. Currently where I stop the run I am missing that elevator by 1-3 frames. The enemy there is one of the annoying types which don't die when you first hit them so I cannot just plow through him to save the time. I'll work on finding a way to get on this elevator in time...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yay, i'll get watch them tonight as part of my normal bed time viewing material :)
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I vote vbam or vbv
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well to get him you need to go COMPLETELY out of the path of the rocket launcher, or laser gun. So unless your planning on getting the pulse rifle on the way past and after getting that taking the secret exit and heading to the boss instead of heading back, your going to have to do a bunch of extra levels. And if you were to do that you would also have to waste some time going out of your way to get Spirit to even get the secret ending. Also the level that you get the pulse rifle is EXTREMELY long. While it is a very good idea, I really don't see it being worth the extra time.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I will attempt to make a post that isn't completely off topic by posting some information about the emulator. Keys can be remapped via Tools->Customize... Blechy it should be up now. Almost all the ETG servers, including the DNS server were knocked offline earlier. Not sure what did it, but they seem to be up again.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well FCEU already has the option to get rid of the "flashing" sprites, which was used to help with the lag was it not? It's "Allow more than 8 sprites per scanline.", and it doesn't seem to make a difference in the way of desyncing. Also, i'm not sure that it should be legal. In some games the developers took special notice that there would be lag and used tricks to get around it. Zanac is a example of this I beleive, although I cannot remember exactly the trick that it uses, it's on the forum somewhere. Other games have dead frames where nothing happens. Gi Joe 2's controls just get a bit unresponsive, everything still moves, including the player, but if there is two much going on you might not be able to punch/jump/switch weapons on a certain frame causing you to wait for the next frame. If you overclocked the system, and it removed all this from happening you would in effect change how the game works and is played. An extreme example, as it seems people around here seem to enjoy using them, would be using a game genie to remove and stun peroid after taking a hit. Slow downs however don't change the way the game is played. If I try to play Gi Joe 2 frame by frame, I still get the peroids where I cannot input commands. The only difference is i'm able to react at super human speeds. Everything that is done is TECHNICALLY possible on a console.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I've already expressed my interested for Smash TV, and as TheAxeMan said the SNES version is the one too do. I vote the run should include getting the secrets and getting into the Plessure Dome. It would be interesting to see the game beaten without getting killed. From my experience of playing I would say it would be almost impossible to do, but i'm sure someone will find a way.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Oh another feature that would be nice is a way to display the current frame number in the recording. This can be VERY useful to find out which path is fastest. Of course this would be good to be togglable like FCEU. Also if you haven't noticed I editted my previous post. You posted RIGHT as I editted it, and your message was forced to the next page.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well, right now the frame advance, and slowdown functions are kinda buggy. For example of the frame advance: Tapping the button doesn't seem to skip a frame, while holding the frame skip button seems to run the game at 7% speed. Edit: I dunno how Forgotten wrote the throttle function, but I think it will need to be rewritten to work properly... I think the way it's coded in now is probably fine, but it would help for the current throttle amount to be displayed on screen when it's changed. Well that and rewriting the throttle code. For me the key mapping is good enough. I set everything up like I have it for FCEU, and it's good. Rerecording works, and seemingly works well. Doesn't seem to be any problem there. However there needs to be an option to begin recording from a hard reset (power off). Also it would be nice if you could have a menu like in other emulators which give you a little menu showing play length, total frames, total rerecords, and have a little area for an authors description.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well General Hawk starts out with a fair amount of HP, and if I only focus on him with the powerups he will have alot by the end ;) Unlike the first one there is no need for using different characters. The all have the same weapons in this game; well except for the ninjas, but they are way out of the way so i'm not going to use them. Also I won't even be using Scuba, as it's faster to skip along the top of the water.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Never mind, heading directly east wouldn't be fastest, I forgot you have to go through that bomb planting mission :/
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yeah, as you said I can do it ever other frame. So for the beginning it is alot better than shooting with your little piddly gun. Punching is not best once you get level 4 lazer, which completely destroys bosses. It acually says use the missle launcher to destroy the rest of the cobra base, or some such. Also I have tested the weapons against Cobra and have some results. The middle launcer MAY be SLIGHTLY more powerful, but the laser gun can shoot MUCH MUCH faster. Infact if your are right up to an enemy it can be shot once ever other frame. These tests were done with level 4 laser and rockets, and I don't think there are enough Pow to get rockets between when you get it and cobra to get it to level 4 without going out of your way. Hell, there might not even be enough without backtracking levels. My current route is as follows: Go south at the first choice to get the laser rifle. After that head north. At this point I MIGHT to one level to the west to get Gung-Ho, as he can be used to get valuable ammo if I need it. After that it's just a straight run towards Cobra ;) The only problem with this route is the level after you get the laser rifle is all up hill, and I think it might take a long while to do. The fastest route I beleive would be heading east at the first choice and just heading straight towards Cobra Commander. Of course you end up with the Pulse Rifle that way, and I remember that being a slightly useless gun... The character I was going to use was just General Hawk. I don't see why I would need to use anyone else?
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
For some reason I thought the down and a thing was just for the ninja, but you are right about it working for everyone else too. It does have limited use, as when you hit a boss with it you bounce backwards, BUT it could be used while fighting the hammer type minibosses to hit them with right before you get hit and bounce back anyways. Thanks for that information, it makes thing alot easier. Can you confirm for me that the laser gun is the most powerful against Cobra Commander?
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
By the way, you can cancel punches in the first game too, not sure if that helps you or not.
Post subject: GI Joe - The Atlantis Factor
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I have been toying around with the game, and have completed a test run of the first level. I this feel should be about the same quality/action as the rest of the run should be. One can find it here. Now for some quick explantion of what is going on. The reason I head left instead of right off the start is to pick up three Pow powerups hidden behind the pillars. These powerups can be used to make your weapons stronger. In the first level there are just enough to give you level 3 of your fists or the base machinegun. The power levels of those two weapon are as follows: Fist: Level 1: Normal punches Level 2: Can uppercut after a series of punches Level 3: Can jumpkick, and kick. You can jump while kicking also Level 4: ??? Don't need it anyways Machine gun: Level 1: One shot Level 2: An additional shot with an angle of elevation of about 30 degrees Level 3: An additional shot to level 2, but at about 45% aoe Level 4: An additional shot to level 3, but at about 60% aoe I choose to level up the punch for two reasons: speed and damage. In this game jumping is faster than walking, and jumpkicking is faster than jumping. Thus, if I wanted to get through the level as fast as possible I would need jumpkick. The fact that you only get it at level 3 power is why I don't use it from the very beginning. As for damage: A normal punch does the same amount of damage as normal machine gun shot, or 1. Adding additional machine gun shots adds additional hits, proving your close enough to the enemy for all shots to hit, can do a maximum of 4 damage. The kick moves (level 3 fist) do more than the normal punch, either 3 or 4 damage I haven't calculated it specifically yet. With both attacks there are delays between each attack to attack again. With the machine gun it's based on time, while with the punching it's based on the sprite's animation. This canceling ability is where the majority of my decision comes from: It is possible to cancel the punch animation by moving. In the air it's as simple as tapping forward for a frame, on the ground you must duck because the attack freezes your horizontal movement on the ground. This lets me attack extremely fast, similar to Ninja Gaiden. This is how I managed to kill the mini boss so quickly. Other tricks: -Changing from the machine gun to the fist mid air causes you to punch. This unfortunately also makes the projectile, if you fired one, dissappear. However if you can time it right, and are close enough to your enemy, you can switch from the machine gun to the fist and score two hits instead of one. I use this in a few places, such as against the first floating eye thing, and against the mini boss. At the miniboss the main use for it is when I get hit. Each time I get hit I acually deal 4 points of damage: One from a punching pain animation, one from switching to a gun and shooting him point back, another switching back to fist instantly and hitting him again, and finally again when I shoot him running back up to him. Watch it frame by frame to see them all :) -I avoid the items in the beginning and collect them all in a group to save time. This DOES cause a little bit of lag, but because you would normally need to wait around for almost a second to pick up the item right away it saves time. Plus there isn't much lag, and it's kinda funny to watch me tearring through stuff with a wave of items behind me. Other Information: - You can't seem to skip the first two screens - Those two blue guys, one of which I take a hit to get past, are more or less invinicble to me. To kill them you must knock them over 3 times, which takes 3 hits while they are standing normally. Of course you can see me wail on the second one as I pass him (probably about 10 times before he hits the ground) and watch him get back up. Now i'm at the planning stage of this run where I must choose which route to take. I'm not sure which items to get, or if I acually need to save anywhere, but for now i'm planning on taking the lower route to get the lazer gun and then head up to cobra headquarters. This might take a while, as I was never any good at this game when I was young and didn't get very far, so I will need to play through it a few times.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
That would make his best run 21 seconds slower than mine. Not using the rapid slash would probably add 2-3 minutes onto the run. So unless i'm totally missing some sort of shortcut that skips a whole level, I dunno about his time... Getting lots of ninja magic to use jump n' slash wouldn't save any more time then getting the minimal amount required. Infact you have to slow down for ATLEAST a frame to pick the stuff up, and I doubt your friend can let go off all the buttons and press down+slash for exactly 1 frame without slowing down..if he could then he would have no trouble doing the rapid slash.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Very nice improvement! Although it was suppose to be 2.5 minutes faster ;p
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
FODA has a point, but SMB has got to the point that ANY improvement would probably be accepted...even if it was by less than 10 frames...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yeah what you had so far was looking pretty good, I hope your just taking a break.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Terimakasih wrote:
No. I think that most of people think "Samus must need blue-suit". But, Samus don't need Blue-Suit. You can Boost , just before Zebetites.
Wow I didn't know you can do this. I still think because of the lack of powerbombs it would be too long to be interesting.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Yes I beleive that would be the case...
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
No, each room you need to go back and refill them. This would take forever, and be very boring. I didn't say someone should do a run of this type, I just said it was possible.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I think it belongs better with a 100% run though. As you don't see them in a low percent run. This makes it seem like Samus decides to take time out of her escape to save some random animals from the planet which she has never seen before. In a 100% run you "interact" with them more, so Samus would have a reason to free them. Also the time spent freeing them would seem less in relation to the rest of the movie. Also, that is what pity means. I think he wishes that it didn't use so much time, so it could be in the movie.
Experienced Forum User, Published Author, Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
They are the ostridge thing and it's baby that teach you how to shinespark, and the little green things which teach you how to wall jump. These moves aren't directly explained you, but they demonstrate to you how they are done. They also appear in Metroid Fusion (and save your life...)
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