Actually, Nappa's Meteo takes four hits, I think.
What I'm interested in is if the AI can be manipulated to be more... proactive? What really makes it boring to watch is the player doing NOTHING while waiting for the computer to beat them up. The computer does react to things--sometimes--so I was wondering if by "provoking" them in different ways it could lead to faster and more interesting battles.
There's been playarounds of Street Fighter and Mortal Kombat, and granted those are more interesting in terms of combos, but the AI manipulation consists entirely of them always getting hit. It'd be different to see a run where the AI is manipulated to WIN instead.
According to the search function, Dragonball Z Legends is somewhere on this list, but I don't feel like skimming through fourteen pages to find it.
A straight speedrun of the game wouldn't be entertaining. Manipulating the AI to get max combos would just be the same drill over and over. However, there's also something in the game called the Z Score. This is based on how true to the story you play the game. For example, if you want Super Saiyan Goku to fight Frieza, you have to let Frieza kill Krillan. This puts an interesting twist on it, because now you have to manipulate the AI to do things that you normally wouldn't want them to do, preferably as quickly as possible.
Another example is the Cell games. Cell will only come out to fight if Goku or Gohan are in. However, the get a 100% Z Score, Gohan has to kill five (?) Cell Juniors, who only come out if there's characters other than Goku and Gohan. So you have to bring in other characters so Gohan can kill the Cell Juniors (I think he only has to land the last Meteo attack, so if there's a quicker Meteo attack with one of the other characters it might save time and break up the monotony) then let Cell kill Goku and finally have Gohan go solo against Cell.
When did that start?
Granted, I view the videos for entertainment, but that entertainment value is derived from the run being done as fast as possible. I won't say it has to be "perfect" per se (the definition of which has been debated), but if it wasn't done as fast as possible, and it's noticeable, I won't be entertained by it.
I'm a strong advocate of Sweet Tooth, partly because of what honorableJay said. I never had much patience for weapon pickups, and Sweet Tooth's special recharges pretty fast and does decent damage. His ram damage is decent, too.
Haven't played for a while, but I think the enemies had different "personalities." For example, some will go right after you, while others will avoid you unless you are already engaged with another enemy. So luck manipulating to have the more aggressive enemies is a small step towards the cluster strategy.
I also remember there being cheat codes for more powerful machine guns and "hot" napalm.
Dead, huh?
Well, my suggestion for this run is that you manipulate the enemies to hit each other, instead of singling them out and emptying your weapons on them. They only attack you, and if they are beyond a certain range, they don't take damage, but they can hurt each other.
I usually only check the front page for updates, but I had to come out of lurker status to say:
OVER AN ENTIRE FRIGGIN' MINUTE OF IMPROVEMENT!? OMGWTFRUJK!?
Um... I mean... kudos.
'kay. My browser shows that there's just a few parts that aren't being shared, but I imagine as soon as someone gets those parts it'll take, you know, two seconds to finish.
uh... regular Mario can beat Bowser, just not very quickly.
I forgot the Kuribo boot is limited to one friggin' level (I decided not to drink before posting today).
I think a run where you warp to level 5 and then again to level 8 just to beat Bowswer with the Kuribo boot is worth seeing. Everyone loves the boot.
Yeah, my only problem with all these SMB3 runs is that the first two levels are always going to be identical. Even with my idea, you beat level 3 by getting a whistle, and you beat the fortress by getting a whistle, then whisk yourself away to level 2. The beginning of the movie is going to look exactly the same as the true speedrun, which we've already seen.
While thinking about it just now, I had another strange idea for SMB3. How about you get two whistles in level 1, warp to level 3 to get a frog suit, then warp back to level 1 and beat the entire game as a frog.
This is an idea I've been kicking around, but I have to bone up on my SMB3 stuff before I could try it on my own (getting the emulator and rom would be smart too).
The idea is to pick up all frog suits, tanooki suits, and hammer brother suits, but otherwise finish the game ASA(F)P. It's is a unique run because:
- The suits are cool. Mario changes into a whole different outfit, and that makes these power-ups stand out more.
- It gives reason to explore areas of the game that are interesting, but pointless to straight-up speedruns. So much is being missed by going for the quickest path. Nobody would know just by watching the current speedruns of this game how cool it is.
- The suits each have their own unique powers, some of which can be fun to show-off.
- It allows the player to make use of items like the music box and cloud. Your goal isn't total speed, so you wouldn't just use the whistles, and you don't have to beat every level, so you can skip things. The limited supply of these items makes planning a path all the more interesting.
Bass has to be faster. Not just for his dash jumps, but because of his overall mobility. I'm sure he has access to shortcuts that Mega Man doesn't.
The charged shot doesn't really help much in terms of speed. It'll help in the first boss fight, but after that you're using special weapons; which Bass also can do. What I find interesting is that Mega Man has the, "as long as there's fewer than 3 shots on the screen you can shoot every other frame" gun, but Bass can access this advantage as well by switching to a special weapon.
I haven't played this game in a long time, so I'm a little sketchy on details. I know in MM8 you could get an item that improves Mega Man's sliding speed. I can't remember if it's also available in MM&B and I'm not even sure it'll make much difference (compared to Bass, that is).
Split screen? Even possible?
Star?
Getting the Hadoken would be hardcore. I had my hopes all up when he went back to Chill Penguin's stage.
Is there any way to get the heart tank in Boomer Kuwanger's stage without using Boomer Kuwanger's weapon? If not, that might completely dash any hopes of seeing a Hadoken-Shoryuken run. You'd have to play almost the entire level over again.
Uh, yeah. I did a quick search for "mkv format" when Rolling Thunder came out, downloaded the Matroska pack, and all was good. Is this download somehow strenuous?
I still don't know the pros and cons versus avi files, so it's still a matter of, "what's the point?" to me. The two points on the Matroska front page that makes sense are fast seeking and error recovery, but how much better does it do these things and how relevant are they to these movies?
That was NOT in the manual.
Roll is a little hard to verify because of her roles (ha ha! I'm so funny) in MvC1 and 2. Surely that qualifies her as a fighting robot, but the whole MvC thing seems to take place outside of continuity.
RANT WARNING
Let me tell you something about Roll in the cartoon. She was 20 times more powerful than Mega Man. Just look at the opening sequence. She has a vacuum cleaner, which she can reverse, that can hurl enemies across the sky. Her arm can change into any household device you can imagine, except that device is upgraded to apocalyptic power levels. "Oh look! I've turned my hand into tongs, and with my vice-like grip I will crush Guts Man's head!"
Seem unlikely? The point that I always have to make about the Mega Man cartoon that utterly disgusts me about it is a scene where Guts Man is standing on a stage and Mega Man is "fighting" him. Mega Man shoots, but not at Guts Man. Instead, he shoots a god damned sandbag hanging over the stage. First of all, what kind of futuristic society still uses sandbags? Do kids even know what the sandbag was doing there? I swear, a decade or two later, people are going to be looking back at that show and saying, "Why the hell is a random sandbag there?" So he shoots the rope the sandbag is tied to, and the sandbag drops on Guts Man's head. As a result, Guts Man's head is crunched into his torso, thus "defeating" him.
Let's pause for a moment and consider what just happened. Mega Man shoots enemies. That's why he has a gun. Why didn't he just shoot Guts Man? It would make sense to me if Mega Man was shooting a tripwire that caused an avalanche of boulders to fall on Guts Man, but he shot at a sandbag. He shot a sandbag to drop it on Guts Man's head, and it worked. HELLO!? If a fucking sandbag is enough to damage Guts Man, a direct hit would surely annihilate him. And if Mega Man's weapon is powerful enough to burn through the rope holding the sandbag, then it must be powerful enough to hurt Guts Man. Furthermore, Guts Man is a much larger and easier target to hit than a rope about twenty feet in the air.
So you put the two together and Mega Man is a weak retard. Roll should've been the hero. When I saw the first Rockman OAV, I thought it was awesome just because you actually get to see Rockman kick some ass. It wasn't the watered down action from American artists who don't know how to draw or choreograph a fight scene; or the lame comic-relief-driven characters by writers who don't understand that writing poorly isn't the secret to children's programming.