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CoolHandMike
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Thoughts comparing and contrasting SDA and SRC. -SRC Ranging from NO verification to super onerous community based rules, this is usually the ultimate choice for convenience other than just posting it on a video streaming site. A game can have their each individual customized page and forum. Each game has a community and if the community mod(s) do not agree with your submission it will not be on the site. For smaller games this means easy abuse by moderators, while more popular games are better managed. However due to the mostly small number of people watching most submissions bad runs do make it through. This system of wildly varying verification means more popular games are full of garbage submissions with only the top submissions really getting any attention while smaller community games can have runs submitted and judged by the very same person. On a small board if a mod moves on, then some random can ask for mod power and get it and then change the board rules. The bottom line is that almost every run on SRC outside of well maintained longer lasting communities is subject to suspicion of invalid times and cheating. I have not had any issues with mods or the site other then having to reset my password since it seems they get hacked every couple months, but the Site forum seems full of that interpersonal and submitter vs mod drama. -SDA One of the first speedrun sites that aims at having quality speedruns that were recorded on original unmodified hardware (system and controllers). Having world records for submissions is not necessary. The verification process is split through a private and verification process with popular games being grabbed for private verification and obscure games usually failing to the public verification. As of several years ago this process took about 6 months from submission to publication for more obscure games. I believe the process was shortened in recent years. Do not really remember there being a lot of drama going on in the forums, which was good. If you want to look at verified submissions that were done using original hardware this is your best bet. I gave up submitting to SDA because my aged original hardware is dead multiple times over, and the publication process took too long. Overall SRC far more accessible, sometimes to its detriment, and modern than SDA that near anyone can use and customize their game boards. SDA is slow and clunky, but regardless of popularity each game has verified runs on original hardware.
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CoolHandMike
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So not gonna lie, skipped around a bit since most of the run is running around and mashing through dialogues. Impressive skips and routing throughout. Almost "skipped" several skips since it has been awhile since played this one. The Cosmo Canyon skip was unexpected for sure. Seems like everything is somehow tied to rng. Maybe there could be an encode that adds in the correct audio after the midgard skip? Feels a little empty with no music after that.
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CoolHandMike
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Need to start working on updating this. First order of business is to find out a couple things. -Randomness 1) *How to manip powerups? 2) *Can we manip enemies in some way? Appearance location, frequency? Slowdown 1) Reduce jumping Lag Reduction - What causes lag? This will be annoying. 1) Too many sprites on screen for sure. 2) Getting hit? 3) Probably some weapon use? The kusarigama is probably out of the question.
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CoolHandMike
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Awesome job! Yes
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CoolHandMike
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Liked this Tas quite a bit. Solid superplay. The Zelda type gameplay seems well done, even if it has some similar areas. They should have released this in the west, I know I would have enjoyed it. Also...how exactly does this samurai wear the red and blue sandals at once? Is one much larger than the other? Or does he somehow attach the bottom of one to the other and go with that? Not exactly the ending theme I would have chosen for the game either ahah.
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CoolHandMike
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Jim Carrey may be the only good thing about that Sonic movie.
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CoolHandMike
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Memory wrote:
theripper999 wrote:
First I would like an edit of the post to say that in order to run the verification file you need the DeSmuME-0.9.9 for x86 not x64. x64 would not work on my Windows 10. Just for future reference.
x64 worked just fine for me.
Will edit my original post reflecting that x64 it works on other's machines.
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CoolHandMike
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Great run! Hilarious to see how powerful NidoKing is in this setting. I think my favorite part was the three rock pokemon all using self destruct and missing. That made me lol. Also found the bot use to be interesting as well.
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CoolHandMike
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How about we leave the Human Theory level playing to the humans?
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CoolHandMike
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InfamousKnight wrote:
I'd like to see a tas of this. Even just a test run with no missed shots at earliest frame.
Sorry missed your post InfamousKnight. Thanks for the interest. Maybe creating something like that would be best. It would allow me to set upper time limits and get a full route down. Rather than agonizing over every enemy and whether I have the best setup per level. Focusing too much on small details and missing the bigger picture could have even a well executed run rejected for bad routing.
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CoolHandMike
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My first emulator use was in elementary school for Pokemon Red. Then I got upset since I could not catch em all and then went on to setup another emulator on another PC so I could trade with myself. Lol.
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CoolHandMike
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Really well done. Awesome comparison video too!
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Post subject: Speed Bugs
CoolHandMike
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Feos thank you for more information. That will be extremely useful. I was able to output a file that actually had all the frames! So I can use mpc and advance frame by frame unlike where before I would be lucky if I got two frames sequentially. Will need to experiment a bit more with that. The lossy video file needed additional conversion for Shotcut to be able to modify. Needed to modify the audio since it was not in sync. Pc has been doing that lately with recorded video. ---------- So no surprise this game has some speed bugs it looks like. I will need to really compare distances and see how many frames it saves to really give the final judgement, but this is probably not completely incorrect. 1) Odometer is not correct. About 10 off. 2) Speed is maintained while airborne. 3) Some portion of the extra speed from turbo is maintained if you hold forward even after turbo is gone. Display shows the normal max speed however. 4) Slopes add to your car's speed. However after the slope ends the speed is maintained as long as you keep using turbo. Not sure how much turbo I could use to continually get away with this. Speed examples below. Twister going 219mph (Normal max turbo is 178mph) https://www.youtube.com/watch?v=DBzswPwi7d0 Axel Going 147 (Normal max turbo is 138mph) https://www.youtube.com/watch?v=NwWAz7VVs84&feature=youtu.be Turbo can be used to move forward. This will be used frequently since it allows you to move forward while inputting Advance Attacks. This even works after turbo has run out. Useful. Twice encountered the bug with Turbo where it makes the empty noise even when I had 1-2 Turbo left in the on screen display. --- Other Stuff On a sad note the regeneration of pickups is minutes long on the dozen or so I tested so farewell dream of easy double pickups. I doubt any of these levels will be over 3 minutes except maybe Amazonia, Holland, or Hong Kong. Paris can have an unfortunate enemy spawn where an enemy car can just hang out on the rooftops. Even though the only way to the rooftop for many cars is to make the Eiffel Tower fall. If you don't have the tower fall you need to have a fast vehicle do a jump out of the canal at high speed onto a rooftop. New York can have some very dumb enemies. Very dumb. Grasshopper in particular seems to have trouble NOT suiciding. Just casually half of the time she just falls off since she uses her special constantly trying to get to you. So she is a car I want to face when I do this level. Fall Glitch So the game makes it so you CANNOT die after the last car is destroyed. This allows you to commit suicide by falling, but be perfectly fine. https://www.youtube.com/watch?v=bBdQ0ZR2sQU
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CoolHandMike
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Feos I will need to try that. Still have a couple vids the old way though. Edit: Wow the options for the output here are not exactly designed for efficient use of space! Tried to install https://www.videohelp.com/software/x264-Encoder but all it does is pop up and disappear. Should be a VCM though. Any other ideas for using this tool? Uncompressed is a bit ridiculous for what I am using it for to be honest.
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CoolHandMike
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r57shell wrote:
theripper999 wrote:
Does this answer your question?
Yes. Also I was surprised that you're killing first boss by kunai. Hit from run does not require opening, and looks like dealing same damage.
That first boss is very optimized by Dammit. I tried for several hours to save even one frame and I could not. That first boss has a lot of strange properties. 1) You have to wait initially until you can even damage him. 2) He spawns based on your position after he goes off screen. The positioning here I believe is optimal. 3) Running and Slashing is slower than using kunai after the initial hit. The only mini/bosses where it seems likely there to be some saved frames are the Brains miniboss and the Destruction boss. The brains mini-boss is incredibly random. It is unknown if there is a better solution so some kind of brute force approach might work better. The Destruction boss has lag frames after he dies. There might be some way to reduce lag frames. Tried pretty hard at that so I think some kind of brute force approach with differing input could find a better solution. Many bosses with transitions have at least one lag frame. If those could be removed somehow it is possible to get a shorter time. But I do not know if that is possible.
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CoolHandMike
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The hint from Luis Parson may prove to be a huge decrease in time if I can figure out how to use this effectively. I am noticing that there are some pickups that only appear once. Others regenerate. The time they regenerate I have not figured out yet but I have seen them appear again in the same spot almost immediately after being picked up. https://www.youtube.com/watch?v=d4vTHt24h9o&feature=youtu.be Axel has a MASSIVE vertical height for item pickups. Really does not seem right. https://www.youtube.com/watch?v=7Hv1V3fQIHU&feature=youtu.be Also the running over 10 pedestrians to gain health thing is actually in the game. With so few pedestrians through the game no wonder I never saw this before. Audio cut out for some reason. https://www.youtube.com/watch?v=UJkj7wvaCSw&feature=youtu.be Turbo display is not right. Each Turbo gives you 10. So a 20 Turbo display means you have 200 turbo. However the display has an error. 0 Turbo can mean you still 1-9 turbo left. In LA destroying the glass for a tunnel section makes pickups appear on top of that section. Seems like the list of cars for the first level cannot be changed. In between levels the car list can be changed by starting new level on a different frame. Quitting and restarting the first level changes the car list but it is slow. Input for the level starts about 7 frames before you can actually see your vehicle. Side note: Axel drives like a boat on wheels.
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CoolHandMike
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r57shell wrote:
I would like to see speed of simple jump in "movement" section.
I had used the script he linked in his submission, ran it through Gens and recorded it. Was using this video as a rough reference when not viewing the original through Gens. https://www.youtube.com/watch?v=t7jzJFJqFUo I would like to write a little more about the jump kick here since you are asking. Jump Kicking is faster than running 3.75 vs 3.00 pixels per frame. However, Jump kicking has overhead. Musashi will lose speed at the beginning of the jump and at the end. Jump kicking is done typically when there is a low health enemy that is beneficial to kill. By jump kicking in front of the enemy it is possible to get no recoil and be able to run quickly from that position. But no matter how well you perform it there are several frames where your speed becomes 0. This means running overall is better. But again this is if you are on a flat plane. If you have more frames for the jump kick to work like on much higher ledge it is usually better to do the jump kick. Does this answer your question? ---- Well your question made me go back through and start testing some jumps. I found a one frame improvement on landing after a jump at frame 22042 by doing the running one frame sooner :/. Unfortunately this would basically require me to redo RNG on the whole game from that point forward since changing that one frame desyncs shortly afterward. What makes it worse is that this improvement is before a super RNG section. The brain midboss. That alone was like 5-10K re-records. I tried fixing that one, then the next jump desyncs, and based on previous experience this cascades and almost every RNG event on will desync. All zips, clips, and jumps will desync for this section for sure. Going to put this into the "Possible Improvements" section.
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CoolHandMike
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I don't know...the Doom games are all about gratuitous violence. Not avoiding it. Same reasoning why I dislike those runs for DOOM games that use heavy OOB to avoid fights. That's my thought on it anyway.
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CoolHandMike
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So whenever I play a game trick and glitch finding is always a major part. This will be no exception. Trying to create a list of tricks and bugs. Been watching TM2 videos and looking at gamefaqs forum posts and faqs all day. I knew this game was kind of glitchy but not to this extent! Have not double checked these. Some of these may be freak incidents, or hardware problems like them hitting the system itself while playing. I also suspect some Russians are playing with a hacked beta version of the game as well, but not sure. Some videos are just from hacks like flying through the air or moving around at 400 mph or whatever. That is not legit so no point to including those. ------------------------------ Car Tricks - Specials regenerate after end of level. - Death regenerates Special(s). Also gives 2 fire missiles and a napalm. -Possible to get pickups above and below you. Some cars have wider pickups then others like Axel and Mr.Grimm. -You can fire other weapons while using Mr.Slam's special -Thumper's special also may do burn. Just how strong is his special? "Thumper's precise damage is hard to point out since it also gives vehicle burn damage." -Marius Maximus https://www.youtube.com/watch?v=7wcUADPlmKE -LuisParson states in comments how in Amazonia remotes and Shadow's special always do max damage. Check this. https://www.youtube.com/watch?v=KjBnqwbiKFo -In above video Youtube commentator T900BadBot states how with Thumper you can use use other attacks along with Thumper's special "Thumper was my go to car. You could freeze, machine gun, special weapon AND blast power missiles at once. If you could get your fingers right on the controls... you know that pesky cable..." Check this. -LuisParson says Shadow's special deals max damage on slopes and on airborne enemies. Check this. https://www.youtube.com/watch?v=7wcUADPlmKE&t=2004s -Some Characters have specials that go through walls. These I noticed: Shadow (by design) Axel Spectre (by design) Dark Tooth ------------------------------- Car Glitch -Mr. Slam's special does not always do 3 slams. https://youtu.be/mfN7XjJLYxQ?t=1041 -Mr. Slam's move gives him kickback when he misses. Maybe make him miss and kill himself on New York? https://www.youtube.com/watch?v=oSEBduL9Nq4 -Mr. Slam can use special on a dead car. https://youtu.be/rnVII1HjxA0?t=826 -Dark Tooth collision bug https://www.youtube.com/watch?v=abTrA8Adyqw - While moving fast using a ricochet will hit yourself. Any uses? -Outlaw's special sometimes does not pop up enemies https://youtu.be/VNl059SrDBE?t=167 -Spectre when hit goes off in wrong direction at this point. https://youtu.be/bI1mk-WEO3Q?t=104 -Axel is most likely a "H" shaped polygon. I had Mr.Grimm clip through the middle of Axel, and another player TheConsole Killer I saw had Twister do the exact same thing. https://youtu.be/h7hfTRAu4Us?t=856 - When units clip through Axel it is possible to hit them when they are inside of Axel's polygon. TheConsole Killer hit Twister with a napalm when she was clipping in there. https://youtu.be/h7hfTRAu4Us?t=856 -Hammerhead has some bizarre behavior. Maybe his sprite is enormous? The game seems to treat him and things that impact him specially. TheConsole Killer's impacted into Hammerhead near a wall and Hammerhead then spawned behind Axel. - Cheats only possibly. There is some odd bug with Mr. Slam where by an unknown method using the special results in an enemy car flipping but does no damage. If missing Mr. Slam's special does not cost anything this might be useful...if playing with Mr. Slam. https://www.youtube.com/watch?v=mjNxO45M3ak - Certain cars are able to have their special continue even after death. Grasshopper https://www.youtube.com/watch?v=CCQEhUY9OVg Thumper https://youtu.be/rnVII1HjxA0?t=1231 -Playing as Sweet Tooth in Hong Kong can sometimes give you Dark Tooth's spiral special. https://youtu.be/1J8YiBICx1c?t=283 -Invisibility glitches. Seem useless vs CPU. https://www.youtube.com/watch?v=wGwGWAkPGqA -"For an interesting bug, try getting Mr. Slam to use his special on your car as you teleport. This happened accidentally in New York and created some wacky moving cameras, with me ending up nowhere near the drop point for the teleporter and Mr. Slam also very far away." https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 --"Sometimes in a 2P battle, my friends turbo meter showed 1 unit of turbo but the car acted like it didn't have any turbo. Especially annoying when you're on fire." https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -This glitch sounds horrific for Axel. "Sometimes in LA you can freeze Axel under the tunnel, and he will stay frozen!" https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -Roadkill glitch. "Sometimes in Paris, firing your special when facing the Eiffel Tower on the upper floor of the Louvre makes it not come back to you. Freezing him sometimes makes him skid all the way down the road too!" https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -Minion can clip through areas in LA. https://youtu.be/EVddI5ShyxE?t=109 -"When you grab a car with Mr. Slam's special, it's suppose to turn them sideways but Thumper turned itself and face me and hit me with the special. Some of these AI magic powers can be unnecessarily cheap." https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/57414119 -Grasshopper has a visual glitch that can occur when bumped where the car looks frozen even though it was not. Shortly after it also shows her glitching out and appears behind Axel after being smashed into the wall in Paris. https://youtu.be/UJkj7wvaCSw?t=75 -Twister - using invisibility then the special will result in a visual glitch where Twister is not in her spinning state when she gets out of invisibility. https://youtu.be/hQKLFHF61co?t=1165 ------------------------- Level Glitch -In Moscow upper area's weapon pickup sometimes has pickup disappear. https://youtu.be/mfN7XjJLYxQ?t=282 -a) New York has issues both good and bad. Apparently cars can suicide near start of level. -b) New York cars sometimes come back from being knocked off impossible to recover from areas...somehow. I suspect they get "out of range" then take no damage, but they are in an impossible to get to position so the game spawns them somewhere so you can kill them. - New York has some very strangely located pickup(s?) underneath the platforms of the large 2 level gray "structure" in the middle of the level. What look like a napalm and a ricochet. -Teleporting in Hong Kong after killing Dark Tooth, perhaps even while the transition screen is occurring causes the Dark Tooth head vehicle(?) to spawn where the teleporter was. There may be other teleporter glitches elsewhere in the game. https://www.youtube.com/watch?v=mH__2JMlDos -Health pickup in Holland had no audio cue. Maybe invisible? https://www.youtube.com/watch?v=6SaSPJQXPqY -Fire Pickup in Antartica seems not be active. https://youtu.be/bI1mk-WEO3Q?t=14 -On levels its possible to clip slightly into the ground, then bump into it and lose all momentum. https://youtu.be/rnVII1HjxA0?t=297 https://youtu.be/mfN7XjJLYxQ?t=386 -Turning sharply and having side overlap a wall can result in car, in this case Axel, getting stuck in wall. He ends up getting out of wall after getting attacked or maybe turning in the wall at the right angle. https://youtu.be/H7YsfZjbjFQ?t=525 -"In Moscow after destroying all the bridges, and the remains are on fire, try going into the fire. Anybody firing Napalm at you will be unsuccessful! It's pretty useless for Missiles and freezes though. It also stops you from firing back too. Napalm over the invisible barriers." https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -"Sometimes in Moscow when firing a Napalm or Freeze at someone whilst escending to the bottom of the bowl, the napalm and freeze miss their intended target and go into the ground and disappear." -https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -This is only /really/ apparent on Amazonia. If a little dot on your radar goes off it (and a direction arrow appears accordingly), you can't see that car in the game, and vice-versa. https://gamefaqs.gamespot.com/ps/199136-twisted-metal-2/faqs/4302 -Something strange with Paris' textures not loading right. I remember reading somewhere else that this might be related to Dark Tooth/Sweet Tooth use. 2 posts of people getting this. I am thinking a hit Playstation system causes this reported Paris texture load glitch. "It was in paris, all of the cars that were in the match were lined up, but not moving. All of the backgrounds was light blue, except for the buildings they kept their shape and could still be seen even though they were light blue as well." -crashaert https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/62609237 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/62358812 -Possible to get hit with Lightning while in harbor area in Hong Kong. " "...getting by the lightening in Hong Kong, while you're in the water area" --goroh16 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/62358812 -Thumper's special can sometimes not fire in Antartica among other issues. "Glitches like opponents not screaming after death, explosion effects not appearing, and Thumper's flamethrower not showing up" -WhirlyBird319 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/55056274 -In Holland cars are ignoring player and all in a single area. No explanation. Odd Russian text. Might be due to incorrect hack of game. Suspect a beta of the game was hacked due to another glitch that occurred where you spawn dead in New York that they show in the same video. https://youtu.be/EVddI5ShyxE?t=212 -"Put Grasshopper where the full health is at the corner and have another car stand at the left where the tunnel is. (Using PSP) Use her special and she will go outside of the stage. When she`s outside, put and remote there. Now go back where the full health is and do her special. Blow up the remote when she`s outside so her special could stop. You will be able to go anywhere." --goroh16 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/41175003 https://youtu.be/EVddI5ShyxE?t=376 -Spawning dead in New York. Suspect a beta of the game was hacked due to another glitch that occurred where you spawn dead in New York that they show in the same video. https://youtu.be/EVddI5ShyxE?t=488 Beta explanation of glitch here. https://youtu.be/dI3kmFQJdBk?t=857 -"...in Hong Kong and while I was inside the place with train, Sweet Tooth was there. When I freezed him with ice, the train hit him and he was spinning around quick while frozen." --goroh16 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/54930754 ------------------------ Level Trick -Health regenerates randomly? Do all pickups have random time for regeneration? "The game does requires luck to beat without deaths because the healths regenerates at random times." --Luis Parson. -LuisParson states in comments how in Amazonia remotes and Shadow's special always do max damage. Check. https://www.youtube.com/watch?v=KjBnqwbiKFo -Cars can suicide on New York. Sometimes right in front of you. Saw Twister just veer off the ledge and die. -4 known remote detonators in Antarctica. Problem is one of them is on a platform that falls into the ice very quickly. -You can ride the train. Never knew. https://www.youtube.com/watch?v=44OlGPRO8r8 -Sounds useful if this could be replicated. "On Holland - Field Of Screams, I had blown up the tower with the full health pick-up on the top. And I was inside when I did that. The weird thing is that when I tried getting out of the wreckage, the camera went through the floor, blocking my vision, and when I fixed it, I found I couldn't move either, and what I saw drove me to tears, EVERY car was inside the wreckage, and no one could escape!!! LOL" --MGSPhantom -"To recover health from killing the pedestrians, you have to actually run them over. If you shoot them with machine gun or any other weapon, it will not give you the health after 10." -gmans33 https://gamefaqs.gamespot.com/boards/199136-twisted-metal-2/54933558 -------- OOB Glitches (Probably useless for a TAS) These seem to be counter to being useful. You don't want to run from the enemies and before the round ends you want to get useful pickups for the next round. OOBs: https://www.youtube.com/watch?v=rSeV6st8vok LA Paris Hong Kong (maybe for laughs after killing Dark Tooth if near the harbor area?) a) Do the harbor jump. b) A different one using Grasshopper in the tunnel
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CoolHandMike
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素早い返信ありがとうございます。 1) 分かりまっした。 2) 残念。 3) あ、だから一つの双子に集中。 4) 7:38 二番の鳥。 素晴らしい映画でした!ありがとう!mtbRcさんの他の映画を見なければ! ------------------ Thank you for the quick reply. 1) I understand. 2) That is unfortunate. 3) That explains why you focus on one twin. 4) 7:38 the second bird. Thank you for the great submission! I will need to watch your other movies! Yes vote.
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- He can always tell the time because he has a smart phone. - He returned the clock and got one that was not constructed improperly. - Mark both hands' position with maybe a pencil and come back a short time later. The hand that has a greater movement is the true minute hand. Replace that one with a minute hand. Or get a marker open the clock and color that one a different color and maybe write a M on it or something. From then on you can always tell the correct time pretty accurately. -- Hour hand moves in increments away from the past hour so at any point there should be some angle between the last hour mark and next except on the hour. So I say 22 times you cannot tell the time. Unless he is in some shuttered room, light outside should help determine AM/PM. The brightness of light might provide more clues to decrease unlikely times aka dawn/evening. ------- Close?
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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In order for me to run the verification file I had to get DeSmuME-0.9.9 for x86 not x64. x64 would not work on my Windows 10, but x64 worked on Memory's machine. The verification file does indeed kill the massive amount of old axe armors to unlock the mode and this movie plays correctly. About 13 years ago when it first came out I sunk over 100 hundred hours into this sucker easy. I had beaten this same Old Axe Armor mode back in the day. I also nearly beat it on the Level 1 Cap on Hard, but I could not find how to get past Dracula second form's finger attack. At the time I was doing that there was no videos and a post or two questioned whether the level 1 Old Axe Armor mode was even beatable. Now there are videos of human players doing just that. So instead of this submission's no level cap and on Normal I would have liked to have seen this on Level 1 Cap and on Hard. Maybe for a future movie. I enjoyed seeing many of the techniques I had used back then used in this run. Holding Up to keep the axe constantly hitting the boss, and using the uppercut equivalent for the Old Axe Armor and smacking bosses repeatedly with the upheld axe. And you had quite a few tricks I never knew. The strange dash cancel horizontal movement is crazy looking and fast. Using the doll to change places and advance quicker is an interesting strategy that works well at some points. You use some sort of Invincibility frame technique to dash hit through enemies. Very nice. That 6:00 boss was defeated very handily enjoyed that a lot. You exit after killing those bosses really fast. After the medusa boss you exit immediately after it is killed so did not expect that 15:18. Awesome that you kill Dracula without even seeing the finger attack move! I have a couple questions. 1) On a couple parts instead using that invincibility dash hit move you do often to go through enemies you take hits at 11:32, 16:08, and 16:20. Is there some reason for those? 2) At 8:48 on this toad/lizard boss could it be possible to throw some axes at the end as you make your way to the door and have those finish off the boss instead? You might make the door faster. 3) 10:00 on this dual boss fight is there any way to hit both of them at once more often? Not sure if there is. 4) The birds in the academy are jumped over instead of hit. Is it faster that way?
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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I am going to update every once in a while with new things I find to kind of keep things current. If anyone notices anything interesting or has an idea drop me a line. - It is possible to change weapons and fire on the same frame. Something like 50 frames until you can fire again. No known way of bypassing that as of now. Although Remotes can be set and detonated pretty quickly. - Pressing Down for 1 to about 10 frames depending on angle and speed of impact after an impact can reduce time you cannot move Axel since he goes airborne or will have his model overlap/go on top of the enemy car. - Impacting Hammerhead near teleporter on LA resulted in Axel clipping UP into the overhead area. Possible faster way of moving in multi level areas. - For really large impacts after jumping it is possible to change your angle to the left (prob to right as well) to prevent him from going flying and makes him controllable faster. - Turbo for a couple frames after impact will decrease time till next collision by a lot. - Turbo for a few frames at once or spread out across more frames vastly decreases time for turns. - Layout is random and changes every 1-2 frames. Press start on different frames for the transition world map is a good way to change and test layouts. - Speed display is constant while airborne. Make velocity lua script to check if true.
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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1. Is there a particular reason you keep adjusting your angle on the way rather than immediately?
There are a couple points where I do not do that well I think one is after killing Shadow. The problem is that Axel does not change angles gracefully. Today I tested the analogue and that does not seem to do anything. So if it is impossible to get the specific angle from far away I need to do it closer to the target or get it perfectly while Axel changes angles in slow increments like when he is moving slowly. On the other hand there are other instances when I do this deliberately. On Hard it is rare to be able to attack a car from head-on. Twister and Hammerhead seem to be the only ones I have done this successfully so far. So like the RTA players I attack from the side. At the last moments I may need to adjust slightly for better collision damage. Another instance is for Spectre. He is really hard to catch without using ice. Here he is also on a different height. If I just roll off the edge I will hit the wall only so I jump to land on him. Doing that is very specific especially if you want damage. Bizarrely many times I would do no damage or get hit with a missile the moment I landed on him and I would do no damage. I have to essentially perform a fake out just to catch Spectre here. He speeds away the moment it looks like you are gunning for him. Come to think of it some "angle adjusting" may actually be me inputting the Advanced Attack commands to do the Freeze Missile. Some of these inputs have Left and Right as part of the codes. Ice is Left, Right, Up. To get the game to recognize it you have to press each direction a minimum of three inputs with some buffer space surrounding the Advanced Attack input. Due to invisible lag may need to adjust this sometimes to get it to work and input a fourth later I suspect.
2. Is there a way to manipulate the enemies to converge on your location sooner so you can, say, kill two at a time (even if it takes slightly longer to engage them)?
Getting groups is something I am currently struggling with. I evaluated about 20 different layouts and the cars seem to be spread out across the level. Another problem is that I have been killing cars before they can group together. There seems to be some different car personalities. Heavier more aggressive cars seem to be more loners than others. At least so far in my testing here. I will certainly test if delaying engaging could result in better groups and faster overall kills.
Huh, I expected more from this game.
Also could you explain further by what you mean by expect more of this game? There will be more tactics used but bumping works amazingly. The damage is extremely high. Actually the damage seems to be the single most damaging thing in the game. With some prep I did an amazing 60 damage of Mr. Grimm's 65 health, with an average of like 30. He is the most squishy so other cars usually max out at near 40 for a perfect hit. Average damage for average armor cars is mid 20's it seems. More on collision later. The best collision damage is the most inconvenient since it seems like the highest is when corner impacts a corner so both cars go flying off in different directions. To give you an idea of damage the most powerful missile, the Power Missile does 18 damage. Remotes will be used as well as ricochet later. I am in conflict trying to get a handle on Turbo use. Turbo is so critical that I want to use it constantly, but it is expensive to use and the late levels in this game are large. Especially Hong Kong. Not sure of how to balance it out yet. Thanks for responding.
discord: CoolHandMike#0352
CoolHandMike
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Joined: 3/9/2019
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I am not extremely familiar with the game so any advice to create an optimal run per level would be amazing. Here is a WIP. Please tell me anything I have missed or should get to make the overall run faster. https://www.youtube.com/watch?v=UiE6a-AkgIs&feature=youtu.be If you have locations of remotes and other weapons I should get or be using don't hesitate to tell me. I would hate to create a run, and then missing basic pickups, features, or strategies. I am going to try Axel since he can kill things even without pickups, and has an AOE special. Getting pickups is expensive. Shadow has great anti-group potential, but his is bad at individual guys compared to Axel. Thumber is great at killing individual guys but has no AOE. Spikestuff already mentioned about looking at analogue so that is on the list.
discord: CoolHandMike#0352