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I don't know about optimal, I think I did another test of the beginning of level one and saved around 20 frames (probably a little less) over the version that was already around 20 frames faster than you. And this was just the first half of the first stage. Don't think I have any movie file left from this game though.
Still, this looks pretty cool.
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This point seems to be wrong, the run was beat by 6 seconds compared to the optimal vehicle. I agree with the rest and don't think this should be published, as there is no reason for driving with a suboptimal vehicle (also I wasn't very entertained).
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In the case of obsoleting a category with another unrelated category based solely on the entertainment factor, a 14% run is a far cry from the best addition that could be made for this game. Also, in the updated any% run the direction of the X-ray beam never changes :)
It has a 8.4 entertainment score... So you can definitely not call it objectively boring, therefore it's stupid to obsolete it based on personally thinking that another run is more entertaining.
It already IS a glitched run, and labeled as such.
Finally, save for games where the goal doesn't make any good sense, not having a run trying to complete the game as fast as possible (especially for a game that through time has been so popular to speedrun) is pretty stupid.
Man, I don't like defending my own runs. You always sound like such an asshole.
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I seem to recall that it was because the (ingame) run was very, very well received. I agree though that it was probably not for the better to do so, and I never fought to get it published (I'm still thankful that it happened though, as it was my first publication).
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So, I spent 5-6 hours reworking the end of stage 2 due to a mistake, as well as stage 3 completely due to different Crush behaviour brought on by the improvement, saving 20 frames in the end. Then along comes zggzdydp with a WIP of stage 1-2, which while still slower than mine (he had not been able to watch it) included a few things I had missed, and also made me realize a change in weapon planning was for the best. Anyawy, now we are working on this together, starting over yet again from stage two. But hopefully, when it is done it will at least be very optimal :)
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It's a few frames faster to fall into the crumbling blocks on the left side, otherwise it looks pretty good. I think this game definitely has some decent potential.
EDIT: And I was apparently one frame faster before the bomb part as well.
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Level 4 done.
Some notes:
In some of the jumps on the railings I do one frame without horizontal movement, this is necessary to avoid overshooting some jumps, which would have killed me.
Some of the earlier cannons on the sub could probably be destroyed a little quicker with better optimization, but it doesn't make a difference as the movement of the sub doesn't change depending on what cannons you have destroyed, and you can't proceed until all are destroyed.
Boss at the rocket. For some reason Crush is more damage effective on this guy than on most other bosses/enemies, even though he doesn't have multiple parts, therefore I mainly use Crush on that fight. The amount of machine gun bullets I shoot before starting with Crush might seem somewhat arbitrary, but I tested all combinations and this turned out to be the fastest.
Boss at the end. Crush is the best weapon by far on his arms, since there are many parts that all get damage (and they seem to share hp). I went head on with the second fist and won by a few inches :)
DsmAvi
Oh, and the top screen graphics doesn't seem to get drawn correctly on level 5 (though it's only the background, so it doesn't hinder gameplay), is that just on my computer or is it a flaw in the emulator?
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1000% map precentage for death, fight all enemies at least once, and get all skills (possibly you also need to master Johnathan's skills) for dracula. So it's pretty much a no go for a glitched any% :)
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Hmm, you might be right about that. But it still is slower to use it against the boss, because of it not doing 5 damage all the time (sometimes it even only does 3), and if you lower the rate of fire by even half a frame the dps goes down to 24.
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Level 3 done. It was pretty straightforward, though it did take some careful movement to destroy all the barriers as fast as possible. Crush works best on this boss because for some reason it does twice its normal damage. And the time it takes for the barriers to get vulnerable seems to be predetermined, because I was not able to manipulate it.
DsmAvi
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Yes, it is faster to use the machine gun. Crush does a maximum of 5 damage, and you have to wait 11 frames between each shot, machine gun does 2 damage per bullet (well 1 but they go in pairs), and you have to wait 4 frames between each shot, so the rate of fire of Crush relative to the machine gun is 4/11 = 0,364. 0,364*5 = 1.82. That's how I figured it anyway. And Crush is also very unreliable, it doesn't always do 5 damage, so I would have to wait frames between each shot, making the rate of fire even worse.
In level 3 though, it is great because of the splash damage.
EDIT:
Forgot. Switching weapons back and forth won't do any good in this game. The cooldown from your last fired bullet carries over when you switch weapons, and you can't ever reach cap after which you have to wait for bullets to get off screen before continuing to shoot.
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Will it be possible to manipulate the final sword by either resetting before the last SG on different frame, or loading up the game again on different frames, or do you always get the same RNG value? At least from what I've heard it sounds like you are given a different value each time, as you can manipulate the sword drop in a unassisted run by loading a saved game close to that point until it drops. If that's the case I'd guess that it would take at the very worst 100-200 frames of manipulation to get it, though of course it's a major pain.
I voted yes anyway, the run was entertaining and seemed pretty optimized, but I definitely think that a run trying to obsolete this should put in time into trying to get the final sword drop.
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I have heard multiple people say that all separate parts of a no SJ run has been done, but that geocore (maybe some other room as well) basically has so many hard tricks you have to string together in one go that it is unrealistic that it would be done unassisted as of now. But a TAS should therfore be able to get 21%, which is pretty cool.
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Yes, but what I asked was if the RNG always changes by the same amount when you do so. For example, if the value of the RNG is X, will it always be, say, X+1 after you kill an enemy that can drop something, or does the amount by which it changes change depending on when you kill the enemy, or what enemy you kill?