Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I'd be willing to bet some less important limb/internal organ that 00:35 will be possible one day. Today though at least 30 seconds is lacking, probably 40.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
We could always do two smv's making the run branch at this point.
Still even though the pause menu is needed I would prefer to use this, to most people it would be very surprising to see mother brain defeated during the cinema.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well naturally no. Still it's kinda sad that we won't get to use one of the tricks we thought were going to raise some eyebrows. (hero's discovery BTW)
EDIT: Also by being slightly slower I was of course not comparing to the MB glitch thing but to skipping the zebites solely.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Well we had a way to bypass the screwattack de-equip without using the shinespark method... I guess we won't get to use that now as it is probably slightly slower ingame than not having it equipped :(
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
OH MY FUCKING GOD THAT IS SO UNBELIEVABLY AWESOME!!!
We already saw 00:36 as a pretty easy goal once we realized the gains from the route change, with the improvements we have made now in combination with the ones we know can be made 00:36 is already reached.
Also how can it save more realtime than ingame time if you need a pause screen?
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
I think this is somewhat known, I have managed to do it unknowingly on console a couple of times but only just realized how to do it.
The frontal boost. I love it, it looks funny.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
We got that pack on the first time through. By my calculations it is ~5-10 frames slower but we needed the extra missiles and we get a big enrgyball on the way down and only lose 10 energy there, so we gain 10 energy which turned out to be very very important.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
So will that work for the whole movie if I do that now?
Thanks for the offer, but after fiddling around a little with RAM searching I figured out how it worked. So I have found the the boss hp ones, and I don't think there are any other important ones.
The missiles might help to kill some more things in one of the later levels but I think I could do the same amount of kills with chargelaser (running in to things) Maybe maybe it could be useful, but I'm not sure.
Mega crush still only kills small easy killable enemies, like regular bombs they don't work on for example the bubbles. Also it would take ~2 seconds to get to selecting it since you would have to chose and wait for the blinking to quit on 3 more selections. And I would only be able to use them very rarely.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
WIP2
Hah, ~1120 frames ahead after boss2, so roughly 900 frames of improvement in the second level. At least 90% of which were lag. That being said there is still a LOT of lag, those bubbles are real devils.
Also this is probably the most boring level in the game, so it's nice to have that out of the way.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Yeah I will use the bombs when it is beneficial, I've skipped all of them hitherto because the areas where I could have used them where lag free.
Ha, this game is insane... Anyway, what I really meant with the stage being tough is that it is really hard to TAS, it lags a lot and if you are to kill all enemies it is very hard to do anything about it.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
This thread is old...
Anyway, I looked at the recently published Gradius TAS and got rather interested about the game, I also thought that it looked kinda suboptimal (a thought that was strengthened by the rerecord count) so I decided to try out the game and look for improvements.
Here is what I've got so far, it ends in the beginning of the bubble level (that one is really tough) and it is 200 or so frames faster than the published run. 50(!) frames was gained in the menu, another bunch was saved on lag reduction (especially at the big sand worms) and a whole lot was saved on the boss battle by finding his hp in the RAM watcher and having a second option there.
Now I'd like to know if anyone knows anything useful about this game, like RAM addresses or other information about it that might be useful. (I've only played it once before)
Also I'd like to know what you think about the run so far so I'll know if it is worth to continue or not.
Experienced Forum User, Published Author, Skilled player
(1431)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
We are collecting 100%. However the optimal (thought to be optimal at least) route to do so involves going to norfair before kraid and skipping wavebeam until after ridley.