Posts for Derakon


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Assuming you're referring to the Fusion Suit, I'd much rather see Samus in her standard suit. The Fusion Suit looks rather pants in this game, and of course it's completely non-canon. Or if you're referring to the HUD, I always thought it was one of the least intrusive HUDs ever, so it wouldn't bug me if it were left on...but it's not really a big deal. Please do turn off the hint system, though, so we don't have to have the game going "Go over here! Really, please listen to my hint by pressing Z!" all the time.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I generally assume that any remotely popular site will have variants on its domain registered. It's not necessarily scamming; just people trying to pick up ad revenue from other people accidentally visiting the wrong URL. It'd only be a scam if they were trying to trick you into thinking that their site was the real site.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Not really lag reduction; more like skipping a score tally.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I've been on vacation, otherwise I'd've been all over this before it got published. Great work, Sonikkustar! The combination of Max and Skate works much better than two Maxes in my opinion, and you had good interplay between them. Especially, I appreciated the fact that you kept their scores close throughout the game (well, up until the last stage anyway) -- that's some great attention to detail there. In the fight against Zamza, you had two ninjas available. Might it have been faster to use them to do the Handshake of Death on Zamza instead of usual kill-him-with-tick-damage approach? Of course the ninjas would have died before Zamza did since they get hurt by the Handshake, but it'd do damage faster than the dash would, I'm pretty sure; the only problem would be getting Max out of the animation freeze. In any event, my vote can only be one thing: DA! BASEBALL!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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When you go off the left end of the level and reappear on the right. Your position is represented as an unsigned integer, which means that when it's supposed to go negative it instead goes massively positive.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Ace Of Hearts wrote:
Granted that I could complain that this is a Julius Mode run that quickly elects to utterly abandon Julius himself as soon as feasible...
Julius had his time to shine in Aria of Sorrow, and by the gods he was a badass back then. Given how badly he let himself go after only one year, it's his own fault he can't keep up any more.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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For what it's worth, I recorded a 90-minute-long movie in SNES9x 1.5.3 on the Mac, with extensive rerecording, and I never had sync problems. As to the existence of the usual TASing tools (c.f. Lua support), I couldn't say, since I was just trying to make a "clean realtime" run.
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Comicalflop: if you're talking about the bit I think you're talking about, I don't think he had the health to take a hit at that point. Which isn't to say that perhaps taking a hit there and not earlier might be faster, but that's hard to judge.
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You're missing the common use case of entering terrain from the bottom and being ejected to the right or left. This is often done to get a minor speed boost by jumping into the corner of a floating platform or the like. Perhaps you don't care so much about such "micro-clips" (since they only last a frame) but ais523's suggested category description is more complete.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Regardless of the quality of the game otherwise, there's several locations in which the gameplay looks unoptimized -- running into walls, having to wait for enemies, etc. -- which are signs either of a badly-implemented game or a badly-performed run. Given the overall clunky physics and jerky scrolling I'm more inclined to blame the game than the runner here (though it would help a lot if the runner had described the game better in their submission), but either way I can't give this better than a meh vote.
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According to the submission text, once Gergoth drops below 900HP, he can't be damaged again until his shackles finish coming off. So cpadolf starts the shackle-removal sequence, then uses the strongest single hit he can (pushing Gergoth below 900HP and thus into invincibility), and then the shackles finish coming off and the fight continues. It does look odd, I'll grant.
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Easy yes vote. Great work, cpadolf! And it's great to see Castlevania continue its tradition of having absolutely ridiculous methods for moving quickly. EDIT: I tend to favor screenshots where the monsters aren't in their hit flashes, so you can see the art better. Thus, I'd prefer the first screenshot.
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Lordy that fight with Drill Man was short. How would having fought Bright Man third be faster? I didn't see any areas where pausing time would have been worth switching away from Hell Wheel.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Uh, that doesn't sound familiar to me. Perhaps you're thinking of the Large Cavern in Order of Ecclesia? The final boss of that section is a Chinese hopping vampire. Though I don't think he has a talisman on his face... All of the bosses in the Nest of Evil are ripped from previous games, except for the double Frankenstein's Monster fight and the mirror boss at the end. EDIT: ninja'd by Mothrayas. Shows what I get for spending the time to track down YouTube videos so I could remember what the hopping boss looks like.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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That kind of thing falls under "emulator inaccuracies" and is not a reason to avoid publishing a "faster" run. You just do your best to measure how much faster the new run is than the old one in the non-loading-constrained areas.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Mothrayas wrote:
The only thing that's questionable is the goal choice. Portal of Ruin already has opportunities for a lot of categories, I'm not sure "all bosses" fits in too well with that. Doesn't make the run less amazing, though.
I'd view this as being the "100%" run of the game -- all of the major accomplishments are performed. I guess a more strict 100% would require completing all of the quests as well, but that'd be frankly rather dull since most of them are "go fight this rare monster", "go find these obscure items", or "go master this subweapon".
scrimpeh wrote:
Just for once I'd like to see a Portrait of Ruin run that doesn't use out-of-bounds exploits.
Agreed. I would say that an all-bosses run that doesn't use the suspend glitch should be able to obsolete this run. The purpose of an all-bosses run is to show off "all" of the game; skipping merrily about the levels without regards for the solidity of the walls subverts that. That said, figuring out how to handle the Nest of Evil would be difficult, since its normal unlock requirement is not very entertaining (requiring you to have mapped 90% of the game). Anyway, the run was entertaining. Speed Up + the jumpkick move makes for some absurdly fast movement. It would have been nice if the downtime hadn't mostly been spent on Charlotte's idle pose though. At least let Jonathan do his air guitar!
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Neato. I look forward to learning how the screen-wrap glitch works.
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Link to video Playing through a boss rush hack for Super Metroid, with savestates before each boss. I don't claim to be an amazing player, but at least I don't totally embarrass myself, and I pulled off the Zebetite skip on the first try. EDIT: and a playthrough of Super Metroid: Eris, the 2012 version. After the first five minutes or so I start getting pretty picky about play quality, so this ended up using 2416 savestates for a 90-minute run. Link to video
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I was just playing through the boss rush hack, and I discovered something interesting: you can pseudo-screw attack Gold Torizo before he finishes his "stand up and turn golden" intro animation; it'll play the hit sound effect and he'll immediately turn gold. I don't know if it does any damage though. If it does, any run that fights him could get some free damage this way...not that fighting him takes especially long regardless.
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Is going to the save room (at around 5 minutes) really faster than grabbing a boss orb to refill health? If not from Balore (since you spend some time offscreen clearing out blocks) then from the previous boss? Otherwise, looks awesome. I love how absurd the movement is in Castlevania games. It's never enough to just walk. :) Thanks for the encode, gocha!
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Cpadolf wrote:
That's not what happened at Draygon though, because he doesn't have gravity suit and can therefore not charge up a shinespark by running at all...
Wow, I'm really not on the ball today. You'd think I could remember that you can't run up a shinespark when you're underwater with no Gravity suit! Thanks for the correction. And yeah, seems like the timing there is very tight -- he has to Shinespark up to the top of the ledge, then have Draygon die before he hits the ceiling, so he can get the Shinespark back.
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There's a short-charge technique you can perform to get speed booster in less distance than necessary. The basic technique is to avoid pressing the run button until Samus has taken two steps at "walking" speed; this can be done easily even unassisted. However, there's not quite enough space in Draygon's arena for it to work, so you have to go for the more advanced from, where you only press the run button during a specific frame of Samus's running animation. Doing this once in addition to the two-step delay is enough, and you can do that unassisted with a little practice; I've done it myself, though not while Draygon was actually present. For more details, see this description.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Sorry, I thought you were suggesting leaving out the third tank altogether. I was the one who mentioned the Blue Brinstar tank; in hindsight that wasn't terribly bright of me. I certainly didn't mean to accuse you of suggesting it. Looking at the map to refresh my memory (it's been ages since I played the game unhacked), Botwoon's tank is practically necessary since you need Gravity + Speedbooster to get through the lower route. And it looks likely that you'd need hi-jump to reach the path that Botwoon's tank is on. I think that pretty well settles it.
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moozooh wrote:
The second missile tank is in Blue Brinstar, not Crateria. It's easy to confuse them because music is the same there. :)
D'oh! You're right, of course. Dessyreqt: Whatever the TAS does, it will need 3 tanks at bare minimum since you have to get hit by Hyper Beam once, so Kraid's/Ridley's tanks are still valid options (in addition to Hi-Jump and the Crateria tank). I think the Blue Brinstar tank is out though since it'd be strictly slower than either; the extra energy would need to allow a lot more timesaving to make up for the detour and lost missiles.
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Which obvious Crateria E-tank? There's two. :) One in the room with the second missile pack in the game, straight east from morphball; one in the sloped room en route to Brinstar. Granted the first isn't quite on the route, but it's pretty dang close; I'm practically certain it'd be faster than Botwoon's if you don't have Gravity.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.