Posts for Drakodan


Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
scrimpeh wrote:
One possible improvement I've noticed is that it seems like the sparks coming from the arm cannon must leave the screen first before Astro can actually fire. Because of this, you should be as close to the center of the screen as possible when firing. I'd have to check to be sure though.
What do you mean by this, is there a timestamp example you can point out where you think what I'm doing is sub-optimal?
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Duly noted on the submission text front, updated. As for the lag emulation issue, that thread is several years old and I for one have seen that emulation quality for this game has improved in leaps and bounds since then. If the lag emulation isn't 100% identical to console, it is now at least close enough that it's a fair representation of how the game behaves on real hardware.
Post subject: Astro Boy: Omega Factor
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
It looks like it's been some years since there was a thread actively discussing this game, so I hope enough time has passed to warrant a new thread being made. I've been working again at making progress at a TAS of this game, after taking an overly-long break. Included below is a recording of the progress I have so far, up to 4-2, complete with the TAStudio interface so that inputs are visible. A couple of quick notes on the movie: - It's done on Easy difficulty. I saw in previous threads that people were discussing playing on Normal/Hard, with the reason given that you have fewer Super attacks and need to be more tactical to avoid taking damage, but in most cases enemies are killed fast enough to not take damage to begin with, and I minimise the number of Supers I'm using as it costs close to 2 seconds every time you start one. Easy is also the current standard in RTA runs of this game, which is the environment I come from, and I hope to find potential improvements for RTA strats in the making of this movie. More than anything else though, it's just faster. Easy difficulty = shorter movie file. - The upgrade route, up until the point I've reached, is to simply put every point into Laser. A significant investment is required in Punch before enemies actually require fewer punches to kill, and the Punch stat does nothing in any autoscroller segment of the game where you are flying and forced to use the Laser. Jet is also not taken because you have virtually infinite Jet usage whilst grounded, and it's only your air mobility that is reduced, and moreover it's not always better to chain boosts in the air as it costs several frames to initiate a boost. Link to video Any comments/suggestions are welcome.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
letcreate123 wrote:
In CORE, wouldn't it be faster to get the forced encounters on the corridor out of the way earlier and get the 40th kill on the room right next to the door to Mettaton EX/NEO instead of having to backtrack all the way from the corridor with the forced enemy encounters to the door?
No, the time spent backtracking is negligible compared to the time spent searching for a random encounter with one or two left.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Hi there! I did the editing for the submission text and am really proud to see this project realized. For those who are unfamiliar with this game, the closest parallel is Worms. In this case, Worms 3D specifically, so what you can expect to see in this movie is essentially the player playing like a perfect CPU, except for where it's slower to get 'perfect' shots. If you've ever wondered what an artillery-style game like Worms would look like if you never, ever missed and pulled off crazy exhibition-style play when possible, here's the result.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
EZGames69 wrote:
Drakodan wrote:
No, this is not faster than the current RTA record.
Do you mean the TAS timing or the RTA timing? If you are saying that if you were to time this run from where RTA starts and finishes, and that time is slower than the RTA WR, then why even bother submitting this?
I'm implying that due to the complete lack of technique in this game, there is almost no timesave possible. I meant "Not faster" in the sense that both this and the RTA record, under RTA timing clock in at 4:22.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
They say that your first TAS is always garbage, so I decided to make it for an incredibly simple game. No, this is not a joke. No, this is not faster than the current RTA record.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
After some thought I've decided to try and get involved with this project myself, but this is the first time I've ever attempted to make a serious TAS, and I feel very lost. I've been messing around in TAStudio, and already found from 5 minutes of work that what I thought was the most optimal way to menu into Crazy Hard mode was extremely slow, and so far have 112 re-records saving a very large number of frames. Is there a community Discord that I can join to keep in touch with experienced TASers?
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Hi, some improvements to this movie that I know are possible, timestamped in relation to the video found here: https://www.youtube.com/watch?v=r6etML6eJbY 00:21: It is possible to partially skip this cutscene trigger with a properly-placed boost and start the running animation near the end of the hill. I don't know the exact conditions for this, but I am able to hit it fairly consistently in RTA, so it is very viable. 4:55: I believe this approach is sub-optimal. Being at the right-hand side of the screen when dropped off by the mech forces Sparkster to get bounced upwards slightly before dropping. If you end this section in the middle of the screen, it drops you straight downwards, and I don't think any time is lost from the positional difference. 6:36: I am very unconvinced that destroying this final laser door in 4 hits is faster, especially since you don't have a rocket boost charged to exit immediately after destroying it. It is probably preferable to opt for a 3-hit destruction with Boost > Roll > Roll. 14:40: I have no idea if it's possible to maintain close-quarters with Axel's mech for longer than the TAS manages, but if so there is no limit to how long your punch combination can be. If it is possible to manipulate a berserk rush from Axel as the fight begins, this will very likely be faster. Aside from that, this is an incredible TAS, and was a great source of help for me when I started running this game RTA. Now I hope to return the favour with these optimisation ideas.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
I myself would like to know how exactly one would go about manipulating the slots on Bonus Try during training. Playing this on an emulator, sometimes its possible, sometimes it isn't. There's something that seems to pre-determine whether the game will allow you to line up three golden poops on the slot machine. Anyone examined the code and figured out what decides this?
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Slowking wrote:
AngerFist wrote:
*grammar
:p Now let us see you build a perfect german sentense. Mugg you are out of this one. :D
I was about to say, pointing out spelling/grammar mistakes to a lazy native speaker is one thing, pointing them out to someone who has it as a second language is another.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Please don't lose heart, what you've accomplished already has been AWESOME.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
This is NOT in accordance with the laws of physics. Nevertheless, resounding Yes vote.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Tseralith wrote:
Has it been proven to be possible to win the game with defeating Bowser only twice (or once for that matter)? I mean does the game check up somehow on how many times you actually have defeated him to reach the final stage? Also can you exit the basement from the inside?
Isn't that kind of like saying "Does the game check for 70 Stars before letting you past the endless staircase?"? People have managed to get past that, so I don't see why they couldn't skip the first Bowser fight in the same way.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
... HUH? I'll vote Yes, I guess.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Something that could possibly be sped up: Are all Super Effective hits strictly necessary? Several parts early on look to me like Rock Throw would have done the job as easily as Low Kick, and not have to display another "Its Super Effective!".
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
How much faster is that than a regular fight though? It took a while to do that.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Jeez, I didn't realise that the new 0-Star was THAT much of an improvement. You guys never cease to amaze.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
In fact, I've just had a thought whilst watching the TAS again now: Can you not make the Ocelot fight faster by using C4 against him? You have one left after getting to him, and you can chase him around the room without really wasting time between shots, it seems.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Its almost a month on, but are there any plans to optimise this at all now? And if so, what areas would be easiest to optimise? I recall that Mantis was hard enough to just make possible.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Is that on Wild Canyon? EDIT: Derp, missed where you said about the turtle. Obviously Dry Lagoon.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
Its just a shame that route can't be used in this TAS, since it clearly uses the upgrade items which won't have been obtained yet in a new game.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
mtvf1 wrote:
Mmbn3 only can be got 4 stars without cheat, because of the emulor. Mmbn4 5 6 can be got 7 stars (nearly 100% run). Do you mean the 100% is getting all HP up, MB up, all Standard chips, most megachips and gigachips I can get, complete all jobs and most PA, and get 4 stars? I don't think I can collect all Navi Customizer Programs in 10 hours. =.=
What I mean is beating Alpha Omega, which, like I originally thought, isn't really possible on a single cart. Still, it would be great to see somehow.
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
This is my favourite from the Battle Network series, and I'd love to see it redone. One thing that I do wonder: What are the chances of a '100%' TAS, including all of the post-endgame content? BN3 has a tremendous amount of post-endgame stuff compared to the first two, but it also requires trading between two carts. Would that even be possible to work into a TAS?
Experienced Forum User, Published Author, Player (48)
Joined: 10/18/2011
Posts: 45
But the Super Mario World run that uses a skip-to-end glitch is in its own Glitched category. This is the same concept.