Posts for FreshFeeling


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Joined: 8/13/2005
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My observations: Your use of Crash is really special. The passageway was amazing, that would be a movie highlight. For anyone less familiar with this game, only Sandworms, Prophallus, Haunt, Spector and most bosses (ie. excluding Igglanova) resist Crash at all... a very useful ability. It's awesome that you got Rika's level caught up so well, Frenom. The Juza fight was great... but I think I can suggest a minor improvement. Triblaster is completely damage-efficient and probably time-efficient as well. It seems to me that you were careful not to use foi, wat and tsu on the same turn (instead mixing in Vortex and Crosscut on alternate turns). I think that the animation time would be shorter and the damage would be 24 points higher on average compared to the three spells individually. If your macro starts with the slowest character (Hahn, I guess?) it will work nearly all the time. Had you already looked at that? I also thought I saw you pass a wall by an extra tile in the Tonoe basement, but maybe that area is just designed strangely. It was one of the walls right before the Alshline. Good progress overall... this is maybe 1/8 of the game already (or more?). Do you think you'd need another version? How does this run compare to Sleepz's now? EDIT: Added Haunt and Spector to list of unCrashables. Whoops.
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I guess this little improvement isn't a priority anymore, TheAxeMan? Well, when you come back to it I'd like to hear how it's going.
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What kind of help are you looking for, MattyXB? That list looks good, and your previous run also planned items pretty well. Are you just wondering about whether it's faster to buy keys or mattocks? One nice thing about getting the keys and mattocks from enemies is that it helps you to level up a little bit as well. This may seem like a backwards idea, but nobody seems to have mentioned it: is it possible that levelling Will could help? Even if you only do it a couple of times it would cut down on the very slow use of Crystal. It would mean a bit less strength though, so that might be a silly idea.
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The play seems pretty good, but it can obviously be improved somewhat (by Phil's suggestions, etc.). And no matter how good the play is, this game is rediculously slow. While watching at 150%, I carried on a detailed conversation with a friend about how poor this game was and how little action we were missing by talking during it. Voting meh. Maybe that future run with reduced lag will be a little more impressive?
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Yes, I missed that part. Sorry. Saying that was obviously completely justified.
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This was really great. My favourite parts were the last boss and the airtime in Green Hill 3. I voted yes. And xebra was implying that it was prejudicial to assume he voted "meh". He'd pointed out flaws in the play already though, so I don't agree that it was baseless.
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Five seconds seems like quite a lot... more than I was expecting just for making Hahn die, anyway. It seems strange that you were entering commands individually when Rune ran out of TP for Gra. Had you already worked out that it wasn't efficient to make a macro to have him cast Hewn?
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Battles can be improved somewhat... and those 5 seconds could definitely be shaved off. Other than that though, I think this run is pretty excellent. I think he's probably right about the spikes and lava and that he fought time-efficient enemies. I think that any time saved would be by taking extra damage (and that wouldn't save much time since you'd need to buy armor to take any reasonable number of hits) and some boss fight changes. EDIT: How much room for time improvement do you think there is, TheAxeMan?
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I wasn't expecting much because I just remember this game as one that traumatized me as a child with its ridiculous box art and crazy difficulty. I don't recall ever beating level 4, despite much persistence. I actually found it a pretty entertaining and well-made movie. The sound is pretty good, no obvious errors... I think it's worth watching. My first vote, and it's a yes.
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It might be time consuming, but you could probably manipulate Hahn dead during the first Igglanova fight (by the Xanafalgues that it spawns). One or two criticals and Hahn is gone. That would mean (slightly) more experience for Chaz during the newts. It might be worth a small cost in frames.
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This movie was made obsolete as of a few days ago as well, wasn't it?
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Hm, Tilus might be right, I never saw Sleepz's run. The thing is that having Rune there makes that experience so quick to gain, and it seems worthwhile. It would be nice if you could manipulate Hahn and Alys dead, but that itself would take too long. If you stop after Crosscut, you'll be fighting Juza at a very low level. What was Sleepz at when he fought Juza?
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It's really amazing that this game allows you to manipulate encounters so well. You can't even really tell that you're abusing luck. It looks really good.
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Those texts won't explicitly help anyone manipulate luck as far as I know. They'd probably be better used to aid in strategy; exact strengths of techs and skills that were never known are now known, as well as all enemy statistics and the system by which they resist attacks. Since this could be manipulated anyways it might not be such a big deal, but it could save the TASer some time. Plus I figured there would be a general curiosity for players here. I'm still learning things and I'd like to help. The Shadowblade idea seems good on a surface level. Any non-resistant enemies with less than 96 strength can be killed by it (as far as we know now). If their 10th elemental is 1 (resistant) they need less than 48 strength. If it's 0, they are immune to the Shadowblade's effect. There are a lot of enemies that this could work on. The problem with that is that it will never work on sandworms or bosses... and those are probably the majority of what you'll fight after Juza. If the player is going to use sandworms to level, the Shadowblade won't help. EDIT: And to confirm, the only weapons with death effects are the Shadwblade, Genocyclaw and Elsydeon. Elsydeon only works on evil enemies, though.
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I really like this game, and the play is done really well. The highlight for me was the Desert of Destitution, which I always found annoying. Showing how precise flight can be is really cool. Two things jump out at me: -The tower where you get the Gremlin Stick and Buster, near the beginning, there is some wall jumping where you fly between two walls when you could've scaled a single wall. It probably wastes about a second. Or am I missing some reason why you did that? -Talking to the 3 extra characters at the ending wasn't really worth the time loss in terms of input time. It's true that watching the ending is nice, but they didn't exactly add a lot of entertainment value. The game is a bit slow, but it's still an entertaining movie. Nice work, MattyXB.
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I won't be doing it, I'm working on other matters related to the game right now, but I'm happy to help in whichever ways I can. Weird that Sleepz quit when he did, because you'd think it would all go so quickly once you have sandworm access and three permanent party members. Sandworms are awesome. The player might want to just get to level 35 or so there and forget about all encounters until the end of the game, even.
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I don't love PSII the way I love PSIV. Maybe I'll do it once there's a solid TAS of PSIV! :P
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If anyone is still intending to work on this run, I've been working on a data dump for hacking purposes that could be pretty useful. It's at http://www.wrftpb.com/psiv/ . There are a lot of things that can be easily luck manipulated that nobody actually understands yet, but we do know how to calculate expected damage and status attack success rate. I have no idea exactly how turn order is determined.
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I'm not positive on this, but I think that the only effect magic levels has on the saber magics is their duration, which isn't measured in time but in number of hits. It's possible that low-level saber magic could still be pretty helpful at certain parts.
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I'd like to second Blast Corps, Mario 64, and both US Goemon games. I'd like to nominate Hexen, one of the finest Doom-era shooters that has a huge number of speed optimizations, as well as Mischief Makers, which is an astoundly fun and unique side-scroller (that could allow a 100% and any% run).
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I didn't realize there was a GBA version. The SNES version isn't doing too well on the submissions list at http://tasvideos.org/229S.html. Personally I'd still love to see it because of this game's reputation as being so difficult, but the entertainment value just isn't there for the two necessary playthroughs. What I'd recommend is using the stage select to start at the last stage (on first playthrough), and playing from there until the full ending. I suggested that idea on the submission board fairly recently, but nobody else had posted in months so I don't think it will attract much attention. Is the GBA version the same?
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This is a minor help, but you could save a handful of frames by moving the Silver Sword down one space in Axe's inventory when you equip the Flame Sword. That way the Bane Sword will be in the first position when you get it, and it will be quicker to use on the 10 occasions that you do. Not only will it save those few frames, but it may also make a few incidents of luck manipulation when using the Bane Sword happen slightly sooner. I guess that probably sounds silly, seeing as you just cut off 17 minutes and I'm telling you how to save like 8 frames... but time saved is time saved.
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Congratulations on the result so far. It's awesome. If dragon sword is as good as silver sword for your purposes, then I strongly recommend grabbing the dwarf cave loot. It would save a small amount of time obtaining the silver sword anyways. It has four fewer damage points, but it should be easier to manipulate criticals due to a bug (although I doubt that could save you much time, but it might be helpful). Do you have some idea how many heals you'd need to pick up to save one use of a cabin? Would 3 be sufficient? That ice cave one is a great candidate if having heals would save any time at all.
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I'm with yarbles, who said you should use the stage select code to start at the last level. You effectively watch the entire game + 1 level. That is plenty to see the gameplay, and if you get sick of this game easily it's not a lot of extra time. It seems like that would be a great way to timeattack this game. I think it's a bit slow, but definitely deserves a timeattack due to its reputation as an insanely difficult game (maybe U version would be better). Judging from the other comments, this will probably have to be redone to some extent anyways.
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I was just going to point out the step mechanics topic on GameFAQs. Paulygon trumped me. Glad to see that this is still going well, TheAxeMan. Four fighters, eh? I guess Mookish didn't use the red mage for very many battles anyways. The extra durability of a fourth fighter is probably slightly better (given a low-level RM's low number of spell charges).
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