Posts for FreshFeeling


1 2 3 4 5 6
14 15
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Without Shadwblade:
Lvl Exp   HP  TP  Str  Mtl  Agi  Dex
1   00    25  10  8    6    7    5
2   21    31  13  9    7    8    6
3   109   34  17  11   8    9    7
4   293   39  19  13   9    10   8
5   625   49  22  14   10   11   9
6   1145  53  28  15   11   12   10
7   1902  62  32  17   12   13   12
8   2933  67  34  18   13   14   13
9   4276  74  37  20   14   15   15
10  5974  77  40  21   15   16   16

With Shadwblade:                                   
Lvl Exp   HP  TP  Str  Mtl  Agi  Dex
1   00    25  10  8    252  2    251
2   21    31  13  9    253  3    252
3   109   34  17  11   254  4    253
4   293   39  19  13   255  5    254
5   625   49  22  14   0    6    255
6   1145  53  28  15   1    7    0
7   1902  62  32  17   2    8    2
8   2933  67  34  18   3    9    3
9   4276  74  37  20   4    10   5
10  5974  77  40  21   5    11   6
These numbers were done mathematically, not empirically, and I'm not positive about the zero values. Some might be off by 1. Anyway, the benefit is more-or-less limited to crazy technique damage, but Chaz's first offensive technique (Tsu) is learned at level 4. So while you're at level 4 but before you hit level 5, Chaz will have a base Tsu damage of 255+48. This is before weaknesses are factored in, which would probably put it in the ~450 damage area. This could conceivably make for a super fast Juza/Gy-Laguiah/Zio corridor but it is useless if Chaz reaches level 5. His agility will remain at a very low value but because these bosses use so many single-target attacks I could see this being viable until Lashiec. Not sure what you would do with a level 4 Chaz at that point. Maybe he could just stay at level 4 but die against Lashiec. Also, given that at level 4 Tsu can only be used 3 times, I'm not sure this would be a good idea at all when it gets to endgame bosses. Maybe if Ataraxia is in play. BIG EDIT: I've been giving this a lot more thought. I knew about the Shadwblade rollover but never really figured it had a practical application because it can only really be used at level 4, but knowing how well the party can operate at low levels I think this could really go somewhere. Prior to Zio's Fort, here are the group's experience-related stats: Gryz: Lv: 6 / Ex: 1089 / Nx: 644 Alys: Lv: 7 / Ex: 2569 / Nx: 1209 Hahn: Lv: 2 / Ex: 112 / Nx: 4 Chaz: Lv: 3 / Ex: 112 / Nx: 181 Rika: Lv: 1 / Ex: 0 / Nx: 15 The strategies up until this point (yes, all two fights) are pretty clearly the fastest possible. In order for a Shadwblade strategy to work, two things need to happen in Zio's Fort. Chaz needs to reach level 4 (181 experience points) without reaching level 5 and he needs to get a Shadwblade. This can happen in one fight; either a Shadowsabr with only two party members alive or a Shadowsabr and a Ripper together with all party members alive. In order to beat Juza without leaving it makes sense that the second one is the better option. Shadowsabr: 525 525 / 5: 105 525 / 4: 132 525 / 3: 175 525 / 2: 263 Ripper + Shadowsabr: 498 + 525 = 1023 1023 / 5: 205* (this is the best option if only making one trip) 1023 / 4: 256 1023 / 3: 341 After the fight noted above, Hahn, Chaz and Rika would gain levels as follows: Hahn: Lv: 3 (learns Wat) / Ex: 317 / Nx: 1 Chaz: Lv: 4 (learns Tsu) / Ex: 317 / Nx: 308 Rika: Lv: 3 (2 levels, nothing learned) / Ex: 205 / Nx: 30 In order to do this fight quickly, a combination of Gryz's Crash and Alys' Vortex would do nicely. It would be best to create a macro before Igglanova 2 as follows: Gryz (Crash), Alys (Vortex), Chaz (Attack), Hahn (Attack) This could be used for the Shadowsabr/Ripper fight as well and save some input time. The Crmc-Sword from BirthVally could be skipped which saves a second or two. The way the game would play out would be a little different: Juza: Chaz would get two shots of Tsu against Juza for roughly 900 of his 1500 HP. Then Chaz would need to die (along with Alys, Hahn and Gryz for best XP use). With this, and maybe Hahn using Wat, a lot of the time spent in the extra fight would be made up right here. Gy-Laguiah: Chaz does roughly 1350 of Gy-Laguiah's 2580 HP in 3 turns, then dies. This will be faster. Zio: Chaz does roughly 1350 of Zio's 2889 HP in 3 turns, then dies. This will be faster. Chaossorcr: Chaz can kill this guy in one hit, but we can't really let that happen. Let Chaossorcr kill Chaz, then Rika use Eliminat. Slightly slower. Dark Force (1): This guy is actually flagged "extra weak" to Tsu. Chaz will do about 1800 of his 4540 HP in three turns if he can live that long. Raja can even use Ataraxia if necessary to get Chaz to use more Tsus. Then Chaz has to die. This will be faster. Xe-A-Thouls: This should be both slightly faster and slightly easier - with Chaz doing ~600 HP each turn with Tsu it should only take two turns to kill one of them and remove their counter attack. Then Chaz dies. Lashiec: Things will get tricky here; janus was unable to get Lashiec to avoid using a multi-target attack, instead having him use Thndhalbrt every other turn and a sleep move on the "safe" turns. With Chaz's low agility it is unlikely he would be able to attack more than once - maybe if we had Chaz revived by Rune or a Moon-Dew item, but this would be sacrificing someone else's turn for Chaz's ~450 damage Tsu. In the current run, Chaz is just dead for the whole fight so it's not like it would be losing time, it's just difficult to gain any. (Tangent: I'm thinking it may be worthwhile for Wren to get the Napalmshot for Lashiec (weak to it) and PD (running out of Flare), but I'm not sure) Dark Force (2): The current fight was so well-manipulated that Chaz would be safe. He can use Tsu for ~450 damage three times, then have him use Eclpstorch as an item in macros. This should do maybe ~72 damage each turn. Then he dies. Dark Force (3): Similar to the previous fight, Chaz is safe, but he'll only be doing ~1350 damage unless an itemcast of some sort is used. It doesn't make sense to have Flamesword or Thundrclaw, but maybe it would be worthwhile to get the Laco-Rod from Espermansion. Or, hey, maybe he could just die. It would be hard to save time starting here, but Chaz would still be useless if he was levelled at this point. It probably makes more sense to keep him dead. De-Vars: This will be worse by about 20 damage per turn... which really isn't that bad. But worse nonetheless, probably by one full turn. Sa-Laws: Chaz will get his standard three shots of Tsu, but Sa-Laws is the only boss not weak to it. It will only do about ~300 damage per Tsu. This will be a good bit worse. I'm pretty sure you can't use itemcasts against Sa-Laws either without provoking Legeon. PD: Here's my thought: Chaz can use Tsu three times for 450 damage each (~1350 total). If Raja is brought, he can refresh this 3 times with Ataraxia. The other option is giving Chaz the Elsydeon and forgetting about the Shadwblade at this point. Chaz's attack with Elsydeon, given his level 4 stats, would do ~200 damage (current run is ~260 normal, ~400 for Crosscut). Chaz's damage wouldn't really be that bad, but either way this fight would probably be slower than the published run. Probably. All the characters besides Chaz are going to have marginally more experience when Chaz is dead all the time. I think Rune will have Nafoi, which would make a 50 damage/turn difference. Another thing to consider for PD would be yoinking Hahn's Mahlaydggr which would cost about 4 seconds and has an itemcast for about 160 damage. This might be useful for any character doing less than 160 each turn, like Raja, maybe. Anyway, yeah, this level 4 Chaz with Shadwblade thing might have some serious potential. Anyone see any big issues?
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Mastania wrote:
This game isn't exactly easy at low levels, so I'd enjoy seeing how you would go about manipulating fights etc.
I agree with this. It could be quite interesting to see the low-level strategies (or, worst case, the levelling strategies). But then again I'm in the minority that like RPG runs.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Hm, this shows as cancelled to me from the main subslist. This run is pretty good, and of course I love the game. All encounters are avoided which makes this also sort of a challenge minimum experience run. Very cool strategies are used to compensate for this. Optimization is great. I'm pretty much certain this could be improved by maybe 2-3 minutes (in a ~2 hour run). There are a lot of strategies that could still be considered especially in the late game such as using different partners (there are reasonable arguments that Kyra or Demi could be faster than Raja). Certain equipment options like different use of shields could also be explored. Anyways, like I said the run's quality is great and I'm glad to see it done, but I hope to see more from this game in the future. Voting yes.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I was looking carefully for things like that. I noticed there's no Land-Rover between Raja Temple and Ryuon, but that's trip's so short that I bet janus tested it and found it slower. janus, I noticed around Lashiec that you use a Fire Storm macro with Kyra and Rune, with Rune using Hewn and Kyra using Gifoi. There might be a reason you did it this way (TP or level or something), but it'll be stronger if you use Hewn with Kyra and Gifoi with Rune. Kyra's Hewn is stronger than Rune's by 48 base points, factoring in the increased damage from Lashiec's fire weakness it could make a turn or two of difference (~72 damage per Fire Storm). Even Kyra's Hewn + Rune's Flaeli should be stronger than Rune's Hewn + Kyra's Gifoi (by 24 base points, ~36 damage per Fire Storm). The other thing was PD3, where you let Raja die (intentionally). Raja's Miracle skill will actually heal Wren (and everyone else), probably enough for Wren to be able to use more Flares or regular attacks, for PD3 to target someone else once without killing them (maybe?), and overall have a few less heal actions and hopefully fewer turns overall. Miracle also animates faster than Recover. I'm not sure if it would save time though since Raja isn't capable of much when he isn't healing. If you wanted to take a look at this and test it out, maybe see if you can get Raja to sleep part of the time.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Hm, yeah, looks like Kyra is still a few thousand experience from learning Warla. That's unfortunate, it would be way stronger than Deban. Oh well.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
If you're going to need a repair kit and Demi, you could also consider getting a Moon-Dew or Sol-Dew near your path and using a stronger partner like Kyra. Well, Kyra's best in terms of defense and not bad offensively. As a bonus she has Warla and can heal Wren with Medice so that he can stay on offense. I would expect Demi (or Gryz or Hahn) to join at a much lower level than Kyra or Raja due to the way experience distribution works in this game. Demi wouldn't really be able to contribute anything at all other than Medic Pw. Unfortunately getting Sol- or Moon-Dew could be a pain in the butt.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I'm happy to see this game, but that run is... well, short. It's hard to say if it's entertaining or not. As a demonstration of a weird skip-the-whole-game glitch I guess it's good. I'll vote yes. I'm sort of interested to see what a non-Hawke (maybe Albert?) run would be like. Pretty sure Weip was officially translated as Oapu.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I watched it now, looks good at the end. I noticed today that when you're getting Kyra from the carnivorous plants you drive the ice digger directly into the forest. This causes two lines of dialog where Chaz says "we can't get through". If you get out of the ice digger the space before and walk into the trees you can skip this. I'm pretty sure it's faster to walk those two spaces and skip the two lines of dialog, but it's got to be less than a second. There are also two little single-tile changes from the optimal path on the first floor of the solider temple island, I think. They might have been for manipulation but you didn't seem to do this anywhere else. There's one right where you come in the door and one on the same floor just before the staircase. For what it's worth I think my favorite screenshots include characters at really low HP during boss fights. I think DF3 is the coolest-looking boss, so I like 267128 as a screenshot. Might be better to have the end of the Juza fight though because it looks like such a close shave.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
janus wrote:
in case you wonder : with a silver shield and the guard robe, raja can survive. this way, he resurects rune, and in the following turn, everyone has revived. PD 3 casts megid only once; the rest of the time, he can simple attack wren
That's excellent. Yeah, PD3 always uses Megid once. Glad to hear the rest is able to be manipulated. I haven't watched this yet, but it'll be even better if PD uses Evil Eye on Wren instead. I'll probably have a look tonight.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
No, shields give magic defense as well. So does most armor in this game, but in small amounts. Silvshields give very low tech defense (4 points). Psy-Shield offers 11 points (effectively) and Lasrbarrir gives 12. In regular play I'd always recommend a Psy-Shield over a Silvshield. Check http://www.wrftpb.com/psiv for a data mine of this game if you want to see those numbers.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Another thing, and it's iffy, is De-Vars' tower has the Guard-Rod which heals all humanoids for about 64 HP when used as an item. It could be really handy for PD (if it uses Megid repeatedly), but if you can manipulate it well the Guard-Rod wouldn't be necessary. In regular play, of course, it's useful to use the Guard-Rod in macros on a low-damage character so they can recover almost every attack as it happens. Then again, I'm not sure how well the team will do against Megid. I thought you would have Rune go two-shield much earlier. But I imagine you either have a plan or you'll be able to manipulate things effectively.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I don't really know the event flags, but my guesses are either (a) actually equip the rings or (b) walk down the first stairs from the top floor of the two towers. I really enjoyed the run. It feels like I haven't watched a movie from input in ages. Things I noticed, which are pretty minor: At the start of the soldier temple island cave, it seems you step off the optimal path by one tile. Is there a reason for that? You might want to do the Rykros towers in the opposite order. The Mota-Ring you win from De-Vars will give Rika half damage from Sa-Lews' Flaeli, which might save a couple of heals. Plus it's a minor stat boost. Chaz actually missed with an attack command against De-Vars. It may not have made a difference but it looks really out-of-place.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Sonikkustar wrote:
I played a PC game that was kind of old back then. It had a guy with a yellow shirt, shorts, and a red baseball hat that would jump around like Mario. But when he would jump into a question-mark box it would ask you a math or reading question depending on the version you were playing.
The description of the player sounds vaguely similar to the guy from OutNumbered!, Challenge of the Ancient Empires! and Midnight Rescue!. The concept sounds like something that company would produce, too. See http://en.wikipedia.org/wiki/Midnight_Rescue!
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I know this thread is ancient, but I've got one and I remember when this topic was booming. There were two games I loved back when I was using OS/2 Warp in 1995 and 1996. They were pack-in games. I believe one was called "The Wall" but I can't find any reference to it online. It was a puzzle game where you needed to move boxes around on brick platforms to match to similar boxes together, which would then disappear. When all the boxes were gone each level was done. In a similar vein, there was another puzzle game which I have no idea the name of. You controlled a red and blue guy who had to push boxes to specific places to beat each level. There were a number of obstacles, but a big one was conveyor belts. Sometimes you would need to push a box onto a conveyor belt and then quickly move something at the other end of the conveyor belt to win. Both of these games also had level editors built-in. I would make new puzzles to challenge my siblings. Again, both were small pack-in games, couldn't be run fullscreen. I think it'll be really hard to find them unless someone else remembers them.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
This sounds cool, I'm excited for the submission. EDIT: Whoops, hahah, already submitted. I'll watch it now.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
janus wrote:
oh, and does the guard-rod cast sar or gisar?
Itemcasts are never quite equivalent to spells in this game. The Guard-Rod has a power of 64. Sar has a power of 0, but includes the caster's Mtl statistic. Gisar has a power of 80, and similarly includes the caster's Mtl. Star-Dew has power of 128. You may want to use this as a resource.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I've watched it three times now. It's pretty much everything I dreamed it would be, and totally worth the wait. Great job, Comicalflop. I really liked some of the wait antics, like in Crisis:Nepton, and really loved some of the broken stages like Hot Rush and Missile Surf. The boss fights were all awesome, but particularly Migen Brawl (it's kind of sad that Cerberus Alpha is over so quick). Yesest vote I've ever cast. Still would love to see another run with all gold gems. I hope TheCape can maintain this level of awesome.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Floogal wrote:
Everything in Earthbound is in one large map (see here). Whenever you walk through a door/cave-entrance/hole in the floor, the game warps you to where its destination is. Now, when Ness & co. step onto a staircase (like those under Threed or in the pyramid), they automatically move forward a bit & "lock" onto the staircase, so that they can only walk up or down diagonally. If the game interrupts that locking procedure (by telling you someone's HP is getting critical due to poison/cold/etc. -- possibly other things like your Dad calling you could also work), then control gets messed up, and Ness & co. get "ghosted".
Ah, this is beautiful. I once had an experience of this sort in regular play. I had just entered Stonehenge base and was expecting a pizza. I got the cancellation call and managed to walk through a wall. After a short distance of screwing around, the music from the traffic jam in Dusty Dunes started playing. I was surprised when I looked at the linked map that Stonehenge and Dusty Dunes weren't closer together, but it looks like the monkey caves are there... I guess that could've been why.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
This was great. It was probably my, uh, third most anticipated run. I hadn't seen anything after Milon so I guess I didn't realize how low-levelled you would be towards the end. Once you get the Big Whale there are a lot of "wow" moments where I start to think how hard it would be to actually survive those random battles. Yes vote. Really minor possible easter egg: I'm pretty sure the airship's bow is supposed to be pointing left instead of up at Toroia before Kain takes you to the tower of Zot.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Baxter wrote:
It's not always the same though, for instance, at megaman 3 it's good to position the boss in the center, since the end of the level is triggered by all the boss parts flying off-screen. At megaman 5 it's best to position him close to a corner, it's his death triggers the end of the level, and him being at the corner avoids lag when his parts move across the screen.
Gotcha. I thought 3, 4, 5 were a little bit more similar and I hadn't noticed the centre positioning in the other games. You've explained perfectly why that is. Come to think of it, it would be unusual for a run as amazing as Mega Man 5 to not have accounted for the position of the boss. I'm looking forward to the improvement.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
Once I had written it, I smiled a little.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I recently finished watching this. Obviously I love watching TASes, but this one took me several days in segments. I read the page about this project but I'm not sure how much it has been discussed on IRC or elsewhere. Sorry if my questions and comments have been covered before. Regarding the game: It's kind of weird, I think I both love and hate the game. I really like the battle system, but hate how unChronoTriggery it is. Even then, we don't see the battles that much because the run is mostly a journey between boss battles. If it weren't for this game's great graphics and music I think it would be very hard to watch, even for someone who knows the game and enjoys TASes. I'd have to say I enjoyed it though... after all, I watched the whole thing. Regarding the speed/entertainment relationship: I was honestly glad that I could follow the text. I actually took the opportunity to watch in slow-motion to better read the dialogue at Chronopolis and post-Chronopolis to follow the, uh, "plot". It's still confusing as hell, but I was glad I had the option. Of the Nikki/Guile/Pierre routes, the Nikki route is probably the most natural choice to the player. Without the Zoah boss fight, Zoah sort of comes out of nowhere later in the game. That route also has some nice music. Nikki is funny to watch in battle, too. I'd say that was a good choice, although the Pierre route is the fastest by far and has some pretty funny text. Similarily, the choice to save Kid seems like the more natural choice to the player, and it gives you access to Razzly (and her nifty hit-all attack), but if I recall correctly it probably is the longer choice by a good margin. You also miss Glenn (who looks kind of cool but probably isn't as useful as Razzly). If PlayStation TASing were more commonplace and input playback were available, would multiple runs be considered publishable for this game because of the path choices? In a 9 hour run the differences don't seem that significant in terms of plot effect nor in terms of time. Regarding the tools: Never having attempted creating a TAS for more than a couple hours myself, I might not be able to fully appreciate what you've done with this one. It does lead me to wonder, however, what this movie could have looked like with a pSX with memory watch and movie playback. How many rerecords were spent manipulating a battle, on average? Did it take a lot of effort to obtain the best dropped items (you sort of covered this...)? Did you always get the outcomes you wanted eventually? Was it possible to affect the actions the enemies took? Do you have a loose estimate how much time could have been saved with the same goals, but SNES9X-like tools? The problem with the echo buffer is pretty hilarious, actually. In this game, which is all about fate and alternate realities, we can occasionally hear these creepy echoes of events that never happened! It was only really noticeable once, still in Lizard Rock, I believe. More regarding the game: After watching I partially felt like I really wanted to play again. The battles were cool. Some of the strategies you were able to use regarding field effect and the TurnColor elements were quite neat. The summons were bearably short and useful. I really like the battles. I partially felt like I never wanted to see Chrono Cross ever again. Maybe because it was just exhausting to watch so much of it. Maybe it's the story. It really feels like a stretch to me toward the end; suddenly a girl you know is a dragon, another girl is from Zeal, cities are being thrown backward through various timelines for no discernable reason... I can accept it but it doesn't really satisfy me as a sequel to Chrono Trigger. It's also weird about how the theme of the game is about defying fate, but you really have no decision about anything. The plotline branches and reconverges and always happens the exact same way (well... until New Game +). Well, I'm ranting. And you're in New York. I don't have much else to say. It was exciting to see and I wanted to post a bit more appreciation (while it was fresh in my mind) since it hasn't been discussed a lot.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
This was fun to watch, and the improvements were pretty noticeable. Yes vote (my first in a while). I wonder if Mega Man 4 or 5 could benefit as much from similar boss death positioning and 32-pixel hole slides. Looking forward to the complaints about this being published quickly.
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I haven't been on much lately, but when I am the progress in your sig is always a highlight, Comicalflop. But, uh, right now it isn't a number. How's it going?
Experienced Forum User
Joined: 8/13/2005
Posts: 356
Location: Canada
I never even started, and this was a good long time ago. I found the fact that I couldn't find a way to skip battles really frustrating. Even if I had the patience for TASing, I'm not sure I would for a game with this style of RNG. Also, I'm a slacker in general.
1 2 3 4 5 6
14 15