Posts for FrostyTheDragon


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Why there hasn't been much progress on this in three months, I don't know. Also how I missed this topic I don't know. When going back through some of my stuff, I found I had apparently done real-time recordings of the boss fights (and only the boss fights) on Hard mode. I really can't offer much help to a TASer (other than to say Cannon Top is probably the most aggravating boss to get right, whether real-time OR TASed), but since I see little actual strategy discussed here (I've yet to see the videos for the most part) and the stage I'm going to talk about is the very one that desynched, I will say this much. For stage 4 you must must MUST use the Yellow Ranger (Aisha, if I remember it right) to have a chance at optimal. Wait to morph until the mini-boss... the way to handle that fight? Crouch-kick four times (this is why the Yellow Ranger's so crucial. Her crouching attack hits both directions) then morph - and that'll finish it on Hard mode. (I'm positive you'll save enough time by that to make the delay in actually getting the powerups worth it.) For Magnet Brain, enter the fight with full weapon power (it actually can be a little less but my recording had full power - you definitely need the weapon to be active and more than half power remaining) and just rush him (use jumps to stay close to him). If you keep attacking him fast enough, he won't be able to retaliate, and you'll eventually drive him so far back that he'll jump over you. When he does that, attack twice more, bomb, no more boss. The whole process is very quick - under 15 seconds from the start of the fight to the end. If you want a visual, let me know. Last thing. Does the White Ranger (Tommy) have more actual power or something? I only remember that his range in Ranger form was shorter than everyone else and his backflip took significantly longer to do (in my recordings I only used him for the Ivan Ooze fight, and the latter point is the exact reason why).
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Thanks, mmbossman, I'll figure out most of the rest from here and just note what ones I can't seem to get. If you wish to figure out even more, that is up to you. By the way, based on some of the info I got on the enemies I've tested so far, I've noticed two other values as far as enemy HP: -The third enemy is 00FFCE66. -On the one occasion so far that I've seen four enemies on screen, the fourth is 00FFCFC6. Here's what I've determined so far: The panther's main attacks in each combo mostly deal 4 damage each. I think I've occasionally had a strike that dealt only 2 damage though. A charge attack deals 4. A sweep attack (tail strike, in the case of Panther) deals 2. The backflip kick (the attack+jump move version) deals 5. The flying attack (that's my name for the unblockable attack moozooh is describing) deals 10. Jump kicks deal 4. A dive attack deals 6. A running jump attack deals 6. Biting (Panther's grab attack) deals 2, then 3, then 2. The launch attack (Panther's variant of a grabbing throw) seems to deal 10. I plan on never using level 1 magic, so I won't measure it. Level 2 magic (I plan to use this on the first boss to wipe out his minions) deals 16 damage. Level 3 magic deals 32 damage - for reference, that's half the health of the first 'cursed character' boss. The blue snail's tongue attack deals 7 damage. The blue snail's charge attack deals 10 damage. (I think it's unblockable too.) Other riding animals to come soon - I won't cover them all just because, as far as I know now, some of them simply don't show up on this route. There are two attacks whose damage values I can't figure out because I don't know how to consistently do the moves. They are the back flip (the combo ender version) and a move where the panther picks up and throws his opponent (also a combo ender). I also can't currently get the damage of the double claw attack (forward+attack+jump) because I can't seem to hit with it, period. I'm either knocked out of the move or I miss entirely. A few enemy health totals: The panther starts with 51 health. In early stages: The spearmen have 16 health. The clubmen have 12. The macewomen (I believe they're called Vanities) have 24. The skeletons have 16 I believe. The guys in gray armor in the second stage seem to have 24. Bosses: The guy in green armor (first boss) has 48 health. The cursed barbarian (second boss on this route) has 64 health. More to come later, of course.
Post subject: Golden Axe 3 - seeking some help on game specifics
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I didn't know whether to put this in the Sega Genesis games subforum or the Speedrun Competitions subforum, since I'm asking about stuff that would be important to know in a TAS (and that a TASer would be most likely to get), but the run I'm doing is non-assisted so I'm going to put it here. If it needs to be moved, do so. Also, the people that visit both SDA and TASVideos will have probably heard some of this already. Basically, what's going on here is that I'm preparing to do a run on Golden Axe 3, for the Sega Genesis. More exactly, I'm planning on doing it on the Sega Genesis Collection (for PS2), without using the save function that's in said collection (I would rather leave a function like that to TASers, who would use the ROM of the Genesis version anyway). The run would use the panther warrior (I believe his official name is Chronos Lait, but I don't expect that to be common knowledge and I frankly think that name sucks), be a no-death run (ideally - this will be the hardest part, and I may take a one-death run if it's exceptional), and go through the following stages: Vast Field -> Tender Hamlet -> Cave of Crystal -> Bloody Street -> Death Mountain -> Cursed City -> Gate of Fate ....yeah, I'm doing the "all cursed characters" route - it's the one I'm actually most familiar with as far as playing the game on emulator in the past. In order to improve the quality of my run strategy, I went to an emulator and attempted to find out some values for the damage each of the panther's attacks causes (by tracking the RAM values for enemy health) - the idea being that I figure out a specific strategy for each enemy and each situation based on what attacks are the fastest set. Unfortunately, either the RAM search and RAM watch in the latest Gens release are harder to use than I thought, or this game's RAM values track things in an unusual manner. (One value I looked at went UP as I attacked an enemy and killed them, then back down when the next enemy appeared.) This is where I ask you proficient TASers for help. What I seek are the RAM values for the following: -Player 1's health -Each value for enemy health Don't need to go so far as to decode all the attacks' power for me - I'll do that part if I just know what values to examine.
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Not to further derail it, but I think the 'meh' votes are there for the sake of the confidence equation. 'Yes' or 'No' being a confident vote, and 'Meh' meaning that the voter is not confident they can make a decision. Since I can't yet follow the equation listed on the bottom of the page listing submissions well, I base this meaning of 'Meh' on how low the confidence rating for THIS run is. Consider that the run's votes at the time of this post are evenly split between 'Yes/No' and 'Meh'. The 50-50 split between confident decision and not is very close to what the formula gave in this case. I'll stop now.
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I went and put myself up to watching this... And while the run itself was done well, I do not think an 'as fast as possible' movie would be best for this game. In fact, I doubt that this game can make for a sufficiently entertaining TAS at all. I can't exactly place my finger on why. Maybe the amount of delay where there's no control to actually MAKE funny things possible (I'm assuming no input display here)? Considering this, I'm going to have to give this a Meh vote. If you decide to try the game again to make a run more entertaining, I suggest a 'playaround' video with the strangest things you can come up with, rather than going for pure speed. (TAS does not have to mean 'tool-assisted SPEEDRUN' - it can also mean 'tool-assisted SILLINESS', and in some games that's a better option.)
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.....yyyyeah. I was right in stepping aside and letting you handle this. Not like I had any doubts, but still.... I think the only words I can really say about this run are: "It's about damn time this game got a proper TAS treatment." Obvious yes vote. Edit: By the way, as far as the screenshots that NesVideoAgent pulled for this movie... I recommend the second-to-last or third-to-last screenshot.
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If you were considering picking up on this run, I say go ahead and do it. I'll simply try to help along the way with ideas in that case. After examining the game again, and taking into account what experience I DO have with the TAS tools, I'm thinking I was a little too ambitious picking a game that effectively has a lot of down time to try and make an entertaining TAS.
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There's been no progress on redoing this yet. I've been trying to finish playing a couple of games that I've left unfinished for too long, and also am writing a very extensive commentary for a recent run submitted to Speed Demos Archive. That, and the recent discovery of arcade/Neo-Geo game Shock Troopers (and also Shock Troopers 2nd Squad) has kind of sucked up my time (more from 2nd Squad than the original). I may give this another look tonight and see what I can get out of it.
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Sorry! I'd been a tad bit busy over the past week or so, but I've had another chance to look at things. Now that I figured out that the RAM watch tool in SNES9X appears to be called 'cheat search', I had another look at Randil's WIP (since he fired at the boss in midair, unlike me), and the RAM address provided by ElectroSpecter. What I saw there confirms what my ears have been telling me on this one - that boss is invulnerable in midair. I'm thinking the best way I can approach this issue in the redo is to find a way to force him not to jump right away. When I can also get him to use his slower attack (the ones with the volleys of bullets, rather than floor-raking gunfire), that's even better, since I won't have to lose time moving out of the way. By the way, ElectroSpecter - the RAM address you specified seems to apply to the first destroyable on screen at any time, and not just the boss enemy. (When I say destroyables, I am not talking the scenery as a whole - just things that explode or die.) 7E1D26 seems to apply to any second destroyable. Not sure about the values of any destroyables beyond two as of yet, although it seems to go every four RAM values after that. (Blue-suited guys are either an exception, or they're farther than I checked.) So at the start of the first area, 7E1D22 is occupied by the water pump that has the bomb, and 7E1D26 is occupied by the covered wagon. (I think - I may have this backwards.) Former has 16 HP, latter has 36. The gatling-gun enemies that are wheeled in start with 40. And the area boss starts with 64. (The entire first stage's boss - the giant mech - started with 160 when I was dinking around at full speed in easy mode checking things - why that number's in two addresses I'm not sure, because damage only draws from one.) Values appear when the destroyable is first loaded, not necessarily when it's vulnerable or even when it appears. I also note that there's occasional instances where these values will jump to 255. What this means in terms of the game, I don't quite know yet. As far as weapons..... Shotgun seems to deal 1 damage per frame over the course of a number of frames equal to the number of pellets hitting. Grenade gun seems to deal 1 damage every 4 frames for about 20 frames (don't know an exact number for duration of the shot yet). Machine gun is 1 per pellet that hits. Bombs deal 24 damage to everyone on screen - over what duration I haven't fully checked. Don't know about the Vulcan yet.
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I spent tons of time with this game over the past ten years, and I must say I was completely surprised when I first saw this submission. And the tactic was a real curveball, something I knew HAD to be possible but didn't think could actually be implemented. Not only have you taken a third of the time of the last world record I know, you managed to complete the run without ever breeding a single monster - the latter of which impressed me more. Definite Yes vote.
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Just today I decided to give this game a go. Despite being a pretty much total newbie to actually using the TAS tools, I decided to try a 2 player run on Hard mode - 2 players because I'm 99% sure it's faster, and Hard mode because I think it affects more than just boss health (which it definitely affects). Here's the first area of the first stage: http://dehacked.2y.net/microstorage.php/info/989295027/FtD_WildGuns_2P_Hard.smv (switched to microstorage so it stays up longer) Fair warning: parts of the video are probably going to be boring. I tried to focus on speed with this one and didn't bother to worry about entertainment, something I figure I can add in a later version - the idea I have for that is using the aiming reticles to spell things out when waiting. The one thing I focused on was trying to take as much advantage of the two-player mechanic as I knew I could do. (Is it less than what 2 players can possibly do in theory? Likely.) Some of my shots are also deliberately early as a demonstration of how long the shots last (most noticeable near the end when Clint has the machinegun). Getting that consistently is another matter, probably something for a redo (which I definitely intend after I get feedback). Other notes (edited in after my original post, so if you read what I had before, there's definitely more info here): It takes 4 frames from the time you hit the fire button to when you actually fire, and 8 frames for a shot to reach the enemy. So to hit the enemy as early as possible, you have to shoot 12 frames ahead of time. The grenade gun and, as hinted above, the machinegun can be shot sooner and still get enough hits to kill some enemies. Weapon manipulation seems to be frame-dependent, rather than action-dependent (an example of action-dependent would be Aria of Sorrow, I think), which ought to ease things a little. To me, it seems the shotgun is most useful for shooting the weakest enemies - clusters of them hopefully, with its wider shot. The power of the shot depends on how much actually hits, but I think the maximum on large enemies is five hits and the max on smaller enemies is two. The grenade gun is the strongest collectable weapon, shot for shot, but I think the machinegun deals its damage faster. I skip bonuses for two reasons: 1. They add to the time taken after the stage for the points tally. 2. I've been able to use them to help me with my action timing. This will become less necessary as I learn proper frame timing technique, but until then I take what I can get. If there is enough demand I'll go after bonuses, but probably at the last frame possible in most cases. Also, is it just me or do knife enemies go after the player that's farther from the edge of the screen? What I want to know is whether that area's boss is actually vulnerable in midair - listening from the audio cues when Randil fired at him in his most recent WIP, it sounds like he's invulnerable in mid-jump. I was going to bomb him because of the approaching shots, but then I discovered that I was killing him before the shots even reached me so I stuck with this. I don't know if I even NEED the second bomb that's available (one of the enemies in the last wave that I let the timer take care of), because Clint and Annie EACH start with three, but I see two uses for bombs: 1. The fighting of those guys in the blue suits 2. Bullet removal/enemy killing if we decide we need the Vulcan Cannon in a certain spot and we're too close to getting it early What I'd like to know is if I'm even going in the right direction. Also I'd like to know some improvements, especially non-obvious ones.
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I can stand watching the ending much more now. Since I was borderline about the last submission based solely on the ending, I'm giving this a yes vote.
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If it were not for the suicide glitch at the end this would have easily been a yes vote from me (just on the basis of the old run being so outdated). However, I am withholding my vote until you redo it without that suicide glitch. It's an example of a technicality being taken too far. If it is not redone I will be giving this a "no" vote.
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I am anxiously awaiting tricks and whatnot for this game - and a full run if someone else does it - as I plan to do a normal-speed 100% run of the game for Speed Demos Archive. (I actually tried to once, and still have that video, but I was asked to try again mainly due to my boss fights.) I could have sworn you needed the Proton Torpedo at some point in order to access Coco Island. If it turns out you do, I seriously recommend getting the Sonic powerup - those spindashes help immensely. If there's another method of destroying the blue pipe with the birds in the underwater sequence before entering Coco Island, I REALLY want to know (it'd only save ME a second or two though).
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Let's put it this way. Despite this movie being slower (for reasons explained in the submission text), I believe voting no on this submission (or worse, the submission getting rejected) would basically fly in the face of everything TASVideos is SUPPOSED to be about. I'll explain, if asked to do so.
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Okay, I've been watching it and here's some things I have to say, as I'd been messing around with this game a while back (I contemplated TASing it but I'm not used to the tools well enough yet): 1) I recommend Kimberly over Billy for the first level. Her bow can shorten some parts of the second section by a second or two each because she can start shooting the arrow before the enemies are even on screen and hit an enemy on the opposite side (it really only helps with the gray and light green putties though). 2) In the first section, you should be jump-kicking the putties that can be taken out with one hit. I understand jump-kicking in normal form slows you down after the hit, but just jump-kick in a manner that the hit is as low as possible. This is another reason to take Kimberly - her jump-kick has a longer reach apparently. 3) I think your jumpkicks in morphed form, on the other hand, don't get slowed down when they hit. 4) Are you sure you shouldn't have tried to get the pair of shield-carrying putties on the same side in the factory portion of stage 2? You might have been able to use fewer combo attacks that way. 5) It might not be possible for Billy, but I recall Kimberly being able to land a full standing combo on the second boss. Since the last hit does as much as the rest of the combo (maybe more), that may be something to investigate. 6) Combined with the previous point, you can get his health so low that when he starts going into his random teleporting phase, a single bomb (it does roughly 13 hits, each being as powerful as a normal attack) will take him out. (Though at that point, two full combos may do the trick too. The best decision of bomb vs. two combos would probably only save a few frames.) There's some good of this, though, such as: 1) Pretty creative use of the throw to take out enemies as they're coming. 2) I agree that Billy should crouch for the last hit of a normal combo. 3) So you know the same trick I do for the three putties on the truck? Sweet. I don't know why it works (could someone with a memory viewer help here?), I just know it works. 4) I was going to say that bombing the first boss when he's down to just his head would be faster, but you luck manipulated well enough that it wouldn't have been. Forget what I said about Billy in an earlier version of this post - he certainly has a SLIGHT power increase in normal form. Don't know about Ranger form. Overall, it's pretty good, it just could use a little polishing here and there. (EDIT: In order to see this for myself, I tried beating your TAS WIP with a normal-speed playthrough of the same parts. I couldn't, which is a good sign.)
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One of the key things I look for in a TAS is tricks that a human player with a turbo controller and equal game knowledge probably couldn't duplicate with any consistency. I skimmed over the first four worlds - I'd seen the first three in a WIP and the fourth didn't seem to have much to really follow. The fifth is where I saw my first TAS-specific trick. I had originally told Soulrivers that I didn't think getting the fifth Rainbow Drop without Rick was possible. Not only did he pull that off in this run, he tells me it's possible to do that without frame advance. Considering the level of precision required, I don't think a human player could consistently pull that one off. Another thing that impressed me was how long he was able to hold on to Coo. I suspect his usage of Coo is at least 30% more than a human player could expect under fairly good circumstances. Overall, I voted yes.
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If you can actually get rid of both walls blocking the Rainbow Drop in world 5 without Rick and survive the second one, I commend you. I don't think it's realistically possible on a console, and considering the angles and tight spaces I don't think it's possible on an emulator either. Rick + Spark acts like Beam from other Kirby games, and it's the sweeping and range that allow you to break both walls surrounding the drop. Coo and Kine can't make it past the first wall, and if you try to jump to reach the second with solo Kirby, you don't have enough time to recover before dying from the bottomless pit in front of the second wall, no matter how little time you spend using Spark. (It's not even close either.)
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The WIP looks fairly good, though I have one question. Against the third boss, why not use Kine + Stone to attack the boss rather than ditching Stone? You can attack it through the entire battle rather than just when enemies come out. Also, as far as the girl blob. As far as I know, it is random. But I do know that the level that will cost the least amount of time to find the Girl Blob, in case you can't get it on a first pass, is level 5-3 - you get to choose who to use right at the start of the level. If you need to go back for Rick - who as far as I know is a a requirement for world 5's Rainbow Drop - that's the level to go to.
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It's still going to be some time before I attempt anything emulator-related on this game, judging by the fact I just spent a lot of time trying to think of a team that can get through Starry Night in REAL time.... However, you should ignore the previous team I had developed. Why? It turns out that the spell "Defeat" can affect two of the three members of the final team, and EvilSlash handles the last one. ("Defeat" can probably be used in numerous other places as well.) Since stats are less of a concern in TASes, an entirely new team will have to be developed from scratch. More to follow. Edit: Okay, here's monsters that have the Beat spell, which becomes Defeat at higher levels: -DeadNoble -Blizzardy -EvilPot -Gophecada -Metaly -Mimic -Mudron I personally think DeadNoble is right out. Metaly's probably right out too, considering how long they take to level up. Considering the stats and resistances of the rest, I'd say either Blizzardy or Mimic is the best option. The best way to get Blizzardy would probably be breeding any Bird-type monster with Teto's IceMan, which can be gotten after E-class, with the second-best way being catching a wild Metaly. For Mimic, your best option is breeding a Material-class monster (anything except JewelBag) with BoxSlime. As far as EvilSlash? The list is bigger: -Armorpion -BattleRex -Coatol -Gigantes -HammerMan -LizardMan -MadDragon -Mummy -RogueNite Based on level-up speed, I'm seeing HammerMan, Mummy, or RogueNite as the best choice. I would have to say HammerMan. I recommend a monster with LureDance or WarCry as the third monster. Here's some examples: LureDance: -DanceVegi -MadDragon -MadGoose -Mommonja WarCry: -EyeBall -FangSlime -GulpBeast -Trumpeter -Yeti WarCry takes a bit less effort to get because it doesn't have an Agility requirement (I don't see a high Agility as required - you can just manipulate the first attack to have the effect you want). The reason I suggest it is because, of the crucial enemies (all fights in S-class, the three boss fights in Gate of Reflection, and all of Starry Night), I could not find one that was immune to both Defeat and LureDance/WarCry. If only I could find information on that second boss in the Gate of Reflection...... because that one's going to be a real problem AFAIK. I'm going to assume it's immune to Defeat, but is it immune to LureDance/WarCry? My suggestions: Monster #1 -Dracky + Teto's IceMan = Blizzardy Monster #2 -MadCat + Stubsuck = HammerMan Monster #3 -Anteater + Golem = Grizzly -Grizzly + Gremlin = GulpBeast For Monsters #1 and #2, I suggest a rebreed with another monster of the same type right before dealing with S-class (they should be level 20+ by this point), in order to just make sure they have enough stats to go through Starry Night. Especially monster #2 - HammerMan doesn't get a whole lot of HP.
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Only read the first page, so I may have missed some. Jazz Jackrabbit 2 probably wouldn't happen - that's not a DOS game. Trust me, I own a copy of the game and did two non-assisted speedruns of the game that are both on SDA. Here's ones I can think of: -Bio Menace -Any of the Commander Keen games -Jazz Jackrabbit 1 (previously requested before) -One Must Fall: 2097 (I agree that this could make a decent one) -Any of the BUILD series (Duke Nukem 3D, Blood, Shadow Warrior) -The first two Duke Nukem games -Battle Bugs -H.U.R.L. (one of the worst FPSes I've ever seen - not due to its eco-friendly theme, but due to its awful gameplay) -Threat (top-down shooter) -Blake Stone: Aliens of Gold -Corridor 7 -Excelsior (this one may not count any more - but it used to be available for DOS, I know that) I'm trying to think of more, but it'll take a while.
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I'll chip in my suggestions on this. Find a way to get some Blizzard cards before attempting Monstro. Those work much better than any other cards or combos I know of at that point in the game (unless you somehow got Reflect Raid, since I don't remember when that becomes available) when it comes to the large Heartless battle. Also, trust me when I say use the Blizzard Raid sleight against Hades in Olympus Coliseum. Just make sure Hades is at the absolute edge of the range of the attack - you can get 3-4 hits that way. Two of that sleight used THAT way could probably take Hades out. Not much else I can say other than good luck.
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Silas: I'll need some time to look those over, but a big thanks regardless. Anyway, I have NOT abandoned this project. However, I've been determined to do a live-console run first, and that just went through ANOTHER strategy revision. So I'm going to revise my tactics here. Monster #1 -MadCat + Stubsuck = HammerMan -HammerMan + Golem = Grizzly Monster #2 -Spooky + MadKnight = Reaper -Reaper + Putrepup = improved Reaper Monster #3 -EvilSeed + Dragon = FireWeed -FireWeed + Facer = DanceVegi Add in getting BoneSlave and GiantSlug, and we have just 11 monsters to worry about. With four of them being gate bosses, I think this is about as low as we can go. The second breed would probably occur at 20+ for each monster involved, while I used level 40 as the level of all the final monsters.
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Soulrivers wrote:
Animals are removed after changing worlds though.
Where are you getting this idea? I've NEVER seen animal partners be removed between worlds, except the rare case when I've voluntarily done it because the animal partner became worthless to me at that point in time. The only place you ABSOLUTELY CANNOT bring an animal partner, to my knowledge, is the final boss battle (I mean King Dedede, not the 'special' boss from getting all the Rainbow Drops). And maybe a couple of other areas in certain levels. Thus, the first time you get him, Coo (the owl) should be kept until you're about to enter the first door in the first level of the third world. I once tried to run this on a live console, and may try it again. Coo should be used as much as possible, except in a few areas where he's actually worse than the norm. Kine (the sunfish) should be used only when several mainly-underwater areas are lined up, and you should constantly jump when on land with him to speed him up. I can't think of any place where Rick (the hamster - when you referred to a 'mole', you probably meant Rick) saves time. Also, I suggest bringing powers into boss rooms. Some powers really speed up the boss fight. For instance, a single shot of Coo + Cutter (the three-feather spread attack) at point blank tends to deal as much as a projectile spit by normal Kirby - but only on MOST bosses. A couple of Kine's combos are pretty good too. I haven't gotten the chance to watch the WIP yet, but I'm guessing this is an any% run. Frankly, I'd rather see a 100% run, or at least an 'all Rainbow Drops' run (the difference being that the former needs to go through all 6 bonus stages and also get the Girl Blob - or an actual girl, if the Japanese version is your preference), that absolutely owns the special bosses after Dedede.
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Watching this right now, and I will comment on things as I see it regardless of the fact that the submission text isn't ready. I won't mention something if I don't have questions on it or I don't think others have questions on it. Stage 1: For the uninformed viewer, keeping speed is nowhere near as easy in this game as in The Magical Quest. Might want to look into that slight lag in the first part. Is there some sort of jump trick going on here? I recall both bosses taking WAY more hits. Stage 2: Well, at least there's SOME way of maintaining speed. It does look like there's a slight slowdown from each landing and jump, but I will assume this is natural. Again for the uninformed viewer, the turtle mini-boss is, for all intents and purposes, unmanipulatable. Run probably needs a 'uses death as shortcut' label too. Why all the rampant alternation in the area with the toxic gas? Stage 3 You sure this is the best possible scenario with the portrait of Pete? Looks like different luck could help you. Unless this battle is unmanipulatable, in which case.... No comments on Stage 4 regardless. Stage 5 You sure using the Cowboy Suit for a longer time in the last area before the boss wouldn't speed things up? In a TAS I imagine getting the timing right for the needed switch isn't too hard. Stage 6 If it's manipulatable, I'm going to argue with the luck on this portrait boss too. It does seem a little better though. That's all I have. I'm very hesitant about giving this a 'yes' vote as of yet. Will wait for responses to these questions before voting.