Posts for GipFace


Experienced Forum User
Joined: 9/20/2012
Posts: 9
Posting here because my YT comment for whatever reason got marked as spam and doesn't show. I am the RTA world record holder (57:02) that this TAS is based off of. Proof is here: https://www.youtube.com/watch?v=crkcHltJCVY. There are two ways to handle a TAS of this game: maximum speed, or maximum score. For maximum score, due to how the scoring calculations work, it is favorable to sometimes allow the enemy to attack first. The power score is calculated by total damage dealt, plus number of KO bonuses (each KO is +100), divided by total number of attacks. Therefore, having the enemy attack first allows a counterattack, damaging the enemy unit, and thus allowing the enemy unit to be 1HKO'd the next turn without using an extra attack. A TAS that focuses on maximum score involves more RNG manipulation and can be more spectacular. For example, the maximum score for T9 Hourglass (which is a trial map and not part of this TAS submission) involves a 0.6% luck roll only if the RNG seed is favorable: https://www.youtube.com/watch?v=S9WeVHVde-w As for maximum speed, the RTA uses strategies that strike a balance between speed and reliability. They have a high likelihood of working without many reloads. In the RTA WR, there are still several reloads simply because I lost the luck roll. However, the RTA WR strategies aren't the theoretical fastest strategies, as those would require luck rolls that are much less likely to happen. Someone in the community, dxdydzd, who published the T9 Hourglass strategy above, has published TAS maximum score videos for 18 of the 26 campaign maps: https://www.youtube.com/watch?v=CjZAHJTLHNI&list=PLETr2TbRLvb6kg4uSp4HclLrK53wc4QUv. The strategies themselves are very unlikely to be improved for these 18. As for why there are 8 videos missing, it's because there has been no published walkthrough for them. There was some drama in the community because a number of people claimed the WR score for these maps without posting any video or text walkthrough proof. We were supposed to trust them and believe their high scores based on their reputations. Therefore, while I am flattered that my RTA WR run was a blueprint for this TAS, I don't feel this video should be approved. A TAS has the possibility to do much more outrageous tricks than what the RTA WR can do, and I don't feel this submission shows that. It does not go for maximum speed, nor does it go for maximum score. It is essentially just an input and luck optimized version of the RTA WR.
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Yeah. Most early FPS games have the straferun glitch, including Doom. In Ken's Labyrinth, the default keys for run and strafe are on the opposite ends of the keyboard, so it was certainly never intended. Finished board 2 last night. 2 down, 28 to go. Link to video Board 1: - Further reduced time to 8.99s. Stopping and doing a 90 degree turn after picking up the key is faster than running into the wall. I'm happy with this time, so this will be in the final submission. Board 2: - The wide turn at 6s is necessary because there's a table in the way, as well as a bat. - The slight slowdown from shooting the bat at 20s is OK because the jelly weapon needs to cooldown to shoot the spider in the room. I could probably just take the extra damage if I want to save an extra .1s, but shooting it down is cooler. - I take damage at 23s because the cooldown time of the jelly weapon is too long. (The cooldown time is reduced as you get more jellies) It's faster to simply run through everything. That's OK, because at the end I heal the slight life loss with two apples. Boards 3, 4, 7, 12, and 16 have additional jellies, so I'll go out of my way to grab them instead of going for fastest time. This will greatly reduce the clear times of boards 10, 20, and 30, as well as allowing me to shoot more enemies.
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Okay, I redid level 1 with straferunning. Trimmed down the time from 11.19 to 9.40! Link to video Destroyed the phantom at point blank. I had to wait on that third door to open. Couldn't get it to open any faster because I approached it too fast from a sharp angle. If everyone's happy with this then I'll do the rest of the run this way.
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Thanks, though for that second line, it's --aspect-ratio 0:4/3 to get it to work. Link to video WIP file: http://privatepaste.com/cdc1febc7b I'm going to have to redo this -- I didn't realize pressing SPACE too early near the door triggers the buzzer noise. Also, I didn't try straferunning yet because I just wanted to get the emulator working before going into hardcore re-record mode. General notes: - You can go through enemies, but you'll take damage, it'll slow you down during the go-through, and you'll veer slightly off-course. I'll need to take damage later because the harder enemies require more than 1 shot to kill. (the robot at the end of board 1 requires 2 shots) It's faster to go through them than to kill them. - There's no mouselook. Those turns into doors are at maximum turn speed. - Strafing is slower, so for most of the run UP is held. This is where JPC-rr's sticky keys are a good thing. ^.^ - Straferunning (holding UP while strafing) does work, but it's of limited use in this game because there's no mouselook, and it's a toggle key, so I can't turn while doing it. A bit of it may save some time in certain areas. Later on, using the missile weapon, which is heat-seeking, may alleviate this issue. - When firing while turning, your shot will not align to center. It'll be off slightly opposite in the direction you're turning. - You can't fire while running, but you can work around this by releasing L-SHIFT (run), then fire for 1 frame, then running again. Sometimes it needs 2 frames; I don't know why. Board 1 notes: - I approached the gold key from a wide turn in order to minimize the time I'm bumped into the wall. It's faster to do this than to approach it head on and turn 180 degrees. - The last turn into the exit was a real pain to do, because the turn has to be precise in order to avoid touching the robot. - I should probably straferun the corridors to shave off a second or two. By the way, the loading startup is the game decompressing all the data. What if I were to increase CPU speed, thus shortening the startup? Is that valid?
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Bootup + setup.exe takes under a second, so there's not much of a point in further tuning bootup unless a frame war is happening. Decided on 360x240 despite the occasional graphic glitching, which seems to be in the game itself. The extra viewing area makes it more eye-pleasing as a whole. Playdump can't playback in realtime, so I need to convert to a WIP encode. For some reason, dumpconvert (r11.2) is crashing whenever I try to use it. I'm using the settings in the info page and it's not working. Please help? Thanks!
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Thanks for all the help, everyone! Re Blake Stone: I might try Blake Stone afterwards, but I personally think its level design is inferior to that of Ken's Labyrinth. There are swaths of rooms with nothing but bonus point items, which ultimately do nothing, the enemies aren't as endearing, and every level looks too similar. (Most of the levels look like they could've been made through a random level generator) Also, I've only played episode 1 extensively, so I'm not the ideal person to attempt it yet. It's a much larger game, too: 66 levels, 54 of which are played normally. Re Startup: Thanks, I did all that. With the help of the keyboard buffer, the setup program can be configured in just 2 frames. Adlib was chosen because Ken said that would provide the best quality music. SET BLASTER isn't required. I'll play a little bit before making a verdict on 320x200 vs. 360x240. Re Gameplay: I'll skip the slot machines and vending machines, then. The boss levels will take significantly longer, but thankfully there are only three of them. However, cloaks I pick up are fair game! (Floor 3-7 is nothing but a power-up level)
Post subject: Ken's Labyrinth
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Hi, I'm starting a TAS on this game, since I feel it's a good choice due to its variety of level and enemy design over contemporaries like Blake Stone and Wolfenstein 3D, the sheer movement speed, and of course, the unique music for each level. I'm using labfull.zip available at the official site here. Files deleted for the img file: helpme.doc, hints.txt, ken.exe, readme.txt, sav*.dat. hiscore.dat can be deleted but the game will skip the high score screen at the end of each level, which is against the rules. ken.exe is deleted because kensbfix.exe doesn't crash with digital sound. That said, I have a few issues/questions. - The game runs OK in 320x200 mode. However, there is a 360x240 mode that I would like to use, but it has minor graphic glitching at the top of the screen. If I can't fix that, should I just do the run in 320x200? - Early in level 1, there is a slot machine. It is possible to manipulate this and win the jackpot (1 coin -> 200 coins), though it is very difficult (1 in 4096, so I'll give up if it can't be forced). Payout is given 1 coin at a time, and it keeps going even if you complete the level before the payout finishes. If going for fastest time on the boss levels, I will need 6 ammo (more ammo = faster firing rate). However, the jackpot payout sound becomes annoying after a while because it takes about 1 minute to complete the payout. If going for winning the jackpot 3 times in a row, the viewer will hear "ding ding" for 3 minutes, which may ruin entertainment value. Should I just avoid the slot machines altogether? Example of the "ding ding" here. - You can purchase cloaks at the vending machines for 5 coins, which grant invulnerability for 30 seconds. These stack. When combined with a slot machine win, I could purchase many of them at once and make most enemies trivial. (only holes and walking holes can kill you when you have a cloak) As you can go through enemies in this game, invulnerability would drastically shorten level completion time. Should I do this, or would it ruin entertainment value? Lastly, this link states that the latest version is r11.2. However, the repository has an r11.7. I tried compiling this on my own and got errors. Could someone create a Windows binary for me and update that resource page? Thanks!
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Appreciate your hasty reply. The problem with playing at level 1 is that every 1 level below current max level will be added to the drop rate multiplier. Some drops will become 100% as a result. So the best way to save time is to never adjust the LVG. Any required low-percentage drops can be luck-manipulated anyway. Ideally, when the last noise is erased in a battle, "NOISE ERASED" should appear immediately without any wait for pin drops. Heavy luck manipulation will be required on W1D4-W1D7: Bigbanfrog (noise #2) comes with 8 Bigbansprogs (noise #10). Normal drop is 0.5%, and the easy drop is 5%. Either all 16 checks must consecutively fail (erasing N#2 erases all N#10), or N#2 must not be the last noise erased in a battle. As for Psychokinesis D, some psychs will pass the puck immediately when they deliver a hit. A car/SUV hit should pass the puck. If it saves time, I don't think grabbing all 6 pin slots is necessary. It's quite possible to clear the game with 4 pin slots. However, there's the problem of waiting for reboot. 2 slots will be taken by Poison Bones and Tin Pin Thrift, so basically you'd be working with 2 pin slots for the majority of the TAS. Good luck on figuring out all the luck-related issues. I'm very interested as to how you'll solve the noise symbol problem. Ideally, you'd want all the mandatory symbols to float right over Neku to save the most time. At least when you get the Chain 4 sticker, you can drag the symbols to him.
Experienced Forum User
Joined: 9/20/2012
Posts: 9
Hello, I'm the guy who wrote the speedrun walkthrough on GameFAQs. I see you were using it as a source for ideas. If there are no sequence breaks found in the game, then the TAS would follow a path similar to the FAQ's path. However, there are a few notables: - I agree that the difficulty should be set to hard as soon as it's available at the end of W2D1. It's only fair that way. - Clearing Another Day shouldn't be a goal because you can only play that after the credits. - Playing at level 1 is pointless so I wonder why that was brought up. Pin drops add significant time, so the only pin drops that should happen in the TAS are 100% drops (unavoidable) or ones that are required to clear a wall mission. - Fusions are still horridly slow compared to puck damage, so it'd only be used in boss battles where using a fusion would save time. Considering a fusion takes around ten seconds to perform, I'd only imagine the level 3 fusions are worth using, if even. This is sort of a relief because it means you don't have to manipulate the combo map cards themselves, only the arrow panels. - Psychokinesis D (drag) should become the best psych in the game. Battles would be manipulated so that an SUV (large jeep-like object) or car is on the field every time. Using the psych itself would only last a few frames, thus maximizing the gauge. Sexy D is given at the end of W1D5, and Sexy + is required for a W2D2 wall mission, so there's no detours in obtaining them. However, this introduces the "fighting game problem" ... if every non-boss battle becomes Psychokinesis D abuse, some people may complain that it's repetitive. Then again, is this any different than using Gurdurr to solo most of Pokemon BW? - If using Sexy D/+ along with Ice Blow, it'd be much simpler to manipulate trends so that D+B is #1 or #2 in every area. Some areas have a specific brand at #1 every time, but as far as I know, #2-#13 are randomized. - It's impossible to no-damage clear the whole game. Some attacks against the partner cannot be avoided, such as W3D3's Uzuki fight. - The "SOS" condition happens when a character's half of the HP bar is at 0. There are some equips that increase ATK when a character is in this position, and there is a pin (Tin Pin Thrift) that induces SOS and provides +30% ATK. It is actually possible for both characters to be in SOS, but any damage will result in a game over. I avoided SOS in the FAQ for practicality reasons, but in a TAS, the SOS option should be used as soon as it's available. I could use dual SOS to make week 3 a breeze. Unfortunately, if both characters are in SOS, the annoying "critical" beep will last through the whole battle. See here for an example of what it sounds like. (To the person who said I didn't have good recording equipment, watch that video) If only Neku is in SOS, the beeping won't happen. If the run were to go for absolute speed, I'd have to use dual SOS, but then some people may complain about the sound. W1D3: You get Poison Bones at the end of the day. This is a pin that sometimes halves the DEF of non-boss enemies at the beginning of battle. In most cases, this doubles the damage output. It wasn't used in the FAQ because it's luck-dependent. But in a TAS, it'd activate every time. W1D6: Accessing Spain Hill requires either 3 Rare Metal, to access it via Center St., or a Lv. 3 Murasame, to access it via Molco. The latter mission is better because it gives a Durable Leather, but when I played around I was a bit short on PP. W1D5 and W1D6 would have to go for extra battle bonuses in order to get the 222 PP required to level Murasame. W2D3: Scramble Crossing's trends can be manipulated so that Natural Puppy is the #1 brand, thus avoiding the wall mission. W2D5: Ditto here. Scramble Crossing can be manipulated so that D+B is the #1 brand. The optional Tin Pin battle would have to be played here in order to get Tin Pin Thrift. Reaper bounties in W3: These can be avoided entirely. In all honesty this game is an absolute nightmare to TAS optimally. There are tons of random factors such as trends, noise symbol placement, and obstacles. In addition, with Zanoab's notes indicating that there are random lag frames, I don't think any full run should be fine-tuned to to an extreme degree. In addition, a stylus TAS requires another level of precision to pull off, and you'd need to co-ordinate it so that you pass the puck immediately (or almost immediately according to Zanoab) every time. Of course, if there were some way to glitch it in order to access W3D7 immediately, I'd be all up for that. I could attempt the TAS, but note that I have no LUA knowledge or technical programming knowledge, so anything I'd do would just be brute-forced. I also can't guarantee that I'll even finish it this year. This is a huge undertaking if done with no sequence breaks and I don't know how much time I can spend on it. Lastly, I think the absolute minimum amount of battles (not including tutorials) is 85. That's about 4 battles per day, so it's not much at all.