Posts for Greenalink


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Edit: I removed the quote because I managed to sort out the problem. I share you the information used if the main gameplay is on the Touch Screen (Castlevania, Zelda, most touch screen only games). This method style is similar to MUGG but it focuses on the Touch Screen instead of the Top Screen. Edited Clip 1: Single Screen Only AVI If the Top screen script was like this:
AviSource("c:\folder\[original clip].avi") Crop(0,0,-0,-192).BilinearResize(512, 384)
Then this is the touch screen script:
AviSource("c:\folder\[original clip].avi") Crop(0,192,-0,-0).BilinearResize(512, 384)
* Changed the second digit from 0 to 192 * Changed the -192 digit to - 0 Save a WAV sound file, you will need it later on. Edited Clip 2: Blank AVI I worked out why MUGG's post wasn't working properly is because it was missing a comma inbetween the FPS number and Color (it's in bold the added comma).
BlankClip(length=[length of the original video in frames], width=768, height=384, fps=59.826, color=$000000)
I got an example for my Spirit Tracks: Whip race TAS, the avi video was 4499 frames long so this is what I add to the script:
BlankClip(length=4499, width=768, height=384, fps=59.826, color=$000000)
* Remember to remove the Square Brackets [ these things ] before saving the avs file. Edited Clip 3: The combined clips AVI Again if you are posting a (Youtube) video that has only the touch screen on the left half then here is the script for that.
alpha=128 clip1 = AviSource("[blank AVI].avi").ConvertToYUY2 clip2 = AviSource("[originally recorded video].avi").ConvertToYUY2 clip3 = AviSource("[Touch AVI].avi").ConvertToYUY2 return Layer(clip1, clip2, x=514, y=0, "add").layer(clip3)
Import the WAV sound file to VirtualDub otherwise you will have no sound when playing back the edited video. Hope that helps everyone.
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Here's the video everyone has been waiting for!!! http://www.youtube.com/watch?v=R8M1Unubm-g Edit: Version 1 of 100% route!! *Pay all of the signs you encounter since TAS runs are SS there shouldn’t be any detours required for the run. We need to test 2-A to check the difference between playing the level as Normal and then Mini. -If mini is slower then we do both exits of 2-A right after 2-3 Alt exit. -If Mini is faster then we collect the mini mushroom from 2-4 doing the secret exit. We need to test on World 5: * Check if Hammer Bro Bonus on 5-Ghost + Red ? Box on 5-B is faster than... Red ? Box on 5-Ghost and Hammer Bro on 5-B RNGing hell  World 1 1-1 (3 Coins) 1-2 (Coin A & B, normal exit) 1-2 (Coin C , Alt Exit) 1-3 (3 Star Coins) 1-Tower (Coin C, normal exit) CARRY ON ONLY IF Red ? Block is on 1-3 OR 1-4 1-4 (3 Star Coins) CHECK IF Red ? Block is on 1-Tower) 1-Tower (Collect Blue shell from Red ? Box, collect Coins A & B, Alt exit) 1-Cannon Go back to World 1: 1-A (Collect 3 coins and collect Fire Flower for reserve) 1-4 (Lose shell, collect 3 coins) 1-Castle (3 Star Coins, use reserve to become Fire Luigi/Mario). World 2 2-1 (3 Star Coins) 2-2 (3 Star Coins, pick up Fire Flower for reserve). 2-3 (Coin A & B, Alt exit) 2-3 (Coin C, normal exit) Carry on if (Save only if the red ? box is on 2-4 or 2-5) 2-4 (3 Star Coins & Normal exit) Carry on if Red ? Box is on 2 Tower 2-Tower (3 Star Coins (Get mini shroom from Red ? Box as timesaver)) 2-5 (3 Star Coins) 2-6 (3 Star Coins) Carry on only if the Red ? box to get a shroom is on 2-4 MAJOR NOTE: We need to check whether or not the Red ? Box item changes after clearing other stages. If it doesn’t then we can do 2 more stages (2 Castle and 3-A) before going back to 2-4. 2- Castle (All 3 coins, use flower reserve) World 3 3-A (Collect 3 Coins and become Mini Hero) Back to World 2 2-4 (Alt Exit, get another mini shroom from Red ? Box in reserve for 2-Castle Alt) Keeping the minishroom if it save time. 2-A (3 coins, alt exit) 2-A (normal exit) 2-Cannon Go back to World 2 for Castle (As mini with Mini shroom on reserve). Power up to Fire Mario and then activate the mini shroom before the last fireball hits the second boss. 2-Castle (Alt exit perform the “last fireball contact just after collect mini shroom trick”) World 3 3-2 (Alt Exit) 3-B (3 Star Coins) 3-C (3 Star Coins) Save 3-2 (All 3 coins, normal exit) 3-Tower (3 Star Coins) World 4 4-1 (3 Coins and Normal Exit) 4-1 Alt 4-2 (3 Star Coins) 4-3 (3 Star Coins) 4-Tower (3 Star Coins) 4-A (3 Star Coins) 4-Ghost (Normal exit & 2 of 3 Stars) 4-5 (3 Star Coins) 4-6 (3 Star Coins) 4-Castle (3 Star Coins) Go to World 4 4-4 (3 Coins and the Blue shell from roulette box). World 3 (We do these levels last because the Blue Shell saves a good amount of time!!) 3-1 (3 Star Coins) 3-3 (3 Star Coins) 3-Ghost House (Alt) 3-Ghost House (Normal and 3 stars) Enter 3-Cannon for Warp to World 6 Back to World 3 3-Castle (3 Star Coins) World 5 5-1 (3 Star Coins) 5-2 (Star A & B) Normal exit 5-2 (Star C) Alt exit 5-A (3 Star Coins) 5-Tower Carry on only if Red ? Box IS ON 5-3, 5-4 OR 5-C 5-3 (3 Star Coins) Carry on only if the Hammer Bro is on 5-Ghost.. 5-Ghost (Alt and 3 stars (Collect Mini shroom from Red ? Box to save loads of time)_. 5-Ghost House Normal Enter Cannon to skip future cut scenes ONLY if the Red ? Box is on 5-B 5-B (3 Star Coins, collect blue shell from Red ? box (because Mini Vs a Hammer bro doesn’t 5-B Alt -> requires shell slide. 5-C (3 Star Coins) 5-4 (3 Star Coins) Auto Scroller, entertainment ftw. 5-Castle (3 Star Coins) World 4 Get Mini Shroom from Mushroom House, why? Because you lose the fastest route to the yellow door all thanks to some breakable blocks. 4-Ghost.( Find Alt Exit + Last star coin) Enter cannon. World 7 Part 1 7-1 (Coins A & C) 7-1 (Coin B) 7-Ghost (Alt exit, mini plumber cans skip the hidden Orange Switch and the hidden vine). 7-Ghost (Normal exit & 3 star coins, powerup to at least Super). 7-2 (Since Mini and Lift are now skipped, collect 3 star coins, may require taking damage) 7-Tower (3 Star Coins and probably power up) 7-3 (3 Star Coins) 7-4 (2 of 3 star coins and main exit) World 6 6-1 (3 Star Coins) 6-A (3 Star Coins) 6-2 (3 Star Coins, perform very tough wall jump) 6-Tower 1 (3 Star Coins) 6-3 (3 Star Coins perform the underground skip) 6-4 (3 stars coins, finish as small with Fire Flower on Reserve). 6-Tower 2 (3 Star Coins) Carry on only if the Red ? Box is on 6-5 (water stage) 6-5 (3 Star coins and blue shell from Red ? Box, take damage near the end of the level for an easier 6-6 attempt) 6-B (3 Star Coins, take damage for a easier time savers on 6-6) Get mega shroom from World 6 (not sure if it saves time on a TAS run, we could manipulate the mole to come out from his tank earlier). 6-6 (3 stars and perform tough shortcut) 6-Castle (3 Stars, beware tough level for coins, use Mega mushroom for a 1 cycle kill). World 7 part 2 Get Mega shroom from the M.shroom house. 7-5 (Alt + 2 Star coins (Use Mega Mushroom)) 7-A (3 stars & Mini power up) 7-4 (Last star + Alt exit) 7-5 (Last star + normal exit) 7-6 (Star A + Alt) 7-7 (3 Star Coins, Auto Scroll stage, power up for an easier 7-6 normal exit attempt). 7-6 (Star B+C + Normal) 7-Castle (3 Star Coins, find a way to kill Lakithunder in 1 cycle, take damage twice here OR 8-2 because it saves a good amount of time on 8-Tower 1). World 8 8-1 (3 Star Coins) 8-2 (3 Star Coins) Carry on Only if Hammer bro is on 8-4, this way it’s much easier to RNG the right outcome after 8-Tower 1. Make sure you have a Fire Flower in reserve. 8-Tower 1 (3 Star Coins) Carry on only if Hammer Bro item is blue shell. Get a Mini shroom from World 3 Red mushroom house Back to World 8 8-3 (3 Stars, get shell from Hammer bro) 8-4 (3 star coins, use Mini Shroom for one of the star coins) 8-Castle (3 Star Coins) World 8 Second Half Manipulating the Hammer Bro to go to 8-8 right after 8-7 for a quick Mini Shroom might be possible but it will be hard to optimise the stage itself all thanks to the debris (volcano rocks) grrr. 8-5 (3 Star Coins) 8-6 (3 Star Coins) 8-7 (3 Star Coins) -- (if manipulating the Hammer Bro doesn’t work out too well). Pay Red Shroom House for Mini Mushroom Get a mini mushroom on reserve -- 8-8 (Coin A -> C -> B for an easier exit and possibly save time). 8=Tower 2 (3 star coins and become Fire hero with Fire Flower on reserve). 8-Bowser’s Castle. (3 Coins) Credits Save Load up the game again. Buy all Touch Screen Backgrounds with your last 80 star coins Luigi/Mario’s victory dance Save Game, reset or quit to show proof of 100% file. It was copied from SDA with a few tweaks being made since 7-2 liftless, miniless is now possible.
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The problem is that the most effective moves are the ones that are powerful and unblockable. If the move is blockable the tougher enemies are very likely to block it... a lot. The fastest time I managed to complete the game on 1p Normal is under 25 minutes. I used the Panther and abused his distance special because it deals good amounts of damage and it was unblockable. The only parts I'm concerned is that On stage 3 you took the upper route. In my run I took the lower route mainly because: 1. The bonus game isn't too long (they are not using beanstalks) 2. The boss on that stage is a cursed player*. The only other part I'm unsure about is: The tag spell, sure it's very powerful but the animation takes too long. You can also use it if the enemy/boss is in a knockdown sprite in mid-air. See this video: http://www.youtube.com/watch?v=Lwser3LgWnQ But then again I think there must be some headshaking first which is probably why it wasn't used straight away on the final boss. The barbarian can use 2 level 1 spells to quickly KO the bosses (the animation is very fast) but the tag attack seems very powerful killing them after 4-5 hits :o. * I do not know what happens if it was played with 2 players because it's possible to encounter the 3 cursed players on 1 route.
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Thank you very much. I would have gotten there myself but having a PC that doesn't playback 100% fast and lack of a 'start from save' feature (if you were TASing in 2009) hold me back. I'm planning to get a new PC unit in the future (probably stable enough to use a Blackmagic Capture card and stream stuff online) but I'm hoping it does playback DSM files at least 50%+ faster or so.
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mindnomad Do you have a Save (state) file that contains a 100% completion. I need to test something on a certain level and it's pretty far away to get to.
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Words from the 100% WR holder: The challenge mode only works on stages you've already completed. My indication of a 100% is: * Clearing 8-Bowser castle ** Clearing all stages, secret exits and cannons (5-Castle Alt is not required) *** Collecting and spend all 240 Star coins. + The good thing for this rule is that you have definitely cleared 100% of the game. + The SDA run does this too. - The bad thing (most of you lot are saying for a fair reason) is paying the sign posts that leads to bonus toad houses (& touch screen backgrounds) to get the ALL CLEAR message next to the star coin counter ------ I did a 100% test a year ago until I stopped at 1 Tower Alt to find out how the Red ? box / Hammer bro bonus works. This game will be a nightmare to RNG for the 100% run. The other rule is pretty similar but you only pay the sign(s) that leads to new stages, the movie then can end the TAS input with the Credits after 8-Bowser. You could call it "All Exits and Star coins" the only problem calling that is that 5-Castle Alt exit is strangely not required to get a reward star you get on the File Select Menu. New Super Mario Bros Wii 100% rule is much nicer because you get a message saying that you've completed everything, and the star coins are only required to be collected (you can buy movies with Star coins but it doesn't make a difference to the %).
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Previously posted to ZeldaSpeedruns.com http://www.youtube.com/user/TheDemonLOZ18 This channel recently uploaded a Ocarina glitched TAS run in 2:06:39. Tompa with your 'frame eye' I have a huge feeling you might beable to work out possible improvements just from the rolling parts (it might be hard to tell wether or not the rolling parts were fully optimized or not). I haven't watched the entire run but it looks promising when I watched one part of the run.
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Has anyone got a 100% esque save file for New Super Mario Bros DS.. I've tried using the AR saves and convert them for Desmume but all I get is a message saying: "Your data has been corrupted".
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Hmmm... Things in Platinum that are faster than in Diamond & Pearl: Shorter pauses between messages in battle. You're not forced off your bike when you enter gatehouses.
Updated level up movepools Most notable example: * Piplup and Prinplup learn Bubblebeam much earlier and it's now learnt before Bide. *Scizor knows Bullet Punch by Heart Scale (why Scizor as an example... most used pkmn in Competitive battling). Elite 4 Rosters levels are not stupidly high on the first round unlike DP.
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One of those games I grew up playing it was pretty challenging trying not to die and such, I think the jump was on the B button and not the usual A button. My jaw was dropped like seeing the first TAS of Tetris DS, every normal level after Forest is done stupidly quickly. Big Bombing yes, it has potential to get a star vote mainly because it blew my mind away (no pun intended).... Speedy Gameboy TAS of the year I would say.
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That latter would also explain why you lose the blue shell -- so you can run on the moving platforms in the castle.
The other reason why the runner loses the blue shell is because you can instantly change into a Fire plumber right after picking up the Fire Flower, otherwise it would go into the reserve slot (see 5-Ghost). Very nice run, this deserves a yes vote, M.Bision style. In before the Weegee fanboys cry for not using Luigi on this run :P.
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NitroGenesis wrote:
How about New SMB?
It's not possible to use the fastest warps route for the walkathon. World 2 requires some speed to unlock the hidden level that leads to a warp cannon (to world 5). Then on World 5 it's possible to achieve the secret exit on 5 Ghost if the runner can manipulate a mini mushroom (to get a faster time). And then it's the last 12 levels of world 8. 2 of them will have some swinning.
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Kerio wrote:
voting yes, but wouldn't killing Kenny be faster if you had weapons?
Yes it would but getting a weapon in this kind of run is a bit too long. The Police car has a shotty but the vehicle's max speed is less than the Dukes. The other way is to kill a purple Triad member nearby your safehouse, that method is also too long. http://www.dailymotion.com/video/xb8c04_gee-tee-ayy-chineenaa-toowwn-warrss_videogames
Entered Boat Chase 2 frames faster.
I am amazed if the 2 frames was done by landing into the water first.. I always thought it was slower. I had a tough time optimizing that part for the demostration run. Nice find with the manipulation exploit by contently changing the camera angles. That should make it a bit easier now to clear a no save glitch run. An obvious yes.
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Watched part 14 only to find out that the Japanese version can use the warp outside the Palace of the Winds entrance... This is really odd because... Japan (released first) can warp from that location Europe (released second) can't warp from that location US (released last) can warp from that location I need to check the Japanese run to see if they have the extra tornado seen on the US version. Otherwise it makes me think that the European version is like a V0.9 (due to some typos and one of those unable to warp from here spot) whilst the other 2 versions are V1.0
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Might be old (but it was uploaded today) found it on Youtube done by ReneBalow. (TAS) Blast to the Stone Pillar 9"3 http://www.youtube.com/watch?v=D6SifEPgfx8 The Japanese (NTSC-J) version has the advantage on this star because the ! Box doesn't exist. * Makes me wonder if someone has made a Changes FAQ/List between the Japanese and the Western releases.
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Even with that mistake it's still faster than the first TAS run of the game ;). If people were saying that Stage 5 is too long (not because of the skill but the game itself) it makes me wonder if there was a Bare Knuckle 3 run and it was submitted as a secondary movie like the Final Sword run on Castlevania Portrait of ruin. Even though Bare Knuckle 3 is much easier than Streets of Rage 3 there are some good reason to have it: * You fight can against Ash * See some dodgy bike physics after taking down the bikers. * The enemies do not have stupidly high health. The final boss on 'Very hard' has around 2.5 layers of health. * With a faster pace (and what Streets of Rage 3 should have looked like visually) it wouldn't get boring too soon. * You can take down the second wall before the screen scrolls at the Bulldozer scene. The only disadvantage is that spamming the Special Attacks when Special Meter is low drains more health than it does in Streets of Rage 3.and on Stage 7 factory, Rocket can damage the player with his jet slam attack.
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I decided to make this because the lack of SOR 3 TASes.
I'm not sure if you've seen this TAS of Zan cleared on Hard mode, http://tasvideos.org/668S.html There were some good parts throughout the run but I did see some notable flaws. Good parts: Robot Y is an bothole and you made him look like nothing despite having the worse hitbox in all of the beat em ups I've played. Stage 4 you took advantage of the tunnel cart dealing good damage outside of Blaze's fighting range. Stage 2 boss fight had some interesting tactics. You've abused Blaze chain grab (having another enemy nearby and recieving damage from her knee). Stage 7 Sword Sword Sword. Stage 3 .. WANKA *dies for falling into a bit*. I put them into 2 sections. Might saved a few frames .. need to test to compare * Apparently killing the bikers doesn't advance you to the next section/wave sooner according to this quote:
"Three reasons for hitting (and not killing) the bikers. The first is entertainment, the second is that if you kill them, you lose a lot of time, as the game waits for the biker to disappear before it throws another one on the screen. The third is that if you hit them, they go across the screen faster than usual, and when they're gone, the next bikers come. This saves time (except for the very last biker...by then the boat shows up and then it doesn't matter if you kill him or not)."
* On Stage 5 the 2nd and 3rd Ninja room, if you do a jump kick before 'Blazes does a backflip' at the door she does go a bit further to the right than letting the game doing itself but sometimes or always she does her backflip afterwards. * On stage 7, the last section before the 2 boss fights, let Rocket grab you because he actually hurts himself for hitting the ceiling, it's very deadly that he only has a bit of life left. The only reason not to use it is because of how long Blaze can recover before fighting again (not sure if it is short enough to save time) as combat was planned very well. Notable flaws On Stage 2, right before Mona and Lisa, you pick up a Chicken and the game had to trigger 'Blaze walking to the next screen event'. Maybe you could have done a dash jump a frame before it happens to reduce time (SOR3 doesn't have fix timings for the next screen to load up like it does in SOR2). The biggest flaw is Stage 6 because it's faster to go the lowest floor first and then do the middle floor because you will have to face 1 set of mobs instead of 2 seen in your run Eg, Your run: Lift -> 2nd lowest floor -> 2 Mobs -> Switch, 2 Mobs -> Lift -> Lowest Floor, -> 3 Karate dudes -> Switch -> 3 Karate dudes -> Lift -> Chief of Police My idea: Lift-> Lowest floor -> 3 Karate dudes -> Switch -> 3 Karate dudes -> Lift -> 2 mobs -> Switch -> Chief of Police Because of the flaw my vote is very likely to be No for now... if you have time to improve the flaws my decision is more likely to change into a yes. If you haven't seen the 2 player TAS Wip you should check it out, it's pretty entertaining unfortunately the original TASer has apparently retired due to business on other things.
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there is an option from the Emulator that you can set it to Sleep mode (which causes the Crest icon to be on your Map).
This was mentioned on the very same page from the very same topic.
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After playing through the DS version of Chrono Trigger last Christmas, I had a look on the Glitched TAS and it was very confusing. So I'll vote for that. GTA Chinatown Wars should get a mention as a Glitched TAS of the year, although it might not be as confusing as Chrono Trigger the time you save from a really simple yet overlooked glitch is huge (At least 3 hours). * I'm still voting Chrono Trigger because of the very hard work which started back in 2007.
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Forgoes warps
I know it doesn't uses any glitchy warps by either zipping (Manticore, etc) or suspending the game with 0 HP but it does use the actual warp rooms. Can it be "Forgoes glitchy warps"? People who have never played the game would find it a bit misleading at times after seeing a warp happening. Yoshi's Island [SNES] is the one of the games that an 100% will obsolete an old glitchless any%. GTA: Chinatown Wars [DS]... I don't know yet an 100% will nearly take forever and an non-save bug run would be around 3-4 hours long if it was optimised to the limit.
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First had this game last year as an Xmas present in 2008 and seeing this TAS is a huge treat. Fast paced, no boring bits and it's somewhat only 15 seconds slower compared to a Warpless any% (although it is a 2006 movie) now that's f'ing crazy. Star rank this video? Hell yes.
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In one of the later missions, you build one red Neo Tank, and do nothing with it except move away from the enemy once. Was it necessary to lure enemies into ignoring your main forces?
Once you deployed a unit you need to have at least 1 unit to surive or else that entire army is out. He built an APC and Infantry to use some silos to slow down the infantry trying to capture an Airport and some Airunits like the Black Fighter which can interupt the main objective. Later on in the mission he didn't do much to both the APC and infantry which is because they were trying to slow Hawke's units at the top of the map. Red team builds a Neo tank to make it as the 'Next Last' unit to keep the mission going. The Red Neotank goes away from Hawke mainly because to avoid triggering his Super CO power which recovers 2 HP to all of his units and deal 2HP of damage to all of the other units. This is bad for the Yellow's Rocket as it leads to 1 extra day when trying to destroy the Factory pipe --------------- This means that: The Red were trying to slow down the offense both Hawke's ground units at the top and the Air units at the sea by either using Silos and stalling. The Greens were building Airunits to destroy Black cannons and as bait for the cannon near by the Factory (it aims at the most expesnive unit which is the Green Bomber in this case) The Yellows were the main offense to destroy the pipe and abusing the AI's exploits making this mission easy but long at the same time.
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What I'm amazed is that Advance Wars 2 is cleared in under 70 minutes :o. I really like the cheap tactic on Two Weeks Test, an overlooked exploit of clearing the mission without doing anything... A yes vote from me. It makes me wonder what will the other AW games will be like when TASed.
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Here are some useful maps to show locations of mini tasks (Rampage, Camera, Drug dealers and Stunt Jumps). One of the Drug dealers is only revealed after destroying all 100 cameras. <a><img></a> All icons on a single map [URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=Allofthetasksmap-1.png][/URL] All of the cameras icons on a single map [URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=Rampagemap.png][/URL] 79/80 drug dealers on one map [URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=DrugDealermap.png][/URL] Rampage icon spots on one map [URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=CameraMap.png][/URL] Unique Stunt jumps on one map. [URL=http://s278.photobucket.com/albums/kk95/Greenalink/?action=view&current=Allofthetasksmap-1.png][/URL]
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Posts: 289
Location: United Kingdom
This is pretty cool and interesting to see that you don't even need a weapon (other than the Jetski chase) to achieve the fastest TAS time. An obvious yes from me. The save bug: I discovered this back on October 14th when I wanted to start off a new game for the second time. Full story: For a pointless reason I press start to pause the game after accepting a New game, then I saw the menu and the save option. What was curious at the time was that you couldn't save during the first mission but you can before it. So I thought "Hey what if I save a game before the first mission trigger/autosave message appears"? So I did that and loaded up the save, this gave out an interesting result. I saw the badge icon which is Heston and he is the guy that gives you the final main mission. I went to him and you end up on the Final mission with a few sections skipped. The pipe maze and killing the SWAT members.. Great :D, then I casually played the rest of the final mission unitl I received the ending credits, this gave me the biggest WTF ever as I just cleared the game in under 5 minutes. It was originally intended to be kept secret but due to having issues of logging into the TASvideos Site (not the forums) I decided to reveal it here. Nice to see a run improved by nearly 25 seconds. I was going to E-mail Rockstar about the bug and hear their responses. For anyone that has a PSP, can someone tell me if this bug works please? How to do this: It's really, really easy to do. Start off a new game, and press start (rapidly) in the 2 second time frame before the Autosave question, save it in a spare slot and load it up. Hey presto you get a buggy file that all of the missions are out of order and going to some of the icons takes you to a different place. Other things: You cannot use the warp feature from Taxis until you clear Pursuit Farce from Kenny sets of missions. You cannot trigger Drug Dealers and Cameras until you clear Tricks of the Triad from Kenny sets of missions. Clearing any of the missions from the buggy save file & you will recieve 43 E-mails, some of them trigger missions which is important for a 100% . One of Chan's missions takes you to a huge warp to a helipad that it freezes the game, you can get pass this by pressing start to skip the cutscene. One of the messages is from Xin's 2nd mission which is only available by * Clearing the game * Collecting 2 Guardian Lions * Synching stats with a real website (Rockstar Social club) But due to the bug you can instead: * Clear one of the missions to recieve loads of E-mails * Open up Xin's message to unlock his 2nd mission. * I haven't found a way to unlock his 1st mission yet with the bug.
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