Posts for Inzult


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Yeah, false. At level 1, it costs 7.5 bars of your magic meter (8 bars total), so you can still cast it even at the minimum magic level. When you get to level 7 magic, that's the first level where that spell becomes cheaper than 7.5 bars, so maybe that's where that comes from.
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Hah, I made an attempt at 1-4-1... Getting there involves a lot of going to a few levels, getting items, leaving, coming back later and killing the boss, resetting, coming back later, putting in the crystal etc. It's very tedious. Segue. I think I'm going to hammer together a 100% test run that skips bosses and doesn't care about levels (but does get them as high as possible without extra grinding) just so I can see the route.
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Hi one more post, the route would be something like this whether or not bosses are killed (line breaks are restarts with up&a): trophy/jump magic jar/healer glitch (no doors entered)/hammer healer glitch (doors entered)/Life spell/water of life/bagu's hut/fairy/downstab/palace 3 sheild/fairy off top of screen in town (doors+normal exit)/heart/palace 2 fairy off top of screen in town (no doors)/magic jar by hammer/fairy off top of screen or right exit(not sure if this works)/palace 4/kid/magic jar/upstab/reflect (the order here is different if the boss is killed; magic jar/boots/fairy out(if possible)/kid/upstab/reflect/palace 4 boss) fire-fairy off top(doors)/heart/palace 5/hidden town/heart/palace 6/thunder/palace 7/win The first heart can be gotten after any up&a. Palace 1 can be tackled by warping to it from pretty much any other palace. That's about it I think. Some extra up&a's might be needed between town visits in the final segment and small bits of the route may need to be fine-tuned if things don't work when the exits are broken.
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If levels aren't maxed, and bosses arre fought, the level strategy would probably be attack always, only on crystals. Otherwise the late bosses would take 90-something hits. Most if not all enemies would be skipped. Since fairy isn't needed to go through locked doors with left&right there would be very few casts of any spells. If bosses are skipped, then the level strategy is just whatever happens to be next, with preference to magic if it doesn't waste time. If levels are maxed, then the focus would be on getting level 8 attack (again), mostly by placing crystals. Then placing a crystal, (hopefully early on) and spending the 9000 exp on other stuff. That leaves Link with 1600 EXP and 4 levels to gain, I think. 2 each attack and life; 15 400 total experience to make up elsewhere. If the 9000 point crystal can be placed early, some free level ups can be had. Getting enough P bags to make up the rest late-game will be difficult, considering most enemies would just be left in the dust or not even spawn. I'm not sure it would be possible without grinding. But it may well be close. edit: if the 9000 point crystal is placed on palace 5, for example, 1900 EXP can be gained before palace 6 and another 9000 point crystal can be placed; this gains 2 additional levels, with 3000 exp left over and 1 life (4000) and 1 magic (7000) left to get I haven't put too much thought into a specific strategy for exp maxing, but there would probably be some amount of grind time, possibly early on, possibly in the endgame. I don't think any of the options are particularly interesting, tbh.
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I guess I'm sort of asking both. If bosses are skipped, it becomes quite literally a movie about only collecting items. But the bosses are already killed in the gitchless run, so I dunno. Just wanted some opinions while I think about routes. You know, hypothetically.
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If I was considering doing a 100% run using all and any known glitches, would I need to kill the bosses, or just glitch past the bosses and place the crystals? Would I have to level up the 3 stats all the way to max or would that not matter? Hypothetically speaking.
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Hi.
t3h Icy wrote:
I found a neat trick while using Fairy. If you hold Left and Right or Down and Right and then hold Up, you fly upward at incredibly high speeds.
This was posted... somewhere in the thread. It doesn't have any apparent use in the glitched run because getting fairy is so slow. But it might well be useful for, say, a 100% glitch style run because it allows you to enter glitch town from any town screen or fall 'down' on any palace screen with an open ceiling-- which is often less useful than it sounds.
t3h Icy wrote:
Also, I've been using the Left+Right speed boosting bug in numerous places. On any elevator, if you move against the left wall and then hold Left+Right, you can slowly enter the wall, and if you do this at the top of the screen, you can get onto the top, and then leave the screen in ways you're not normally supposed to. I've tried all the places in Parapa Palace and nothing too exciting was found. I've curious if this is a gold mine, waiting to be found in the game somewhere, and possibly improve the glitched run, but I'm doubting it.
The glitched run does use the top of the screen from time to time in this manner. But it never exits, say, to the right where usually there would be a wall. Although no exits like that are used in the glitched run, those non-exits usually count as exits to palaces. I've checked many places in the great palace, but it's been a while, so it's possible there are things I simply neglected to check and don't remember.
t3h Icy wrote:
Likewise, if you speed boost into the wall where an elevator is, you can get far enough into the wall where the wall no longer prevents your movement, but you can still move the elevator upwards, which can allow walking across the ceiling again and also allow you to go upwards by elevator to places you normally weren't supposed to.
I've messed around with this too. I didn't find it useful in regards to the glitched any% run but feel free to explore new routes through the 2 palaces visited. Also, it's possible to use up+down while in an elevator to get the same results.
t3h Icy wrote:
If you go to one of the normally inaccessible places, it will send you to the left side of where the Candle is, but unfortunately, you'll be stuck inside the wall.
Unfortunately, this is a pretty common result for making the game think you're going down an elevator on one screen and landing in another that isn't designed for it. Lots of routes died with Link embedded in brick. If there's a way to fool the game into thinking you're still on an elevator, it might be possible to free yourself. I have no reason to believe this is possible though. Just rambling.
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Now that I'm watching that upload closer, it occurs to me that it's the old version of the run.
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Hey congrats on finishing guys, I've been watching from a distance for a while waiting for completion.
Experienced Forum User, Published Author, Active player (423)
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p0rtal_0f_rain wrote:
I also want to know if it's a good idea to level up the laser gun after defeating the first boss (ex: Overkill)? I thought the laser gun was used in that single-segment speedrun at SDA?!
Yes, as much as possible. You did a pretty good job of it on the mountain climb and there's plenty in the next level as well.
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Oh no doubt. Jump kicking is the fastest way to move left and right, if at all possible 0 frames should be spent walking. Actually. Speaking of movement. Using the knee drop sends you to the ground faster than just falling. So level 4 unarmed skill may still have use. You can't move left or right while knee dropping, but you can gun cancel both the jump kick and the knee drop. So when you can afford to move straight down for a while it's better than just falling. If that makes sense. We're talking small numbers of frames saved here and there though so I'm not sure if geting L4 unarmed should take priority over L2 gun considering how useful L2 gun would be on that bandaid boss. And getting both will probably mean slowing down quite a bit. Unless you get POWs while waiting for platforms. asfd why did you make me think about this game again it drives me nuts
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Level 4 punch just gives you the knee drop, your old punch and kick are the same power-- iirc the knee drop is slightly more powerful than the kick and you can cancel with the gun the same way: http://dehacked.2y.net/microstorage.php/info/1234140309/knee_drop.fcm Not too useful on bosses except for as a finisher-- because you bounce away, but the knee drop does 8 damage; kick does 3. As far as I know right now, kick and the full powered laser are still the winning combo ;) edit: it's probably better to try to get your gun powered up while waiting for the laser rather than getting level 4 punch. At level 2, gun does 2 damage in stead of one (assuming both bullets hit), which would be very handy for that band-aid shooting boss. It should be fairly straightforward to get 4 POWs without slowing down on the way to him. Also if jump kicking in stead of jumping/shooting gets you close enough to start kicking the bosses 4 frames faster (before you get the laser), it's better to not shoot them as you approach. I never even thought to check when I was working on this way back then.
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Here's the strat I was talking about for that 3rd boss. http://dehacked.2y.net/microstorage.php/info/1233231813/boss3strat.fcm (about 350 ish frames faster than what you've got) It's certainly not optimized, and jumping like I did in the first part is probably more trouble than its worth but it's the sort of the basic idea. Just walking should be fine, forget about jumping. If you can refine it and optimize this strat properly it could still be a bit faster. Also be sure to not turbo shoot because there are invulnerability periods to worry about (I've been using 00f6 in the memory watch to view boss HP but it's glitchy so I assume it's not quite the right value-- but it works). Also please note that kicks are 3x stronger than punches for when you're doing bosses-- you're still using the punch on Overkill. Kicks can be canceled by switching to the gun, so should be used heavily before you get the laser (but not always if the weapon switching needs to cool down for a few frames). Kicks will still be the best option for hits between shots after you get the laser.
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Ahh, nice to see someone taking it up again. I'll be sure to watch this when I have a free moment! edit: I'm pretty sure my old wip is quite a bit faster than this, through Route 2-- probably just on the bosses, but I haven't looked too closely. As you said though it's a rough draft so you can worry about that later. I never posted my Area A before I lost all the work but I'll put together a quick .fcm of the strategy for that mini boss I came up with later on for you to check out. Might be a good strategy, might be bad I sort of forget what it looked like in action. Keep it up though, I'd love to see this one get done!
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Hey, old movie. I watched this a few times recently again and I have a quick question. What causes the wands to appear or not to appear? Or do you guys not know and just trial-and-errored them away since they aren't super common? Just a curious soul.
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Color me confused, but if you're afraid someone will make a better run when a certain emulator feature comes out, why not just make that better run yourselves when it actually does come out? Unless I'm misunderstanding, both parties would be starting from the same point except you'd already know the game inside and out--so when this reset-fix comes out you would win the race against this phantom movie stealer? Otherwise he/she is a faster movie maker than you and will just make the same movie you could potentially make with reset recording and in stead of being obsoleted, you will be never published? Or else your input is perfect and unless it's published no one else will be able to figure out how to play the game as fast as possible™?
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Now that we've built up our super race of perfect TASes we can erase the site history we don't like. :)
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You should have changed it to Killbot 2000 or something.
Experienced Forum User, Published Author, Active player (423)
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No, you actually have to pass under the bottom corner of the floor, so simply holding to the right won't do the trick because from a standstill you can't move fast enough to get into the next falling 'zone'. You have to be moving normal speed when you get to the bottom so if you hit the ground it wont work. I hope that makes sense I'm pretty tired :)
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Okay then. Small trick, might be useful for the nonglitched run. quick n dirty youtube fcm I think I'm demonstrating the only place where it would actually serve any useful purpose, by skipping a door and as such saving some magic and also allowing less of a wait to move forward again (overhang). It can also be done in other places (eg palace 4). I don't think there's any other practical applications though. I'll just... leave this here for someone else to worry about.
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I lurk a few other forums nineko used to frequent and this is par for the course. I'm somewhat surprised he hasn't tried to break anything yet. But it did get me to watch the run so mission accomplished, I guess. It looked pretty good. I don't know if I would want to watch it again, but it was a fun little watch.
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I dunno, I sort of liked the intro because it had a lot of Zelda 2 in it and I made that run :)
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Hello again. So I've been running some tests lately, and here's an infodump about an improvement: Regardng the save/load used to manipulate the chest that contains the KEY; there is one slightly closer chest. I am still uncertain if there is a useful frame on which to save/load to get the KEY into that chest. Initial tests indicate that if you pause briefly while walking across terrain that normally damages you, you will be damaged less than if you simply hold a direction down-- possibly taking no damage at all if used correctly? The overall item collection route should be the same as the published run, with the inclusion of the shield. It's gotten by killing 3 LADYAMs in the same cave where the RING is. As few enemies before getting both of these items should be confronted as possible, since attacking and defending slow you down (I believe it costs 2 frames). All level building to get the WAVE spell should be done on EELs. Even though they take 7 hits at level 1 with the sword, they net a whopping 50 EXP compared with the HYPERs, which give 10 (3 hits). At level 2, EELs take 5 hits, and still give 50 EXP. At level 5 (the level on which you learn WAVE), EELs take 3 hits and give 5 EXP. If two levels are gained, you won't have to wait for your MP to recharge to cast FIRE on the bust outside the castle. I'm not sure if the EEL regeneration rate is sufficient to make this a better option or not. It may be beneficial to level up to the maximum level before facing the dragon. Wait until your HP is full before attacking VARALYS, use defend mode until your HP is almost empty, switch to attack for one hit, let the medicine fill you up, then finish him on defend mode. With the shield, this should kill him in 1 attack round. And of course, improve on the enemy manipulation. Useful monster info (at level 1, equipped with sword): SLIME - 1 hit, 1 EXP ROPER - 2 hits, 2 EXP KOBOLD - 1 hit, 1 EXP WORM - 4 hits, 5 EXP ZOMBIE - 3 hits, 2 EXP WISP - 3 hits, 7 EXP LADYAM - 2 hits, 5 EXP GOLDAM - 3 hits, 5 EXP HYPER - 3 hits, 10 EXP EEL (level 1) - 7 hits, 50 EXP (level 2) - 5 hits, 50 EXP (level 3) - 4 hits, 10 EXP (level 4) - 3 hits, 10 EXP Ideal leveling strategy: LADYAM (x3) = 15 EXP GOLDAM (x3) = 15 EXP EEL (x21) = 370 EXP then max out on BLACKAMs and SKELETONs Useful addresses: x037 Jim's position x036 Jim's position x038 health x039 strength x03a experience x03b magic x03c level Game FAQs Overworld map Game FAQs Underworld map Route: Set speed to high Get fairy 1 Get sword (save/load) Get pot Get key Get jewel Get shield! (kill 3 ladyam) Get ring (kill 3 goldam) Get fairy 2 Level on eels for the wave spell Kill wizards/get fairy 3 Burn tree Level on blackam/skeletons/break grave Kill dragon Get ruby Level to max if needed Kill boss (1 round) Get laid I am uncertain of what the overall savings would be over the published run, but it should be fairly substantial even with just the shield and EEL leveling strategy. My only question left is, who wants to make this run? I sure don't.
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I hate to be the ruiner of high brow jokes but that's actually CN Tower.
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A bit delayed, but...
Kirkq wrote:
Ferret Warlord wrote:
Can I play devil's advocate and say that other runs have a similar deal?
I'm not too familiar with the technicalities behind these resets, but would the outcome really be much different from a save and reset that takes an extra 5 seconds? I guess you can't save everywhere in Metroid, but at least this seems to me to be the case of Zelda 2. The real difference to me is "saves backtracking" vs "sequence breaks the game."
I can't speak for Metroid, but I have the Zelda 2 manual right here, and it mentions the up&a quit thingy in the controls as a feature of the game. It's possible that it was originally put in for debug purposes, but it's pretty well accepted as a normal gameplay option in case the player gets stuck or, more likely, bored of playing Zelda 2. In Crystalis, the wacky warp is a either a debug tool that was left in as an easter egg or a cheat code added in later, but it is most certainly a cheat rather than a normal gameplay feature. A run using wacky warps is probably the wrong run for the site if the no cheats rule is hard and fast. I'm not against having exceptions to rules, however, and 9 minutes might be a good reason. I haven't seen either run in forever, so my opinion of which run is actually better is nonexistant.
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