Posts for JaggerG


Experienced Forum User
Joined: 8/19/2012
Posts: 4
Location: IRC
Enemy generation is a big mystery to me, too. They USUALLY appear in the same place under the same conditions, but maybe I turned a couple pixels earlier or something and a different enemy is loaded, or another enemy unloads at a different time because of its randomness thus letting something else appear. I have no idea. The trend seems to be that only so many enemies are generated in a certain order if they're a certain distance from you. They tend not to appear again until you've gone far enough off screen and killed enough other enemies. But in the first room of Blue 3, I kill a bunch of red guys, the cannons, a butterfly, then the 2 spinners, go back to the arch above the beginning and kill another red guy, and the spinners generate next despite having just been killed 10 seconds ago. For Doom Castle (Palace 3) specifically, I've just got no precise consistency. The spades tend to appear after I hit the buttons near the beginning, but occasionally don't. The Clubs in the corners and start tend to appear after each button, sometimes don't, but sometimes do more than once per button. Maybe some day you can find some memory address that says "This enemy exists here, but isn't active yet because you're too far." I hoped some kind of pattern could be determined, and some kind of dance ritual be choreographed to manipulate this. I'm hoping I can one day stop saying the run is so luck based, because it's been putting other runners off. :^/ Ironically, "It's not your fault" is a very discouraging assurance.
Post subject: more questions
Experienced Forum User
Joined: 8/19/2012
Posts: 4
Location: IRC
Thank you so much! I love getting more study material! So a couple questions: 1) I noticed in Red 3 you ran around a corner instead of bomb falling to cut across. Is bomb falling too situational to do all the time? (start of the second boulder room) 2) Green 3, I notice for the in-game timer, you exit the first room on 661, but I've often exited on 654 (IIRC). Is that enemy manipulation? Can I use that to predict behavior reliably? 3) Fish and Dragon manipulation doable on console? I feel like it might be, but so many times I've thought something can be reliable in practice, and it messes up once I do a run. 4) Doom Castle (Palace 3), reloading the entire room seems to take a lot of real time. Do enemies just take that long to regenerate that TAS tricks can't load them fast enough unless you exit? On a good day I finish in 180 in-game on console, but it's really hard to compare due to TAS optimization. I thought about reloading for Black 1, but because I didn't think I could kill more than 2 consistently per room loading, I abandoned the idea.
Post subject: Skipping Artemis
Experienced Forum User
Joined: 8/19/2012
Posts: 4
Location: IRC
I mean if you enter Blue 1, jump over to Blue 3, and reach THAT goal, does it count as beating Blue 3, or just Blue 1?
Post subject: Nahoc's any% TAS
Experienced Forum User
Joined: 8/19/2012
Posts: 4
Location: IRC
Gentlemen and/or ladies, good evening. I happened upon the any% TAS on youtube and had a couple questions if you don't mind. 1) 11 minutes in (end of ice level), is the momentum of going around the icicle more beneficial than the directness of skirting the edge of the ice? 2) Ice Spider: Have you considered having it use another attack to cancel it smashing the floor out? No idea if it COULD be quicker, just thought I should ask. 3) Is the parabolic kick reproducible on console? I recall a video posted about hopping to Blue 3 from Blue 1, but don't recall the result. 4) Actually since I remembered it, I should probably ask the result. Can you skip Artemis altogether by doing this? Thank you, and may all your TAS are belong to the Internet.