Posts for Kirkq


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I'm a huge fan of the Megaman Battle Network series. I bought this game shortly after it came out. This might be the worst Megaman game in existence. In the past I have mentioned how bad this game is to others, but typically no one has ever heard of the game. The manipulation is well executed, and it seems much thought went into using quick attacks and minimizing the number of turns. This run accomplishes a full play-through, so that one can experience the game and never have to go through the pain of playing it. I really was hoping that someone would TAS this eventually so I could see a completion without having to play it any further. A Let's Play of this would be absolutely terrible. In my opinion, a TAS of this game is the only way it can really be appreciated. Strong 'Yes' vote from me.
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Minor damage related stuff: First Sword: Normal Slash of any kind: 1 damage Jump Slash: 2 damage Spin Attack: 2 damage followed by 2 more damage shortly after if the enemy does not recoil. Master Sword: Normal Slash of any kind: 2 damage Jump Slash: 4 damage Parry Attack: 4 damage Spin Attack: 4 damage (maybe followed by 4 more damage shortly after if the enemy does not recoil? -- I hadn't found an enemy that didn't recoil) Bombs: 4 damage Bow: 2 damage Boomerang/Hookshot: It depends what you are hitting. Skull Hammer: 4 damage (swing/smash/jump) Gohma has 10 health, once she gets to 5 or below, she will recoil. Molgera has 12 health and all attacks seem to do one damage. (Spin attack is 1 damage twice here still if I recall correctly.) Moblins have 10 health Regular Knights have 15 health on the armor and 10 on themselves once their armor is off. I haven't really found anything particularly useful to do with this knowledge yet.
Experienced Forum User, Published Author, Player (208)
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Experienced Forum User, Published Author, Player (208)
Joined: 7/7/2006
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Latest videos: Leaf Hover: http://www.youtube.com/watch?v=YEx9PmK0Dxk Ghost Ship Chart: http://www.youtube.com/watch?v=mtDaB4sPu7A Delivery Bag Skip: http://www.youtube.com/watch?v=RJWNQ_xmzK0 Still lots of routing/testing being done.
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Please be more clear in the future; you confused lots of people. Clarification much appreciated though.
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Updated map with numbers and boat spawn locations: http://i.imgur.com/nvokJ.png Two notes: 1: Superswim drowning does not work with Seven Star Isles. You'll have to drown at and sail from Overlook Island most likely. (Could also do Crescent Moon or Dragon Roost, but these seem slightly slower.) 2: Superswim drowning does not seem to work with Gale Isle before Wind Temple. It may or may not work after. The solution here is to go inside the loading zone and walk out and the boat will spawn by you. (Unfortunately we need the hookshot to get the chart to get the shard here.) Superswim drowning seems to work with all other cases necessary for the run. Other note: You can enter and exit Jabun's area in the lower left corner of outset. At a glance triforce chart set 3 looks really good. EDIT: In response to below. The triforce shard does not seem to be collectable until you decipher and open the chart.
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Latest issue as brought up by Abahbob: You need Deku Leaf to password skip. You need a sword and bombs to zombie hover up to the Deku Leaf. You need a grapple otherwise. We need leaf in DRC. You can take fall damage in a very limited area in Forest Haven by falling from the higher plants that shoot you up, or from falling off the tree halfway up. Unfortunately this is very far from where you need to be to start a successful zombie hover that can reach the leaf. I tried hovering against plant stems and the deku tree itself to minimize horizontal movement, but I always slipped off after 5 or 10 seconds as the surface started becoming less perpendicular to me. We either need a way to kill Link arbitrarily, a better way to perform the zombie hover from fall damage, or a password skip without the Deku Leaf. You can unload to get under the Earth Temple entrance and be swimming in the water, however, you have no way to get up vertically to the entrance. EDIT: Abahbob says you can make the island unload while you're on it. I've never messed with this.
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I updated day and night in my post on the previous page. Not 100% certainty, but pretty close to accurate. Repeat Info: Deku Leaf is required to get into Dragon Roost Cavern without watching the cutscenes with Medli or something. (EDIT: Unless you zombie hover in and die, which wastes some time.) Deku Leaf is required to drop a bomb out of the zombie hover to the second floor to either get a heart or break open the teleportation pot and die, leaving the teleportation pot open. Deku Leaf is required for BK skip without tingle tuner. Dragon Roost Cavern must be completed before Forbidden Woods in a Forest Water route, or you have not run down enough time. You have to be on the boat to engage the cyclone. (but not to get in the ghost ship) The only ways to bring the boat to you are to do a superswim drown limited as discussed on the previous page, or enter and leave a loading zone. Getting the boat to the cyclone for a random warp is going to almost certainly be worse than getting the boat to where you want to go. The cyclone sends you to 8 different places btw. Mother and Child Isles can be clipped out of now, I've previously updated page 11's old route with many of the new skips such as this one. The new route is being worked on, and has not been substantially updated except for directly obsoleted items.
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I was planning on having it reconsidered before the next route update. I thought I knew how superswim drowning worked when I made the original route, but I was a bit wrong, so it needs considering again. I'm leaning towards no as well though. Ballad of Gales takes about 30 seconds to play and warp. Superswimming entirely across the map takes probably around 40-45 seconds if executed optimally. Acquiring Ballad of Gales take about 1 minute 30 seconds.
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About superswim drowning. The behavior is very erratic. The goal of superswim drowning is to superswim and drown so that the boat spawns by you. This is useful for digging up triforce pieces, and for getting the chart at needle rock isle. - Before you get the boat, drowning will always put you in the quadrant you drowned in (not useful, no boat) - After you get the boat (after FF1), before (FW or Jabun ?), it seems to pick the place in the story you departed from, either Windfall, DRI, or Forest Haven - After (FW or Jabun ?), it will sometimes pick an island you superswam very near to. Some islands don't seem to apply. Entering and leaving an island building/dungeon is always an option If you're off path before forbidden woods, getting on the boat will take over a minute to drag you back on path. After you complete forbidden woods (or maybe forbidden woods and DRI?), you are free to sail the boat wherever. We cannot afford to go to the ghost ship until after the boat frees us to sail or else we will be dragged. To Do: Find allowable boat spawn points near each triforce piece and the one triforce chart. About Day/Night: From very rough tests on the overworld, I got these mostly consistent numbers. - Nighttime lasts like 4:07 or 247 seconds (probably 4 minutes/240 seconds) - Daytime lasts like 5:56 or 356 seconds (probably 6 minutes/360 seconds) Total: 10:03, probably 10 minutes Say there are 24 hours in 10 minutes. This means 1 hour elapses in 25 seconds or 1500 frames (60fps). 14 hours would elapse in 350 seconds or 21000 frames. 10 hours would elapse in 250 seconds or 15000 frames. This has not been confirmed 100%, but it seems likely how it works. I don't think time passes at all in dungeons, houses, or in places like windfall, DRI, Outset, (that have their own music) - Night increment 1 (endless night) occurs on Greatfish (Ghost ship at Crescent Moon Isle) (Song of passing is the only thing that will change this) Endless night lasts until about 4 ? minutes of game time after Jabun. I believe it is always daytime after completing Tower of the Gods - Night increment 2 should occur once you go into the FF2 quadrant - Night increment 3 should occur the instant you open the door and enter FF2 after beating phantom ganon. EDIT: This may be dependent on the time of night? The behavior is weird. If we skip the skull hammer, I don't know if the night will increment or not. - It should be set to daytime again after Earth Temple. - Night increment 3 should occur upon entering or exiting Wind Temple? Wind Temple would make much more sense. It could possibly increment again after earth temple or wind temple, depending on how much we accomplish. EDIT NEW: I think Cosmo's run works as follows. Greatfish default you to crescent moon, going to FF2 quadrant advances it to Diamond Steppe. The door in FF2 increments you to Bomb Island, Wind Temple does not increment it, then in Cosmo's run he waits one more day/night cycle to get it to spectacle Ghost Ship: Night 1: (Crescent Moon Isle) Greatfish, After Jabun for ~4 minutes Night 2: (Diamond Steppe Isle) short lived Night 3: (Bomb Island) After we open the door in FF2 (which may or may not occur in the TAS) Night 4: (Spectacle Island) If we do extraneous stuff after earth or wind temple. The time does not seem to accumulate, as it seems to reset after each temple.
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Forest Water Analysis. Reasons Forest Water needed reconsideration: The Bottle Skip: We previously needed a bottle to perform Cabana Deed skip. Now that we do not, the ~70 seconds associated with gathering a bottle is directly associated with Forbidden Woods Boss Key Skip ( http://www.youtube.com/watch?v=pDXdt6zZTDo ) Light Arrows Skip: Since it is possible to skip Light Arrows only with a boomerang, getting the boomerang (which was required to beat forbidden woods without forest water) is now a benefit, and contributes ~70-90 seconds saved later. ( http://www.youtube.com/watch?v=JGV--6dk3t4 ) These news facts combined with previously known more lengthy routing patterns to execute the route, leads me to believe that forest water is no longer worth getting. 3 routes are presented. 1: Grab Forest Water as early as practical 2: Grab Forest Water after FF1 so we can get deku leaf (need sword) and forest water on same trip 3: Don't grab forest water at all. Route 1: 1: Superswim to Forest Haven to trigger cutscene 2: Superswim to Bomb Island, get bottle 3: Superswim unload speed clip into Forest Haven (no wind waker), get FOREST WATER (20 min) 4: Superswim to Windfall, get sail 5: Superswim to Greatfish to trigger endless night 6: Superswim to Northern Fairy Isle, (Get 1000 Rupee Bag), Enter FF1 7: Beat Forsaken Fortress 1 (FF1) 8: At Windfall, Let Tingle Out, Get Bombs 9: Superswim speed clip into Forest Haven, zombie hover deku leaf 10: Superswim to DRI, get wind waker, get wind requiem, Complete DRC with BK Skip (Need Leaf) (It may be marginally faster (10-20 seconds) to go to DRC early on and wind waker dive twice instead of speed clipping twice.) (Then sprinkled in in some order) 11: Optional: Superswim to Bird's Peak Rock, grapple glitch to get triforce chart 12: Optional: Place Din's Pearl (Northern Triangle Isle). 13: Optional: Get Needle Rock Isle and (EDIT: Not possible to superswim drown the boat to you during the early game) Islet of Steel Charts. 14: Optional: Get Diamond Steppe Island Ghost Ship Chart. 15: Superswim to Forbidden Woods: FOREST WATER Boss Key skip (20 min later) This route will always be doing something productive to run down forest water timer, however: Compared to Route 3: - Gets a bottle (+70 seconds) - Does not get boomerang (+90 seconds for no light arrows skip later) - Wastes about +70 seconds getting into Forest Haven early (first time), cutscene trigger causes first superswim momentum to be wasted, then we get the bottle, then we have to do a huge superswim from bomb island to unload.) - Wastes about +40 seconds traveling to Forest Haven a third time. >>Total: 4.5 minutes wasted to execute a Forbidden Woods Boss Key skip. Route 2: 1: Superswim to Windfall, get sail 2: Superswim to Greatfish to trigger endless night 3: Superswim to Northern Fairy Isle, (Get 1000 Rupee Bag), Enter FF1 4: Beat Forsaken Fortress 1 (FF1) 5: At Windfall, Let Tingle Out, Get Bombs 6: Superswim to DRI, get wind waker, get wind requiem?, 7: Superswim to Bomb Island, get bottle 8: Superswim wind waker dive into Forest Haven, get FOREST WATER (20 min), zombie hover deku leaf 9: Superswim to DRC, Complete DRC with BK Skip (Need Leaf) (It may be marginally faster to go to DRC early on and wind waker dive twice instead of speed clipping twice.) (Then sprinkled in in some order) 10: Optional: Superswim to Bird's Peak Rock, grapple glitch to get triforce chart 11: Optional: Place Din's Pearl (Northern Triangle Isle). 12: Optional: Get Needle Rock Isle and (EDIT: Not possible to superswim drown the boat to you during the early game) Islet of Steel Charts. 13: Optional: Get Diamond Steppe Island Ghost Ship Chart. 14: Superswim to Forbidden Woods: FOREST WATER Boss Key skip (20 min later) I showed this to show that not having the trip early on will not be able to use the time on forest water to do anything productive at a decent rate. The problem is that the 20 minutes will not expire between steps 8 and 14. I'd speculate there is something like 5 minutes left to go. Note: The ghost ship will always be at Crescent Moon Island during the TAS. If you go after FF1, It seems you will be dragged into the distance for 55 seconds to Pawprint Isle. This is regardless of whether or not you are supposed to be headed to Windfall, Dragon Roost, or Forest Haven. If you go before FF1, you do not have a deku leaf to perform the skip across the room. EDIT: You can't go before FF1 because you don't have KoRL to open the chart. For this reason in this route it is unreasonable to use the ghost ship for money to use 5 minutes of forest water timer. Route 3: 1: Superswim to Windfall, get sail 2: Superswim to Greatfish to trigger endless night 3: Superswim to Northern Fairy Isle, (Get 1000 Rupee Bag), Enter FF1 4: Beat Forsaken Fortress 1 (FF1) 5: At Windfall, Let Tingle Out, Get Bombs 6: Superswim to DRI, get wind waker 7: Superswim wind waker dive into Forest Haven, get Deku Leaf 8: Go to Forbidden Woods: Beat dungeon (No grapple, yes boomerang, yes boss key) 9: Superswim to DRC, Complete DRC with BK Skip (Need Leaf) (It may be marginally faster to go to DRC early on and wind waker dive twice instead of speed clipping twice.) This theoretical route saves about 4.5 minutes over route 1 minus the time that forest water saves inside FW. It also saves any time wasted from improper forest water timing arrival (probably 10-15 seconds) This begs the question, "Has anyone tried beating Forbidden Woods before DRC?" I haven't. If it is possible to beat FW before DRC without locking the game, I am pretty sure this route is fastest. We have no bottle, but we have boomerang to save time later in the game (light arrows skip and probably a fair bit saved in savage labyrinth.) This route also allows placement of intermediate events at our choosing. This will save some small number of seconds just by having better travel paths throughout the run. I am about 95% sure route 3 is the one to build off of at the moment. There may be errors in this post. I need to figure out if we can get to the ghost ship during that first night without wasting a lot of time, or if it will have to be postponed to the second night.
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Some relevant times purely from testing. I am sure they can be improved by some percentage. Maybe 10%? Outset to Forest Haven: requires ~1200 speed, ~30 seconds Outset to Northern Fairy Isle: requires ~1400 speed, ~35 seconds Outset to Dragon Roost (DRI): ~1600 speed, ~40 seconds Forest Haven to Bomb Island Sub: ~600 speed, ~18 seconds Bomb Island to Forest Haven entry via unloading: ~2000-3000 speed, ~35-40 seconds Based on these tests I'm going to come up with some rough numbers liberally rounded to seem uniform. Accumulating speed 200 frames: (6.67 seconds): 500 speed 300 frames: (10 seconds): 900 speed (It gets difficult to maintain speed accumulation after this, I need to test more.) 400 frames: (13.33 seconds): 1100 speed 500 frames: (16.67 seconds): 1300 speed 600 frames: (20 seconds): 1500 speed 700 frames: (23.33 seconds): 1700 speed 800 frames: (26.67 seconds): 1900 speed 900 frames: (30 seconds): 2200 speed 1000 frames: (33.33 seconds): 2500 speed Including speed accumulation time and travel time: Travel 1 grid square: 16 seconds ~600 speed Travel 2 grid squares: 20 seconds ~800 speed Travel 3 grid squares: 24 seconds ~1000 speed Travel 4 grid squares: 27 seconds ~1200 speed (You can probably barely do this without re-airing, so no speed loss due to suboptimal turning. No considerations need made for an airing island.) Travel 5 grid squares: 32 seconds ~1400 speed (requires re-air) Travel 6 grid squares: 35 seconds ~1500 speed Travel 7 grid squares: 38 seconds ~1600 speed Unloading an island: 30-35 seconds to accumulate ~2000-3000 speed, plus about 2-3 seconds per grid square traveled. These numbers are intended to give a vague idea of considerations that should be made when routing. --------------------- Route 1: Outset to N Fairy Isle (Rupee Bag) - 6 Grid Squares - (6GS) - 35s N Fairy Isle to Windfall - (1GS)- 16s Windfall to Dragon Roost - (2GS) - 20s Dragon Roost to Bomb Island Sub (3GS) - 24s Bomb Island Sub to Forest Haven (1GS) - 16s Wind Waker Diving (Bag Dive?) - +10s Forest Water Forest Haven to Greatfish - (5GS) - 32s Greatfish to N Fairy Isle Sub - (3GS) - 24s Total: 177s Route 2: Outset to Forest Haven to trigger cutscene (can't unload inside with cutscene playing) - (4GS) - 27s Forest Haven to Bomb Island Sub - (1GS) - 16s Bomb Island Sub to Superswim Unload Forest Haven - 40s Forest Water Forest Haven to N Fairy Isle - (6GS) - 35s N Fairy Isle to Windfall - (1GS) - 16s Windfall to Greatfish - (3GS) - 24s Greatfish to N Fairy Isle Sub: - (3GS) - 24s Total 182s I would choose the second route because the forest water timer runs down for an extra 40 seconds or so. I'm probably going to try to come up with the route that stretches forest water the most. To superswim unload forest haven you have to get a really high speed. I've had best luck entering from the right side. You have to get under the island before the island loads. Unloaded water around there makes you fall far. You need to fall close to or under the island such that when you surface you are under the island. Look forward to a possible route update hopefully within a week or so.
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I found the velocity addresses. They are 32 bit float big endian (unsupported by MHS to my knowledge) You need to use CheatEngine. The value moves around on me during different instances of the program. In Cheat Engine Right click value type Define New Custom Type Auto-Assembler Paste the code below. Click the magnifying glass on the computer icon to attach it to Dolphin. You might want to check mark 'writable', box 'executable' and box 'CopyOnWrite'. You also want to change the option Edit: Settings: Scan Settings: Put a Check in MEM_MAPPED. These may or may not be extraneous steps. Walking north is negative. Walking left is negative. Walking at full speed stays between about 12 and 18 speed depending on hills. To do scan type 'value between' you'll want either (-18 to -12) or (12 to 18). If you also search between -0.1 and 0.1 when standing still, you should be able to find it. I still have trouble finding it sometimes and it's usually findable once I reboot Dolphin and reattach Cheat Engine a couple times. The values for X and Y are located 8 apart. (Credit to mgr.inz.Player on CheatEngine forums.)
alloc(TypeName,256)
alloc(ByteSize,4)
alloc(ConvertRoutine,1024)
alloc(ConvertBackRoutine,1024)
alloc(UsesFloat,4)

TypeName:
db 'Float Big Endian',0
ByteSize:
dd 4
UsesFloat:
db 01

ConvertRoutine:
[32-bit]
push ebp
mov ebp,esp
mov eax,[ebp+8] //place the address that contains the bytes into eax
mov eax,[eax]   //place the bytes into eax
bswap eax
pop ebp
ret 4
[/32-bit]

[64-bit]
//rcx=address of input
mov eax,[rcx] //eax now contains the bytes 'input' pointed to
bswap eax
ret
[/64-bit]

ConvertBackRoutine:
[32-bit]
push ebp
mov ebp,esp
//[ebp+8]=input
//[ebp+c]=address of output
push eax
push ebx
mov eax,[ebp+8] //load the value into eax
mov ebx,[ebp+c] //load the address into ebx
bswap eax
mov [ebx],eax //write the value into the address
pop ebx
pop eax

pop ebp
ret 8
[/32-bit]

[64-bit]
//ecx=input
//rdx=address of output
bswap ecx
mov [rdx],ecx //place the integer the 4 bytes pointed to by rdx
ret
[/64-bit]
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Interesting points: Starting with a password in the intro level. Tiny health bar. Filling subtanks in the intro level. Using weapons in the intro level. Slight graphical glitches at the end of the intro level. Beyond that, the sigma levels are basically just a walkathon. It may show some new tricks that are not present in the any% run, but I'm assuming some of them would be added to an improved any%. I tend to think that the game is entertaining enough because of seamless weapon switching at high speed, and I don't necessarily think that walking slowly greatly enhances that. The run is 16:56. 1:20 of that is waiting to put in a password. 2 Minutes are the unique intro stage. After the intro concludes, for the rest of the game there are about 9.5 minutes spent on boss fights and cutscenes. This leaves a total of about 4 minutes in Sigma stages where walking significantly changes the gameplay. I don't really see slight changes in gameplay as a substantial basis for publishing a run based on a novelty glitch. In my opinion:: Worth watching: Yes Entertaining: Yes Worth Publishing: Meh
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(To update the thread: My run was published a while ago.) I found a glitch today while playing the J Version on console. I was on the bottom of stage 2, midway through the level, when I performed a high jump. I got hit by jumping into a ninja standing on the semi, and I was left in a semi permanent high jump state. I was in a single jumping animation and stuck vertically slightly below the standing portion on top of the semi. I was able to move horizontally at jump speed, and when I went over to a non-solid portion of the semi, I fell out of this glitched state. This may or may not work on the (U) version, and this may or may not save time. If we could perform this in a non autoscrolling portion, it would likely save time, as land on the ground to rejump loses time.
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turska wrote:
Without inichi's demo run, this run would never have been made, but since he had no direct involvement in making this run, I can't list him as a coauthor in good faith.
I very much disagree with this. Who pressed the buttons has nothing to do with it, it's about who "constructed" the run. If anything I'd rather see inichi listed as author and not list you at all, but since you did construct the input file, I suppose you're rightfully a coauthor.
Derakon wrote:
Regarding the run itself, I have to say this didn't look very different at all from the run inichi made back then. I think it's entirely reasonable to list him as a coauthor; he deserves credit for figuring out the strategy even if none of his input survives in the finished version.
Agreed. Except instead of "entirely reasonable" I'd probably say "practically required". Based on my limited reading, it seems you took his planning and execution and (for the most part) copied it into another emulator. I would see it as opportunistic to call it your own run. Regarding the run itself: Once the author situation has been agreed upon, I think this run should be published and obsolete the 20 minute run. I think a category is available for a run with no SRAM corruption. That run sort of exists as inichi's test run from some years back which you can find buried in the forums. He never submitted it mostly because it was a test run. The 20 minute run could plausibly be replaced by a glitchy playaround in the future, but we should not reject a faster run using the same glitches. My vote stands at no (unofficially) unless one of the people who constructed this run gets credit or states that he does not wish to have credit. EDIT: Or I guess if the site takes a stance on the issue I will go along with it. It is a bit grey, but I really think inichi deserves credit on this one.
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My face when I see this run:
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JSmith wrote:
Kyman wrote:
I'm not sure how much of this is known, because I haven't read the thread too far back.
All of it except for the crouch-slide.
2008-12-17 (Page 56) Re: Grunty's Furnace Fun
Kirkq wrote:
POSSIBLY USEFUL: It seems that if Banjo is running in a direction, if you turn around and crouch upon turning around you seem to gain more speed than when banjo is walking. This may be the best method of traversing the board. I didn't test this using frame advance, it definitely seems faster though. If Banjo chooses a square while crouched, after the square is over he will be standing as well. (Banjo cannot roll on the board to my knowledge. Banjo normally cannot do his standing B attack, but if you quickly turn around and do it, it sometimes works. You may be able to apply this knowledge to get him to roll, but I couldn't.)
Side note: It's 2012.
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Bomberman 64: Second Attack Stuff: I couldn't get the (U) version to run on Mupen correctly The (J) version has forced cutscenes, and you lose your powerups when you die. The (U) version you can skip cutscenes, and you can keep powerups for 3 deaths My console run may help him plan routes faster, if you want to tell him about it: http://www.youtube.com/watch?v=c5whWLPFSX0 He has discovered a few things I didn't even know were possible already though, and I will look to improve my console run. :P
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I think this is right, though I'm not 100% sure. Someone said pulling the master sword is a story advancing trigger. If you don't do FF1, the boat won't spawn and the game will crash entering Hyrule 1 If you do FF2 before Hyrule 1, then this happens: http://www.youtube.com/watch?v=-vODpzjNc0M Also this happens: http://www.youtube.com/watch?v=Xr4SW2mcJ5w
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NaruSnake wrote:
it is largely improvable
Your run probably will not be published on TASVideos if it is not well played. Many people TAS Megaman games. If TASers here can make a faster run easily, we would not publish your run. You can share the run in this topic if you want. I think you should not submit it to the workbench, since you think it can be played much better.
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Forest Water skips Forbidden Woods: (Multiple minutes saved) Forest Water acquired after Wind temple in current route skips Cabana Deed. (Multiple minutes saved) It takes about 1 minute to go out of your way and get forest water, so any use must save over 1 minute to even be worth considering. Light arrows is too difficult to time and may only save around 20 seconds if perfectly executed, so it is removed from the route until it becomes very well polished. I already stated that grabbing water at any time before Wind Temple for Cabana would waste too much time to be worthwhile to grab again for Light Arrows skip, so a theoretical light arrow skip via forest water would require forest water to be grabbed after cabana chart (If there are even 20 minutes of game time left before light arrows.) Going to overlook island (or many of the other islands he walks up) early would not save over a minute. We can get the items required (hookshot) and go later at the cost of minimal superswim time.
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grassini wrote:
i think you can only heal grandma after greatfish isle cutscene,so nobody has used it on gohma and kalle demos yet
I have no idea when you can get soup. We had this idea earlier but it kinda slipped out of our minds, so I'm glad it got brought up again. For anyone who isn't aware, you can drink soup an infinite number of times if you switch it out in the menu just before drinking it (I think that's how you do it?) I don't know which bosses it would help with. Presumably not DRC or Forbidden Woods bosses? Does it only work once per loading zone, or how does that work? Maybe it would be helpful in savage labyrinth. We will use forest water in forbidden woods, and then grab it again when getting Makar for Wind Temple for Cabana Deed skip. We need another bottle if we want to have soup from Wind Temple onwards. I don't know which is fastest at the moment. Bottle Locations (from GameFAQs) 1) In Dragonroost Island, the bird girl gives this to you after you have thrown her up on the ledge. You can't proceed without it. (Costs about 2:45) 2) Out at sea, there's a submarine that has bokoblins and rats inside. Kill them and get the bottle in the chest. 3) Using Beedle's chart, go to the square on the map where one of the faces is wearing a mask. Inside this merchant boat, buy the bottle for 500 rupees. (500 rupees = 2:00) 4) Once the girls in the Forsaken Fortress are free, find one girl at night and follow her so she can't see you to a safe. Quickly talk to her once she starts to put in the combination. Select the top option while talking every time to get the bottle. (Costs about 2:15 after talking to her. Side trip and getting to her is another 30 seconds. Having it nighttime would have to be planned around.) The soup can be grabbed before Jabun in the route. I confirmed this in my testing, having skipped early game cutscenes.
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I liked the run. I'm a bit unclear on the goals. "Takes no damage" was clear. Was this actually a playaround, or just a bit of variation periodically? I'd hate to see this rejected, but I also feel like the gameplay is halfway between a speedrun and a playaround. I'm abstaining from voting.
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Good catch. I'll think about how I want to remedy that. EDIT: It probably barely loses any time to go to Northern Fairy Isle first. The superswim from the fairy to the sub is about 12 seconds. The superswim to Windfall is only marginally more. This also buys more time on forest water where we can hopefully either place a pearl or get bird's peak rock chart.