Posts for Neko


Experienced Forum User
Joined: 9/14/2005
Posts: 8
Great. I'll eventually probably get around to doing a 2-player run on Hard, destroying all in sight, but it'll be difficult to find the time since my winter mid-term exams are coming up.
Experienced Forum User
Joined: 9/14/2005
Posts: 8
asteron wrote:
Just saw this, nice choice of game and its a good start but doesnt look too serious yet. Just some general feedback. -don't miss any shots -Make the autoscrolling parts (cows, train, horses) more entertaining (weave through shots, unexpected jumps, etc) -consider doing a two player run (the levels wouldnt be much harder to go through and boss battles should be much faster) -I couldnt tell if you were killing as many as possible without losing speed or as few as possible, I suggest picking one -Saw lots of suboptimal movement but you probably know that Also didnt this game have a run action by double tapping forward? Maybe it was the arcade version, my memory isn't that great. Anyway it's still a great start keep it up :-) -Ast
The autoscrolling parts can't really be done more entertaining at the first part because the faster the enemies are killed, the faster it finishes (except in stage 2, when the train appears) I was just killing as few as possible, but since Cormano has a large spread, some addition casualties were taken. Most normal enemies were killed by crossfire or because they were directly in front of me and would've shot at me, or because they had a bomb/TNT/knife, or also because it made boss fights faster. (In stage 7 the guy in the trees throws bombs, which would make the Paco Loco fight longer.) A 2 player run wouldn't be difficult since it would just add another set of bullets. An issue might be to get both players to their maxed weapon (2x with purple shots) in the first level or two, but that doesn't matter. I could go into one of the doors and get it earlier, but the enemies die in one hit anyways. Would it be better to stick with 2 characters with the same weapon? Because the first two characters have a magnum instead of a "scattergun". Also, I'm still mad at how Chief Wigwam turned out, though. I'm surprised on how Dark Horse turned out, however. I think that he was the fastest, along with El Greco. The gun powerups DO add spread and also missed shots, but when all the shots connect on bosses, it does a LOT of damage. (See Boss 2) I have a lot of school stuff coming up soon, so I don't expect to get this done quickly. I'll see what I can do, however. EDIT: After watching the 2 player run, I realized that most of my kills are indeed needless, so I may try to kill as much as possible. It's hard to decide though, because it comes down to time vs. style.
Post subject: Sunset Riders
Experienced Forum User
Joined: 9/14/2005
Posts: 8
Hey everyone; long-time watcher, first-time submitter. For my first TAS I was thinking of doing the SNES version of Sunset Riders. This first draft was done on Normal instead of Hard, because I forgot to make sure it was on the hardest difficulty, and it also does not use frame advance anywhere, because I didn't quite understand how to use it at the time. Let me know what you think, and i'll consider finishing it. This is what I have done so far. The route would be pretty much the same in Hard, since the only differences are the amount of lives and bullet speed. Some areas could be optimized with frame advance, such as: - Bonus Stages. - Maybe some of the Bosses. - Some places where I could stay on the ground or on a rope longer without moving to avoid a bullet or an enemy. Other notes: - During the 4th boss fight I delay to rescue the girl in the middle to use the invincibility to avoid the first bomb since it can still kill you if you're directly above it. - the 6th boss could have been done a LOT faster, approximately 10-15 seconds, maybe more. - Places where I move back a bit or seem to jump for no reason are to either avoid falling in between two boxes or avoiding dynamite or bombs, which are automatically picked up and makes you move more slowly until you drop it. - I am not sure if it is possible to jump from one traincar to the next without going in the middle in stage 5. Enjoy!
Experienced Forum User
Joined: 9/14/2005
Posts: 8
Rusty wrote:
Kholdstare and asteron, I guess the chess analogy is limited. The turn would be taken at the same time. Both players would submit input for the same n frames simultaneously. Each would do it blind as to their opponet's input.
So... wouldn't this eliminate blocking, and introduce item clashes (two people trying to pick up the same item, blind to each other's movements as you said)?
Experienced Forum User
Joined: 9/14/2005
Posts: 8
Bag got a point, there. Anyways, this is a fun little hack and i'm looking forward to seeing this run.
Experienced Forum User
Joined: 9/14/2005
Posts: 8
If you can get Jason to appear in the right places and the right times, then you'll definitely hit a 2:XX mark.
Experienced Forum User
Joined: 9/14/2005
Posts: 8
A run of this game is not really that entertaining because of the sitting at the level exit while it's being finished... Although for people who want to see the levels done, i'd go for it. Personally, I'd like to watch the puzzles be finished quickly.
Experienced Forum User
Joined: 9/14/2005
Posts: 8
I agree that just one room for a complete DKC run is kind of pointless for someone to do, because for someone to take it from scratch and impliment the fact that the room is not needed is not really beneficial. For hardcore movie makers, or the person who made the current run, it might be a good project.