Posts for Rad_Hazard

Experienced Forum User
Joined: 6/21/2006
Posts: 35
Yes vote from me. Great work
Experienced Forum User
Joined: 6/21/2006
Posts: 35
I liked this a lot and adding it as a concept demo appeals to me as well.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Voting yes. Played this many years ago in the arcade and very much enjoyed watching it get a thorough whipping. The bonus stages made me smile.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
I will be following all progress on this game, so far it looks great. It will be fun to see what you guys decide to do on the trick levels, it doesn't really bother me how you get through them. The real treats, I believe, will be the races / circuits. I can't wait to see them all decimated. Keep it up!
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Posts: 35
I think that the longer your answer is, the less time you will need to provide for people to actually read the answer. Your brain naturally wants to fill in the blanks / complete the sentence, so if the answer is really short I would leave just a little bit more time to read the answer than a longer response. Just my thoughts based on the WIP. Can't wait to see the final product!
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Posts: 35
I found it as enjoyable as the previous submission.
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Joined: 6/21/2006
Posts: 35
I liked it. Camera didn't bother me, kind of refreshing to see something that deviates from the norm.
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Joined: 6/21/2006
Posts: 35
Awesome work! I really like the climbing through walls trick. I'm sure each level takes quite a while to get right, but by the looks of how its going so far this will no doubt turn out to be one of my favorite TAS's. Can't wait for Egyptian levels =)
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Still working on this Piro?
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Thought it was great. Really liked the Kong-Fused Cliffs break. Yes.
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Joined: 6/21/2006
Posts: 35
I thought this run was very good for this game. The lag does present a problem but I thought that it was dealt with rather well as it can get really slow at times. I've done a few 1 player runs myself and now having seen a 2 player run completed I think this one should definitely be published.
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Joined: 6/21/2006
Posts: 35
Great job pirohiko! Your level strategies are very interesting. I highly suggest continuing. I would not worry about having the exits appear on the screen. Speed should be the main priority. @ XkyRauh: I believe the PC and SNES versions are significantly different in many of the level designs. I also found that once you complete the beach levels on the SNES version and then go click play again from the main menu that it will just start the beach levels again, the map will have to be picked.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Hiya everyone. I have been playing around with Lemmings 2 and just wanna share what I've got so far. I've done 2 runs of the 10 beach levels that are the default set when you go to "play" from the main menu. I know they are no where near optimal, but I think that you can get a good feel of what a "save all lemmings" run will be like. The first run was just to get a feel for the game again and test things out in general. The goal of the second run was simply to beat the first run, which it does so start there if you don't want to watch virtually the same thing twice, I did not change a whole lot strategy wise. First run if you wanna watch http://dehacked.2y.net/microstorage.php/info/523304881/Copy%20of%20Lemmings%202%20-%20The%20Tribes%20%28U%29%20v1%20Rad%20Hazard.smv Second run http://dehacked.2y.net/microstorage.php/info/1358510704/Copy%20of%20Lemmings%202%20-%20The%20Tribes%20%28U%29%20v2%20Rad%20Hazard.smv I've learned a few things that should help out: - the cursor is movable before the victory screen appears. just hold down and left about 30 frames before it appears and the cursor should be right above the 'next' button. - after you finish the 10th level of a tribe, you can skip the 'award me' button and go right back to the main menu to go to the map. - if you have the game in fast forward, using L or R to change skills will return the game to normal speed as well as always auto-selecting the first skill on the left. - however, if you use the select button to 'unfast forward', then you will still be on the skill you had selected before turning fast forward on. - the X button is very useful in making the cursor jump across the screen when there is little time between handing out jobs to lemmings. - if you are locked on to a lemming with X and then hold A and move the screen, it is possible to lock on to another lemming immediately after releasing A as long as you push in the direction of that lemming. This did not always work though, more testing needed. - it seemed that when giving a lemming a job with B or changing skills with the L or R button that each button had to be held down for 4 frames. Toggling fast forward on and off only required 3 frames. Not sure though. The beach tribe is the obvious first choice, but are there any preferences for the next tribe I try? 12 tribes x 10-11 minute average per tribe would make a complete run about 2 hours or so in length if the beach tribe can be used as a guide.
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Joined: 6/21/2006
Posts: 35
I would be willing to give another run a try but I'm very disappointed with myself because I still cant wrap my brain around everything needed to make a good one. Ideally, I want to do a 3 player input run, not just 2 player and a CPU, using the weapon glitch as much as possible. I've been trying to wade through the plethora of information HHS provided recently. From what HHS wrote, I don't fully understand how the damage is being calculated from a weapon strike or how to tell if a strike will be critical just by watching memory values and plugging numbers into the formula. It would be awesome if someone could explain it another way so I could get it through my head =) Watching my own walkthrough again really makes me want to improve upon it.
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Joined: 6/21/2006
Posts: 35
I guess I was just going with 1 player for simplicity as I am still honing my TAS skills, you are right, 2 player would be much faster. Diman's 2 player run was very good, would I be allowed to continue his run like he suggests or would I have to make my own?
Experienced Forum User
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I'm sorry for bring up such an old topic but I felt it would be better to keep all information in one place, right? Would anyone be interested in a run of this game? Any discussion about it I could find via the search feature seems quite old, the rejected run and this thread being all that I could find. I had this game as a kid and know it quite well. I found several time saving techniques in my first two walk/plays' through and am planning to implement them in my next run. Run # 1 clocked in at 17m50s and run # 2 at 16m44s. I have started a third run and want to share the first level to see what you guys think. http://dehacked.2y.net/microstorage.php/info/584082848/Rad%20Hazard%27s%20Monster%20in%20My%20Pocket%20-%20WIP.fcm If you would like to see my first two runs I will upload them but they were really just test runs to learn some of the advantages frame advance and save states can bring to the table in the game. One of the most important time saving abilities is turning around to be able to attack faster. The time between attacks, while always facing the same direction, is about 21 frames. However, if you press the opposite direction to which your character is facing 11 frames after attacking you will drop out of the cooldown animation and be ready to attack much earlier. This is particularly useful on the boss fights. Another useful technique is taking damage to be knocked forward instead of backwards to save time. When you take damage you become invincible for a while as well as being knocked backwards. If you simply turn around the frame before you know are going to take damage you can be propelled forward instead of backward to save time. I lurk a lot and have not seriously attempted a run worthy of submission on any game before but I would be willing to give it a go on this game if there is a chance I could get it approved.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Wow...is there anything you didn't cover there? There is no reason a full TAS shouldn't be completed with all that information.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
I finished mine hehe As for the trick, I tried to do what you did there in my glitch run, but for some reason it would not let me hit the colors and proceed. No clue why. But yes, it would save some time if it were used. I'm rather surprised that a complete run has not been done yet either. My 2h45m run could easily be chopped to under 2 hours.
Experienced Forum User
Joined: 6/21/2006
Posts: 35
Gotta use my first vote ever on this. Knew it would happen eventually. Excellent work guys! A resounding yes.
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Joined: 6/21/2006
Posts: 35
I've been trying for ever to get this game to work properly with mupen but it always freezes just after the race starts, doesn't matter what plug-in I use. I don't know if there are different plug-ins available that would work better or not. The only n64 emulator that ran the game for me at all was Project64 and I wasn't able to get any sound working with that program, much less not having any recording or frame advance features. I did the HT runs at SDA so I would really like to get this game to emulate properly, even if it is just for my own practice purposes.
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Joined: 6/21/2006
Posts: 35
Sometimes he will start to dive down after the first shot he takes. Other times, you can land 2 charged strikes and another non-charged shot as he is diving under. Regardless, once he start diving, you can still land damage for a bit, but if you take his life down to 0 while diving, as I did, he can't explode until he comes up again.
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Joined: 6/21/2006
Posts: 35
Tropicallo was on his way underground when the death shots hit him. The last non 100% shots connect, putting his life to 0, but Trop can't explode until he surfaces again. I've improved on my old video as well, but I thought about it and I'm using my run through the dwarf village, not laughing-gas's run, who starts the Tropicallo fight about 50 frames faster.
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Posts: 35
The RNG stuff is a bit beyond me. From what I can make of it, it is possible to know what frames will cause a critical, but the length of the animation of the strike is what is throwing things off. Is this at all close? I made another video, this time using the sword. I only got 1 critical again, but Tropicallo starts the exploding animation 150 frames sooner than in my video using the spear. Maximum damage was varying between 39 and 38 damage. Since the critical is 76 damage I guess the base damage on that swing was 38.
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I would love to know what is determining the chance for a critical hit. I don't know how to find the value(s) and watch them to know when to strike. Any ideas on how to locate the values we need to be watching? The sword does 6 more damage than the spear, 39 vs 33, on a lvl 1 charge. If the sword does 78 damage on a critical, that would take the Tropicallo fight down to 5 hits, 4 charged criticals and 1 non-critical strike.
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laughing_gas wrote:
edit2: Dwarf village + Tropicallo completed
Nice work laughing-gas. I've got my fight up to Tropicallo's death done. I am not as clean on moving around as you are, but I think that charging the spear for each attack will be faster. I even managed a critical for 66 damage.