Posts for Radiant


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DrD2k9 wrote:
I eliminated killing the giant from my routing plans simply because of all the extra screen transitions it requires. ... There are simply more screen transitions to use the cave going upward (and more distance traveled on those screens for the cave as well).
Good points both :)
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DrD2k9 wrote:
I'm all for doing the 100% run. That said....I could really use some help with routing it.
I'm happy to help, just tell me when :)
Dacicus wrote:
Is the RNG in the cave for a dwarf or an elf?
The guy who steals your stuff is the dwarf. The elf walks around near a lake and gives you an invisibility ring. I suppose you've tried this; just to check: killing the giant with the sling may be faster than waiting for him to fall asleep? And climbing down the beanstalk may be faster than using the stairs. An odd detail in the run is that the screen shaking (when you fall) is so slow; I suppose that's because it waits for vsync whereas nothing else in the engine does.
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OMG yes, more Sierra classics! For this game in particular, please consider a 100% run as well because (unlike most of their later games) KQ1 is pretty elaborate in allowing multiple different solutions on most puzzles. For people unfamiliar with this game, this is the original and the SMS version (also on this site) is a very different port; the game was built assuming typed sentences for commands. King's Quest was the killer app of the IBM PCjr launched some 35 years ago.
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SmashManiac wrote:
Because of this, I feel that completing Level 20 MED is an arbitrary goal, as it's not the hardest difficulty setting (it quickly becomes impossible to place pills in the top corners at HI), and the reward is basically the same as completion of some of the earlier levels (unlike Level 20 HI's cutscene which shows the viruses disappearing from Earth). I'm not sure if this is sufficient grounds for rejection, but if published, at the very least it should not obsolete the existing movie in my opinion, and I have no idea what category it could fall into.
I agree with this.
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Judge's word on the matter,
feos wrote:
SECRET BATTLE MOVES whose input they provide are allowed as officially encouraged means of normal play. SECRET BATTLE MOVES whose input they don't provide are officially meant to be discovered first, and then used, on the same grounds as the first 2. SECRET CHEAT KEYS are explicitly and officially labeled as cheats, in both the manual and the game, and it gives unfair advantage of unlimited resources, and even those resources don't showcase any unique abilities that can't be accessed otherwise, just some regular thing, only unlimited now.All it does is making the game much simpler, and that's not what we want in TASes. I think banning those cheat keys will be reasonable: for legitimacy of the movie, complexity of execution, and impressiveness of a result. And just like we magically know all passwords and other in-game codes used for extra content like unique levels, characters, or harder mode, we can magically know those 2 combinations they want us to discover on our own. So SECRET BATTLE MOVES should be allowed.
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ThunderAxe31 wrote:
Note that the cheat that kills all enemies with X does not require the input combination, but just the password (or the SRAM glitch).
The routine "kill all enemies on screen" is still a cheat; whether this is activated by the X button or by the Konami code is irrelevant. Note that around 0:50 in the movie, this cheat function has to be explicitly bound to the X button in the config menu. I don't think this should be valid.
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Ferret Warlord wrote:
Radiant wrote:
(which is ironic because Apogee was the most famous and prominent shareware developer at the time, and Epic was an unknown newcomer).
And yet look who's the big name in the business now!
...Valve? :D
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Dwedit wrote:
What was the production order of the games again?
Jill was produced after Duke Nukem, Commander Keen, Cosmo, and Crystal Caves; but before Monster Bash, Halloween Harry, and Hocus Pocus. In particular, the first Jill game spends a lot of time boasting how they were much better than Apogee's and id's games (which is ironic because Apogee was the most famous and prominent shareware developer at the time, and Epic was an unknown newcomer).
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Much as I enjoy Super Metroid, I must say this is a poorly designed romhack with an overreliance on bland design, walls that act as passages, and simply sticking spikes everywhere. Furthermore, a google search suggests that it is sorely lacking in notability, getting only a couple hundred hits where Super Metroid Impossible and Super Zero Mission get tens of thousands. There are over a hundred Super Metroid hacks and I fail to see what's so special about this one. Voting no.
Post subject: Re: Völgarr The Viking
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Post subject: Re: One Must Fall 2097
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We have a standard for game speed for DOS games, which is 20 MHz if the game's speed is only limited by the CPU speed. If this results in an unwatchably fast movie, I suppose we add an encoding at lower speed than the actual run. Difficulty should clearly be the highest, including the hidden extra difficulties. I agree with one round per match, even for a playaround this should give plenty of opportunities. You should probably include the Fire and Ice battles, and maybe the BIG and REIN codes. Hyper Mode should clearly be enabled (as this is the default for any serious player of the game); I'm hesitant about the Advanced options, the game can get seriously weird if you e.g. set throw range to zero. I don't see 80% or 100% health making a big difference, anyway. For story mode, using Nova strikes me as a cheat code, as does editing the stats of your character. $.02
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In your third level, wouldn't it be faster to walk through one of the enemies in the end (since you've got a spare hit point) instead of shooting it?
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slamo wrote:
I've gotten Wacky Wheels and One Must Fall 2097 to work properly using this method. Some other games hang up on loading screens, but at least we can get a little more out of this.
I would love to see a TAS or playaround of OMF!
Post subject: Re: #5959: DungeonFacts's DOS Crystal Caves 1: Troubles with Twibbles in 20:33.15
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DrD2k9 wrote:
I don't think a 'Gravity Cheat' run could be vaulted.
I agree that it's not vaultable. But it could be entertaining.
I do think a run that uses the glitch to skip two levels would be vault worthy.
I suppose that the existence of that glitch makes this run an "all levels" or "100%" run.
Post subject: Re: #5959: DungeonFacts's DOS Crystal Caves 1: Troubles with Twibbles in 20:33.15
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Great work, yes vote! Given how unusual it is for any game to have a 'reverse gravity' cheat code, I wonder if it would be interesting to have an alternative run that reverses gravity at-need and uses that to be even faster?
Post subject: Re: Awesome!
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I always love manipulating enemies to fall into bottomless pits, just like in Golden Axe.
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Warp wrote:
Many people find heavy glitch abuse in speedrunning disappointing. Especially glitches that skip significant portions of the game. They feel like it's a bit like cheating: The game isn't actually being played through. I have said this in the past, and I'm going to repeat it again: Why are we dismissing that sentiment so lightly, even ridiculing it sometimes?
But we're not dismissing this sentiment at all. We've got all of Moon Tier for people who agree with this sentiment.
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arkiandruski wrote:
I know that not everyone will agree, but I support the disallowing of memory corruption for vault purposes. That was probably a tough decision to come by. I think ACE has its place, but I never enjoyed the runs that took advantage of it. Also, although I know it's really tough to test and search for, it really feels like completely breaking the spirit of the game.
Lots of things in a TAS are completely breaking the spirit of the game. Memory corruption needs to be allowed in the Vault precisely because not everybody finds it enjoyable. Entertaining or not, it is still an achievement as a speed record. If you think that something shouldn't be in the Vault because you don't enjoy it (which is basically what you're saying here) then you misunderstand the purpose of the Vault.
Post subject: Re: #5933: MESHUGGAH & Challenger's NES Street Fighter 2010: The Final Fight in 06:50.22
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SF2010 is just not a very interesting game to watch (and according to reviews I've seen, not a very good game in general). Therefore I find this movie, which breaks the game in half in an unexpected way, more entertaining than the older movie, which tediously shows some 15 minutes of mostly-repetitive gameplay. Based on that movie's ratings, I'm probably not the only one who feels that way. So yes vote, and I'm in favor of obsolescence (although you could make a case for re-tagging the older movie as "100%").
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That was funny! Mystic yes vote!
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Ploplo wrote:
Radiant wrote:
...is that the only ending of the game? Because sounds like a pretty anticlimatic sequel bait. Is there a golden ending somewhere?
That's.... actually a very good question. As far as i know (my experience playing as a kid a lot and searching for info on this) there isn't another ending. But i also wonder if there are secrets i don't know, so maybe there is?
VG Museum shows different text for the ending... However, Zool was originally an Amiga game. By the time the Genesis version was released, the Amiga platform had already released the sequel. It is possible that the six extra levels simply refer to this sequel (which was apparently planned, but never released, for the Genesis).
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Great work, yes vote! ...is that the only ending of the game? Because sounds like a pretty anticlimatic sequel bait. Is there a golden ending somewhere?
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Looks pretty good. On the first level, I'm pretty sure getting those translucent gems (from bumping into the ceiling) is optional. On the fourth level, there appear to be two spots where you shoot a block while standing next to it, whereas you could probably have kept your momentum if you shot it earlier. HTH!
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tom_mai78101 wrote:
If you play it on the Hardest difficulty, it takes about 5 to 10 times the amount to finish off an enemy due to their stats being raised, particularly when during this run, I never attempted to raise stats at all. Bosses in particular would recover very quickly, compared to Easiest difficulty. Raising stats means you have to watch the animations, you have to grind for more money to spend on boosting stats, and the stat boosts only boosts a little bit. Overall, it takes more time to play, as well as not being able to skip out the animations, so it cannot be counted towards as the run with the fastest time. If you don't raise stats, your attacks are snipping off 2 to 5 HP at most per hit. Of course, you can raise your stats quicker by purchasing the more expensive items in shops, but that also means you have to grind enemies. Certain enemies (in respective colors) have higher amounts of money dropped when they are defeated, but they also have stats increased, so it takes much longer to grind overall, than to swiftly deal KOs to them.
Frankly what you describe here sounds like a much more interesting and entertaining run than simply one-shotting everything like you do now.
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DungeonFacts wrote:
I made some nice improvements to the first room, but the RNG for the falling rocks level is significantly worse. Waiting a few frames (or even a few seconds) before entering the level doesn't seem to change the rocks that fall, so for right now I'm just going to play the hand I've been dealt.
A common implementation of randomness on the DOS platform has the random value only change each time the random() function is called. That means that delaying will not do anything for you unless there is some object or enemy active that has random behavior. Playing levels in different order may help. Changing the system clock at JPRR startup will usually help.