Posts for Sabikage

Experienced Forum User
Joined: 7/28/2004
Posts: 57
Just because I understand it doesn't mean I'm obligated to like it. My vote stands.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
The torches on his way up the elevator, specifically. He has to move, attack, collect, and move back. As for the enemies bit, I'd have to have someone instruct me on how to identify the current frame and watch it so I could identify the specific occurances. Based on the discussions in the thread about what causes the random number generator to shift, I assume the purpose of this is for luck manipulation, but I still dislike the way it looks.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
I voted 'no'. There is some excellent use of glitches not found in the existing castlevania movie, but the performance during the movie is haphazard. There is obviously a great amount of care taken during some sections, but other sections look like you're barely even trying (relatively speaking). There were a couple times where you attacked an enemy once, tried to attack a second time and missed, and then ignore the enemy. Was this done for luck manipulation? Stylistically, it looks pretty bad - it looks like a real-time goof. During the manticore fight you back off to avoid the tail strike but he's only one hit away from being killed - why do you not attack the tail to finish him off? More luck manipulation? I was scratching my head when I saw that. The arena section had me wondering as well. You break a couple torches that frankly appear out of your way to do so. I understand why you went after the Lubicants and the Erinyes (sp?), but it looks messy due to the nature of these enemies' movement patterns. Nothing you can do about that. Warping straight to the chaotic realm after running around various parts of the castle, to be honest, was really disappointing. It seemed a non sequiter. I do approve of the manipulation of the guarding through enemies - that does look really nice. I didn't see anything in the movie that required it to be played on hard mode - I know some of the equipment simply doesn't appear during normal difficulty but to my knowledge you didn't pick any of it up - therefore, hard mode adds nothing to the movie but time. A harder difficulty adds to the enjoyment of a movie primarily when it (such as in the case of Contra III) allows the complete game to be run, when it increases the threat of enemies (rather than just their HP), or when there is some other fundamental change that doesn't simply take more time. A movie that is similar in all respects, done on normal difficulty, and with optimizations made wherever relevant, would be over a minute faster, would have a significantly 'speedier' feel to anything involving combat, and would be more entertaining to watch.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
You mean, there isn't a working NDS emulator to be found.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
I voted no. I dozed off mulitple times watching the run and I had to stop and take breaks several times in order to give as much attention to the run itself as possible. This isn't a criticism on the performance of the author so much as the fact that a 100% run is just not entertaining. The hack doesn't really introduce anything new to the game beyond a different map, nor is the map design inspired or new enough to make the different level design interesting for a TAS. 90 minutes is a long time to be sitting watching any individual speedrun, especially speedruns which do not significantly vary from existing runs (the regular Super Metroid runs on the site were actually more interesting because I was unfamiliar with the tricks associated and seeing them used in familiar places to do unfamiliar things made the runs interesting. Seeing them used again in unfamiliar places is not as novel).
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Actually, Hard Mode has the handguns which are pretty funny. But your point is taken.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
This run is technically faster than Morimoto's run. However, I do not believe that this run would even be considered were it not for the existing run - since I do not believe that the previous run would be considered acceptable today. I am therefore voting 'no'. Note: I do not believe Gradius would be considered acceptable because the possible margin for improvement between a player who merely does not die but is otherwise unexceptional, and a TAS run is relatively small. Because of the fixed scrolling it isn't possible to make the game any faster, an issue brought up during discussion of The Guardian Legend (with the TGL password) and I believe it is at least a potential issue with all fixed-scroll games such as vertical or horizontal shooters.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
If memory serves me right, when the princess run was released, it was the fastest SMB2 run around. Unfortunately, I checked back in the archives and I'm having difficulty actually confirming this to be true. It's possible that because the movie was simply released in the earlier days of TAS, when there weren't as many games done more tolerance was given to 'variant' runs.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
That was it exactly, Nitsuja. I'm using different plugins and it's not desyncing. Good call.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
desyncs for me immediately at the title screen.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Pretty sure attack order is determined at least in part by the attack power of equipped weapons. Anyways, you can define macros to force your party to attack in a particular order (useful for the combined manuevers), which would probably be helpful.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
When his movie is faster than yours, his movie is superior. None of your 'style' is impressive enough (or even more than barely noticable) to warrant sacrificing speed in favor of it. And someone who quit the run really doesn't have any ground to stand on calling someone else 'undedicated'. If you have a problem with the way he is doing things, as the old saying goes, do it yourself.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
I would think that doing an entire room successfully is beyond the scope of Bisqbot as of current.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
No way. Again - New Game + runs aren't accepted here; laziness is not an acceptable excuse for an exception to the rule. Second, the console speedrun on SDA is fully two minutes faster - if you can't do it as fast as someone playing it without the benefit of savestates and frame advance, you probably put very little effort into the run. Speaking of which, YOU are credited in the full-game run on SDA; it would be relatively easy to take that run and simply use save state and frame advance (where applicable) to optimize the run and get a faster full-game run that way. The run on SDA is under five hours; at least ten minutes could be shaved off just due to minor optimizations. A small amount of luck manipulation could easily take another ten minutes off that time.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Did that. Also turned the second controller back from 'teamplayer' to 'pad'. Works this time. Looks very nice so far. Can't wait to see more.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Desyncs for me in the second level, right around the green alien eye thingy.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
That wouldn't be an interesting run at all. Much like the Zelda: A Link to the Past glitch run, a run which basically warps to the end of the game is not terribly exciting. If you're going to do a run, my vote would be for a full game run.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
I may have been misremembering, but I do believe in 1-player mode start+L/R switched vikings. It's possible that A+B+C is used in two or three player mode in order to change focus from one viking to another - I know in the SNES version of the game, there were different controls to switch between vikings as well as switch focus to a different player.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
You can, in fact, play the game with a three button controller. The intro levels will instruct you differently based on the controller you have - switching vikings in one-player mode with a 3-button pad, for example, is accomplished by holding start and pressing left or right on the d-pad. Start by itself goes into inventory selection. Hope that helps.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Obviously, the magical nature of the chaos emeralds are involved. I mean, the octarine sky totally gives it away.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
Like a ghost house or a castle intro scene - you can't take yoshi with you. It was just a funny version of one of those scenes.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
It's been a while since I played the game, but I never would have suspected that it would have been faster overall to NOT use Freedan against the vampires. There is a fixed amount of time required to transform, plus you'd have to go out of your way to get to a dark space where you could transform, which would negate any sort of speed increase you'd gain from dealing 2 points of damage instead of one. Keep up the excellent work!
Experienced Forum User
Joined: 7/28/2004
Posts: 57
bobxp wrote:
Well, I decided to start over with 6% speed, and have greatly speeded up AIZ1. Unfortunately, my site is STILL not up >_< so I can't show you.
Why are you not going for the super emeralds? It seems kind of half-done with that in mind, since obviously you're going to be significantly slower than the existing run. Slower speeds are okay, for 100% completion runs, but you're clearly not aiming for 100% completion from the get-go.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
The run is liable to be much more entertaining if as much massive destruction as possible is included. Killing everything in every shooter stage may not necessary, but it's probably more interesting than simply trying to survive the stage without killing anything, and it'll prevent slowdown. I never got slowdown when I played the game precisely because if you're not constantly trying to kill everything on the screen you probably wouldn't survive to the end of the stage anyways.
Experienced Forum User
Joined: 7/28/2004
Posts: 57
There is no 'best way' to get through the shooter stages. They scroll automatically. The only time difference between two people who successfully pass a shooter stage is how quickly they defeat the boss. Anyone who does such a run will want to optimize their weapons usage carefully - better weapons cost more ammo, and some weapons just do more damage quickly. Also, there's no point in going out of a way for a weapon that will not speed movement on the overworld, or help kill bosses faster.