Going that route is nothing about the population. It's all about the scrolls.
And yes, it's gonna be all about Deathheim, though having 2 scrolls for Bloodpool Act I boss might shave some time too. It may also shave a second at Filmoa Act II boss, test there too.
I'm sure it won't affect either Northwall, Aitos, Casandra, or Marahna boss.
Geezus. 8?
Getting the 7th (in Filmoa) wouldn't be too far out of the way. You'd just take a slight building detour after sealing the 1st two lairs at the top while you're heading back towards the south lair.
The 8th would be quite far out of the way, IMO, given you have to complete Casandra, return to Bloodpool, then wait there. Not worth it, really.
Having 7 for Deathheim would be fantastic. 6 really did wonders for me, though having a 7th would save time for Marahna's boss repeat.
Wait wait wait...there's TWO scrolls in Filmoa?
Geezus. That makes for 7MP by the end of the game.
Oh damn...now I'm gonna have to go back through my speedrun again. -_-;;
About time somebody is getting to this.
Thoughts:
Filmoa Act I: Great new boss strategy. I'm gonna have to see if I can use it on my speedrun.
Filmoa Sim: Good, though I wonder why you skipped waiting the turn at the end. Building the road to the end connects Filmoa to Bloodpool, allowing Filmoa to have Wheat. Wheat allows better population growth than Corn.
Filmoa Act II: Good, though you can run under a couple of those falling spikes at the end instead of jumping over all of them.
Bloodpool Act I: Looks good. No complaints here.
Also, make sure you're using my 1:10 run, not my 1:12 run, though the general sim strategy is the same. And don't use my Aitos Act II level as a base...that level sucked. Heh.
Known. I utilized this several times in my runs, especially Northwall. The slopes there give major league accel to your jumps.
The purpose of the original walk-a-thon was to beat the game without using the B button to run. If you have to use raccoon tail to float over gaps, that doesn't violate the principle.
Yay for reviving old threads, but I have a question about the Japanese version of this game.
I recently switching from running the US version to the Japanese version of this for my speedrun. I'm wondering how the post-level scenes are determined. Is it random? Is there something I can do (remember, CONSOLE) to get the short text more often?
At this point it's possible for me to get sub-57 (my present record on the US version is now 57:30), but having the short text more often will help make that mark much easier to reach.
Moonshell is awesome. It's built into the M3 (though it's an older version, lacking a couple features like NSF) but works great for me as a portable MP3 player.
Note on the L/R buttons: Their ability to function can be changed by editing the INI file.
There's a few issues I saw in parts of this run.
1) You used a lot of "up-1, left-1" repeatedly that while walking is ok, but a few spots on the bike make it seem really slow. So like if you had to move left 4 spots while going up, you moved left 1, up 1, left 1, up 1, etc. It seemed to slow you down in spots instead of going left 4 in one motion.
2) How well would another move work against earth Pokemon? Not using BubbleBeam against them would cut out the "Super Effective" text. I mean, at that point you're at Lv 100...using about any attack should kill even those high defense buggers in 1 blow.
3) Use Thrash more. It's great for those multi pokemon foes and it felt like you didn't use it enough.
Most of the game seemed good, but I'm not convinced it's optimized.
Voting MEH.
Just a note for some people, this is sometimes labeled under GBC "World" sets as it's (UE). (Meaning that the US and Europe versions are identical.)
This wouldn't obsolete it, because it's an entirely different game.
It's been a while since I programmed in VB, but probably the way to do it is roughly this (I can't give an exact program, but I'll try to explain):
First, determine the string length. You'll use this to loop check the string.
In the loop, use the Left$ to look at the (loop#) character. Then determine what letter it is and store that in a variable.
LOOP
Then draw your graph based upon each variable.
So it's kinda like...
*DEFINE VARIABLES
Determine String length, store as integer.
For I = 1 to INTEGER
Determine what Character is for Left$(I,1)
Next
Draw Graph.
Hope that gets what I'm trying to say across.
I don't think there should be all 7. Doing something like Contra Hard Corps wouldn't exactly work either, since Star Fox's secret ending doesn't have an "end".
I think for TASing there should be 3 runs at most...one of each level in full. No warpless and no OOTD.
My thoughts exactly. I looked up the game at a multi-console listing source and I have a Joe & Mac Caveman Ninja alright...but on GENESIS.
The only Joe & Mac games I saw on NES were bad/overdumps, but weren't titled Caveman Ninja.