Posts for Sketchie

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YautjaElder wrote:
Sketchie wrote:
For example, you NEED the Fairy Bow and the Light Arrows to even finish the game. But, however, you do not need the Megaton Hammer, as none of the bosses in the game requires for you to use the Hammer to even hurt them.
You need the Hammer to hurt Volvagia, don't you? ;) Anyway, we're not even getting close to battling Volvagia, so it doesn't matter.
Oh, d'oh, you're right. I haven't played OoT for ages, so forgive me. XP
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I don't think you're allowed to post ROM links, even rare, hard-to-find ones. But I'm watching the movie now regardless. EDIT: The run looks good. And yes, I do agree a 100% run, all crystals and platinum relics included, would be much more interesting than just a red crystal run. I assume that you will go back and do the levels where you have to run on foot once you have obtained the "running shoes" of some kind after defeating a specific boss. (Sorry, just haven't played the game... yet XD) And you just... abruptly died at the end by falling into lava. At least finish the level :P I am looking forward to the run. Keep up the good work.
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IMPblackbelt wrote:
zomg... That's a LOT of skipped stuff. o.o; How do you do the Fire Temple without the hammer? And... how do you skip half of the rest of that crap? O.o
You are only required to get very specific items and then glitch through the rest in OoT. For example, you NEED the Fairy Bow and the Light Arrows to even finish the game. But, however, you do not need the Megaton Hammer, as none of the bosses in the game requires for you to use the Hammer to even hurt them. That's what I'm guessing. I don't really have time to read through all 22 pages :P
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mwl wrote:
The projected final inventory screen (item counts are off but you get the idea):
Holy... It's certainly going to be an interesting movie when you've finished the game with over half your inventory missing. Minor EDIT: Are the quotes not working properly tonight?
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yarbles wrote:
Hmmm, desyncs right at silver gauntlets now, whereas the previous WIP was working fine....gonna try again without fast forwarding and see if that helps
I went through the entire movie without hitting the fast forward key and it still desynced at the Silver Gauntlets.
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Ahhh, I knew I had a funny feeling about the video plugin being a part of the desync problem. I've changed the video plugin and it seems to be working just fine - and even corrected most graphic problems (everything was white in Link's house, ick!). And it looks significantly faster than the old plugin I had, so that would explain the constant desyncing problems I had. I've also discovered something rather interesting: if the video is going to desync, the file name when you start a new name will be I. However, it will work perfectly if the name entered was J. It's a good way to tell whether the movie will desync or not without having to wait further on to see if it's going to desync or not. EDIT: Nevermind, it desynced shortly after getting the Silver Gauntlets.
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I have encountered the same problem as several other posters - Link gets the Kokiri Sword and then it gets all wonky from there. And yes, I did check the Raw Data in the Input Settings screen. Does having a different video plugin file affect whether it's in sync or not? Right now I have g|N64 v0.4.1 as the video plugin, but mwl says that you need the Jabo's Direct3D8 1.6 plugin (where can you get that plugin anyway??) I know the video plugin probably doesn't even affect the desync problems, but... just thought to ask.
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Yes, that sounds just fine. I've noticed that games where you can play as 2 players or more are typically more fun and interesting to watch than 1P games, AND in some cases it helps finish the game faster (ie: Super Bomberman 2P run). Go for it!
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Thaurlom wrote:
Edit: There's even a better reason. This game doesn't have a two-players mode XD
Actually, it does. After the practice stage (Pocky's Practice Stage) you are given an option to either play a 1P or a 2P game. I just checked. A 2P run would be more interesting to do than a sole 1P run IMO.
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Yes, doing a 120-star run is very long and tedious. You don't have to start over again just to try out new tricks. Just push on through and get this completed and get it published (hopefully!). :) Maybe by then you, or someone else, will try to break that record. It's a good idea to set the bar. You can't really set a bar if you keep having to go back to try new things - especially on a long game like this. Just keep on going. I am looking forward to the finished result!
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Or abc123. Or password. Yeah, some people are actually stupid enough to use oblivious passwords. Anyway... Don't cancel the project, please. I'd love to see a run of this.
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I'm not sure if it's already mentioned, but what if you put all your guys on the back row? It should allow you to run away from battles a few frames faster than if you kept them in the front row. Just throwing out an idea :p
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Any update on this? :o
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I believe playing with 2 players at once adds more enemies, and bosses would take longer to kill. I could be wrong, though. I've never played Pocky & Rocky with 2 players before.
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Shadow Byrn wrote:
Sounds like a sticky situation!
I hope it doesn't stick out too much.
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Wow. If quite a few people are having a hard time doing this game, then a speedrun of the game, especially a 100% one, would be REALLY impressive to watch. O_o I for one would love to see a speedrun of this game sometime.
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I'm guessing that without specific IP attacks, bosses and/or specific enemies would just take too long without them. For example, you'd actually save more time going to a different location to get equipment for their IP attacks and then going back to fight that boss than just going straight to the boss. Just an idea.
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You know what would be impressive? That you did the entire run without even pausing once. :o
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Bag of Magic Food wrote:
That's why I said 100% POSSIBLE.
OH! Please excuse me for my ignorance. >_> Yes, 100% possible.
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Bag of Magic Food wrote:
Wait, so now we're making gold medals the goal rather than a nice side effect of 100% possible saving?
First of all, it's impossible to save 100% of lemmings in ALL worlds, combined. In several worlds you are forced to give up a couple of lemmings - like in Classic and Polar. So we're just going for gold medals, it seems like. It's the only way we can get a "100%" completion.
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Enhasa wrote:
Well, I went back on a TAS WIP watching binge, and I have to say good job, even if it was only one level. ;) What is your progress now? Everything flagitious has said is absolutely correct. Going back and looking at what I have, the levels in question are Polar 8 (2 lost) and Classic 7 and 8 (1 each). From what I remember, you need to use 2 Exploders in Polar 8, and 1 Blocker each in the Classic levels. I think it should be obvious that getting all golds would be the way to go. Minimum completion would be kinda trivial, although there are runs like glitched LTTP on this site I guess. I think what would actually be useful is if someone went and figured out the minimum number of lemmings needed in each world to get gold. Of course, this would make a TAS a pain in the ass because you'd have to figure out which levels you could let extra lemmings die to save the most time.
I haven't confirmed this, but it is possible that you would need 38 to 40 lemmings at the end of each world to get the gold medal, as in most of the worlds you can save all 40 lemmings, but in some you will have to give up a couple, but typically the surviving lemmings at the end would be from 38 to 40. So that may be about it to get the gold medal. The only way is to test this out on a world where you can save all 40 lemmings, but purposely kill off a couple so you end up with 38. If you STILL get the gold medal in the 40 lemming worlds, then the minimum would be 38 - and it would cut down the speedrun a bit. The minimum number of lemmings required to get the gold medal may be less than 38, but you may just get the silver medal instead. Anyway, if you plan to kill off the remaining lemmings to make the level go faster after getting an apporitate number of lemmings in the goal, just use the ever-so-handy Exploder skill. :P Or fall off a cliff, jump into acid, get into a trap, whatever, to save time. You could even use the flying gadgets (Magic Carpet, Jet Pack, Super Lem, Icarus Wings, and so on) and force the lemming into a pit, trap or acid to kill them off faster. I'm not for killing lemmings, but hey, a couple will have to die for the sake of this speedrun :P
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Oh yeah, forgot to add something! If a level has more than one Runner and the level only requires you to use one or two, you can have the rest of the lemmings catch up by changing them into runners. That would shave off a few seconds from the run. That's what I did - when the level was safe to traverse, I'd make the last few runners, using up the rest of the running skill. That would be a potent way to shave off even minutes from the run, as many levels has the Runner skill. EDIT: I haven't experimented with this, but the description for Tumbler is that he would roll up in a ball and move fast. Maybe that would work too - but only a few levels actually has Tumblers, though, and you can't even try it out in practice mode for some reason. EDIT 2: I just checked Jumpers and Hoppers - they actually make the lemming move faster. I've just checked this in practice mode, and jumping and hopping actually WORKS - provided there aren't any tight spaces, as jumping and hopping would knock out the lemming for a few seconds when he hits the celing. So Running, Jumping and Hopping, and MAYBE Tumbling would save you even more time! :)
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Truncated wrote:
>Sketchie You could do that in some worlds, but others have levels which require several lemmings to complete (because you have to sacrifice some, or because they have to be in two places at once). I don't know how much more time it would take, but gold on every level would of course be very impressive.
That is true. I just realized, haha. Anyway, I've gone through all the levels in all worlds, and I've figured out the minimum number of lemmings you need to finish that world in a low-lemming run. Classic: 2. You NEED a blocker to turn the builder the other way so he can build over to the steel in "So close and yet so far away". Medieval: 1. Egyptian: 1. Outdoor: 1. Beach: 1. Sports: 1. Shadow: 1. Cavelem: 1. Space: 2. You will need one lemming to explode the platform near the end of Perpetual motion to allow a lemming to jump down and platform to the goal. Polar: 1. Highland: 1 or 2, depending on how good you are with balloons. The last level (EAT MY SHRAPNEL !!) has two ways - one is to send a balloner up and then explode to get through the wall so a lemming can rock climb through, OR send a ballooner down and under the tight passage over the water. The latter will save MUCH more time, but much more risky. (You save more time doing the latter since you'd have to leave behind a lemming and tackle the puzzles to bring the other lemming over, while with a sole lemming you can finish up puzzles much faster.) As I said, this is entirely up to the ballooner's (ie: speedrunner) skill. Circus: 1. This should help anyone that is planning to do a low-lemming run.
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I found something rather interesting as I was playing Lemmings 2 (I'm not actually speedrunning the game, I lack the tools and knowledge to do so). You are given 40 lemmings at the start of each "world". If, let's say, 10 lemmings die in one level, the next level will only have 30 lemmings. If 2 more lemmings die in that level, the very next one will only have 28 lemmings, and so on. Now, to get the golden medal, you had to bring 40 lemmings throughout the entire levels in that world. But since this is a speedrun, I thought it would be better to kill off all but one lemming in the very first level (get one lemming to the exit, and then use the Nuke). That way the sole lemming can finish up levels faster. Like in one level (Classic 2) the normal way to get all the lemmings over the gap is to go around with a climber, bash through the wall, and then build stairs up to the rock near the entrance, and then build up to the rock so the other lemmings can get out of the pit and walk towards the exit. But with a sole lemming, he can just climb, build and dig to the exit, and completely skip having to bash and build more stairs. But, if you are going for a 100% run (you get EVERY lemming to the exit), then it will take longer - but personally, it could be fun and more challanging (you'd have to juggle around more than one lemming, for example). Just something interesting I've found.
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Awwww, so you're leaving Relm out of the run? Pooh. She was one of my favorite characters to use in the main party - she's a potent magic user, after all! But I do agree that you would have to go out of the way just to get Relm, which would add minutes to the speedrun, so... Poor Relm. :(