Posts for Spoony_Bard


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Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
Posts: 377
Looks great to me. Though it seems some of the earlier stages could be better optimized via the ladder glitch which you seemed to get the hang of later on, that can wait. I wonder now if someone could attempt a 100% item run? It'd be considerably longer, unlike the MMX2 run which seems to have been faster because of it, but it'd be neat to watch. I can't remember, can X get the Gold Chip AND the Z-Saber at once? 100% may also mean getting the ride armours, even though they may not have a practical use within the run itself...
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Ah, I love Live-A-Live. It's one of those early SNES rpgs that North America really missed out on, it's probably one of Square's better games too. It's almost like an early Chrono Trigger, and I love how each chapter is essentially a mini-RPG, self-contained, and yet ties into the overall plot by the end... but I digress. RPGClassics has detailed shrine on the game, and good walkthroughs to follow. Most significantly are several walkthroughs for the Shinobi chapter (probably the best chapter in the game, and so many different ways to tackle it), while you can beat that chapter killing everyone, or killing no one (monsters don't count), the optimal way (killing those you need to) is probably the best... though you may not need to do everything. IE: Getting Circle in the party is probably not worth the time it takes to do it... This is one complex RPG, and you'd really need to know it in order to time attack it.
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Alright, I optimized the first stage, managed to get a silver coin sooner, and did the second stage. First and Second Stages I included a savestate to skip the intro, for the heck of it. Now, some good news and bad news. I believe the Silver Coin drops depend on what moment Wario breaks the jar/kills an enemy, and what buttons happened to be pressed at the same time. They're rare drops, though, but I'm going to try and manipulate them as much as I can so I won't have to stop to build coins up along the way otherwise. I've also found that Dashing is only useful if used for a certain distance, I haven't calculated how much yet though... And I've also discovered that in the in-stage bonus games, the treasure chest ones, you can manipulate which enemy-face-lock you recieve, thus I can fix it so that each one I get is automatically the first tile the cursor starts off on, to save a few moments. I couldn't do the same with the Map-piece bonus game, though, otherwise I'd make them all 0's. The bad news is that I'm probably going to have to redo the entire second level, since I realized while doing the bonus game at the end of the second level that I can speed up the way the numbered tiles disappear, which I didn't do in the first map piece bonus game. So from that point on will likely have to be redone. C'est la vie. Anyway, any comments at all so far?
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I think one of the biggest time savers with the vertical Air Dash comes from the Blizzard Buffalo fight. He exploits a glitch using the Air Dash which keeps BB from charging to the other end of the room, keeping him stuck in one corner, and that saves quite a bit of time. It happens in the rematch too, though only once since he's killing him a lot faster with the sword. That, the Neon Tiger stage, plus all the other little areas where it is used makes up for the time it takes to get it, I think.
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Ok, I've started a f'real trial at a 100% time attack. Here I play through the first stage of the game, get the treasure and the map piece. First Stage There's a few things I've learned so far... Charging seems to be the fastest way to move around, normally. Normally if you start dashing and want to stop, to enter a door or avoid hitting a wall and being bumped back, Wario typically has to pause to actually stop. However I've found that if you hit the direction button that's opposite to the way he's charging for one frame, then on the next frame hit the button for the direction he is going, he'll stop charging, but won't suffer the pause he normally would. This means I'll have to redo this attempt, since in the first room on the level I don't use this trick and Wario DOES pause right before I enter the door. Near the end of the level I somehow managed to manipulate a 'silver' coin, which gives you 100. I don't know how, but after some tests on that specific jar I got it from, I found that I could only get it of I had Wario jump the instant the jar breaks as he charges into it, it wouldn't work any other way. I couldn't get a silver coin earlier in the level, so I spend a few moments gathering coins before the first bonus game. If I can figure out just how to manipulate the silver coin drops I won't need to stop for coins at ALL... That's all I really have to say so far... thoughts?
Experienced Forum User, Published Author, Former player
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I just whipped up a quick run that goes through the first secret chapter, 'Invade Wario's Castle' that you get by staying in bed in the first stage. Beating this gives you an ending, so by some terms it's a complete run. Of course it's far from perfect, I just made it up to give a general impression of how a pure speed run would go... Wario Land 2 - 10:00 I got 10 minutes on the dot, too, just happened to end recording the last time I had to hit a button when the auto-save screen came up. Anyway, as I mentioned before, if someone wanted to do a 100% run, the best thing to do would be to play through the game normally, getting all the treasure and map pieces along the way, then defeat the 'normal' final boss, do a soft reset, and continue with all the hidden areas, starting with this one, soft resetting at every ending. Once you get all the treasures and all the map pieces one final Timed area opens up, whereupon you get the final final ending when you beat it. That time let the credits run through... At least that's the best way to do it in my eyes... Thoughts?
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To answer the rom size question, when you're patching a rom with the IPS normally, you FIRST have to open the Mario rom up with one of Lunar's programs, I think it's Lunar IPS, and expand the romsize. THEN apply the patch, otherwise if you apply the patch on an unexpanded rom it doesn't work. The details are given in the readme with the IPS itself.
Post subject: Wario Land 2
Experienced Forum User, Published Author, Former player
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This game would make a good time attack, or several depending on how you look at it. Due to the nature of how the levels are structured, and the Chapters are accessed, it would be possible to 'finish' the game in a very short amount of time. When the first stage starts don't press any buttons and keep Wario asleep, eventually the stage will end and you'll be thrown into one of the hidden chapters upon which the game will end when you beat it. That is technically an ending. The 'proper' normal ending, though, comes when you beat Captain Syrup at Syrup Castle, after progressing through most of the normal game. So on what grounds should a normal, as fast as possible, time attack be judged? Reaching 'an' ending as fast as possible, or reaching the 'normal' ending as fast as possible? Then there's a 100% run, which would be quite long, especially since you would have to watch the ending several times in one movie. What would be the best way to handle that? You could potentially do a soft reset every time you complete one of the ending levels to bypass the actual ending and credits, and in doing so you could realistically do all the game's levels in one sitting. You would also have to get the treasure and map piece in every level as well, which would add on time. What do all of you think? Fast as possible: Any ending, or the normal one? 100% completion: Watch every ending or soft reset past them? If you're not familiar with Wario Land 2 then some of this may not make a lot of sense, but if you are then you know what I'm talking about.
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It was really long, but a a neat watch. If it were done with the same quality your SMW run was done with it would be fantastic, but I can't imagine how long that would take. ^_^;; This opens up some interesting ideas, though, there are many other really good rom hacks out there that would be interesting to time attack. Legend of the Blob Bros. 2, Mario Adventure, Zelda Challenge: Outlands, Metroid Captive, to name a few. They may not be pulished here, but they'd be interesting things to take on...
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The submitted run looks great. This opens up a few other possible Zero Mission runs, though, a 100% run would be neat to watch. So would a 9% run (lowest possible percentage you can beat the game on) There's also the issue of Hard Mode, which would be certainly interesting to watch. A 9% run on Hard Mode would be a feat, even for a Time Attack. (you certainly won't own Mecha Ridley then, with only 2 missles!) But the problem with Hard Mode is that it needs a pre-defined save ram in order to access it, not sure how the rules go for that. Unless there's a code I'm unaware of to access it. The same goes for Metroid Fusion (Japanese Version).
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Looks great, here's hoping this is the first published GBA movie. Mecha Ridley = Owned.
Experienced Forum User, Published Author, Former player
Joined: 8/17/2004
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Excellent news. Keep us posted, I'm looking forward to more updates. :>
Experienced Forum User, Published Author, Former player
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Well, I guess you have to decide whether or not you consider the Call Bead glitch part of your 100% goal. 10 minutes does seem like a long time to spend in one area killing enemies for the sake of something that doesn't NEED to be done to advance. If you don't consider the Call Bead glitch (as great as it is) to be necessary for 100% then maybe you should skip it. Someone else have any opinions on this?
Experienced Forum User, Published Author, Former player
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Well, while it is a useful trick, you have to weigh in how long it takes to amass all the cash, versus how much time the Call Beads will save. Since you get Call Beads already I don't think you'd need 99 (or infinite) of them to count towards a 100% run, unless you're considering that along the same lines as the Rock-Canyon thing. If you won't be using a lot of Call Beads then maybe it's better not to do it. But if you are, and you'll save more time than you'll spend earning the cash, then go for it.
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You can carry rings over, actually, by talking to the Ring guy once you finish the game, he gives you another password (it's all passwords) and then you give it to the ring guy in the other game. And voila, you get all your rings back.
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Alright, I get it now, I think. As for the Buzzards, a 1-second delay isn't so bad if it means, you know, not dying. For later on, I seem to remember a glitch that lets you skip the Verminator. I don't know how useful that would actually be, since I don't remember any other ways it would affect the gameplay. Is that worth looking into, you think, or will you fight him anyway? With the Atlas glitch it probably won't matter a whole lot.
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Saturn wrote:
I skipped the other 2 secret rooms because it would take me to much time and even 3 Honeys in one pot are not worth the time I think.
Saturn wrote:
but I guess it will be worth in the later battles and in my opinion it is also a part of the 100% run which have to be done, like geting all items.
So which is it you're striving to do, specifically? Get 100% of the items, or only those which help you save time? The Alchemy formulas I can see you wanting to get all of, and stopping to pick up ingredients on the ground only takes a moment. If getting these items is part of a goal to get 100% of all the items, then shouldn't you go back and get those items you skipped before? Of course, if you're not doing that, and you wind up getting that Call Bead later and using it during a boss fight or something then you can disregard what I'm pointing out ^^ I don't mean to cause a hassle, I'm just trying to figure out your consistancy in a 100% run and what you plan on doing.
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It's looking great, I especially like how the Atlas glitch allows you to make quick work of the bosses. I have on question though, the rock that falls after Tiny throws it, was that necessary? You don't seem to pick up the items that are made accessable, unless you plan on doing that later? I don't think it was necessary to have Tiny throw the rock, and some time is spent watching it fall that could be avoided if you don't intend on getting those items.
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I'd love to see it myself. Perhas there could be two different runs for each of these two games? One starting normally, and one with a password from the other? IE: After finishing Ages normally, use that password for a time-attack of Seasons to get the 'true' ending. And then do a normal run of Seasons and use that password to get the true ending with Ages. Granted that might be a bit repetitive, and each game doesn't change that much with started with a password, but some of the items you get in the second run might save some time, I'm not sure... And since the gameplay is essentially divided up in the two it might just be easier to only do one run each with a clean new game. Perhaps someone should just tackle that first, then decide whether or not to do a passworded game...
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The trial run looks great, not a whole lot of ways to improve it save for skipping that one missle and all... Though I wonder, have you thought about using the JP version of the rom? Since that version has a Hard Mode akin to Zero Mission's. Granted there's a lot of text in this game, but that's never stopped people from time attacking the JP version of games before, and the whole Hard Mode availability makes it even better.
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Donkey Kong. Not 'Donkey Kong Land' or 'Country' or any of those, just Donkey Kong. And not Mario vs Donkey Kong either, though that one would also be kinda neat, the original Super Game Boy Donkey Kong. In fact I think that was the title that was launched with the SGB. It was one of my all-time favorite Gameboy games.
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That was awesome. I especially liked glitching through Quick Man's stage and fighting him in the dark. That was nifty. At first I wondered why he chose the order of Robot Masters he did, but it all became apparent over time. Oh, am I the only one who had trouble with speed adjustments in a few areas? Particularly at every 'Get Equipped With...' screen when Rockman flashes colors, Famtasia crashed to a halt for a moment before sputtering back to life again and fastforwarding back to the Enemy-select screen... was that just me? At least it never desynched on me, but it was distracting. It also happened in the battle with the Wily-Machine II, though not as bad.
Experienced Forum User, Published Author, Former player
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Looking good. I wonder if VBV movies will soon be accepted as submissions here? There's a ton of great Game Boy games out there to time attack.
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That'll be Sky High, but to get to it you need to be shot out of a cannon, and thus you need to first get an ability that can light the fuse. Luckily earlier on in Sky High you can get the Jet ability which allows you to do that. So that world should be your first stop.
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Weatherton: Since he already had 99 men, I think VIPeR7 wanted to get no more than that, since one more coin would have just given a pointless 1-up as it can't go higher than 99. For the same reason he made sure to get 99 (but not 100!) stars at the last goal post, for style.
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