Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Seconded!
...although first we'll need an inane philosophical debate over whether NesVideoAgent can accurately be described as a 'person' and thus be eligible for this award.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
If you haven't finished the first two levels in 0:27 and 1:20 respectively, you should stop now.
I started work on this game last year, but put it on hold because:
At the time, Snes9X was crap
I wanted to redo Sonic 3 & Knuckles
Snes9X is no longer crap, and I've finished redoing Sonic 3 & Knuckles, so I'll be going back to it very soon.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Ah, but you see... I've been secretly working on a Sonic 2 run of my own, and it's a whole minute faster! And it's due to be finished by tomorrow!
...
...or not. That's on my to do list along with a few thousand other things that I'm never going to get around to due to incessant laziness.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Quark is even easier to say, and just as accurate.
'Time Attack' is a stupid misused term
It's primarily used as a synonym for 'Time Trial.'
The earliest example I can think of is Sonic CD (1993), but it was probably being used long before that was released.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Lexicross! That rules.
Fury of the Furries (DOS)
You basically control a round fuzzy thing, and can transform into different colours:
Yellow shoots fireballs
Green swings around on a rope (it handles similarly to the rope in Worms)
Red bites through walls
Blue swims
Most levels have coloured wavy forcefields. Passing through them enables or disables the ability to transform into that colour.
Thanks to decent level design, the result is a bloody great (and fairly difficult) platform/puzzle game.
X-Quest (DOS)
http://www.ch.cam.ac.uk/MMRG/people/mdm/xquest.html"You're a rather jolly little ship dingus which shoots all around a rather abstract landscape collecting little blue crystally things, while avoiding a few mines scattered around. Hmm. Boring, you say? Well, maybe it still needs a certain something... OK, so we'll keep the Super Kill-o-Zapper, then, and add a couple of things to blow up. Happy?"
Sorta like robotron, but more fun.
ClockWerx (PC)
There's a grid of dots, and you rotate around them. You move around by switching to an adjacent dot as you touch it. There's a few obstacles that kill you (hands on some dots, and oil globs that chase you). You finish a level by reaching the sparkly dot.
Note: Originally released on the Mac as Ultimate Spin Doctor.
There's also a Super Famicom version [goodsnes name: Clock Works (J)]
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Actually, I just wanted you to list said flaws, because I was halfway through making this one :)
No, that's just how it ended up.
It's not a warping glitch, as Sonic doesn't actually go anywhere.
On vertically wrapping levels (MG1, IC1, SS), when you leave the top of the screen, the game thinks that Sonic is below the screen (underflow?), so it scrolls the wrong way in an attempt to catch up.
Sprites are only spawned when they're close to being on the screen. So until the view catches up you can pass straight through any sprite based obstacles, but as an unfortunate side-effect you can't see what the hell you're doing.
On Sky Sanctuary, I use it in a different way. Jumping down the hole on the right is normally death, as the screen stops scrolling just before the bottom of the right pillar. This stopping point is only active when you're actually in the hole, so it can be bypassed by sending the screen down past it before jumping in.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
With minimal practice, anyone with moderately active senses and at least one working finger can get 'Perfect' every single time on any Special Stage. In realtime. With no savestates.
In other words, your objective sucks.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Still too slow. 1 rerecord per 2.5 seconds isn't enough for almost any game, never mind something as awkward as Sonic.
The Sonic series has a physics engine that is significantly more complex than most other games of its time. An obscene amount of planning and experimentation is absolutely necessary for a decent result, and it is apparent that you have done nowhere near enough of either.
Also, perfects are useless. The special stages are long and boring enough already without wasting time on such an easy, tedious, and entirely unimpressive task.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Pause + Frame Advance (\ key). Every punch needs to be executed on the very first frame that it is possible to do so (ranges from 13-15 frames between button presses).
You answered your own question. Easy is not acceptable at this site.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
I've said this before: In this genre, style is much more important than speed.
I'd rather have a 20 minute long movie that demonstrates a wide variety of fighting strategies and a decent range of combos than a monotonous 10 minute movie full of the same few moves repeated over and over.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
13-hit combo
Jumping HK (crossover), LP x 8, Crouching LP, H Rekkaken x 3
6-hit combo
Toward + HK, Crouching LP, H Rekkaken x 3
2-hit combo
Crouching HP, L Shienkyaku
>>Edit: SMV removed<<
It's very easy to get all 4 hits from Dee Jay's Hyper Fist if you repeatedly press all 3 punch buttons in sequence (HP, MP, LP, HP, MP, LP, etc.)
It can a bit awkward using a standard SNES controller though, unless you map all the punch buttons to A/B/X/Y.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Scissor Kick = Forward + HK. (It's a name used for far too many things, so I suppose I should call it a hopping kick for clarification...)
With precise timing, it can be followed by any other heavy attack for a 3-hit instant dizzy combo.
Also, a 13-hit combo is possible:
Jumping HK (cross over), LP, LP, LP, LP, LP, LP, LP, LP, Crouching LP, Rekka Ken, Rekka Ken, Rekka ken
Good luck getting all those jabs in without slowdown :)
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
I voted no:
No 6+ hit combos (at least 10 hits are possible with Fei-Long)
No comboing out of the scissor kick
No comboing out of crouching fierce punch
Too much CPU blocking
Numerous missed attacks
In this genre, style is much more important than speed, as a pure speedrun would be incredibly monotonous and quite boring to watch. I would aim to use as many different combos and playing styles as possible.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Heh... A couple of weeks after that post I had my new run finished up to level 9, and it was 10 seconds quicker...
Then I found a way to finish the first level about 7 seconds faster, so I deleted everything and started over...
Then it got set aside so I could work on some other games...
Then I completely forgot about it...
Ah well... It should be finished sometime before Duke Nukem Forever.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Doom and X-Zone don't work on bosses either, except in special circumstances. Pay very close attention to the following quotes. There is a very subtle link between them, and you may need to read through them a few times before you spot it...
...
Magic based attacks - including those that inflict instant death - never miss an invisible target.
Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
1204m
Click and drag. The game will then be able to track the mouse when it's outside the window (doesn't seem to work in Internet Exploder... Yet another reason to use Firefox!). Also, right click once to make the cursor visible.