Posts for SprintGod


Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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It's 6 revs. A full speed spindash can be released in 8 frames. e.g. Down, A, B, C, A, B, C, Release You can tell if you've done it right by the sound it makes. You basically hear 6 identical blips before the release sound. If any of the blips sounds different, you messed up. After a while of inactivity, I've resumed progress on my own run. I've postponed the 'level at a time' one for now, simply because it's less fun to watch. I'll finish it later. (note: times in my earlier post have been edited)
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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I'm actually doing two runs simultaneously :) # The previously mentioned run. # A run working in regard to real-time rather than game-time. The way I'm doing it is using the first one to experiment with routes. Then, once I'm satisfied, I redo it in the second run without entering as many checkpoints (The only one I've considered using so far is the last check on Marble Garden 1). Once I've finished, I'll probably do another run which involves getting all the emeralds and relentlessly abusing Super/Hyper Sonic all the way to the Doomsday Zone. Annoying fact: Finishing a level with the timer slightly under a minute works out slower than over a minute because there is no way to skip the massive point bonus it gives you. If game time is the only important thing, then I'd basically have to make purposefully crappy runs on some levels so I don't finish in less than a minute. This is not right. (Edit: Just calculated it. Times above 53.33s end up taking longer than if you'd waited for 60s)
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Experienced Forum User, Published Author, Former player
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I was improving it first. I knocked a few seconds off the time :)
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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Improved my original run by 3 seconds. >>Edit: Deleted GMV. Just get it from the site<< Timed from gaining control on the first level up until hitting the goal on the last level.
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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I pity you for even considering that as an option.
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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Way ahead of you. Sonic only, going for speed in terms of the game timer rather than real-time, and not bothering with the emeralds. Note that returning to checkpoints (after entering bonus stages or dying) resets the timer to the start of the second that you first touched it (e.g. hit a checkpoint at 0:10.99, and the timer starts at 0:10.00 when resuming). Also, intentionally dying at the start of some acts means you restart it slightly further forward. A good example of this is Angel Island 2, where an intentional death can save 6 seconds. Postponed. Times below are now in regard to a normal run. Current Status - Completed Angel Island 1: 0:45 Angel Island 2: 1:21 Hydrocity 1: 0:47 Hydrocity 2: 1:28 Marble Garden 1: 1:05 Marble Garden 2: 1:45 Carnival Night 1: 0:44 Carnival Night 2: 1:56 Icecap 1: 1:41 Icecap 2: 0:46 Launch Base 1: 1:52 Launch Base 2: 1:11 Mushroom Hill 1: 0:50 Mushroom Hill 2: 1:03 Flying Battery 1: 1:45 Flying Battery 2: 3:08 Sandopolis 1: 2:03 Sandopolis 2: 2:15 Lava Reef 1: 1:42 Lava Reef 2: 3:02 Hidden Palace: 0:27 Sky Sanctuary: 1:53 Death Egg 1: 1:40 Death Egg 2:2:56
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Experienced Forum User, Published Author, Former player
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...you have to grab from behind
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
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Most of the punches are there to deal a little bit more damage before knocking someone down (e.g. Donovan: one extra hit means the atomic drop finishes them off instead of leaving them badly wounded). Sometimes it was useless though, and I couldn't be bothered to go back and change it. As for jumping left with the atomic drop... most of the time that was for grouping purposes. It really doesn't matter which direction you go as long as you keep up with the screen while it's moving. If you do fall behind, it's nothing a tackle or a few slides won't fix. As for the "only get one boss" trick, someone told me how to do it against Jet when I rented the game about 10 years ago. It didn't take too long to figure out that it worked in other places too :) I did find out quite a few things from your FAQ, though. The R.Bear trick for example, which I adapted to work with atomic drops :)
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Finished at last! >>Edit: GMV deleted. Just get it from the site<< I'd say more, but I can't be bothered. Just watch the damn thing :)
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Experienced Forum User, Published Author, Former player
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I'm at the end of Level 7 now... I'm thinking that the quickest way to kill the robots with Max is to group them in the middle of the screen and repeatedly combo them as they get up. Certainly not easy, since at least one of them tends to turn up behind you to greet you with a DONK. If I can't get it to work, I'll just resort to slashing the edge of the screen with the sword... ...I could do with Axel here, a bunch of GRANDAPPAAAHs would take them down in no time :)
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Experienced Forum User, Published Author, Former player
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Don't say 'ouch' yet... Wait until I've completed a Streets of Rage 2 / Mania / Max recording, then say 'ouch' :)
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Experienced Forum User, Published Author, Former player
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I finally finished it... :) >>Edit: GMV deleted. Just get it from the site<<
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Experienced Forum User, Published Author, Former player
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That's the easiest way to kill them, not the fastest. You need to mix that technique with some stronger moves to cut through them quickly. e.g. against one of the weak enemies with Axel on Hardest 6xPunch, Back-punch 6xPunch, Jump-knee ...with grabs Punch, Grab, 2xKnee, Throw 2xPunch, Grab, 2xKnee, Headbutt 3xPunch, Grab, Knee, Throw 5xPunch, Grab, Throw For stronger enemies, just add a few extra punches at the start. Another noteworthy technique is to repeatedly Jump-knee enemies to the right. This allows you to get some easy kills whilst moving across the level. [p.s. I restarted my recording today, just reached Level 3]
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
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Indeed... I'd post the recording, but I'm doing a better one :)
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Experienced Forum User, Published Author, Former player
Joined: 5/20/2004
Posts: 118
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For some reason it refuses to allow the input data in recordings to exceed 65535 bytes, and it just starts giving out error messages [Block error writing frame : #####] I'm guessing that some variable is being limited to two bytes when it shouldn't be. I have also experienced the problem with the first part of the recording being corrupted. A sure way to get it to happen is to record a movie, make a savestate, and exit Gens. Then reopen Gens, open the game, and immediately use 'Resume record from savestate'. This doesn't happen if you use 'Play Movie' first... System: AMD Athlon XP 2000+ [1666MHz] Windows 98SE
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Experienced Forum User, Published Author, Former player
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On Level 11, you need to run to the end so the tiles fall and disable the switches on the floor below. Touching them closes the gate. On Level 12, if you simply climb up to the ledge and hit the tile, you fall off the edge and go splat. Climbing down and back up again puts you a pixel further to the left, which is enough to keep this from happening.
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I'll probably have a better run done in a few weeks. I've already knocked nearly two seconds off the first two levels :)
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Post subject: Prince of Persia, Ye Olde PC version
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Threw this together over a period of two days, but it took a few weeks of practice beforehand: Prince of Persia - Completed in 16:29.63 [game time] [2,107KB] Edit: Now encoded in H.264, saving me a bit more bandwidth. There's no sound, for two reasons: 1) I played with it turned off so I didn't have to wait for the tune to play at the end of each level. 2) Even if it was turned on, I currently have no means to record it. So you'll have to do without :) It's not perfect, but it's certainly no easy task to get a time like that :) Stuff I missed # Immediately after starting the first level, hold Ctrl-A [Restart Level]. This eliminates the long pause after landing. # On level 10, it may be possible to push the second to last guard back out through the gate you enter through instead of wasting time killing him. I haven't been able to do it though, and it might even be quicker to just kill him. # Also on level 10, it's possible to fall off at the end in such a way that you land right in the corner without enough room to crouch. You still take damage, but the animation and pause is skipped and you land right on your feet.
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