Posts for Tanooki_Teabag

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Joined: 1/24/2011
Posts: 108
Ferret Warlord wrote:
Obligatory. Very unoptimized, clearly shows a lack of decent planning and an ignorance of various glitches, but still, it should help.
Wow, that was so much better than my sad first attempt... Any chance I could score the input file to compare my speed?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
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Mister Epic wrote:
lmao! I've yet to finish my DoDonPachi verification movie to start TASing it.
I've been playing around with DDP as well. Are you going for maximum score? All bees? Full chains wherever possible? No deaths? No bombs? As for other runs, I'm psyched about the Rockman 1 improvement that's supposed to be coming soon. Really, all the Rock/Mega/Whatever Man runs will probably be awesome. I'd like to see the FF7 and FF8 runs finished this year. Also, a SMW run that uses the new powerup incrementation glitch.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Nice improvement over your last run. I thought the last one was pretty good, but this one is much more entertaining without that second slow race. Yes vote from me.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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I've been watching this one in the forum for a while now. The run looks good - I just have one question, though - in 6-3 you jump at a conveyor belt, get hit by a clock, and then fall down to the spikes. Is there a reason why you didn't just go across the spikes? Anyway, the run looks good, and it's obvious that you've put a lot of work into this. Yes vote from me.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Post subject: Wurm: Journey to the Center of the Earth
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Here's a quick-and-dirty WIP up to the beginning of stage 2: http://dehacked.2y.net/microstorage.php/info/156451616/Wurm%20Test%20Run%201.fm2 Wurm is one of those love-it-or-hate-it kind of games that some people really adore and other people want to banish from the face of the earth. It's also one of those games, like Bayou Billy or Battletoads, that has a variety of different styles of play. There are side-scrolling shooting levels, autoscrolling top-down shooting levels, first-person battles that combine RPG and FPS elements, and side-scrolling Metroid-style exploration. The first-person boss battles are a unique feature of this game. At the beginning of each battle, you have the opportunity to talk to members of your crew. By listening to their advice and talking to everyone in a particular order, you can raise your "possibility" factor. After a few rounds of conversation, the battle begins, and you can attack the enemy to further raise your "possibility." Once it reaches 100%, you can strike the fatal blow. IMO, the only really dull parts of this game (as far as watching goes) are the two autoscrolling stages and a few instances in which I have a couple of turns to burn before resuming a boss battle from the talking phase. I suspect that the test run will clock in at under 20:00 and gradually go down from there. So, is anyone interested in seeing a run of this game?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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IMO, the only entertaining part was when you made the cook's clothes fly off and he turned into a pizza or something. Unfortunately, that one scene doesn't make up for the rest of the game. Voting no based on poor game choice.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Very nice improvement and entertaining throughout, even the potentially dull 5-1. Yes vote from me.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
Ferret Warlord wrote:
I just thought of this a little late. Could you save a little time on bosses by walking towards the exit before they die and then kill them with a reflected projectile or two?
In my current version, I do this against a few mobile bosses (offhand, Pumpkin Head and the first Giant Spider come to mind). Against stationary bosses, I tested it a bit but it doesn't seem to save any frames, but if I was to make an improvement, I'd test it further. To make such a maneuver worthwhile, the number of pixels gained has to be greater than the number of frames spent jumping, landing, attacking, and turning around. Also, the enemy projectiles have to be manipulated to be fired at the proper angle at the proper time. To complicate matters further, against most stationary bosses, I grab the "?" items in the middle of the screen to replenish my health. A minor gain towards the door probably wouldn't affect this, but any major gains using this technique would require the run's health management and damage boosting to be totally recalculated. Of course, if it ends up saving time, I'll do it...
Rick wrote:
I haven't seen the run either, but I just found out a little falling faster trick. If you hold down in mid-air, you'll fall super fast, but you'll only fall straight down. It limits the trick use, but I didn't know if you were aware of this or not.
Yes, I'm aware of the usage of the down button, but it's not particularly useful for gaining speed. In Monster Party, horizontal progress is much more important than vertical progress, even in vertical areas such as level 7. Horizontally, you will always move one pixel per frame (exceptions: damage and edge boosting). Also, the screen only scrolls horizontally, so any progress has to be made on that axis. Therefore, vertical speed isn't particularly important here. In fact, Bert's "slow" gliding and Mark's "fast" down-button-falling are, in the end, the same speed.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Thanks for the feedback, everyone. Time to answer some questions:
Kirkq wrote:
One critique. Is it necessary to get hit by the final boss? It looks bad if it isn't saving time. The submission can be updated if necessary so it isn't a big deal to fix it if it can be better.
Getting hit does save time in that battle, since he doesn't expose his weak point as quickly otherwise.
Apathos wrote:
I voted yes because as it seems reasonably optimized and the game seems interesting, however I feel like there wasn't a that much personal style in the gameplay, which I felt was missing. It looks like you only ran from boss to boss with minimal effort. I don't know if what I'm saying makes sense, but it would have been nice to see you doing things like running backwards or jumping to the music instead of just running into the wall waiting for it to open. I hope this is constructive for you.
My goal was to get the fastest time possible, and since most actions (jumping, ducking, attacking, etc.) take a few frames to execute, I only use them where necessary. As for my personal style, lots of other players jump around to the music during waiting periods. I wanted to do something different (namely, the humpty dance and having a seizure) during the two periods of waiting the game gave me.
mklip2001 wrote:
Out of question, if Bert gets the double-shot after stage 4, why don't you use him more in Stages 4 or 5?
The only reason I use Bert in stage 4 is because he can take a shortcut to the Punk Rocker boss. He's pretty useless otherwise. In level 5, Bert gets the double lasers, but he's tough to use there because of the zombie "battle," since he can't stay transformed throughout it. Also, he's inferior to Mark against the Haniwa, so there's no real reason to use him in stage 5 at all. It is possible to get pills from an enemy towards the end of stage 5, but it's impossible to keep that transformation going until the Chameleon battle. Fighting the chair in stage 6 is, AFAIK, the optimal way to go.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Very nice run of a rather odd version of a classic. Yes vote from me.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
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Voted "Yes" because this movie is awesome. I'm not sure if it should obsolete anything because of the code, though... maybe it could go in demos/hacks?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Update: Still working on optimization - 771 774 frames saved over my last attempt. I found a much better strategy against the haniwa boss in stage 5 - each javelin hit back at him deals 3 damage, as opposed to bat attacks, which deal 1. I was able to manipulate him to constantly throw javelins at me, and all in all, I saved several seconds by not having to walk behind him and back to the door. The zombie "boss battle" now has frame-perfect floor humping action. I lost 2 frames after leaving the second boss battle due to bad luck hitting a damage boost - I just couldn't get everything to line up properly and I had to wait for the enemy to hit me. Being a perfectionist, I redid the last 1/3 of the level a half dozen times trying to make it as fast as possible, but I just couldn't make up the two frames without taking extra boosts, which jeopardize my health management in the following stages. Stage 6 is taking a long time to optimize because I figured out how to manipulate the lightning. When redoing my test run, I was puzzled as to why I randomly lost frames in this area. I noticed that these lost frames only happened when lightning struck, but I didn't know that it could be controlle. Every time lightning strikes, you freeze in place for one frame. However, the lightning isn't on a timer as I previously thought - it's pseudorandom an can be manipulated by jumping/attacking on different frames or by entering an area on a different frame. The best way I've found to manipulate the lightning is to waste a frame or two before entering a door - if you get two or three fewer strikes in the following area, the slight delay is worth it. Some rooms have been improved by 4-5 frames just through lightning manipulation. I also improved my destruction of the chair and the subsequent grabbing of the pills - the chair moves faster than your character, so I lured it towards the door and cut down on my travel time a bit. The chameleon boss battle was shortened by about a half second by manipulating him into running into my shots again after being hit. I was able to get him to do this twice, allowing me to end the battle closer to the door. I suspect that stage 7 will be pretty easy to optimize, since all I have to do is make sure I don't lose any frames while flying. The battle with Royce is already quite good IMO, so I doubt I can improve on it unless I figure out how to get rid of that weird glitch that doesn't let me grab the "?" item. Stage 8 will likely be improved quite a bit thanks to better flying with fewer dropped frames. I'm not at a good spot to post a WIP, but if I finish stage 6 tonight I'll edit it into this post. EDIT: Level 6 finished! http://dehacked.2y.net/microstorage.php/info/1714452749/Monster%20Party%20%28U%29-1%20-%20Copy.fm2 Horray for insomnia!
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Update: Still working on improving this run. I just finished off the Punk Rocker at the end of stage 4 about 100 frames faster than before, bringing my total savings up to 511 frames over the second run and 1,932 frames faster than my test run. I've gained at least a few frames on every boss fight so far - some of them, like the Samurai and most of the stationary bosses, could only be improved by 2-4 frames, but I've had some major breakthroughs against the Pumpkin Head, the Tempura Trio, all of the Stage 3 bosses, and the Punk Rocker. Here's my latest WIP up to stage 4: http://dehacked.2y.net/microstorage.php/info/722707209/Monster%20Party%20%28U%29-1%20-%20Copy.fm2 Unless anyone has any major suggestions that would make it worthwhile to run through the game again, I think this version will be the one I submit. One question I'd like to throw out there: what tags would be appropriate for this run? I'm definitely doing "aims for fastest time," "manipulates luck," and "takes damage to save time," but are the warps I use enough to qualify for "uses warps?" I only warp within the level, not between levels like in SMB. I think it's more like a shortcut than a warp. Does anyone have any thoughts on this?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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Who's to say that the controller is the only valid method of input? If someone did a run of an Atari 2600 game by the rules proposed, he/she wouldn't be able to use the switches on the console - only the joystick and the fire button. There are a number of games that make use of the difficulty and TV switches for various gameplay-related purposes, usually to make up for the lack of buttons on the controller. Would these inputs not be allowed because they don't come from an external controller?
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
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Joined: 1/24/2011
Posts: 108
Treyn wrote:
Something odd I found, and figured some of the people here may be interested in. If you have Gogo mimic a 7-7-bar joker doom you used to kill the first tier of the final battle, going into the second tier, you don't get the normal "blank" joker doom. Instead, he casts another doom, but it only hits three of the four parts of tier 2, leaving the tiger guy alive. Then, you can mimic it again to get the 0 target cast, and a third time to actually kill the last part of the tier. Seems a bit weird, my guess is that for some reason the game just slides 3/4's of tier 2 into the positions of the first tier, so when the game checks to see if they're dead as you mimic the joker-doom, it finds new, doom-able targets. (If I understand MasterZED's slot faq correctly, and I am just making this up.) Has anyone here ever seen this? I tried it a few times, and it consistently happens, but other people confirming it isn't some anomaly on my emulator would make me feel a bit less confused as to what's happening, at least. A quick edit: If you kill a part of the first tier (break the lower arm), then joker-doom, you don't get all 3 parts doomed on the second tier when you mimic, so I think my theory above is right.
Your theory makes sense. Mimic is a very strange and buggy ability - try using it alongside Quick and Jump and Gogo will start doing very unpredictable things. I'm not surprised that it would have trouble with the targeting on Joker Doom, especially since you're not even supposed to be using it in that fight.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
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Joined: 1/24/2011
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The new version is now on YouTube: Link to video I'm improving the first stage again, and already I've found a few little things that could save more time. If you damage-boost while falling off a platform, your x position is bumped up by 2. If these stack, I could save even more frames from each boost. Also, it's possible to enter doors earlier than you're supposed to if you're in the middle of a damage boost. EDIT: It's not just when you fall off a platform when boosting - you gain two pixels whenever you fall off a platform, and the gains stack! The only problem is that you lose two pixels whenever you damage boost. This requires a delicate balance between jumping, falling, and boosting. Whenever you jump, you lose 1 frame when you first push the button and one frame when you land. When you fall, you don't lose any frames, and you gain 2 pixels, which translates into 2 frames when you enter a door. When you get a damage boost, you gain between 2 and 6 frames, depending on how early you have to turn away from the enemy, how many frames of waiting you have to do before getting hit, and whether you're flying or not at the time. You also lose 2 x pixels. So, it looks like the best way to maximize speed is to jump only when necessary, take damage boosts when x=143 (default value for walking right), and fall off platforms to increase x when it doesn't require extra jumping.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
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http://dehacked.2y.net/microstorage.php/info/1663470082/Monster%20Party%20%28U%29-0.fm2 Monster Party 2nd Attempt: 51,399 Frames at last attack, 55,154 total. Same ROM and emulator info as before. 7,532 Rerecords This is an improvement of 1,421 frames over my test run. I made this run with my test run playing side-by-side in another emulator window and I went through, frame by frame, improving everything I could. WORLD 1: I took a few extra damage boosts here, ending the stage with one life remaining. There are still a few more boosts I could have taken - I plan on doing this stage again, picking up the health after the Eggplant boss (-2 frames), getting four more damage boosts (8-16 frames), and still ending with just one life. EGGPLANT: I shaved a few frames by getting in an early hit with one of his bubbles. I could have saved 1 frame by turning left on the frame before my last hit registers, but I figured this out after finishing this stage and I couldn't hex it in without desyncs. Go figure... DECEASED CRAB: Huzzah! PUMPKIN HEAD: I saved about a hundred frames here thanks to better positioning, timing my hits, and killing him closer to the door. WORLD 2: The biggest change here is that I take health from two of the three bosses and take several more boosts. Because I have more health, I'm able to damage boost in a few places that I avoided last run (like a drip from the ceiling and a crocodile's tail) and through some enemies that I had to kill last time. I also found a faster way to get up ladders which involves not grabbing them at all. MEDUSA: I saved a frame by turning away right before my last hit registered. Besides that and taking the health, not much was changed here. TEMPURA: This battle always makes me hungry. Each of the three fights was improved by positioning myself better. HAUNTED WELL: When you're hitting an enemy's projectiles back at it while hitting it with your bat, occasionally you'll deal extra damage. I'm not sure how this works, but it happened here, and saved several frames. I think it has to do with the projectile hitting on the same frame as the bat, but I can't prove it... WORLD 3: I hate having to end a stage with excess health, but it was necessary here in order to survive the next area. I still took a few damage boosts, though. MINOTAUR: This fight was sped up a ton thanks to better manipulation of his movements. I used the hover glitch a few times against this guy, too. MUMMY: This was one of the most frustrating battles to manipulate, but after many attempts I managed to save about a second here. SPIDER: Watching this battle again, I see a place where I could have saved time by manipulating him into not jumping. Even with that, it was much faster than the original test run. WORLD 4: This is where I changed my route slightly and saved about a half second - I got pills from the cat boss instead of from killing the crocodile. This saves the time spent waiting for the enemy to explode. Lots of damage boosts here - most of them are tough to get because of the game's collision detection and total lack of momentum when moving. Several times I had to hit an enemy, go inside it while it's flashing, and then take the hit. Right before the first boss battle, I hit a snake with my bat for no obvious reason. This is because I was able to pass through it during its brief after-damage invincibility (which apparently works both ways in this game). I wasn't able to get a decent boost, so this was the next best solution. The biggest problem with this stage is a random shot that can't be hexed out without desyncing the following boss fight. I'm not sure how it got in there - I don't remember doing it - but it's there, and I can't get rid of it. SLOWPOKE SAMURAI: I got a pattern down that let me deal damage as quickly as possible against this guy. CAT IN A BOX: I hit one of the dead mice back at it for some early damage - otherwise, it's a straightforward fight against a stationary boss. This is where I get my pills in this run. PUNK ROCKER: Fighting as Bert before he gets his twin lasers is a total nightmare. I morph back into Mark at the end, but not soon enough to do any damage as him, unfortunately. WORLD 5: This world is really relaxing after the previous hellish area - there's only one real boss battle, after all. I could have taken a few more damage boosts here, but I was being overly cautious and saving some health for the labyrinth. DANCING ZOMBIES: I made the floor humping more accurate... that's an improvement, right? HANIWA: This is another example of somehow dealing extra damage with enemy projectiles. I wish I knew how to do this at will, since it would save a lot of time against most of the bosses. WORLD 6: It turns out that it's much faster to kill the Chameleon boss as Bert, so I followed the same route as last time. There isn't too much here that's improved from the test run. I found out that you lose a frame of movement every time lightning strikes, but there doesn't seem to be any way to control it. CHAMELEON: I was able to manipulate his position to be more favorable than in the last run. WORLD 7: I made lots of little improvements here that saved hundreds of frames in total. I discovered that, when flying next to a ladder, you can press down and then up on the next frame to grab it immediately if your position is right. I grabbed every ladder at the closest pixel, and optimized my flying to waste as little time as possible. ROYCE: This is actually a very strange fight for one reason - there's something wrong with the "?" item that appears after the fight that makes it impossible to grab for a number of frames. I found a way to take damage to beat the boss really quickly, but that must have messed with the "?" item or something. It turns out that defeating Royce the fast way and getting the pills from the ghost outside the door is about a second faster than waiting for the "?" icon to activate or beating Royce the old way. SPIDER MK.II: Nothing too special about this fight... pretty standard if you ask me. I made sure to end in the best possible position to grab the "?" icon to recharge my pill power. WORLD 8: I had to pass up a few opportunities to damage boost because of differences in health management from the test run, but I still came out far ahead by optimizing my flight patterns. When Bert's sprite changes mid-flight, sometimes you'll freeze in place for a frame. If you flap your wings on the frame before that, though, you'll avoid losing it, but you'll fly up. I found a good pattern of rising up and gliding down which minimizes lost frames. I also spent more time walking, since you don't lose frames on the ground. DRAGON: I was able to take one less hit against him and still save a bunch of time from improved manipulation of his movements. ZOMBIE: I improved my duck-and-shoot strategy and saved some time here by being closer to the "?" item at the end of the fight. MUMMY MASK: It turns out that you can duck under him as he dashes around and take no damage. Thanks to the rapid-fire ducking shot, I saved a ton of time on this fight. FINAL BOSS: I'm still not sure how to manipulate his weak point to appear, but somehow I sped it up considerably. I just redid the fight dozens of times until it was faster than the test run. IMPROVEMENTS: There are a number of little things that I want to improve before submitting this run. I want to grab health after the eggplant boss in stage 1 and take four additional damage boosts there. I also want to change my flight patterns in stages 4, 6, and 7 to account for my discovery of the dropped frames while in flight. All in all, I don't suspect that I'll save much more than another 100 frames without the discovery of any major glitches. Then again, I thought my test run was pretty good, but then I took off almost 24 seconds from it... The problem with optimizing this run is that this game desyncs really easily - I tried editing out the stray shot in world 4 and it ruined the next boss fight. Likewise, changing one frame against the eggplant boss made the following boss's shot patterns change. EDIT: I'm only halfway through stage 2 and I've already saved exactly 200 frames through better boss fights and by gaining pixels through falling properly. So much for my estimates...
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
I started a very rough run of this game a little while ago, but I just now stumbled upon this topic. That's an interesting glitch - it looks like it can be used to skip the second part of the fight against Scorpion Vader and R2's little dialog box. I'm not sure if it would be faster than not doing the glitch and getting the speeder, though... Also, getting all the necessary force crystals takes time as well. Any idea how it works? I triggered it a few times and ended up in different places - once I ended up in the same glitched-up room as in your demo, and once I ended up earlier in the stage except that the sandpeople were dressed in purple. Does it only work on bosses, or can I do it on other enemies as well? Once I'm done with the run I'm currently working on, I'll start testing this in-depth to see how much time it would save. I was planning to run this game anyway, but this has the potential to break it wide open...
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
Wren wrote:
On the other hand you aren't the one doing the run so you have no rights to tell another runner how to do HIS run. I certainly haven't agreed with a hell of a lot of choices on a hell of a lot of runs but at the end of the day I'm just happy to have a new TAS to watch. It's just a great thing to know someone is actually taking their spare time and creating these works... even if they may not conform to our perfect ideals.
I know. I just felt like paraphrasing Captain Picard. :P
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
The first duty of every speedrunner is to the speed - whether realtime speed, or in-game speed, or absolute speed. It is the guiding principle on which TASvideos is based, and if you can't find it within yourself to stand up and be as fast as possible, then you don't deserve to wear that uniform!
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
moozooh wrote:
Then again, why are there no TASes that use infinite live/ammo/weaponry cheats in runs restricted by some of those (i.e, Contra series)?
Because tools > cheats. Unless there were 30 places in which you could use death to save time, you wouldn't need the Konami Code in Contra.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
There's an NES game, "The Mutant Virus," which works along these lines. It's a combination of life simulation and shoot-'em-up. It also takes the idea of "computer viruses" far too literally...
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
Kirkq wrote:
Autofiring is usually not good, in the case of flying in level 7. Especially coming out of a door. You may be losing one frame by the autofire kicking in one frame after the optimal frame. It's just bad practice, unless you've already proven that the exact frame doesn't affect the result.
Autofire is the fastest way to rise vertically when flying. I've been manually finding the optimal starting frame when coming out of doors or changing screens, though.
Have you been monitoring your X position to maximize damage boosts? (http://tasvideos.org/MemorySearch.html -- If anything is unclear on this page, please PM me and I'll clarify it. The page is a bit of a work in progress.)
Yes, but it's not terribly useful for boosting. I mostly monitor my position during boss fights to make sure that I'm as close to the door as possible when making my final hit.
Have you looked into how much time the automatic health regenerations cost? They seem kind of time consuming to me, and may be canceling out most of your gain from damage boosting. How fast would it be if you were at full health at these points?
Do you mean the ones at the end of each stage? Those can't be skipped, unfortunately. You'll always get 8 health back at the end of each stage no matter how much you have (I'm not sure if it still takes time if you're at full health, but getting that kind of kills the point of saving time in the first place).
Overall though, pretty good execution. I feel like some bosses could end closer to the door, but just do as well as you can.
Thanks. The bosses with set patterns are the hardest to get to the door. Some of them can be manipulated to get closer (such as the first two in level 3) and some are stationary and can't move at all. I redid several of the boss fights and saved around 100 frames each against Pumpkin Head and the first Giant Spider. Against the stationary guys, I found that you can gain a frame by moving towards the door on the frame before your last hit lands.
As for the movie ending, you need to hit A after he says "Let's go again" and then end the input.
I'll make sure to do that before submitting... :)
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
I don't know if there are any actual games that would be impossible to TAS, but I know that you can certainly make impossible challenges if you really want to. I'd like to see someone beat the Final Fantasy VI All Imp, No Equipment, No Magic, No Specials, No Items, Lowest Levels, Fewest Steps Challenge (AINENMNSNILLFSC). No amount of luck manipulation can kill Kefka with those limitations in place...
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.
Experienced Forum User, Published Author, Player (200)
Joined: 1/24/2011
Posts: 108
DarkKobold wrote:
Watched a good portion of your WIP - the only thing I noticed is you had health left at the end of level 1 - Otherwise, the run is looking good
Thanks. In the WIP I went into level 2 with 11 health so I could boost through some otherwise impassable enemies there. In my latest version I finish level 1 with one health and pick up health after two bosses in level 2 in order to maximize my boosts.
Rayas wrote:
Dunno if I'm really clear. I need to drink more.
<br>
adelikat wrote:
The idea was to kill off my family to avoid lost time to them getting sick and other inconvenient things.