Posts for TheReflexWonder


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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
If you're able to throw the final enemies into the pit from above, why couldn't you do it to the two Abobos you used dynamite on? Is the floor actually different between there and the final fight? Regardless, there was great use of enemy manipulation and it was pretty entertaining. Yes vote from me. :)
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7:08 - MUSCLE BOMBER: THE BODY EXPLOSION Easy yes vote. It was a treat.
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I wish you had picked any of Mitsurugi's other costumes. I always thought the green was pretty boring and plain. Either way, neat as an exercise, but not really entertaining. Weak Meh vote from my nostalgia factor kicking in and people getting hit despite the sidestep.
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I didn't play much Stadium 1, but I played a fair bit of Stadium 2. I know that scrolling through the list of Pokémon in the latter was faster when using the C buttons, and there was also an option to list them alphabetically. Are neither of those options available in Stadium 1?
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I agree with the sentiment of "Akuma in the second half is a little plain," but other than the fact that the air fireball is ridiculous, any other one character wouldn't have been that much more interesting. I also think that more airtight blockstrings to close out a round would've been cool to see, like Fei Long's Chicken Wing stuff or Bison's (Dictator's) Scissor Kick pressure. Was hoping to see Dhalsim's limb get dizzied by Zangief headbutt. :p I also agree that Hyper SFII would be a better selection for a playaround, considering you'd have access to all the stupidly mismatched versions of the characters. Champion Edition and World Warrior everywhere! That said, Vega landing a 12-hit combo, Sagat's fireballs mysteriously missing, and Zangief's Super hurting from a ways away like it's Rainbow Edition were worth it for me. Even now, I consume a lot of Super Turbo footage, and it was refreshing to see some stuff that was new to me. Yes vote here.[/spoiler]
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"If Snow Bros. was a side-scrolling platformer..." Slow-moving character, but reasonably entertaining throughout. Looks optimized from here. When you stop hitting the World 6 boss (at around 5:55 in the encode), is he invulnerable at the time, or is that RNG manipulation?
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Makes me want to see a run of the solid SNES beat-em-up Batman Returns. A shame that genre doesn't lend itself to variety throughout.
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Location: Atlanta, GA
I liked the jump animation when you were on the ledge/platform. Otherwise, I wasn't interested. Meh vote from me.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I like how the first duel opponent at Elder turns repeatedly. I picture him going, "OH, JEEZ, OH JEEZ" as if he knows how badly he's about to get mauled.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
How does the actual golfing part work? I didn't see any power or accuracy meter. Sad to say, I had to skip around. It just didn't keep my interest.
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Location: Atlanta, GA
This reminds me of Gordo the Mutated Lab Monkey or whatever it is, on the Lynx.
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DrJones wrote:
In the commodore version, at least, you can die from the portcullis that falls on floor 2.
The same can happen in the GB version.
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As someone who once owned this game, it's effing difficult. I enjoyed watching him tear it apart, even if the options are fairly limited. A Yes vote from me.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I saw the name and cringed, thinking it was the awful SNES port. Then I realized it was an NES title and felt a little better. A pity this game still doesn't look very good. Meh for entertainment. You did what you could!
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Location: Atlanta, GA
I enjoyed it. Surprised that the 180 turn didn't get used as much as I would've imagined, but I trust your judgment.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Adding to the Meh votes; it really does just look like a fast-forwarded Mega Man run. Dash jumping isn't nearly as off-putting as air sliding, IMO, but it's hard to catch nuances when it just look like he's dashing over everything in the second an obstacle is on-screen.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
This was okay for what it was. The last bit of the encode made it all worth it. Meh vote.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Just popping in to say I read the turn-by-turn today and was thoroughly impressed. I'm really excited to see what the rest of the run brings!
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Not sure if anyone is interested, but, there's a small improvement that can be used in every room transition-- Pressing the Guard button mid-run pushes your character forward before he stops, and in that instant, he covers more ground than simply running forward. You can use it while going between any room, including while switching floors, and you are shown to continue running on the other side, so this should save something like 2-4 frames on every room transition.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I tried them; not really sure what to make of them. The Velocity values change when I'd expect them to, but they spaz out more than anything else; for example, when I'm Super Pac-Man, flight speed seems constant but the numbers keep going something like 32 -> 64 -> 128 -> 256 -> 32 and looping extremely quickly. Mood works as intended; I suppose I should get those values and take a look at them individually. Accidentally put in 7E1012 for a value and seem to have gotten the Y position there. I actually spent some time cleaning up inputs this afternoon (smoother cursor movement, no extra frames of holding B before using the slingshot) and ended up getting at least one extra lag frame. This is irritating, as I tried to add empty frames to make up for it and it just doesn't seem to be holding up. I guess I'll clean it up after I'm otherwise done with the TAS instead of now and see what I can clean up without messing with the run. :/
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I also think this is totally star-worthy. As an aside, something's up with the Twitch VOD; it doesn't appear to be working anymore because of some issue with the account itself.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Getting both hits of Skate's Back Attack deals 40 HP, as well. Might be a nice alternative in RTA if jump-in -> Dash Attack proves too troublesome to do reliably.
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Joined: 4/24/2012
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Location: Atlanta, GA
Truncated wrote:
2) The sword actually does 38 when used by the player, so it's not that big of a difference. It's 32 when used by the enemies, though. 3) Skate's jump down+attack into dash attack is possible, but really hard to pull off, at least for me. Most of the time you end up grabbing the opponent instead. 5) What, all of them? :) I think it might be unique per enemy, but if it's not, it varies at least by enemy variant (different color Galsias have different health) and difficulty level.
Well, on Normal difficulty, the Stage 3 alien area has many enemies survive with a sliver of health after getting sworded once; maybe they have 40 HP? I think the important thing is to land while moving away (either by drifting backward halfway or going really deep toward an enemy) so that you can forward-forward at a slight distance. I think it is unique per enemy and not exclusive to color/difficulty...I'll just make notes sometime in the next few days, I imagine.
GoddessMaria15 wrote:
Just Skate? Why no love for Blaze? o-o
Blaze is generally quite slow. Max has his slide, Thunder Tackle, jumping throw and raw damage output. Skate has a ton of mobility in general, his Dash Attack headbutt, and generally strong damage on mooks. Also, I pretty much exclusively use Skate when I play casually, so I'm very familiar with the character.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I understand that Max is widely accepted to be the ideal speedrun character; a Dash Attack that doesn't knock down if he hits late, ludicrous amounts of damage-dealing, the jumping throw that causes enemies to despawn quickly... I was thinking about looking into doing a solo Skate real-time run in the future. Because of copious amounts of RNG and the amount of HP added in Mania mode, most real-time runs appear to be done on Normal. While I doubt that Skate would be faster, I wanted to see if there were any resources here to help with this endeavor. Significant differences I can think of: Faster movement in general obviously helps. He moves significantly faster than Max while walking "up/down," which helps to get into position faster to use a Dash Attack (especially convenient in a real-time run), and a decent bit in the arcade of Stage 3 and the Jungle area of Stage 6, where you have to walk downward to proceed. Thunder Tackle speeds can be reached without spending health via his dash, but the slow screen-scrolling limits this advantage. You can buffer certain actions at the beginning of screens where your character walks in. For all characters, that's the hold-Attack combo finisher (which locks you in place and wastes time), but Skate can dash, putting him into place for the start of the scene faster, which might save almost a second every time compared to Max's lumbering walk. On Normal difficulty, enemies have significantly lower health. Skate's Dash Attack (the diving headbutt) deals 40 damage during the beginning of it and 24 damage on the second half (you only get one or the other; you can't land both on one enemy), significantly higher than Max's slide for 16 damage. Combined with Skate's superior mobility in general, this would likely allow him to mow down most Galsias and Donovans faster in many cases if he's precise with his placement. The hitbox/hurtbox placement seems to give it great priority, too, giving him a reliable high-damage tool to fight Jets with. Skate is significantly worse with weapons; using a sword against the robot bosses in Stage 7 or Vehelits (the alien robot thing in Stage 3) would likely be less viable, but the Dash Attack does more damage anyway (40 as compared to the sword's 32) with comparable time for opponents to hit the ground. Crowd control is limited, though, since Max has a huge swing on both sides of him and hitting late with Skate's Dash Attack deals noticeably less damage, which would likely cost time against sword-wielding ninjas. Despite having the best single-hit attack in his Dash Attack, enemies with a large amount of HP become a chore with Skate compared to Max. Though it basically requires excellent spacing with his Dash Attack or a jump-in attack (both dealing 16 damage on their own), the first three hits of Max's basic attack combo deal 64 damage, which can lead into a grab for (knee-knee -> ) a throw. That's well over a full life bar, while Skate struggles to do so much damage in a single string. His jump-in attack deals 24, but the first three hits of his basic attack combo deal 4 HP each. Being able to cancel it into a Dash Attack at any point is nice (if you just need to tack on a tiny bit of damage pre-Dash Attack), but the most efficient string tends to deal about half the damage Max is capable of, which is made much worse by the fact that Max's throw is invincible with a huge hitbox while Skate can be hit out of both the jump-in attack and the Dash Attack. That said, Skate's jump-in attack -> Dash Attack is quite fast when you have a single high-HP enemy in a loop on wake-up compared to Max's Atomic Drop, so maybe the superior speed per knockdown is worth the lower damage there (that Skate combo does 64 while Max's Atomic Drop does 70). Skate's Corkscrew Kick doesn't deal nearly as much damage to the blocking bosses as Max's Thunder Tackle in Stage 1 and Stage 3. A full hit deals 64 damage on non-blocking enemies and puts Skate in a knockdown state if a stray enemy decides to hit him. Also, 64 damage is the same amount as jump-in attack -> Dash Attack, so there's no real incentive to use this move, for better or worse. The defensive specials seem largely identical; using them to pass through bosses' invincibility periods post-knockdown works the same, though a Dash Attack follow-up isn't nearly as good as one of Max's grabs. Anyway, I think there's some potential here to consider, and if nothing else, it'd be a nice change of pace from all the creeping slowness and Atomic Drop spam of Max when he's not Thunder Tackling (though Skate trades the latter for Dash Attack spam, so... :p ). Does anyone happen to have HP values for enemies so I don't have to gather them manually? Otherwise I guess I'll just play through normally and make my own notes.
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Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
jlun2 wrote:
Responding here as to not derail it, even if it can skip to credits, can it be done within 5 mins? :P
I figure a similar effect could be caused by constantly respawning the moneybag enemy in Snowman's Land, though as long as you still need to beat Bowser in the Dark World and Bowser in the Fire Sea, the time saved would likely be small. Link to video
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