Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I remember renting this game when I was a lot younger. It was reasonably fun, if my six-year-old self can be trusted...
This run appears to be well-done. I was entertained, for sure. Yes vote here.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Not sure if it could be applied in a way that would be suitable for max speed in a TAS, but you can apparently skip the credits scene by dying and opting to quit out while getting Neo X/Robot Y to kill himself with your flying body:
http://youtu.be/pP5cksstsvI
Would that count as beating the game by TASVideos standards?
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
If only it fit on two lines, the screenshot I would've suggested the trainer pulled up on the item that ended up being a wild Golem in the Safari Zone:
"Who are you? There shouldn't be (anyone here.)"
Great stuff! I was entertained the whole way through. Strong yes from me.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I'd be interested in a run of Pac-Man 2: The New Adventures. I don't know how tedious 100% would be, but seeing just how fast the game could be pushed would be interesting enough to me.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
A no-ringout version of the game would probably just involve manipulating positioning to get a bunch of fast fist attacks (Biff, Gunloc, Grater and Rasta have specials involving a rapid Attack press a la Hundred Hand Slap) to hit in quick succession for massive damage. I could see that potentially being faster than a ring-out version, though I can't imagine it's that much more interesting to watch.
A 2P Battle Royale (the name is misleading--It's 2v2 fighting) run not aiming for speed might be kind of interesting. I have fond memories of this game from my childhood.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I think it's a bit silly that the game goes out of its way to do a ten-minute slow rendition of the ending of the movie. It was a little painful.
The game was okay enough, though. Kept me entertained, though it wasn't the most exciting run. I'll put in my Yes vote.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
If I'm not mistaken, using FLUDD's spray nozzle and flipping causes a huge, instantaneous spray shot (often seen when doing the first Petey Piranha fight). I assume it's the same as the backflip in that respect, anyway.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Would a Dot Eater run show anything that a real-time running wouldn't? Since the game would (presumably) not be expedited without firing shots, what's the goal? Highest score?
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Largely unrelated: I vividly remember going to a friendly gathering with my parents when I was five years old, where one of my father's friends ended up showing the adults his new PC pinball game.
It was eventually suggested that I give the game a shot for fun. Within 30 seconds of play, I accidentally locked the ball in a pattern where the score would go up infinitely.
On-topic, this was short enough for it to be fun and entertaining. Yes vote from me.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Good stuff! Samus is probably the most interesting character to use for Adventure Mode because her sheer amount of varied options.
I'm thoroughly impressed.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
-Technically- that might not be true. At the very least, Rocksteady gains invincibility if he takes 4 HP of damage without falling down (which is mandatory during the second fight), and the fastest way to make the invincibility go away is for him to attack you (as it otherwise lasts multiple seconds). If the fastest way to make that happen would be for you to be too close to his range to avoid it, "takes damage to save time" might be applicable here.
Also, I figured I'd quote this post for any potential improvement in the future:
Actually, in playing around with the game in a multiplayer setting, it appears that Bebop gains invincibility between hits when playing with more than one person, so the bit about comboing him doesn't apply here. :p
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Aaaaaaaand so I ended up 1CC'ing it yesterday!
Figured I'd bring something up/ask a question for a potential improvement:
I noticed that Bebop never actually ends up invincible while counterpunching, so with the right timing, you can just attack him without letting him get to swing until he dies. The same applies to the counterpunch he does after getting up.
He never says his second line if he doesn't spend time doing his own thing (like throwing a punch), so you can actually prevent him from saying "Watch your mouth, slimeball!" or even cut him off mid-sentence if you kill him while he's speaking.
Not sure if Bebop gains a bit of invincibility as a result of being hit by special moves (the aforementioned comboing I've done is just normal attacks because you can't do special attacks in quick succession with just one turtle), but if that's not the case, you can kill Bebop earlier than in this movie in both fights.
Also, Bebop has a significantly longer hitstun animation when hit in the back, which is seen a few times toward the end of the second fight. Since all enemies are invincible when reeling from an attack, this makes the fight last longer, which is more apparent when Rocksteady dies more than a few seconds earlier than Bebop. Making sure to only hit him from the front will save a bit of time, too.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I'm trying to do a 1CC run of this game. Can anyone tell me how the dynamic difficulty works in this game, exactly? Is it just "act like one more player exists after each level where he doesn't die?"
Also, what are the conditions for invincibility on bosses? It seems that if you hit Rocksteady too many times at once, he just becomes invulnerable until he hits you. Could someone clarify this information for me?
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
This sounds incredibly boring, even if Pikachu could steamroll through the game. The only noticeable ways that Yellow differs from Red and Blue are things that wouldn't really be seen in such a run (getting the Kanto starters, a different set of Pokémon available, etc.).
Something like a "matches the anime" run would be way more trouble than it's worth in the end (though commentary would help it to appeal to its niche crowd).
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
As it says in the previous submission for this game, Easy difficulty is actually more difficult for TASing. That doesn't bode well for this submission.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
As such a run does not exist as precedent yet, I believe as long as it isn't sloppy, you could go with any Destiny, difficulty, etc. This is probably about all you want to do in relation to speed/entertainment tradeoffs.
Such a run would almost certainly go into the Vault tier instead of the Moon runs, so entertainment should probably not be sacrificed for pure speed. As a result, I'd say no Fatalities/Finishers.