Posts for TheReflexWonder

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Is the "You look..." bit a rating you get at the end of the game? It seems strange that it would end with such an anticlimactic statement.
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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.
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Also, could someone look into this, which suggests that you can change Nana's AI for when she isn't "attached" to you? There's a good bit of anecdotal evidence building up. http://smashboards.com/threads/leveling-up-nanas-reference-ai.363085/
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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?
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As far as I can tell, little research has been done on the subject, but I wonder if you guys could figure it out. In some circumstance (vague, I know), if an item leaves your hand, no momentum is applied to it and it just floats in place with an active hitbox. http://youtu.be/cW25EnMzzRI?t=1m18s http://smashboards.com/threads/ryokoyaksa-vs-magus420-and-the-floating-stitchface-help-us-solve-the-turnip-glitch.235806/#post-7508209 http://smashboards.com/threads/ryokoyaksa-vs-magus420-and-the-floating-stitchface-help-us-solve-the-turnip-glitch.235806/page-3#post-16336347 It is speculated to be specific to Melee V1.0, but that isn't confirmed. Could potentially be neat for a playaround or for the competitive scene if its use is reliable.
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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.
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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.
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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.
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PUSH IT TO THE LIMIT
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Why is Fox wearing shades like his father? Is that just a Japanese version difference, or is this a hack that uses James Mccloud's face there?
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Was not expecting this. Pretty silly stuff. Yes vote from me.
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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.
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itsPersonnal wrote:
I'd like to finish my TAS of Ricco Harbor 1, using this trick on the Gooper Blooper, but I don't understand what is even happening here.
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.
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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?
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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.
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I love the amount of detail in the submission text. Good movie, pretty entertaining, yes vote from me.
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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.
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Sir VG wrote:
There really is no benefit to taking damage in a TMNT game.
-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:
TheReflexWonder wrote:
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.
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
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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.
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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?
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JTSM wrote:
Anyone thinking about doing a Pikachu only run with: - No Glitches - 8 Gyms, Elite 4. - Can only use Pikachu in battle. I know this seems freaking impossible, but I think I would give it a shot after doing some Pokemon Ruby TAS runs. What could be more entertaining to watch beating Brock, Giovonni, and the Elite 4 with just Pikachu? If anyone could like, make a basic map of how this might all work, that would be great. If not, I'll just make one later on.
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).
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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.
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LancexExWx wrote:
TheReflexWonder wrote:
It's worth noting that Pete's run also appears to be done in the European version; are there speed differences between the two? Even though there's no video documentation of specific improvements, I wouldn't be so quick to write someone's suggestions off. Perhaps if he were to describe some of the biggest timesavers, it would be telling how helping it might be.
Well I could always make a little video of the tricks I used that he didn't. I'm sorry that I didn't get the run on video
This would be much appreciated, yeah. Would do a lot of good.
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Considering the input-reading AI, perhaps you could trade hits via a projectile fired by you and the CPU near the same time?
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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.