Posts for TheReflexWonder

Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
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.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I saw that the Super Star Wars series was mentioned earlier, but I want to go a little in-depth as to why Super Empire Strikes Back in particular appears to have an incredible deal of potential in terms of TASing. The movement options create a need for very precise inputs that can have you moving at multiple times the normal speed. Down+B makes your character slide much faster than any of his other options allow for. You can cancel the slide at any time by doing an attack with Y, which can be canceled at any time by jumping. However, this is heavily influenced by the terrain, which is usually slanted in some way. Basically, if the ground is slanted so that you'd be moving upward, you slide backward instantly, which creates the need for the slide cancels. Also, everything that does damage in this game (which is a LOT of things) pushes your character back significantly, but it is often faster to double-jump over enemies than to kill them. Also, some fast-moving enemies can give you noticeable boosts in movement by touching you (and consequently hurting you) As a result, planning optimal movement presents quite the challenge in a TAS setting. The game generates a lot of lag frames for all sorts of reasons. If RNG manipulation is reasonably easy to manage, some boss fights can be made significantly faster by making an enemy drop a thermal detonator right before getting to a boss, such as in the first Wampa Cave area and the Hoth Bases as Han Solo. It's worth noting that this game is widely considered to be one of the hardest games the SNES has to offer. From what I can tell, speedrunners set it to Easy because of its otherwise-obnoxious difficulty. Clearing the sidescrolling vehicle areas in Jedi seems to be about hoping the enemies spawn in the right places so that you don't just get bombarded to death. I'm honestly not even sure if TAS powers could reliably overcome this unfortunate need to hope for luck. There are also some movement patterns that can be manipulated relatively easily in real-time there, and I could help go in-depth with that. There only appear to be a few differences between difficulties (of which there are three), but they're really substantial changes. It appears to affect how much damage you take from hits, how much HP each enemy has, and how commonly enemies spawn. Also, in Jedi (the hardest difficulty), it is impossible to collect the hearts that fall out of defeated enemies in the Mode 7 vehicle stages. Easy or Brave difficulty would be more of an exercise in maximizing efficient movement, but Jedi is where the game takes the kid gloves off and tears you a new one. Because of how notorious it is, I'd much prefer a Jedi mode TAS. Anyway, I figured getting some details could potentially make some of you more interested in trying it. I'm a big fan of speedrunning of all sorts, and I'd love to see such a brutal game get brought to its knees. I would be willing to help with route-planning and the mention of specific mechanics if anyone wants it.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Looking good. Keep it up.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
This game keeps getting snapped into more and more pieces. Good stuff, though. :)
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Huge yes vote, and it should obsolete the "Total Control" movie, for sure.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Excellent and noticeable improvement. Easy yes vote.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Eh...I'm quite a fan of SDR's previous arcade fighter runs, but this one is a bit off-putting. Many of the resets are done to show off glitches or silly combinations we've seen prior. Rolento/Rolento shows this "be frozen just above the ground" glitch that Guy does early on. Chun-Li/Chun-Li and Gen/Gen show obvious "mash on opposite sides" 100% combos. Nothing in the two-of-the-same-character parts was very interesting to me. I voted Meh on the grounds that half of the run is redundant. I'd much rather see the Rose/Dhalsim run stay over this.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Fun fact: You can get the ball stuck in an infinite loop on the top-right score "bumpers" (I don't know what else to call them). My father's friend was showing this game to my father and their mutual friends one time. They let me play once, and I got the ball stuck (and they didn't know how to tilt the table), and they ended up giving me the shareware copy. :p I think you get it to bounce on the top-right bumper where it could "activate" the third blue light so it falls in and out repeatedly while bouncing on the two sides around the blue light. It's been so long. ...Not that that would make for an entertaining TAS, but, it's a thing.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Fantastic. I would vote yes on this if it were submitted, for sure. Lots of creative solutions.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Perhaps they skip FMVs on the PlayStation version by opening the disc tray?
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
This looks sort of like The Unholy War, but without the strategic field elements. Neat. I think there's just enough entertainment to make it worth escaping the vault. Yes vote.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Is it reasonable to assume that the non-kill shots were for manipulation? They look a little tacky. I wish you would have (could have?) shot away from the purple pillars after each death, so that you didn't hurt them at all. That said, the movement was excellent, and you did a fine job of keeping it entertaining. Strong yes vote from me. :)
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I don't like the idea of the South winning the war, but, this looks like a good improvement. Yes vote.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
If the Continue timer expired, how did two 'Toads get brought up at the end (and I'm not counting Pimple with Angelica)?
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Pretty entertaining, and the smart route planning shows. Makes me want to play it on a Genesis. Yes vote for sure.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Spikestuff wrote:
Tangent wrote:
Yeah, I did, which is exactly why I question the point of something that aims for nothing in particular.
It suits the vault well then. (yes the new system is a pain to figure out, once you understand it, it's all good.)
A Vault submission is ideally aiming for something specific, despite being (generally) unentertaining. I think it's in poor taste to ignore max score AND not trying to get the fastest playthrough. Max score would probably make for the most interesting run, IMO.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Just a heads-up...The description currently says that they don't kill any enemies going through the levels, but they're forced to kill a couple enemies in autoscrolling segments as early as level 1. It should probably be rewritten to reflect that.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Bobo the King wrote:
DarkKobold says he doubts anyone watched all 45 minutes of this run. Will someone step forward to my defense?
Actually, when it was first posted (and before I made an account for the forums), I did. :x
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Entertaining run. Nice improvements. Yes vote from me.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I think this one looked quite good. A bit tired of seeing Reptile forceball into body-eating Fatality, but most things seemed fresh and interesting.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I don't feel this run adds anything substantial to the list of current X3 runs. No vote here.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
That's fantastic! I applaud your work, and I really hope to see a wacky new any% run in the future as a result.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I've never played this, but it looks like a lot of fun. Keeping momentum really broke some of the stages. Nice variety in the game itself. A good watch. Yes vote from me. As an aside, the sound effects make me think of the time spent playing The Unholy War. Pleasant memories.
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
The run looked quite good. Yes vote here. Also, I noticed a lot of sound effects are identical and/or similar to Arcade's Revenge, like bosses laughing and explosions. Are they just stock sound effects?
Experienced Forum User
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
Good run; nice improvements. Flipping for days.