I'm going to vote no. The biggest problem I saw was the use of REMOs. For example, there were many times when falling a great distance that you used the umbrella just one or two frames before you hit the ground, sometimes you used it after you hit the ground, took fall damage and started the falling/stunned animation. The umbrella does cancel this animation, but almost every time, your velocity is canceled when you could have just used it much earlier and floated to the ground.
Also, you accelerate much faster when jumping than on the ground, so at the beginning of each level you should start with a jump. This was even posted on the comments to the last run (which I don't feel should still be published).
When climbing ladders, you don't use a consistent pattern in jumping. Sometimes it is every 3 or 4 frames, sometimes it is every 7. This tells me, along with the very low number of rerecords, that you played the whole way through at low speeds, and not frame advance.
Perfection is a requirement here, and you already know that this is not a perfect run. I do feel that you should try this again. Post your progress in the forums, even if english isn't your first language, we'll be able to help you out.
For the levels that include buildings you can decorate, at the end you seem to receive a very large reduction in your score from "Damage". It seems that for every 100 points you get from shooting the buildings in the level you lose just as much at the end. At the end of one level you had -$60100 from that, which is about how much you made during that segment of the level.
Also, why at the end of many levels does it say you have wasted shots?
What do you guys mean by maxed, and what does '620' go by? I know the real-time records can be improved with TASing, if you mean number of days then I would understand.
A Pikmin run here should not use just the 50 minimum required, and use as many as beneficial, right? Even if it still takes 9 days, it seems like the real time could be improved by a good amount with a larger force. There's plenty of time to farm more pikmin on the second day while the other 24 reds are destroying the gate at the begining.
It seems like you experienced a lot of unnecessary landing lag from jumping too high. Sometimes it seemed like there wasn't any when you jumped right after landing. Is this always the case, or only sometimes?
For the final boss, were you able to manipulate it to throw its hat earlier? The times between seemed to vary greatly.
Yeah, now that I look at them again, your path makes a lot more sense. And the minecarts too... Damn you and your fancy asian applications! It seems you've thought of everything...
There seems to be a problem with some of the directions. For example, 5 ends up moved two up and two left, but that's in the lava. Also there's no reason to not finish 4 5 and 6 before touching 1 2 or 3.
My guess is this should be an idea of the right order.
5UUL, 4RRRUU, 6LLUU,
3U, 2LL, 1DDDRRRULL, 3DDDD, 2L, 3LLLU, 2DDDDRRRRU
(Yakra makes an appearance with the last move)
6 and 4 can be done in whichever order is faster. 2 and 3 can also be done in either order, but you most probably want to end with 2 to the right of 3, so you don't have to walk all the way around to push it up. It may be similar with 4 and 6's positions, but I assumed it was faster to walk around one pillar than push each of them an extra time.
You're making great progress with the run and it is coming to make an entertaining movie. One thing I'd like to see though is some last second movements/decisions with the next mine cart section. IMO, It doesn't look as impressive or exciting if you're holding the input for the next turn five seconds early.
I guess I was hoping you could manipulate the AI? Is that connected to a RNG somehow or can you not change what they do without doing something different?
Edit: I just checked, and it seems you can get the the computer to do something different by waiting frames before deciding which direction to face after your turn. It seems to only take different two or three options by doing that though.
I was also thinking that the 100% accuracy abilities were very weak, as that one Archer skill is the only one I can think of... I guess I don't know as much about the game as I thought. I've only ever played with all Bangaa teams, so that probably has something to do with it.
10 hours seems like a very high estimate to me. There aren't really that many "normal" matches if you just played the required missions, from what I remember. The small percentage of Kill the boss missions shouldn't take more than a turn or two. I believe there's only 24 necessary missions, as well. I'd guess under two hours depending on the cutscenes.
I know that you receive EXP based on the difference in levels between you and who you performed the action on. 10 for the same level or yourself... I don't know what the limit is for EXP given though.
You can beat the game with whatever level party you want, since you can pretty much make any attack miss you or crit the enemy, unless there's something that I'm forgetting.
I just went checked it again, he only hits down once to select normal (instead of up once for difficult) and the screen fades out with the cursor over the normal setting.
I hadn't followed the discussion of this run, and I don't know this game well, so I had one question. I thought I saw at the beginning of the run you set the difficulty to Normal, what were the reasons for this?
It seems you could make it an entertaining movie if you manipulate the boomerang hat so it never comes back to you but it still kills everything. Even if that creates a bit of lag, I'd rather have that than just walking left the whole game.
Did you test to see if any of the abilities in the start menu would help? I know some increased ground speed or let you fly, but it takes a long time to equip, so I didn't know if it would be worth it.
Edit: You did a great job in making such a clumsy moving character look fluid, and everything looked clean, so I'm voting yes.
Exactly my thoughts. All enemies between bosses are killed in one hit, usually in the same way. The boss fights were interesting at first, but by when it got to the fourth one, I was very bored from the repetitiveness.
This would make the eighth different Castlevania run for the GBA, outside of the obsoleted ones.
Didn't like the concept before I watched it. Bored by repetitiveness while watching it. Voting no.
Miss Peach World seems very hard to find, and the google search for "miss peach world" rom gives me no good results. I'd go with the original just to make it easier to find.
I remember finding this game recently. I think it could be a pretty interesting game to run, depending on how much you can manipulate... If you can get all of your missiles to dodge their AA and all of theirs to be blocked, I think it'd look impressive even to someone who doesn't know the game. I doubt you can manipulate the MM battles though, as I don't think anything misses.
I don't like giving meh votes, but that's what this seems to deserve.
It amazes me that you found that quirky button combo for the races when it seems so random.
Good playing on a boring game... Sorry, nothing against you.
I have to say, the robot chose a nice screen shot for the second one, where Max's head is on Goofy's body.
Anyway, I enjoyed the run and am voting yes.
No, I let it go. I could use the excuse that my work was trashed when I spilled something on my laptop and had to get a new one, but I was only through one stage. It's mostly because I lost interest... College is heavy too. I might pick it up again, or I'd help someone else with WIPs if needed.
I see a big improvement from the last submission. I'd have liked to see in the text where it all came from, so I wrote it all out for everyone else watching.
Up to the beginning of the many UFO's flying overhead, you were 400 frames ahead, much from better bat transformations and slight boss strategies.
You saved around 500 frames during the UFO battle by using the fireball weapon instead of the homing shot.
About 1100 frames were saved in the boss fight right after by better weapon use on the headless form.
About a second was saved in the part where you break the moving walls.
Another 270 frames were saved in the vertical wind tunnel, or whatever it's called, a large part from using the bat form more at the beginning.
From there, 170 frames were saved before beginning the final boss.
855 frames were saved in the boss's first phase by getting in more shots in per round.
765 frames were saved in the last phase for the same reason.
I liked this run much more than the last one, but am still not sure how to vote. I'll post again after doing more research in stored values and frame timings.