Posts for The_Great_Morphologous

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Joined: 4/12/2007
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Location: Atlanta, GA
Thanks, I probably would have gone on playing with the mentality of "I'm using less remos than the other run, so I should be fine." I've started testing, and I'm about 50 frames ahead for the first level with no damage taken yet, just from jumping to start moving or change directions (thanks Nitsuja), and better timed jumps everywhere. I plan on using all of the guns about equally, and using the smaller ones for the things in my way, e.g. less tri-gun.
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Location: Atlanta, GA
I thought the run was pretty well done, and I can't see much to be improved outside of luck manipulation. Is it random where the coconuts, nuts, etc. fall in the boss fights? If so, maybe you could make them fall in a better place to avoid the walking after the first throw. But you could have done more to entertain in the run, especially with the slots. I'd be interested to see how many continues you could rack up by the end of the game. I'd also like to see you running/jumping circles around bosses and autoscrollers in the down time, such as in the giant-gear-chasing-you stage. I did like how you mocked the gorilla hand boss by standing in one place for a while. Not sure what I'm voting yet, but I don't think it will be yes. Sorry, but more could be done to entertain than had been.
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I know no one is stopping me, it was more of a question if anyone would give me a leg up on my conviction.... Anyway, the published run used the E version. I tried the U! and found the intro was several seconds longer. I don't know about the the level transitions, but they could be longer as well. Can I get an official ruling on which rom I should use?
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Soo, I'm not sure which Monday you were referring to, but many have passed by now... Any progress? I'd be glad to help.
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Posts: 78
Location: Atlanta, GA
I was tricked into playing this game too... It took me a while to figure out it wasn't real. If you want to see Engrish, watch the Metal Gear run. Of course, the only reason for doing the run is the terrible translation, as the game itself is too boring to do a real run with. Conclusion: I contributed nothing to the discussion.
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Location: Atlanta, GA
The current movie of this game has pretty poor reviews, with half being no votes, yet it's been up for more than two years. I think it's time that it gets obsoleted by a damage taking, more optimized run. I might be able make the movie with other people's input... Let me know if I'm alone in my views or not?
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Location: Atlanta, GA
Mr. Pwnage wrote:
That, and how would you even get to Viridian Forest without Oak's Parcel? Mr. "I'm So Tough I Make Level 132 Mewtwos Appear On an Island Far Away, So Don't Even Think About Passing Me" would be in the way.
Since when was Chuck Norris in this game?
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Location: Atlanta, GA
I'm getting the feeling that Cubone will be the best starter, with his ranged attack and low amount of early game weaknesses. Of course, this game also starts out in a bug dominated world, but there are no trainers that you have to mow through... It'll be a pain deciding who to start with, being 16 starters and up to 9 possible partners... You do get a free Magnemite a few missions in, so a few elements are already spoken for. Cubone might be a good choice for a few reasons. I guess an important question is where would a TAS go to? The first credits aren't very far into the game, and happen before anything can evolve yet. Very roughly estimating, I'd expect 30-45 minutes tops. Very little necessary walking, especially compared to the other Pokemon games. Floors are generated one at a time, so manipulating the stairs to be a step away shouldn't be a problem, so the final dungeon is about 60 steps? Gravel stones always do fixed damage, so leveling to make sure you're doing more than 0 damage isn't necessary. Those along with the thorns/spikes are a blessing, since they can hit things well off screen. I believe I'm getting too lengthy/random for bumping such an old topic, so I'll wait for other responses.
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Location: Atlanta, GA
I always thought that group love was better? Share the love?
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Joined: 4/12/2007
Posts: 78
Location: Atlanta, GA
Good choice. Off topic, is it just me, or did you raise to 200 posts in the last two weeks?
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Joined: 4/12/2007
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Location: Atlanta, GA
After watching the run, it seemed somewhat meh. I think you did a pretty good job with the run, but the game doesn't seem broken enough... since there's not much to break. B to run, A to jump... How could anyone play a game like that? And all that happens in the end is that you get the only girl ever seen to give you a kiss? Just too original of a story if you ask me. At least there are no turtles.
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Location: Atlanta, GA
The glitch can be abused because Wario moves with the boundaries, while all of the sprites move with the tiles. So for example in the city level with the large gray frog blocking a path, the frog will move away and you can get that treasure before you're supposed to. If you do that to get one of the later upgrades very early, then we'd be able to sequence break all over the place. I can post a short unoptimized movie if it doesn't make sense.
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I don't know if it's best to be using a fighter. Most of the bosses don't let you get too close to them, and it might be easier for a spell caster to drive-by some enemies for easy exp? Manipulating good weapons in the beginning works wonders in either case. This is just from a few hours testing, so I don't know anything on how the characters do towards the end.
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Location: Atlanta, GA
I was doing some testing on your idea, and IMO a quad run wouldn't do too well. Wario Land 4 is the only one for GBA, so it will have free extra L + R button inputs. #1 is the most different, with the different hats giving their own strategies and charge jumps not lasting until you land. While 2 and 3 are the most similar, #3 is the only one on GBC, you don't start out with all of your abilities, plus the vertical screen scrolling glitch in the third is too abusable to be passed up. Overall, the games vary too much between each to make it look similar enough, especially since they spread across three systems.
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Several questions: Why is there two sets of input for the directions, but not buttons? Also, the differences between difficulties is Boss health? Are you going to be using death as a shortcut, such as in the beginning of level 3, tp jump into the blue tower and use the invincibility to go through, assuming it is faster? Would it be much slower to have 100% kills? It seems like it would add to the entertainment, despite the endless spawnings.
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What is the Firerate based on? How much fire you put out, who you save... Depending, a 100% or all saved run could be more interesting. I'd also like to see more back/side stepping when not necessary, like you did during the water crossing near the beginning.
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To be honest, I peed a little when I saw 4:21 for the published movie. Four hours is a long time for a movie, so if you can get it under that mark with the U version, I'd be able to breathe again. If not, I think it'll scare most people away from wanting to watch.
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7:41 is when he hits bowser the last time. But, he has another minigame to deal with after, so the input ends later. I guess he looked over the rules better when he submitted it here? Maybe something was lost in translation. Edit: Yes vote, as it is very quick and feels fresh from the other videos.
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Thank you, this is exactly what I've been looking for. This should be very useful in finding how to end missions quickly. I can't help out with BW planning, as I lost that disk a while ago.
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I think I saw a frame or two that you could have improved about two minutes in. You should probably fix it and resubmit... no not really. Mindbottling. Simply mindbottling. Voting yes
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Isn't it more awful to have to watch 20+ additional minutes of text scrolling you can't read? Someone who knows the game should know which animations go to which techs. The obsoleted runs are still hosted, so if someone is really lost, they can watch the slower U version to get a better sense of direction. I've always thought that using the J version would be a better choice, I just wasn't ready to run it myself.
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I know that Kunoichi's grab/throw is about as fast as Ninja's thruster, but you can chain her's to throw 3 or 4 people into each other, all taking damage while moving across the screen faster than walking speed. I don't know how clear that sounded.
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What are your reasons for choosing Ninja? It seems that the girl is a bit faster, though I'm not too familiar with the game. How much testing have you done with other characters?
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In the PC version, I know that the fastest setting counts 1.5x faster than normal, so all timed missions are only 2/3 their actual length. Also, I remember once downloading the missions online, so that you could see the actual triggers and locations. I've been trying to find them again, but have had no luck.
Post subject: Yoshi's Safari
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I haven't seen any word on this game on this site, yet I thought it would be perfect to TAS. The superscope should be very easy to operate, as it just requires the clicking of the mouse. I know that rail games don't tend to go far in the entertainment area, but there should be plenty that one could do to pass the time. Some of the things I was thinking was shooting before the enemies appear on screen, to never let the viewer see a baddie, or the complete opposite: waiting till the last frame possible to fire at one, then take all the others out within a few frames. 100% kills should be no problem, as even at 30 Hz, you can fire each shot on the opposite sides of the screen. Writing messages in balls shouldn't be hard either, nor drawing faces on bosses during the animations before/after. Unless there's something I haven't thought of, to me there's no reason shouldn't be TAS'ed. What do you think?