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Twisted_Eye
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Hehe, I enjoyed watching this. Very cute and well-made game. Level design like in 45 and your solutions/behavior like in 47 made this a fun movie to watch for a game I've never played.
Twisted_Eye
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I fail to see how forcing a TAS to look like it was played by a person who's never played the game before and needs to examine entire dungeons in the intended order would be entertaining? I'm all for thinking outside of the box but constraining yourself inside an even smaller box is a bit of a step in the wrong direction. TASes should never cater specifically to people who've never played the particular game before by doing things in order--the true beauty is seeing a game you thought you knew inside and out get totally bojangled in unexpected ways! A supplementary 'walkthrough' TAS would be largely redundant and just dilute the system. --also, I really don't see your ruleset as being 'natural,' I mean, who really goes through and kills every monster in every room whether you need to or not? Who avoids the overworld Hearts, even if they find them? Who doesn't upgrade their sword? Seems a little contradictory. Advocating for a "challenges" or "highlight reel," on the other is not a bad idea, on the other hand, and it might eventually be considered an extension of the ambiguous "Concept Demos" category. A way of taking those awesome "this .fcm won't fit into any TAS but is still very awesome" type posts and making them more accessible. Concept Demos category, though, requires publication, and a lot of tiny, ten-second videos would ruin the system. Perhaps just an organized thread in the General subforum would best suit this venture?
Twisted_Eye
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I need some help figuring out the zipping, as in Sp00ky's last post. I've gotten it to work a total of twice-once in the same place he did, and once about five or six tiles to the left. The youtube posted earlier zips straight up, out of the room, and into a completely different room at the bottom of Area 4. While that in itself is just useless, if we can figure out how to zip up a solid wall like that, well, the sky's the limit. If nothing can be done about that, no more sequence breaking is possible with my current knowledge. If zipping straight out of one room into another can be manipulated, though, then we'll have to test room after room after room and see where we end up--who knows what potential sequence breaks can be found that way? Just so you know, I've tried to glitch so many times in a row that you can skip an entire screen. All I could get to happen was graphically warping to the other side of Area 2. Seems from this that we can't warp from one zone to another :/ I'm thinking of just starting a new run using all we know. If anyone can come up with a controllable way of vertical zipping, let me know. As it is, it seems that the only place it can be done is at one of those retracting walls, which are only in Areas 1 and 4 and neither is useful at all in this run. If any destructible wall works by pressing start to respawn (although that'll disrupt the dislocation glitch) then there miight be a shortcut somewhere, but it would require a continue afterward to get back to the Sophia. With all we have though we have enough to get the run under 30 minutes no doubt. -I began to worry about the fact that in my Skip Area 4 .fcm, two continues were required just to make it work, meaning that two big backtracking skips present in Namflow's runs would have to be skipped, making it possible that the Area 4 Skip might actually be slower than just going through the level! But I believe I may have found a way to get one of those continues back by getting all the way to 5's boss without the tank--GERP and as I typed that, I found a way to do almost the exact same thing but a couple thousand frames faster, DURR go for the obvious first, dude. SO lucky that the "Use Jason Only" level is right after the "Use Jason to sequence break" level! ---Well, Namflow used continues in 3, 4, 5, and 7, and that's exactly I'll be doing. So yeah this'll way be worth the time spent. Excellent.
Twisted_Eye
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(click me)
Twisted_Eye
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Joined: 10/17/2005
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Location: Seattle, WA
http://dehacked.2y.net/microstorage.php/info/903483594/BLASTERM.fcm Here I am, exploring various glitchery. I spent some time trying to glitch into the Area 7 doorway room but conditions would have to be INSANELY perfect for this to even be possible. In fact, I have yet to glitch into a room that I could've gotten to just by walking. Turns out that the glitch has nothing to do with the sliding-garage-door type wall, and everything to do with the door's mechanics themselves. Turning around at exactly the right frame causes you to travel backwards through the door--right into the room you came out of. I think watching my .fcm will explain how it works well enough.
Twisted_Eye
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I just got this glitch to work! I was in Area 1. Beat the boss, and defeated the door guardian face thing. The wall opened up, and I decided to try this L/R business on the door here. What eventually ended happening was me warping two-thirds of the way across the screen--which potentially means something awesome, I might just have to TAS Blaster Master now, heh-- and then, on a second try, caused Jason to behave as if he was one tile off of where he was graphically, just like in the video Sp00ky posted. Fascinating! Further exploitability must be researched. Further info: *After glitching, the wall would not open up for me again *If you kill yourself next to the wall, you are respawned inside of the door. You cannot move anywhere. If you press down, you 'enter' the door like you would a dungeon entrance, but instead of going anywhere, you are placed slightly to the right, still inside the door.\ You're then zipped back to the trap location. The keyhole is lock forever. *Enemies appear in the right locations. If you touch them, they are exactly the way they should be. The only thing that changes is the flooring. *If, at any time, you pause, the glitch is gone. However, Jason is still placed inside whatever it was he was graphically in before when unglitched--when I discovered this fact, for example, I came back from pausing just to fall to my death in a deep, deep chasm :) *The pause-while-going-through-a-door-to-reappear-faster glitch used throughout Namflow's run also fixes the glitch, however, with Jason's location still changed--if you're moving to the right, keyhole is lock forever. Moving to the left? Meh, you're just one tile left when you regain control, no big. May perhaps be abusable to save a couple frames at best. *Monsters actually do behave a little weird while the glitch is on, nevermind. I had a squid literally swim into the ground, freak out, and disappear. I also had a landmine fall through its platform. When I chased it, it fell further and further into nowhere. Aaah it's repeatable! .fcm coming soon
Twisted_Eye
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Read the other Blaster Master threads, including the one in the Published Movies forum. As far as I can tell, that's all there is to be found. I know that the run is improvable in a couple different ways, according to the threads in question, and probably deserves a new TAS.
Twisted_Eye
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FCEUX is a good idea. grazzt: Many of those things were simply because I wasn't putting any effort into TASing this, with the exception of save stating for obvious reasons, and testing the treasure huntin'. The herbs will most likely not be as much of a problem in the full run since they'll be much better managed (and I won't be using Light so that'll save a few Ashes). Worse comes to worse, though, if nothing else I can snag more in Buccaneer's Den, like I did with Silkweb in the run. As far as fighting more random battles early on is concerned, yeah, that's a good idea. It can perhaps be manipulated to get random battles MORE often (now THAT'S something you don't hear everyday on a TAS board). Still, I unfortunately believe that a third of the game's Valor increases will come from that area right in front of the Shrine of Humility. It would make sense, then, to use the deathwarp as late as possible into the run; however, the Castle Brittania is where you get 1)Tremor, 2)the Rune of Spirituality, 3)the Reaper, and 4)easy access to the Balloon through Hythloth. So I'll have to go here before I go to Moonglow to actually 'learn' Tremor and Gate, which are great to get as EARLY as possible, so that's a nice little balancing act. Since the deathwarp can be done anywhere in the world at anytime, it allows for some creativity. Perhaps getting the Rune of Valor and then dying on those damage squares to save myself the long trip back out, for example. This game is amazingly flexible while being sickeningly rigid. Thanks for the support! I would think that a Shepherd would be nice to watch--using Shepherd would qualify this TAS as 'Plays on Hardest Difficulty' for sure! I found another counter: 68E7. This starts at 100 and counts down every dungeon step. It's Light! When this is positive, you can see. Sadly, however, the run desyncs during the second dungeon battle with this cheat on--that means no easy way to see where the party is going while making/watching a TAS of the game. Would've been a neat touch to add to the resulting avi, perhaps but alas and alack.
Twisted_Eye
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http://dehacked.2y.net/microstorage.php/info/1194553117/Ultima%20-%20Quest%20of%20the%20Avatar%20%28U%29.fcm K, it's done. Two and a half hours long--the actual TAS could probably be shortened to a little over an hour. This run WILL desync at the 8 Partners battle in the final level of the abyss--I ran out of herbs to do heal, and they just owned my ass. That battle's going to need either a good Tremor or an Energy backed by Quick. So anyway, I activated a cheat right before the battle to permanently set 687B to 255 so that nothing could kill me, so anyone who attempts to watch this will need to remember that. And don't turn it on at any time before that or I'm sure the run will desync. Still, I think it went rather well! There are definitely going to need to be some strong changes in the hows and whats but that's why I did this .fcm in the first place. So now: Should we pick up four Bowmen for the party? Just the Mage and give her the Wand? Probably the former. Pick up the Mage for easy Gate and Tremor and just give her a sling. Paladin should still get the +1 Bow, though, for the Abyss. Unless the X-Bow can one shot some of the same creatures and only require one more hit on some of the stronger creatures--it might be a worthy trade off, considering the amount of treasure hunting that will already be required. Never made it into the abyss before, the puzzles there were very impressive! Man I love this game even more now.
Twisted_Eye
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The Valor problem has been defeated: In front of the shrine of humility are squares that create battle when stepped on. Normally, you blow the horn to shoo these demons and devils away. However, if you instead fight here and win, you *do* gain a valor point! When the battle is over, you are shifted safely one square north--and you can step back on that square immediately to call forth battle, victory rewarded with another point in Valor! No more having to wait for the random counter to surpass 255, providing that the Shrine of Humility is one of the last things you do. However, what this means is that the magically inclined partner of mine will need a long distance weapon, and unless I can give the Druid a level or two (or make her feel up a couple Balls) that means I'll need another 6800 gp for a wand! I wonder how easy it would be to buy a crapload of Oils (or, more accurately, Molotov Cocktails) or if I should settle for a sling... Actually, if this is the main way that I'll rack up the valor points, then I could probably pick up the Mage AND the Druid, giving the latter a Bow or XBow to make these battles fly by--The enemies are forcibly demons and devils (some of the strongest in the game), and their numbers are always at least six or seven. Hmm! Having four party members with bows would be fantastic for sea travel, which also is somewhat unaffected by having the extra characters. Paladin, Mage, Druid, Ranger, for lots of Heal and lots of Bow damage? That sounds devastating... Suddenly, having two or three characters for the starting dungeon sequence sounds better, if only to keep the hero from falling asleep to the eye of the Beholders! I'm almost done with my test video. I discovered this juicy tidbit as I was getting ready to finish the game--I just realized that I forgot to get the yellow stone. Durr. I figure now that with this path, I could just add that stone back i--oh wait, I need to get the keys anyway. Ha! oops. Well I'll still finish the video from here but the path will deviate from it. Beginning a run worthy of publication is in sight!
Twisted_Eye
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*Turns out that if you just go through the dungeons and get the stones at once, there are enough chests in the three or four side rooms throughout that could be manipulated to give about 6000 gold pretty easy, which is enough to be a key and the strongest bow a Paladin can use, which'll do roughly 45 damage per shot, making battles after you level up for the pirate ships remain a breeze. *Oops I think you might be right about Honor and Sacrifice being reversed, I'll have to fix that! That explains it *I'm in the middle of a path test semi-TAS, and the two orbs in Destard each raised my MP by 5 noticably without raising my INT--that confused me too but hey no complaints here! *Yeah I know about the level limit--I was just baffled because I've NEVER had the first party member refuse me straight out! You'd think I smelled too much of dragon crap from my adventuring or something, MARIAH. *Awesome! Randomization info! You amaze me at your finds. Yeah I know how much of a pain the in-battle non-manipulation problem is--I did some looking into of a TAS for AD&D: Pool of Radiance and it had the same problem; very discouraging, but here it won't be much of a problem. Only monsters that have given me a problem yet in non-tas play were the ones that put me to sleep. *16 steps to reset the counter? Sounds like primo-Valor boosting material with random battles! Three birds with one stone if the right area can be found. Not so ugly, in the end --Exploring the gold's randomness more: To make it easier on myself I figured out how the values fluctuate as per your instructions, backed up by tests. For every one value it increases, gold increases by 2. Starts at 0, goes to 49 for 98, and then back to 0 gold at 50. At 100 it goes back to 0. At 128, though, it jumps back to 0, so that loop can only get up to a max of 57 gold (127). This repeats all the way up to 255 for 57 gold. So the odds of getting more than 57 gold is lower by almost half! Jerks. To add to counters: 68e1 -- How many steps you have left to take until you can meditate again Starts at 60 times the number of cycles you meditate for (obviously, one cycle will do). Works like the other counters, so overworld hiking is what relaxes you enough to meditate again.
Twisted_Eye
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Been a few days but I got to work on it again. Somehow, I've gained almost zero frames from the last WIP, so I'm going to just redo these three scenes--I should probably just start from the boss hobo fight and redo it all through. What I did in the first Mars room should be easily faster in a few different places, and the car race didn't slow down as much--with the exception of the god-awful lag. But anyway here's a WIP. With a fantastic ending. Game programming for dummies. http://dehacked.2y.net/microstorage.php/info/1510486402/totalrecalldumbdriving.fcm
Twisted_Eye
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I'm not finding these new light gun runs very entertaining :/ Also, this run's final boss battle didn't seem to be done very well, from a complete Gumshoe-ignoramus' point of view
Twisted_Eye
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I dislike that it was recorded in the wrong mode, but I found it pretty entertaining to watch. On the plus side as well, it was quite short. I gave it a yes.
Twisted_Eye
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I couldn't get to my computer, so I played this game on my Wii's NES emulator. Made a paladin, sold his Chain mail and barely bought a Bow (if you sell at half price or lower, four virtues improve, the only one of which matter is Sacrifice--which also seemed to improve from some of my random battles so that's a good thing to find out), popped into Destard and was destroying random battle enemies easily at one shot each. Valor up! Got to level 4 really quickly this way, so pirate ships aren't a problem with this path. Problem arose when I tried to do the treasure loop--the treasure wouldn't respawn. I tried to go down a ladder and return, but I didn't have enough herbs to use Heal and the monsters finished me off. Even tried reloading the save states and going through the key rooms to find a working fountain, only to get poisoned and die. So anyway point is that making a treasure loop respawn requires more than just fighting one battle room. If going up and down a ladder does the job then fine, but if you have to go all the way into another dungeon and back through a key room then we have lots more route planning to do, augh. okay I tested and going up and down a ladder doesn't bring treasure back. Now to test for going into and out of a key room...and then into and out of another dungeon...augh Okay, just entering a key room is enough to cause a treasure respawn. I'll assume that using Exit to leave the dungeon does the same, too, pff I'll have to check if entering a Stone room does it, too. So anyway, now I'll have to measure the paths there to find a decent enough loop. At first glance, Shame's 6th floor looks good--two stairs and just one fight to worry about. Using Exit to respawn works best in Wrong, but that's half the chests gained and unless herbs are acquired it can only be used 6 times. My time for work is up for tonight, BUT I'm beginning to think that gathering partners and selling their equipment is looking profitable...:/ --haha nevermind that even; selling the starting equipment of all 8 partners is only 2614 (half that if you don't want to lose Sacrifice virtue) and almost half of that comes from the Paladin, with Shamino and Geoff the only other ones worth a darn. I'd say augh again but I already sound like Charlie Brown or something --edit: path update: don't go into Trinsic. Go to Paws and get 90 of all 6 reagents and then go to Trinsic--after using Fire and Missile to win a couple random battles and gathering 100gp or more from the chests, we can sell the Sword and Chain at full (sorry, sacrifice virtue) to buy a Bow and a +1 Sword, which does 50-55 damage to enemies, enough to one shot the creatures (like the phantom sword/shield creatures) that the Sword alone couldn't. Go into Destard, hit the money loop, feel up the two Balls the floor underneath to gain 10MP, get the stone and exit through the back. Then reenter, hit the money loop and the orbs (Max MP is now like 30 or 40 or something, might need more orbs to cast Gate with) and go to the key room. Get the other stones and stuff. (How much gold exactly do we need again? Just two times through the loop gave me the 2000 needed for a Key. If so we can skip the whole exit-reenter part and find more orbs elsewhere, like Hythloth). Balloon to Vesper for the key, and then...path out from there. Sounds like a reasonable start? Only problem was that I popped into Moonglow and the Mage didn't think I had enough virtue to be worth joining (stupid lying to the blind reagent seller and ripping him off of a couple thousand golds! I wonder if buying just one ash honestly would be enough to pump it back up haha)...
Twisted_Eye
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Mmm. Oh is that how Tremor works? I thought I remembered it just doing a whole lot of damage. Yeah if it just one shots things then nevermind my addition. Good thought about party gathering for the dungeon section, I wonder whether the extra steps will make up for it...maybe just picking up the Mage if Paladin or the Druid if Mage would be good enough? In my notes, I figured that having Trinsic be the last stop before briefly walking into the nearby Destard would be good: There's a treasure corridor right on the path that has 19 chests in it, and just popping back into it after the battle room that you'd have to take to keep going down to the key rooms will reset all of them! Here's what I figured out: DESTARD: Money 2000+, Red Stone COURAGE COVETOUS: Orange Stone COURAGE SHAME: Purple Stone TRUTH WRONG: Green Stone TRUTH DECIET: Blue Stone HYTHLOTH: Exit, Balloon then blank space that I hoped to eventually fill Cove:candle if not yet? SHRINE COMPASSION SERPENT'S SPINE: White Stone DESPISE: Yellow Stone LOVE: KEY HYTHLOTH TRUTH: KEY SHAME COURAGE: KEY HYTHLOTH: Exit, Balloon is reset CODEX SHRINE: land outside get boat SEA: Bell, Skull ABYSS: use bookbellcandleskullstones Win game And that was my plan. Note that when you die, boats and balloons don't travel to Brittania with you. If you start as Mage, it is impossible to get the Black Stone at the very start of the game :( So working that in will require timing. You could just gate to Moonglow just before double new moons grab the stone gate out but it'd've been nice to have been done an easier way. Yeah I believe that the number of enemies in battle only depends on the number of people you have at the time, and your level determines their strength but it's worth a test. Good that you won't need Fungus. Manroot is easy from Buccaneer's Den just gotta gets da money. Might as well get 99 of the other reagents while there. The Treant is great for Justice Honor Spirituality and Humility and is quickly repeatable--the Flame in Yew that speaks is a quickly repeatable Honesty booster. Compassion and Sacrifice can be spread throughout the run (oh there's a beggar/nurse in town let's pop in) and Valor will just have to happen as it goes. Main problem now is just figuring out the route! Looootsa testing now augh.
Twisted_Eye
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oh, wow! That's a lot of awesome information. Wish I were near my notes to see what more I could add that I was able to figure out with what tinkering I did. What can I remember ahh Getting the stones in the dungeons will be very easy using the key rooms. I've already figured out what the quickest path would be step-by-step--it just depends on whether popping into a nearby treasure room to get the gold for the key or other things is a good idea, depending on how early in the run you want to do this--you can just pop into hythloth and Exit for a quick re-ballooning after. Working out the path through the game is going to be crazy tricky. You can perhaps some some MP/Herbs on the really strong enemies by using Squish first before Tremor if it can't kill some in one hit. Squish halves the life of creatures, so clearly it alone is useless, but with Tremor (thank GOD for your discovery! I was tearing my hair out) as an aftershock, all's good and for cheaper. I believe I was told somewhere that Sacrifice can go up by having the avatar-to-be be the last party member to run (but that drops Valor probably, so may not be worth it) Man I absolutely love this game. There's a Master System version that is far truer to the original computer versions, but that one is far less entertaining to watch and the music is much worse. Doubt it'd be faster or easier, either!
Twisted_Eye
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You're right--punching is not required. The glitch is caused by making the automatic jump wait. You jump just before Arnie jumps out of the machine by himself, causing him to just jump up and down. When he hits the ground, he starts jumping forward. Then, when he would've hit the ground had you not tampered with the intended programming, Arnold starts walking like as if he was on flat ground. Instead, he's still in the air. This looks cool and all, but every pixel or two upwards this glitch gives requires a frame or two of jumping beforehand, so the glitch requires sacrificing frames. I've got an .fcm where he's definitely walking on air (though only half as high as in your run) and it only costs 6 frames. Given the game in question, I think it's worth it to add. Good idea. When testing this, I ended up with one .fcm where Arnold first ends up behind the smash effect, walks really high off the ground, and then never leaves the stage because, I guess, he's too high. So he just walks into the wall a little bit, and the whole game freezes. Jolly good! another test: Invincible Arnold! http://dehacked.2y.net/microstorage.php/info/1473033982/Total%20Recall%20%28U%29%20trest.fcm
Twisted_Eye
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Yes, but don't you need to be punching for that to work? I forget, but if so, too bad. It is a really cool glitch, though, I'll work it in if it can work. Just hex in a change is all it'll take.
Twisted_Eye
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"Sure hope that was the last battle!" "Yeah..." Inspiring! Excellent run guys
Twisted_Eye
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yeah, the punching keeps them from spawning. The doors open because you kill the martians, I'm pretty sure. I intend to do that, too! The full-health soda in the second alleyway is really hard to get to when not TASed, but it would cost a large number of seconds to get so there's no way it'll help in the long run. Good suggestion, though.
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966 frames ahead after the factory--16 seconds now. I've been doing that boss hobo battle all morning. I'm happy enough with it now, but I feel like I'm just giving up for the sake of continuing. And yes those sodas were very necessary here, I don't have a single pip of health left in reserve after two points of damage (I do NOT want to wait for those spike balls on chains to get out of my way, that's silly) Some facts: * Boss hobo's HP address is 2c5 * Everywhere I look, they say that the gun is useless against the boss hobo. As it turns out, it works beautifully (doing 3x the damage as punches as always), the problem is that his damageable hit box is his head and ONLY his head. The punch has a much larger hitbox and so clips the head when standing--the gun's bullets go well under. So because of that, it turns out that the gun IS the right weapon to use in NORMAL play, but punch in TAS is best. * The punch-spamming-while-jumping glitch works because the game creates multiple fists, up to 6 I believe. Each one is its own object that follows Arnie's position and then stack, causing lag and taking priority. A new object that is created has no room because of all the fists and so is thrown aside. This is why, say, the sitting hobos disappear when you glitch punch them--they die and create a walking hobo, but if there's no room to walk, they just...disappear. The important thing is that they stack--if you glitch six fists when you punch the boss hobo in the head, you'll actually do 30 damage instead of just 5 from one fist. This is obviously useful, but balancing it with preventing lag makes things tricky. So anyway now I just need to manipulate some health like you got in your latest run and then do some driving. Free sodas there will be nice--if I absolutely have to I can grab the ones in the windows at the start of the following Mars area but we'll have to see. Sub-5 minutes is guaranteed now, but 4:30? Geez that'll be tough
Twisted_Eye
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Nah, it doesn't need anything special, I'm not sure what the problem is, based on your description. My goodset doesn't show any bad roms... Find another rom or redownload the emulator? If neither of these fix it, the problem is somewhere else in your system, I guess. Good luck with it-- although this isn't exactly a game worthy of much attention Symbolic X: Update: At the first frame of the cement factory (screen 5 I guess? City, Apartment, X-Ray, Subway, Cement Factory) I'm exactly 540 frames ahead of your latest WIP, or nine seconds. This is my best work on this game yet! I lost a few frames in lag getting sodas in the X-Ray machine--let's hope damage boosting can be found frequently enough to make them worth it. At this rate, though, if I keep this up I'll be under five minutes! I'll probably just submit it when I'm done
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Nah my life has been pretty stressful, and when I started over I was already behind by two frames. A single lost frame means a total start-over of the relative area. I can try again when I get the chance. This game isn't really worth any special attention so don't worry about me. I really should give it another shot though soon.
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Joined: 10/17/2005
Posts: 629
Location: Seattle, WA
ooooohhhh I was wondering how to play this game. I don't know how publishable it is, though. Pretty boring to watch. No real music, no real ending, pretty slow paced. I personally don't see giving it more than a meh, but you did a good job beating it pretty smoothly.
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