Posts for Twisted_Eye

Twisted_Eye
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Greatly enjoying the work so far, you were even able to fall through the slant in s5aWhatever! I haven't been able to reproduce that but you got it right on, awesome. As far as your 'walljumps,' here's the thing. Your first one sure is weird, but unless you can get Pulseman's feet in there there's no walljumping. I definitely haven't seen that before, though. Your second state, however, you're not grabbing a ledge but actually glitching into the wall; the end result is the same deal as when I glitch into the walls a couple times during my run. It's pretty interesting how you were able to do it that way, what with the funkiness of being above the screen and all. But I don't think it could ever be useful unless you somehow glitch into the MIDDLE of a wall, where you can hand-zip to the top by jumping every two or three frames with some somersault kicks in the middle, I think, making it zip even faster. But yeah, it seems like your glitch here can't happen in any other type of situation, and there's no way to zip horizontally in the game like in Megaman. --Actually no, I remember, in Stage 5 there's an elevator that goes up a shaft, one time I got the roof to the left-under the shaft to zip me to the left incredibly fast, but there are very few places in the game where you have to go left, and it was definitely due to the elevator moving me so I don't think there're more than a couple even possible places for a similar zip. But YEAH. Still checking in occasionally, good work dude
Twisted_Eye
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right, because since you end the movie right when you call the magic, you might as well grab the other magic pot right on that stone bridge in the previous room and get that dragon. 'Cept, if that works, that'll be MORE than one frame saved, so make sure you add a few frames of lag, K? hehe, very well done run, sir!
Twisted_Eye
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Okay, lemme see. Hitting the yoshi block with two items creates two Yoshis, which causes a conflict and this glitch and yadda yadda, and when you get off of the extra, invisible Yoshi (since you can't have two Yoshis on the same screen,) called !Yoshi here, he teleports back to the block that spawned him, and you teleport to the HEIGHT that you mounted him (not the distance, though?), allowing you to teleport into, for example, the A shape in the diagram to get the keyhole? So what this does, then, is, following the pink lines, if you go UNDER the F (to the empty circle) and dismount, you'll be transported to the MIDDLE of the F (the full circle) because that corresponds with the height of the Yoshi block (on the left) that the !Yoshi was made from. So the GRAY LINES show how you would use this to get to the keyhole: Go to the gray empty circle, dismount, and, tada, the keyhole is unlock forever. ...Freaky glitches are always so cool haha
Twisted_Eye
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Right, I knew I was forgetting a couple things. Health upgrades would not be a problem, they're all right along the path anyway. There're just six for every player, always right along where you are, usually right next to you when you walk into a room even. Most of the weapon upgrades are easy to get, too, but it would often mean bouncing around in weird places as well. You can only get upgrades for weapons you have, after all. It'd require returning to some levels again, like a handful of them require someone going to Sekhmet with a Magenta Key, and Vela doesn't have one at the start of the game and Juno never picks one up on my path. And as for Ant heads, ugh. Part of me is doubtful that killing only the ants I need to kill would give me 300 heads by the end of the game, and it'd take a bit of work figuring out just how many extra I need. I'd probably just mow down a couple ants that're in my way once in a while.
Twisted_Eye
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Bag of Magic Food wrote:
(and whether he's on determines which player does the Floyd mini-games)
hoo boy you just saved me some frustration in the future then haha thank you Yeah, good idea, I imagine turning Floyd on JUST in the nick of time of needing him and then shutting him off would be pretty fun to watch. One thing to shoot? Start fire start what was that *something dies* I was wondering why I was so low on machine gun ammo in the second area and then on rewatching I just realized I wasted it all on the machine gun locked door, and I really should've picked off those ants in the second area the FIRST time I went through it; you only have to worry about the ones in the ruins half of the stage, thankfully. Oh and there's a sequence showing a life force door unlocking that shouldn't happen, I'll have to remember to NOT shoot the sniper drone when flailing around with the machine gun next time....though it is fun
Post subject: Jet Force Gemini
Twisted_Eye
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How 'bout this awesome third person shmup? The SDA video is over 5 hours, though I'm somewhat confident that optimizing can cut off an hour at least. A good hour and a half of the SDA video was unskippable cinematics, seeing as every time you land on a planet there's a whooole sequence for it, as well as the other cinematics. Which is fine for first timers I guess, but that is a LOT of video. And why is the rest of the game 3 hours at high speed even? After getting all three characters to the rendezvous point you have to go BACK and make sure that alll of the Tribals are collected and alll of the lost ship parts are collected, and you can't do most of it without the improvements given to you at the rendezvous point. Aye yi yi. One big speederupper I'll get is Floyd--you can turn on the second player and control the little guy, who is basically a flying, infinite-ammo machine gun, which'll save a lot of ammo for my guy if two guns aren't necessary at once. Howeverrrr that'd mean even more button pressing I'll have to do per frame... A text file containing the fastest path through the game using the smallest amount of map movements and character changes possible --yes I checked, the lava areas that need Juno actually have doors that won't let anyone BUT Juno through, I could've had good timesavers in a couple stages if those weren't there. I have to take Juno to Spawnship just for a part because of this, whereas I otherwise would've just used Lupus or Vela since they both have to go there anyway. aaaaand a testrun through Goldwood, only...half optimized. Aaat the door with the lock you shoot with the machine gun I started giving up somewhat, being a testrun and all. This movie is just over 12 minutes long and took I think under two hours with a long break in the middle. So a full run wouldn't be quick or easy, and the end movie would be very long, which brings up another point. If it's going to be THAT long, and I have to 100% Tribal rescue and ship part collection anyway, why not a full 100% of the whole thing? First place on both racing arcade machine minigames, expert award on all five Floyd missions, and every weapon collected and used at least once (though not necessarily by all characters). Much of it would be just along the path anyway, the big timespender here would be 100% secret Totem collection, only good for Multiplayer, and would involve taking Lupus to Tawfret and Vela to hell and back and all that rot. It'd add another good half hour to the movie just for some minor entertainment (I mean, flamethrower, shocker, and fish food usage on ants are just great to watch hehe--yes, fish food, too) So yeah. I'm not promising on doing this game, just throwing it out there for discussion at least. I imagine a fully optimized movie with dead on aim while running sideways (since forward+strafeing gives a speed boost, just like Megaman 64 for example) would be just amazing to watch, but it would risk dragging on. --Oh another thing, for some reason, this game makes a .fla in Mupen for saves instead of sram or something, and when you watch a movie it still grabs existing save data, meaning that if you watch the movie, when you're done, YOU have to manually delete the save file if you want to watch the movie again from scratch or else it'll desync like a mofo.
Twisted_Eye
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8D BEAUTIFUL. Simply beautiful work there! I wonder if, in that last Dark Force battle, the flare shots could be shared once or twice more to get another Fire from Raja or some similar thing so that you don't have to wait another turn to kill him, although finishing the battle with a Cross from Chaz was a nice touch ;P ...Course I don't know how much of the Fire Raja has in him and all, he probably doesn't have the skill points. SO I'm probably wrong hehe
Twisted_Eye
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Did sparking make you do more damage!? I remember having to hit five times---YEAH I do and you only hit four times. Excellent discovery!
Twisted_Eye
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heh, you're right. Great wip there, the way you blacked out the second area of stage 2 and still beat the level was pretty awesome. I'm sure you didn't straight copy the input from your previous run to make it all work in the dark easily; that's what I would've done, being lazy and all. But yeah, great strategy on that bonus stage, using the green bar to make it faster and cutting out on some lag with the cutting in and out of volteccer state. Nice work!
Twisted_Eye
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Another graphical glitch in that very area I've found is that sometimes, jumping and sparking onto a wire can make Pulseman come out of it looking like coming down from a jump and then stay that in that same image for a while while running on the ground after. What's the graphical glitch here, the fact that they shared the sprites for the trailing volteccer bits and the flash arrow? I...never noticed that before, that's pretty cool
Twisted_Eye
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Walllljumps, huh, I'm not sure if that's possible in this one, I don't think it works like that. I like your improvements so far, though, keeping jumps to a minimum and taking optimal paths; I liked how you hit that flying cat with the arrow thing since you were just going to keep running anyway, that's a nice touch!
Twisted_Eye
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My brother and I absolutely love the Genesis sports game. We'd almost lose sometimes when on the same team because we'd screw up so much, it was such good funs.
Twisted_Eye
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S1A1: Dash faster to use the most dashing? You had dash power left over so using it earlier would have saved frames. S1Miniboss: Should have brought him as far to the left as possible while killing him, you ran much more than needed. S1 Boss: You lost time having him stop on the ground, I'm sure there had to be a faster way. S1 Bonus: Again, holding one of the buttons makes Hampton go faster. S2A2: I think you can dash jump closer to montana so that the last running bit is shorter. Train1: hahah, stopping in air? haha I'm gonna have to check how you did that hehe that is the most amusing part of the level, but you did spend too much time trying to push the edge of the screen I think. Not much one can do during an autoscroller, ya did alright. Train Boss: THe running up of the pipes part was pretty good. Going back up to the second level? Never would have thought of that haha....oh *I* get the 88 mph reference now, teehee. S3A2: You used dash to bounce up the first catapult faster, but you never did it again, you should've saved enough dash for it because I'm sure it's faster. S3A3: That first part was pretty darn clever and cool to watch! S3Boss: Great manipulationwork! All screws, very quick battle. Best part yet. Hitting the screws earlier could have made the fight faster, possibly. S3Bonus: Was that an error, moving Hampton one too many times? Tsk tsk sir :( S4A2: The trick of flying up by tricking out the dash system was awesome! And then again in Area 4, that was always the hardest part of the game for me, and yet you never go back to the blimp, excellent work! ...Well that pinball game boss sure went quick! I'm sure you checked if it was possible to enter that top part without collecting all those colored balls, right? I never thought of it to even try... S5A2: EVERY ROM desynced for me here until I used the rom labeled (Beta). So, uh, you used the wrong rom, my friend. :( S5Boss: The movie ended late I think. Also, the boss could have been made more perfect by hitting the cannon more often, I'm sure, there's a lot of vulnerability time lost. Aaaand the ending: Babs wants to kiss Buster. He's making a face like ;| while making a humping motion. Rabbits will be rabbits! So in conclusion, pretty good job but I really do believe it can be improved, so I vote a meh. --Oh right, wrong rom. Sorry, I'll have to give a No. I'd say that you could redo the last stage onward on the right rom and it'd be fine, but at this point I suggest redoing the movie altogether for perfection.
Twisted_Eye
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Oh wow, I used to play this a lot, looked through my roms and didn't have it, so I picked Pulseman instead. And now a run of it? I'm all over dis.
Twisted_Eye
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Awesome, back with a vengence! With that PS3 run out, I was really anxious to see if you're going to continue this, it's excellent so far. (And YES Wow gets so dull after a month of doing the same mindless things over and over! Ugh.)
Twisted_Eye
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haha wow, you made this in two days? Yes you had it all planned out and such but that's still pretty awesome to me, considering how long this movie is! Yeah I know this game, I know how boring in can be, and this run really didn't help too much since it was just hurry here talk to this guy hurry there beat up that guy, but that's typical RPG stuff. It was managed really well and that glitch used to end generation two really early was quite amusing hehe. I had no problem watching this run, making that fast-forward button my friend for all that SLOW WALKING :P So I give it a yes!
Twisted_Eye
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It'd only be for that room anyway, right? One stretch of pitch black to save time would be alright on the viewer side I think! You could even hex-edit in your path from this movie to make it easier to make.
Twisted_Eye
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Truncated wrote:
>The bonus area here is interesting in the sense that my improvements result in 6 saved seconds over Ideamagnate's WIP according to the game clock but only half a minute in real time because of so much LAG! I think you mean half a second... no?
...haha, yeah, you're right, my bad! I've editted this in and a note reminding that old save states after Stage 1 won't work anymore.
IdeaMagnate wrote:
I don't know if you intentionally got some of Waruyama's midgets to commit suicide, but it was a funny addition.
That was the best thing I found when messing with the battle, and I seriously followed every midget and kept track until I found the ones that killed themselves like that! I...still have no idea why one of them falls OR why the other just goes asplode...More reasons why I think this battle (among other parts of the movie) really does look better in slowdown, I lot of the frame-by-frame teasing with them I do can get lost at full speed.
Atma wrote:
Also, I dont know if its just me, but I noticed that in the autoscroller, whenever you did the left+right thing and jumped from one side to the other mysteriously, the game stopped horizontal movement for a very short duration, but long enough that I was able to notice it almost every time it happened. perhaps not using this during the autoscrollers might've saved a little bit more time?
You are correct, every time I glitch there is one frame of lag. While this lag is quickly paid for at practically every other point in the movie, the autoscrollers often don't benefit from it. So yes I could save some time by removing the glitch usage from them, but a lot of the glitching was done for entertainment. Playing with those laser barriers, reaching those screwing-platforms, and such, but mostly because of the extra glitching that happens when you land on the right side while glitching-it'll shoot you right back to the left, but there is one frame of being on the ground, which I use to then jump in thin air or do the sweeping kick in the air. But it goes too fast at full speed sometimes! So personally I like most of them (especially the glitch that sends Pulseman onto the roof inexplicably) but I will admit that taking them out (and even those couple points in the run where the glitching isn't entirely necessary) would make the movie shorter, though I doubt much more than a second if more at all. And I understand very well that watching the repeated glitching might get dull (I've testviewed this dozens of times, I'm pretty sick of it ;P ), so let's just say that when IdeaMagnate's glitchless run is completed I bet you'll enjoy it better! Personally, I'd hope that the glitching is often still interesting enough, like bashing Pulse's head into overhanging ceilings or glitching into-and-onto the roof, but yeah I respect your opinion. Thanks for the votes so far, all!
Twisted_Eye
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yeah, does the invincibility period last longer than the flashing does at times? Your waiting sure seemed intentional but the reason wasn't exactly clear. Good run either way! Speedy work of this little game.
Twisted_Eye
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For a ninja he sure walks slow! But yeah, loved that glitching through obstacles and up walls stuff, and the movie was short enough to not be too repetitive. And the Boss 2 graphical glitching was cool, and just plain all around well played. I give ye a yes!
Twisted_Eye
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IdeaMagnate wrote:
In Alaska area 1, I noticed you punched a snowball instead of flashing and using the temporary invincibility to go through it. Did you test whether this plus the 14 frames of lag from an enemy explosion is faster than flashing?
No I didn't, I imagine navigating around it and staying on track would be tricky, but it's definitely an idea I'll look into. I'm all DONE. ...Well, I haven't done any improvements yet, but the movie does go through to the end. The final frame is at 25:25:25. :) ...However, without finding a new glitch to exploit I'm certain that 25 minutes is not possible. I may be able to cut off a hundred frames, maybe two hundred, but 1525 just ain't gonna happen, so that's unfortunate. And if hex editting proves wayyy too troublesome I may not even do that, but I'm not jumping to that conclusion quite yet. Possible improvements I've found:
  • The first bonus stage, I should be able to get it better--can save 59 frames
  • Stage 2, last non-boss area, I could've cut the last glitch 3, 4 frames earlier (closer to the ground obviously) because if I have to glitch out of the room, I'll cover all that ground instantly anyway--Again, first casino part of Stage 3, and second area should be faster to glitch out the wall instead of bounce up
  • Stage 3's first boss; I'm fairly certain I can do it better.--Straight sparking isn't fast enough here, but frame-precise movements and no-glitching can give a 17 frame improvement[/i]
  • Stage 4, piston room, maybe less lag if I don't charge right away? It might knock off best path though to do it later...
  • The last nonboss of stage 6, the ending, I might squeeze a couple frames by volt-glitching through the last wall, but it'd take some work to set up so it's iffy--saves 86 frames![/i]
  • Unnecessary glitching. EVERY time Pulseman changes the glitch's direction, there is one frame of lag. Jumping back and forth really quick across the screen without any real benefit, then, cost me time. Removing these bits (other than some of the 'entertaining' ones in the autoscrollers) could save like one or two dozen frames.
  • Other lag points, like your snowball suggestion for example. --Same thing happens to a penguin in stage 6--redoing Stage 5a1 altogether, your suggestion saved ~30 frames and I can just do the area better completely as well[/i]
  • There are a couple points where I spend one or two frames at the start of 'cinematics' screwing with the scene, (Stages 1 and 7) that may cut a couple frames more beyond. Might be worth keeping anyway.--Stage 1's glitch is actually one frame faster than otherwise, but Stage 7's takes ~30 frames[/i]
So yeah I'm not expecting to gain an incredible amount of time back should I attempt the redoing. But yes! Tell me what you all think! (I've included the save states again with the movie this time for anyone that didn't get the previous zip) .....and YES the damage I take happens AFTER the movie file ends ;P --edit: Yeah okay so I've already got a couple hundred frames saved and I haven't even looked into the excess glitching. I could very well redo all of the movie from the penguin part in Stage 6 on and then hex-edit in everything from the ship miniboss in 7 and onward back in, and the same for S5a1 and S1Bonus. Hex-editting other parts of the movie for <10 frames of improvement would probably be a lot of work, though. If anyone can find anything else that they think can save time (or even parts that just plain look sloppy) let me know in the next couple days, because after these improvements are in and the movie works front-back then I'm gonna submit 'er!
Twisted_Eye
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wip-vA1
Twisted_Eye
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I enjoyed the run and respect your attempting four players at once (What other games than this, World Cup, and Super Off-Road use the 4-Player option? I had one of those little triangle devices m'self) It's hard to notice the lag I understand, and most of the time it seemed there was little you could do about it. You can't kill steel blades coming out of the ground. The boss fights could have been improved, and you admit it, but personally I'd rather watch them get owned hard than to watch a guy get an extra second or two without taking any damage. A great run otherwise, it was fun to watch you play with the four people individually. I'm not quite sure whether to give it a yes or a meh, though, since the 1 player version is faster as well. edit--http://www.nesplayer.com/database/accessories/fourscore.htm Nearly all of those games are sports related, so they probably wouldn't make good TASes. I considered a 4-player TAS of World Cup a month ago but that's all entertainment and no 'game' really. --edit looking into it yeah this is the only game that makes a decent TAS in the traditional sense. Anything else would just be a big play around movie.
Twisted_Eye
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Awesome, no desync this time! I'm seriously loving this run and do not care one bit that it is already over 2 hours long :)
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Yeah, I've already figured that doing the same quick-zap routine would be faster, but the trick would be keeping Pulseman close enough so that he can keep hitting him on that scrolling stage. I haven't seriously tested anything with that boss yet, it's been hard finding the time and motivation to keep going right now. I should update my sig. mmmm I like the sounds of that memory searcher, though, especially as far as boss damage is concerned!