Posts for Wodball


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Wow... I leave the community for a few months, and come back to this... I'm really impressed. Considering the aim of the site is to create entertainment, I'd say you've succeeded on many, many levels. A yes vote for me, and kudos for taking the "pinball competitions" to the next level! For an added bonus challenge... I wonder if you couldn't manipulate all SNES MMX games? Is it possible to split the input from two to three? That might not be the main issue since MMX3 is a bit longer even with the Z-sabre. Not to mention the last bit of MMX3 where the stage is pretty fixed... Anyway, I'm glad I came back for a bit. --Woody
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I'm not sure if this has been brought to your attention DeHackEd, but I did notice something when I was watching the video for the ump-teenth time. In Storm Eagle's stage during the riser sequence, you jump once straight up without moving forward. I'm pretty sure you were trying to get the platform to come back down, but I've been able to get through that without doing it. I'm sure it would save you a second or two. If you just as soon as you can forward, and shoot three shots, you'll hit the next flame shooter three times. With a little luck, you can then wall jump off the platform that was coming down as you did that. When you wall jump, you face the other direction, and you can shoot the flamebot until he's dead. Any flames that he dispenses will die off once he's killed. I wonder if you didn't do that because of lag or because you wanted to manipulate Storm Eagle in some way, as his manipulation is based on stage movements. --Woody
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The only reason my video lags at the end of Sigma 1 is because of my poor choice of weapon. Remember, I used to super X-buster there because I needed to clear out more than one enemy without worrying about timing. However, using rolling shield or well timed torpedos probably would have eliminated the lag. Heck, if I just used regular shots and ignored the Mettools, I would have had just as little lag as you. If you really needed to avoid the shot, rolling shield might work because it sucks up shots. But I'll state this outright... I have no problem with the invulnerability. I'd use it more if it'd save time. Also, at the time, I was recommended, but not forced, to take my Sting sections from 4 to 1, since at least half did not require it to be done. I was just stating that it isn't necessary there. And yes, I agree that dashing looks better, even if a little superfluous. Still, I wonder if you could earn a star with this video...? --Woody EDIT: I'm not so concerned about the X falling thing. Personally, I hate that part of the optimization because you need to retime some sections almost entirely to make sure you aren't sacrificing ground speed for drop speed. Thankfully, there aren't that many large falls in this game that you really need to look out for. asteron: DeHackEd is right in that in some parts, it is not possible to fall at optimal height. Sigma 3 comes to mind.
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Okay... just watched it. I noticed that you switched some things from your alpha run, and you move like Blechy does. The technique (especially playing at lower speeds) is trying for me, and trying to beat it is out of my time range. I wanted to do this for fun, and now it's become even more entertaining. I guess what I'm saying is that I am most likely not going to try to take this record down. I'll watch it again for nitpicks, as I'm sure there's something I did right in my unfinished run that you could use. I noticed that you used invulnerability more than I did. Hopefully Boco doesn't get mad, since she got kinda pissed before I submitted my last run about the cheapness of it. Glad to see that you got out the lag and found more use of charged E. Spark than I did. (Something that most people ignored in the beginning.) The little nitpicking things I can come up with now are... 1. Sigma 1 beginning is better than mine, but is not perfect. This is the craziest part of the game, given little room and every enemy's coming at you. I would recommend against using Storm Tornado because, as you did in your run, it forces you to slow down in order to wait for it to come out. This is a shot in the dark, but I almost pulled it off with Rolling Shield since it works so well against Armor type enemies. Well... sort of. I got the first couple, but if you do a quick switch of weaponry from X-buster to R. Shield, and dash in with 2 bolts, you can kill them in 4 shields, preventing any slow down. Also, because the shield is so large, you have a large distance where you can pull this off. I was unable to do that quick of switching because I get frustrated at speeds slower than 300ms (And even then, it's trying...). 2. I suppose that the other thing is that I believe that the Sigma 1 invulnerability is just as fast as doing it without. Also, when I played, I noticed that after dashing into a boss, the first shot within 20 frames of the boss battle is automatically dashing, even if you are not moving.
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This movie certainly makes things easier for me. I have a few more tricks up my sleeve in my run, but I think I should start over just and incorporate what you did, and optimize with my stylings. I'm at a school computer, so I haven't seen it just yet. If I find something, I'll let you know. But the time is just much faster than I expected, I was only expecting to shave off a minute with my things. (Shaved about 23 seconds in the first 4 stages on my on and off run...) Well, I suppose I should get ready for the X1 100%, if I can ever find time away from midterms and World of Warcraft. Congrats, I salute you! --Woody
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Vile sucks. Well, sort of. In the hours of doing Awakening Road, I've discovered that shooting Vile at an exact frame of his jumping will cause him to stop in mid-air. I think this has something to do with the AI since it's programmed to that Vile dash jumps backwards before he can hit you. (At 3 bars or less.) By firing at him, you push him back and if the AI is satisfied that he's far enough back, Vile just stops. I did it, and I'll keep my part but I haven't checked the exact frames. Hopefully, I can reach my goal of under 31:00. --Woody EDIT: Upon review, it turned out that Blechy's version of manipulation is the best that can happen. I have left it that way, but am still content because of new tricks demonstrated. I'm up to Spark Mandrill. --Woody
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My run isn't dead... It's just put into stasis. Like Blechy, school has been pretty nasty. Also, like Blechy, I would like to fix my previous submission. I came up with a few more ideas that I'd like to try out, as well as things I gathered from Blechy's MMX incomplete run. So, contrary to previous plans, I will be redoing MMX first, then doing an acceptable 101% run. Do I have a timeline? Nope... and probably won't get things started until after finals! And also, I expect to finish MMX 100% a good 2 months after the new minimal run comes out. --Woody
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This is one of my future projects, but given the amount of work and the hard drive crash that I had a few weeks ago, it could be a while before I get everything back to normal. I did beat 1 level, and only abusing save states on ZSNES, so I think I can try to get my way through. I'm not sure about bugs though, where they are, if they exist at all. --Woody
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Well, the first two worlds are pretty linear, with the exception of things like Gilgame. The last world isn't though. Once you get the airship (Get to the catapult), you can get to the Cleft of Dimension without getting the other sealed tablets, other legendary weapons, other summons, other songs, etc. And in the Cleft of Dimension, you can avoid 1 boss towards the end, but you give up the opportunity to steal Genji Armor from Gilgamesh. After the rescuing Lenna and getting Fork Tower, you can get the airship. By then, you will have 1 stone tablet from the Lonka Pyramid. I'd also stop by Mirage to get high level equipment, assuming you can afford it. Just remember to get dash before trying this one. The Trainer (Tamer) also has an attribute that allows you to avoid combat, right? I also read somewhere about a low level contest, but that may slow the game down? I think the lowest level is like 9, but the thing is that you need to have a guy at level 5 or 10, in order to get level 5 death. The job system is good here, because it allows unfair tactics against particular bosses. For example, in the first world, the boss in the canal can be whipped by 4 black mages. Consequently, many parts of the game can be sped through with 4 monks. Luck manipulation is essential, especially with bosses that have timed weaknesses. Don't forget to spend 2 minutes to get Lvl 5 Death in the Ancient Library from "Page 64", as MANY bosses are weak to it. (It's kind of weird that Square would do that, but what the heck, right?) The things is that when you get into the Cleft of Dimension, you will not have two or less ribbons, as well as inferior weapons and armor. (Except Excalibur and Masamune, which I would get on the required 1st sealed tablet.) Also, GP toss will be useless, since you will probably be running from most battles using the Escape command. EDIT: Don't forget Death Claw! Another one of those blue magics that may work to your advantage. You can manipulate Iron Claw into casting it, so you don't have anything to worry about.
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The AI is fixed, so it is dependent on two things. 1. When you fall off the side of the ship, fire a few shots to manipulate luck. 2. When you land on the lifting platform. Storm Eagle is one of those stupid fixed bosses. My theory is that because he doesn't get knocked back like other bosses, his AI won't change. Also, do the roof run, you're only losing about 37-75 frames. Besides, the showing off a glitch adds to the entertainment factor. Still busy with midterms, but may start the 101% run in 3 weeks. Don't hold your breath though. --Woody
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Again, let me worry about the 101%. I'll get the upgrades and stuff. Oh, if you have a chance, I'd like to see your Intro and Chill Penguin so I can base the beginning of my run off of it. Of course, this is assuming that I have time in the next few weeks for this... --Woody
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What bug are you referring to? I only know one damage animation reduction, and that occurs when you are hit near a wall. I'm VERY busy this semester, but I will try to get a satisfactory 101% run. I figured out some really good places to use the mega buster in the 8 robot masters stages. I hope I can get this down to under 37:00, but this is still in pre-alpha. Anyway, things I'd like to see improved on my movie are: 1) Storm Eagle 1-- Screwed up on the timing, and let him fly too high, which cost me about 5 seconds. 2) Intro Vile- Take damage at the Bee Bladers rather than at Vile to shorten the battle 3) Sigma 1- Run through the Pre-Vile Stage with damage considerations. 4) Velgauder (Spelled right?)-- Better manipulation, so that he ends up coming farther to the left. That way, you can fire a lot of shotgun ices without waiting for a reload. 5) Sigma 2-- Better weaving that doesn't cost time. Don't shatter the record, I might want to try to break yours. --Woody
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I'd fly with this, if only because he mentioned my name in the intro... and to that, I'm glad that you're using some of my tricks! Actually, I did watch it and I was surprised that there were more bugs than we found the first time. Truly a poor effort on Capcom's part, especially since this was game 6 in the series. Overall, it's good, at least better than what I did with the game. The only thing that I didn't like was the bosses. As you have already addressed, there is bad manipulation, even considering there are few spots where you can actually change the AI. Personally, I think the AI for Megaman 6 is too twichy and random to get any feel for it.
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I believe you mean "stripped down" version. If only we could get a Turbo Duo emulator with rerecording... Anyway some differences: Chi no Rondo has an intro movie which Vampire's Kiss reduces to a scrolling text title. Chi no Rondo has a save system, while Vampire's Kiss uses a password system. Chi no Rondo has an introductory stage where Ricther is riding towards the town and has to battle, but can't kill, the Grim Reaper. Vampire's Kiss has no such scene. It starts the game at the burning town. Chi no Rondo allows you to swtich characters after you have rescued Maria from Shaft in one of the beginning levels. Vampire's Kiss only allows you to play as Richter. Chi no Rondo has CD quality music, while Vampire's Kiss has SPC synth music that sounds very bad. Chi no Rondo has Anime-style cut-scenes. Vampire's Kiss... well... doesn't. Chi no Rondo has voices in stage. The bosses also insult you in Japanese.(A few, but can still be counted.) Vampire's Kiss voices are limited to screaming. Chi no Rondo has an additional side quest of rescuing maidens that Shaft has captured. Vampire's Kiss only has Maria and Annette that can be rescued. There is an actual ending in Chi no Rondo, where Vampire's Kiss just a has a few still shots of Dracula dying and a screen with credits, which depends on who you saved. I'm sure some of this is wrong, but it's been a while since I fired up my Turbo Duo Emulator. --Woody
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Holy mother of... You make my run look like crap. --Woody P.S. Response sent to Blechy.
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One little thing... Is it me, or is the right sound channel a little weak in the AVI? Maybe stereo needs to be disabled while recording? --Woody
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Okay, first off, rerecording a lot doesn't mean that you don't know the game well. Look at my recording: 8000+ records, which includes redoing entire sections at a time. If I did do a 100% run (Which I might do, if I weren't bound by a promise to finish Syberia 1+2 and a research paper), my rerecords would probably be at least 12000+. But the finished product is what shows people that you know the game, not the sheer number of rerecords. Look at the other movies. Movies that are half my length use twice as many rerecords. I don't wear it as a badge of honor, but I certainly don't wear it as a badge of shame either. Don't forget that Bisqwit expects a certain quality from the movies that are submitted. It's got to cross that line between "anyone can do this" to "WTF?!?". Rerecords are a big part of helping all of us acheive that. As for Boco, we give her a great deal of credit for showing us how to improve our runs. Because she knows the game inside out, we rely on her for feedback that others might miss. I certainly would not have known about how to speed Launch Octopus if I didn't see Boco trying to scream it in my ear. One of my music teachers once taught me that when you hear criticism, you should never take it personally. Boco is not trying to insult you. None of us are. Certainly, to be able to make a run is more than most people would be willing to commit. We're lending you a helping hand on how to improve your run, even if the words may seem harsh to you. You should read what Bisqwit said about my first MMX movie. But I didn't tell Bisqwit to shove it. Check out submission #96 for details. Needless to say, if I had taken it personally, I would never had been able to play MMX again, let alone be able to improve. [Naruto Plug] But I pushed on and made a promise on the boards to do better. And to paraphrase Naruto, "I will not back out of my promise. It is my ninja way!" (Nice guy pose and Rock Lee teeth sparkle) [/Naruto Plug] Lastly, keep trying. You have all of the tools at your disposal to make a better run than Frenom or myself. Watch our runs, and take from it what you can. It's what it's there for. There is no shame in admitting that another's path is better. If you want to drop the run, then I'd be happy to take it up where my minimalist path diverges after my obligations end. (Right after the last shot of Chill Penguin) --Woody P.S. Funny side note...I'm never going to become a player, am I? P.P.S. Feitclub, I don't think Hadoken works on the final Sigma boss.
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How could I? I don't have a helmet! Maybe I can test it out sometime later. --Woody
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Yeah, that's the purpose of delaying. My theory was that bosses that move when shot reset their AI, while bosses that are do not move when shot are fixed as soon as you enter. Chill Pengiun's AI is based on 3 things: 1) How close you are when you fire 2) When you fire 3) Where you are right after you fire The second is most important, and usually determines what he does. So I needed to wait a little after what was theoretically possible. --Woody EDIT: Bisqwit, I can write the short blurb for the game, if you want me to. I can also update my page with details about each stage, sort of like your "Rockman Tricks" page.
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Anyone feel like some more X? I did it! I did what everyone asked for and I improved on my run overall! The final time is 32:01, which is 1 min 46 seconds faster than Frenom's latest run. Here's what I do now: 1) Invulnerability time with Chameleon Sting is cut to one part, where I felt it was absolutely neccessary to use. (End of Sigma 2, before the Face boss.) 2) Uncharged buster use increased with effectiveness! To settle the argument in the thread, dashing only affects the uncharged bolts, not the charged ones. (Green and blue) This means that the blue bolt is only faster for bosses like Chill Penguin, who have a weakness to X-Buster. Storm Eagle does not, so the blue charged bolts do the same damage as a dashing uncharged bolt, which is faster for invulnerability cycles! 3) I manipulate the bosses! Chill Penguin never dashes, Bospider never drops spiders, Storm Eagle never leaves the screen, Armored Armadillo only uses his roll in the beginning, etc. 4) I exploit a few more glitches that Frenom didn't. Namely, the Flame Mammoth roof-run, which creates invisible enemies in one area, and a small Castlevania style pushing glitch on the flying platforms in Storm Eagle. See for yourself. http://www.ocf.berkeley.edu/~wcsange/Wodball-mmx-version-2.smv Also, feitclub, I kill both Bee Bladers fast enough to clear each part with one jump. --Woody
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feitclub, I'll have a response for your comment in 3 days. --Woody P.S. Some bosses are weaker to X-buster than others. Chill Pengiun takes more damage from busters than Storm Eagle. A green bolt on Storm Eagle takes off 1, while it takes off 2 on Chill Pengiun. At least, that's how I remember it, anyway...
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Okay, after about 200 rerecords, the roof run is a little slower, about 17 frames slower. Personally, I think it's better if I leave it in, even if the segment is longer. That way, the movie exploits another glitch. Understably, people might be miffed that I lost about .3 seconds, but I just think that it needs to be in there. It shows a different way to handle things. --Woody
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I am actually currently doing that! How freaky... I stopped for a little time to take pictures of where the enemies are supposed to be, since you can't see them after doing the glitch. There's also a wall in the upper path right where the subtank is. 5 kicks gets you over, so long as you get maximum height from the previous jump. And yeah, sparking the fish robot is definitely faster. I checked it out after I published my previous run. --Woody
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I'm started working on version 2 and now that Frenom's run has been accepted, I do have a question. He uses invulnerability in the same places that I used in my last run. Now I was planning to cut out the invulnerability bits in my version 2 and focus either on adding time via evasion (AKA abusing collision detections) or using charged rolling shield. But since Bisqwit accepted this run with the invulnerability attached, does this mean that I should leave in the parts where I use it (Sigma 1-3) or should I just keep going with my original plan, even though it might give me a worse time? Like I said before, I take listen to all criticisms, and people like Boco have commented that frequent use of invulnerability should be discouraged. Granted, that's people's opinion, but I think that I see some truth to this. Anyway, I finished the intro and Chill Penguin so far, but I don't think I'll report on the frames and times until all 8 bosses are done. --Woody P.S. I now know it is possible to destroy those stupid machines in the beginning of Spark Mandriller's stage without resorting to tornados and losing the time for the tornado to form. Thanks Frenom for showing me in the smv, and others for bringing it up. It will exponentially increase my rerecord count though. I can critique Frenom's run later.
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3.) places where you are required to lose an amount of energy before an event is triggered, perhaps try to be "inside" the boss at all times so the instant you can be hit, you do.
That actually isn't the fastest way. If you notice, I do run into Vile in the beginning, but it took off 1 or 2 bars. The punch took off 3 to 4 bars. It's faster to get punched twice than it is to crash into Vile 6 times. Will start run version 2 Tuesday afternoon. --Woody