Posts for ZenicReverie

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Looking good. I have some suggestions, many of them minor. Speak Epor instead of Using it. take key 3 then sphere? I'm not sure if this would be faster, but maybe you'll be closer to the mini-map? Use hammer, then cloak, take broom, use key 3? This seems like a better order, but unsure if it'd save frames. I've been opening map, then going up ladder, but I'm not sure it's probably slower. Did taking an extra torch not help save time by keeping the scepter and staff on the last page? You didn't mention testing this. You could use the torch while paging to the spells. It's cool that the sphinx warp actually saves enough actions that you get to save the torch use until you get to the flute.
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So far it seems accurate on console. Worked 3 out of 3 times. At least we've only got one luck reliant part now instead of two. If you like it better, and if you're grabbing the flute, you could grab the map instead, manipulate that question, and then use the flute on the sphinx before getting it to ask another. Though probably not that helpful, if you use the route I suggested to use scepter and ring early, then you could use the flute on the sphinx to get to the troll bridge. Not as cost effective time-wise, but you avoid all sphinx riddle dialogue. The time cost between the two is probably a second or two, so it's close.
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That's a strange occurrence, I could have sworn I walked up to him once, showed him the map and then was teleported to the coffin room without him asking a question. This was after answering his first question though, so maybe after answering it will fluctuate. I posted on SDA as well, but the main points are: Do we pick up the broom after using the cloak but before key 3 or do we skip bottle 2 during the first pass? How does this affect teleporting with the Sphinx to the coffin room later on? It's really good to have that consistency in a console run, and it'd be great if teleporting to the coffin room was also somehow deterministic.
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Just so it's documented, you don't actually have to get the Sphinx to ask the question before presenting him with the wrong item. If you use an item that answers a riddle, or the flute, on the Sphinx before he's asked his question then he'll teleport you. I'm not sure how that's determined, especially if you use the item that would have actually answered his question. I believe once you've used an incorrect item, it'll lock that location and always send you there (probably locks the question as well).
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Yeah, I was more playing around with this route before discovering the sphinx teleport saved as much as it did, so it would have added only 2 screen transitions. Probably not worth it to TAS, but if you could compare it to the route without the sphinx teleportation, it might prove helpful for a real-time run. I'd appreciate it if you could check on this when you have time.
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New idea for a route: We skip bottle 2 and go up, grab scepter, then proceed normally to the library. In the library everything goes along except we don't grab the map (we're going to get the horseshoe). We enter the lab (use a torch), go to the fountain, take flute and ring, back out, take horseshoe, bottle 2, water. Take key 4, open the doors (using key 4 first), take care of sphinx area (use arrow first, take blade, star, rod) Use rod, get wand, take the coins. This is where we diverge a little. Go use the scepter and ring, back out to the hellhound and use the water and star. Try the sphinx magic teleport, but might not save much. Use bottle 2, wand, blade, get staff. This is the major selling point for this route, using Humana, Illumina, and Motari without going away from the spells page. After that, the route is pretty straight forward. Not sure if this will be faster at all, but I wanted to work out a route that used those spells in succession. In any case, with the current route, can we grab an extra torch, might save time on one of those page changes. I'm thinking one of the ones in the hall that leads to the wand and throne rooms. Using the extra torch later on shouldn't take up much time; the problem with grabbing a random item is that we fix the scepter/ring use, but mess with the horn/talisman use (found out when I was messing around with the idea of grabbing extra gold coins from the bag). I can't test it at the moment, but if we did grab extra gold coins, could we use them as well? That might be slower than grabbing an extra torch though. Edit: There's a benefit in grabbing an extra torch actually, in that you can avoid the page flipping when using the orb on the staff.
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How certain are you that it was on NES? I'll add a few guesses: Shadow of the Ninja Strider Stanley: The Search for Doctor Livingston Any other details you can recall? No matter how slight, you never know when something small will be enough to remind someone of a specific game.
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Excellent! That's way better than I had hoped. If you have time, can you make an equivalence chart for actions? As in a table comparing how many frames it takes to change the inventory page, take an item, drop an item, screen transitions and anything else you can think of. Included in inventory page changes, taking items from a container would be a good thing to know. It'll help to know these things since at this point, changing the route has a lot of these types of trade-offs in optimization.
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Randil, another improvement post at SDA, should be fairly significant gain for the TAS: ... Take Cloak Use Cloak Take Bottle 2 Take Torch = 2 (Inventory goes to page 1) Use Torch = 1 Use Blue Gem Change to Spells Learn Humana Learn Epor Use Epor Change to Page 1 Change to Page 2 Use Hammer ... becomes ... Take Cloak Take Torch = 2 (Inventory goes to page 1) Use Torch = 1 Use Blue Gem Change to Spells Learn Humana Learn Epor Use Epor Take Bottle 2 (Inventory goes to page 2) Use Cloak Use Hammer ... Still looking for more. It'd be great to improve the TAS a whole second :D
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hmmm, it's still really close for a real-time run. I think either would work. I'll plot out my other ideas I posted on SDA and find out if those could be faster, but I can't get to that until Monday or Tuesday. I don't know what tools you have, but if it'd be easy to test those out using the emulator then it might save some time. I usually do it by hand and compare the routes that way. Thank you so much for your help. I think I'll have to get into emulator practice for future runs.
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Randil wrote:
ShadowWraith wrote:
Randil wrote:
There's a game I've been looking for lately, one that I played a lot when I was younger. I think the game came out a little after the first Diablo game, and was a game very similar to Diablo (the same kind of overview, and similar interface), but it was sci-fi oriented, with firearms instead of medieval weapons. You would walk around, shooting aliens, picking up better weapons, and going further into the game. Does this say anything to anyone?
This is kinda vague, but it sounds a little like Take No Prisoners, or at least one of the many Alien Breed games. Do you remember anything else about the game?
Hmm, after looking at some pictures, it's neither Take no Prisoners nor an Alien Breed game... The game was in 2D, with not so good graphics (the game is very old). The graphics were quite close to those of the first Diablo game. The game was pretty dark. I seem to remember that you were in some sort of building, killing aliens or at least some kind of monsters. You had some kind of base or so outside the building, where you could stock up on new stuff, and get healed and such.
I'm going to randomly throw these titles out here in case you didn't search mobygames: http://www.mobygames.com/game/windows/cybermercs-the-soldiers-of-the-22nd-century/screenshots http://www.mobygames.com/game/windows/zax-the-alien-hunter http://www.mobygames.com/game/windows/captain-quazar/screenshots http://www.mobygames.com/game/windows/enemy-infestation/screenshots http://www.mobygames.com/game/total-mayhem Vyruz: Destruction of the Untel Empire Bedlam Hope that helps.
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ais523 wrote:
A slightly bizarre question here. When I was much younger, I used to be left in a creche on occasion, with many other children. There were some games consoles there, although nobody was really old enough to understand them. Now, I'm pretty certain that one of the games there was Super Mario All-Stars, but once when I came to the console, someone had left running what was obviously a Mario game. They were at the start of an underground level, which started with a pit too wide for anyone there to jump across, making it a little hard to continue from that point... (It also definitely wasn't the US version of Mario 2.) Could someone familiar with the series tell me which of the bundled Mario games it was? (There's a small possibility that the people in charge might have swapped in a different Mario game, too, so if it's not from Super Mario All-Stars, that doesn't completely shoot down the possibility.)
Sounds like 4-2 of Super Mario Bros. I hated that jump.
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Kuwaga wrote:
andymac wrote:
Hmm this thread reminds me of a game I played once with a friend's gameboy. It was either gameboy or gameboy colour but I think it was just gameboy. My memory about it is pretty vague. It was a vertically orientated non scrolling puzzle game, where you were a guy who had to push blocks over ledges and climb ladders to make platforms ect. It was sort of like lode runner, but it was more about pushing blocks. I don't think there were any enemies. I can't remember exactly the object of the game, but I think it was to get a key to a door, or just get to a door. I also remember that you could rewind your movements by pressing B. I don't think it was an incredibly popular game.
I think that's one of the games I've been looking for a long time now too. It's a regular Game Boy game and you play as some sort of demi-humans, if we're looking for the same thing. I had it on a 100 in one cartridge I acquired in Greece and never knew its original name.
Cyraid? or possibly Catrap?
Post subject: Re: Maybe you know about this game
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ZeXr0 wrote:
I was playing it when I was young. It's a Nes or SNES game. It was a puzzle game and if I remember correctly, you had to push a "puck" into a hole. Also I remember that when you finished a level, there was a "loading screen" which had heart, inverted heart, and some other image which cover the entire screen. Do you know what game it is ? It would be nice if someone know that game :P Thanks !
This reminds me of Fun House, but no loading screens in that.
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I don't usually use emulators, and I'm not familiar with any of the TASing tools. I really appreciate your help in investigating this. theseawolf1 mentioned in the SDA thread that torches have a 60 action timer (lighting a torch will drain 1 action from the torch you just lit though), but only certain things you do use up an action. That should help you in testing.
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I've seen the lightning strikes range from 3 to 6. Knowing those values for the sphinx helps show that if I don't get the horseshoe, the map is the second best.
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For the Sphinx in real-time, it'll just be a crap-shoot. If I have the right item, then the run continues, if I don't, then it ends. I'm pretty sure what I have up right now can be improved, so I'm glad to see that you're going to look into it.
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I'm learning to speedrun this game for SDA, and decided to see if I could find a different route. I have one listed currently in the thread linked below that saves 1 dialogue for opening a door, and at least 2 inventory transitions. Beyond that however, I don't know if the navigation time through the game is actually faster. Also, the route itself could use a better eye from someone who's run the game before. Please take a look, it may help us both to find a faster route: http://forum.speeddemosarchive.com/post/shadowgate_nes_13.html