Posts for antimatter


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kwinse wrote:
... I meant that it floats up into the air and lands at a distance from Link ...
It comes out of the ground and "bounces" one, maybe two (it's been a while since I actually bothered getting this particular heart piece) squares away. However, I don't think it'd be possible to get it to leave the boundaries, as I'm fairly sure it can only bounce left and right, and if it did leave the game's boundaries left or right, it'd be in trees that would leave it impossible to reach. Plus, I doubt it would go over/through the fence, anyway.
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Congratulations, FODA. You have created a masterpiece. This is the first TAS video of this length that I have sat down and watched in its entirety without pausing or fast-forwarding. Simply outstanding.
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Wren's thoughts on Jeff are spot on: Big Bottle Rockets (and later, Multi-Bottle Rockets) can do a number on most bosses. One scenario in which I could justify killing Jeff is the battle against Carbon Dog/Diamond Dog, as one MBR can take Carbon Dog out, Jeff would be killed by Diamond Dog's power shield, and the battle can continue without him. Of course, that also begs the question as to whether or not reviving Jeff, having him Neutralizer the shield away, and firing another MBR would be faster than proceeding with PSI attacks from Ness, Paula, and Poo. But I guess we can cross that bridge when we come to it :)
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Pyrolistical wrote:
If his turns are wasted them, then in my opinion I don't see it as a speed run at all.
Under normal circumstances, I would agree with you; however, in this case, there is the aesthetic aspect to consider. The game just looks, for lack of a better term, nicer if all characters are left alive.
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I agree about killing Jeff off ruining the experience; if his turns would really be that worthless (and given how comparably powerful Bottle Rockets are, I don't think they would be), you could always just have him defend or bash, since Jeff can't SMAAAASH anyway and manipulation wouldn't be necessary. As far as PSI Flash goes, I'm pretty sure Thunder and Storm can be killed with it, and I know for a fact Kraken (in the Sea between Toto and Scaraba) can be. Most bosses on Starmen's EBDB list a 50%-75% chance of success for Flash, but I'm not sure how many (if any) of them can actually be killed by it, or just made to start crying or what have you.
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FractalFusion wrote:
Sorry about that. I just assumed Gyarados should learn Surf over Hydro Pump. There's only 5 Hydro Pump to use.
Hmm, that's true, although I suppose you could just bring an Ether or two along. If you give him Ice Beam and Thunderbolt, along with Hydro Pump, what would the fourth slot be? Surf, which could render capturing Snorlax worthless, since Charmander could learn Strength? Hyper Beam, since the lose-a-turn is disregarded if the attack kills the opponent?
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FractalFusion wrote:
I think the best way is to Surf the ghost Pokemon.
Surf is only 95 power, while Gyarados starts with Hydro Pump, which is 120 power. Anyway, Snorlax could also learn Earthquake, or Psychic, though I doubt either would be more successful than Hydro Pump, given the low level and lack of STAB.
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Dagnabbit, you're right. I forgot that the OHKO-using Pokemon had to go first in order for the move to hit. Disregard my suggestion, then :)
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primorial#soup wrote:
Gyarados would perhaps be a better option than Mew, if it weren't for one detail, that being Agatha. A level 60 Gengar is a pretty tough customer, without being able to learn Dig, Earthquake, or Psychic, I'm not sure what his chances are. Perhaps there's another option that I'm overlooking?
If you still plan to catch Snorlax, you could give him Fissure, which wouldn't be out of the way since Giovanni gives it to you. Of course, that would require you to manipulate her Gengar to miss his first attack, since a Gengar is going to be faster than a Snorlax at virtually any level, and certainly an L60 versus an L30. And going back to earlier discussion on the Mew glitch, I believe an L8 Abra can have a 21 special, but it'd be just about the lowest possible value.
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Tilus wrote:
- Body Slam (Found on SS Anne, replaces Mega Punch) <- Huh!?!! Okay, maybe this makes sense from a real time timeattack perspective, since it has "perfect" accuracy compared to Mega Punch's 85%, but is definitely not worth it in a TAS (only 5 more power, and has 5 less PP)
Well, Body Slam also has a 30% chance of inflicting paralysis, but I'm not sure that would be useful enough to incorporate into the TAS.
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I would say beating Red would be infinitely more entertaining (and worth watching) than the analogous SGNG situation. As you said, it's a completely new world than what's already been watched. Plus, if nothing else, it could serve as a sort of nostalgia trip for those who stopped playing after RBY. So if my vote counts, I say keep going until you beat Red. But we all know it doesn't :)
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Great job. That's really all I can say, you totally nailed it :)
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I wish you luck, too. Definitely looking forward to seeing what you can do with this. Even though I'm sure I won't be of much help, given that I'm more of an RBY person than GSC, I'll be glad to offer any assistance I can. :)
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Ah, yes, Ghost of Starman. How I hate thee. Some other things you may want to watch out for (or avoid altogether) would be the various trees, spheres, orbs, and power robots that explode/burst into flames when defeated. They can all do pretty hefty damage, so it may be worth the time to just avoid fighting them.
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If you manipulate the enemies into either missing you altogether or using non-damaging attacks, you won't need PSI Shield at all.
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I wish you luck, assuming you work on it, of course :) The fourteenth post on the second page is where Halamantariel first opines on manipulation. The third post on the fourth page contains his conclusion on battle manipulation. Hope that helps planning a little (and maybe greases the wheels a little bit...) :D
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Saturn wrote:
Thanks guys. It will be a hard-type one for absolute Metroid-Masters and I doubt there are many player who would have the skill to beat it on Live conditions.
Well, now. I certainly don't consider myself a metroid-master, but I'm looking forward to giving this a try :)
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Mmm, this is why I should probably watch the WIPs before I open my mouth, eh? Disregard that part, then.
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Tilus wrote:
my eventual moveset will be Ice Beam/Dig/Strength/Surf
Wouldn't it make more sense to use Earthquake over Dig, since they're equally powerful, but Dig wastes a turn in battle? Is the EQ TM too far out of the way to really save any time? Or will you be using Dig as a teleportation move? Of course, if you're catching a Sandshrew for Cut, you could teach him Dig for teleporting and give Squirtle EQ when you get it.
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If I remember correctly, the max is 99,999,999. I guess the time attack would just see how quickly it can reach that score, since there's no real ending to the minigame.
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I'm not familiar with Crystal, but the problems with a TAS for Gold/Silver that would add length that could detract from the run would be the fact that you can't usually avoid the trainers in the gyms, and, even worse, the fact that the starters are all pretty much useless in the Johto gyms unless they're overleveled. Most people raise a Geodude for the first gym, trade for Machop to take care of the second, use Drowzee or Kadabra for the fourth, a flying-type for the fifth, Cyndaquil (probably Typhlosion by this point) for the sixth and seventh, and an ice-type for the eighth. So unless you habitually over-level the starter, you'll have to do a lot of catching and raising to really do anything.
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Of course, rather than doing that, if you've not progressed far in Cerulean City, you could bypass the Sandshrew and utilize the Trainer-Fly glitch to catch a Mew and use him as your HM slave, since he can learn all 4 HM's you'll use. I'm not sure how much time that would really save, though. *Edit: Though at this point, I should call it the Trainer-Teleport glitch, since you don't have fly yet. Oh well, semantics.
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Tilus wrote:
(as no Pokemon in R/B that's not well out of the way can learn both Cut and Strength)
Actually, Sandshrew can learn both, and he's not really out of the way if you use the Blue version. Plus, you're already to the point where you can catch one.
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Mew can be caught easily in R/B/Y using the trainer-fly glitch in Cerulean City. It's only level 7, but hey, it's still a Mew. :)
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Well, while I'm certainly disappointed to see you're leaving this on the table, I must admit, given how much I loved it when I was younger, a Virtual Bart TAS would be very interesting.