Posts for architorture

Experienced Forum User
Joined: 3/23/2006
Posts: 15
Ha - was just coming to see if you had figured out how to skip that fight and you did (albeit in a different way than I expected). I'd say "perfect," but I'm sure you'd make me eat those words in a couple of days :) Very nice use of glitches and manipulation. You certainly have absolutely mutilated this game (which keep in mind takes about an hour on the console). Glad to see a Strider run finally not be boring - great job!
Experienced Forum User
Joined: 3/23/2006
Posts: 15
A thought on how to speed it up even more: In my WIP, I managed to skip several enemies by sliding or tweaking the physics and jumping in the air. Alas, there didn't seem to be a rhyme or reason for it. But there might be a way to skip the samuri in Australia. With the power level you're at, it does take some time. I'll play around with it (in the WIP, he was one of the few I couldn't skip) and post if I get it somehow.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
And now a serious yes to the improvement. Although, couldn't you get hit one more time along the way in Kazakh to make the walking robot thingie kill you in one hit instead of two? I noticed I did the same thing in my WIP, leaving myself at 6 HP instead of 5 or less and I always wanted to keep that in mind if I ever attempted a run. It might just save a couple of frames. Then again, you obviously skip so many enemies along the way you might not be able to get yourseslf down that far. Also, it seems with that dynamic wall glitch of yours, you might be able to skip Matic too and go straight to the tree. I'm sure you looked into this already, but just a thought. But I'm just speculating here - an incredible run for a game that takes almost an hour on the console and over 20 minutes playing by the rules. You certainly have set the bar here.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Ha! I always knew the warps would be found, but not so much in one run. Loved it. Yes! Anyone who has played this game will be baffled. When I can vote, I'll vote yes.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
I got to the crazy place in Egypt before, but I couldn't go anywhere with it. I had the thought that if you could go to Australia and slide down that first hill through the floor (skipping the #5 door), you could skip right to the Red Dragon afterwards, but I couldn't pull it off. Anyway, if anyone pulls off a warp, remember that you need to have something to knock the cipher out of Matic's hand. So, you either need the plasma from Japan or you need to level up a couple of times to get a spark spell.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Sorry to bump an old topic, but with 2 going, I didn't want to start a new one. So, I discovered a couple of things that might help this run. It's a bit sloppy, so I opted to unleash it as a WIP rather than a submission. Right now, it's at 25:49, but if cleaned up, I think I can get it close to 25:30. That's still a little long for a run, IMO, but I don't think the glitches are fully discovered yet. Anyway, it takes basically the same route as Cheez's run (despite being able to go anywhere at any time, the game is pretty linear), but there's some new stuff thrown in there. First, the skipped items: Disc 1, Aqua-boots, Attack-boots, Cipher plasma Disc 1 and attack boots are nothing special, but the other two are pretty new. You sink to the bottom of the water in Egypt, Africa, and Red Dragon without the Aqua-boots, but you can jump out to catch your breath before you die (assuming you don't have enough energy to survive sliding on the bottom). This saves bunches of time in Egypt, as you can go straight to the end. Second, it occurred to me that you wouldn't be able to finish the game and beat Matic if you overlooked that single room in Japan to get the plasma for your cipher. This didn't make sense to me, since once you get to the Red Dragon, you can't go back. So, I started playing around with the spells nobody ever uses and both spark and sp-ball knock the cipher out of his hand. Unfortunately, I think the plasma takes off a great deal more damage because I couldn't beat him before he picked his weapon back up like you can when you use the cipher plasma to disarm him. Anyway, this saved loads of time in Japan. Next, the skipped enemies: Shield guy in China, 2 Spark throwing machines in Africa, First Samuri guy and second whirlwing guy in Red Dragon The shield guy in China can be skipped by sliding after coming down the pipe. The second whirlwind guy in Red Dragon can be skipped by jumping after coming down the pipe. I read these here. In Africa, there is a series of three spark rolling machine things. I took a hit on the first, started sliding, and the other two never appeared. In Red Dragon, I came down the pipe right below the floating cipher guide thingie and did a mid-air jump, then started sliding. This skipped the first Samuri guy I would have run into. It saved a second or two. There has to be a method to this beyond luck, but it seems pretty random to me. (I know, there's nothing random, but I haven't figured out exactly how it works.) I'm pretty confident these aren't the only enemies that can be skipped because I just stumbled on the two new ones. If we can figure it out, any enemy that doesn't trigger text would be skippable (maybe). Anyway, the only other difference is that I don't die in Japan because I don't run into enough enemies to kill me fast enough - it's faster to go back to the beginning. Any help would be appreciated - I think a Strider run is lacking here. The WIP: http://dehacked.2y.net/microstorage.php/info/2972/strider.fcm
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Well, it looks like, from the single player run, that as soon as you nail those turrets, the goal on the helicopter appears. It seems the best spot to stand is on the left side to destroy the guns as soon as they come on screen.
Post subject: NIghtmare on Elm Street single player
Experienced Forum User
Joined: 3/23/2006
Posts: 15
As laggy as the 4-player run is, I really enjoyed it. It forced me to pick up this game and try it out for myself. Unfortunately, I really don't know enough about it to play it with 1 player, let alone 4. Anyway, I figured the 1 player run could drastically be improved by just changing the order of the first 3 houses and killing the bosses faster, so I tried it out. Without much effort, I got the first three houses in order, and it appears that after the game is started, the order of the houses is selected. After that, you need to go to the junkyard and work your way back to the school. Here's the fcm that I started. I don't really like the way it's coming out, because, although I know it will be faster than the currently published run, I think it could still be improved upon. I'm still trying to nail down this contra run, so I really don't have time. This is open for anyone who wants to try the easily improvable run, but has a hard time getting the first three houses down. I've played through it many times after the start of the game, and every time so far, the first three houses are in order. And I hope this helps the 4 player run get the houses in order too (not too familiar with the programming side of the games, I'm afraid). http://dehacked.2y.net/microstorage.php/info/1057/noes.fcm%5B1%5D
Experienced Forum User
Joined: 3/23/2006
Posts: 15
The ice beam would be to get over the bridge to Tourain.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Sorry for the confusion. Of course I wasn't trying to obselete the single player run, rather I was trying to create a new category for a run, which is what has been attempted at least two times before. I just didn't see the need to add all that filler text a third time, but I had no intention of misleading anyone into thinking I was trying to use a faster rom to get a faster run. That's why my first line was "Please don't vote 'yes' because the time looks faster!!!" The reason I did the comparisons was so everyone could get an idea of where this rated in regards to my older run and the single player run, not intending on obseleting anything. All of the two player run submissions to date have been compared to the 1-player run, so it seemed important for people to know what this time would have been if it were played with the same version of the game. Anyway, as for the waterfall glitch, I did attempt it, and there were two spots I pulled it off in testing. I have a better understanding of how to do it, but I still don't know exactly how it works. When it does work, you can jump one frame faster than you could before. This creates sort of a bouncing effect with the player, because he won't land and stand straight for a frame before jumping again. The first time, I could only get player 1 to do it because player 2 was dragging behind as a result of the stage design (the first platform they jump to in the level needs to be walked to, putting player 1 ahead). Player 1 was so far ahead, 2 actually died in a couple of test runs. Anyway, as soon as I reached the next floating island, player 1 needed to wait anyway. The second time, I hit it at the top of the waterfall with both players, as I did with my previous submission. And, again, I nailed the island too early. It was coming towards me, just out of range for the jump. So, I had to wait for it to reverse directions then jump. It didn't save any time and it actually looked slower because of the waiting, so I opted to just make the normal jumps. I would love to explore this further, but I just can't figure out exactly how it works. As for flaws other than the jump glitch, can someone explain? I'm not sure what you mean. (Still learning here - I guess technically, this is only my 2nd TAS ever, both for the same run.) I'll fix 'em.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Sorry to bump this, but I didn't want to start a new topic for an existing one. So, it occurred to me, after watching all the Contra runs, that there might be a way to do a pacifist run of Metroid, which I think would be a lot more interesting, albeit laggy, than the Contra pacifist run (which kills way more enemies than a Metroid pacifist run right now would take - even one of the tanks can be skipped by dying twice.) But here's my thought. You'd need bombs, the ice beam, and all the missiles. Here's the problem, though. You'd need 21 missile tanks, which gives you 105 missiles. You'd need 5 for the door into Tourian, 20 for the doors in Tourian, 40 for the Zeebetites, 1 for the glass jar, and 32 for Mother Brain, coming to 98. Sounds great, but, while you can get the ice beam from the back door in Norfair, you'd need another 5 for the bombs. That's 103. I thought about not needing the bombs, but there are a couple of places they are required (to acquire more tanks - the top right area of Brinstar is one example). Now, you can get to 20 of the missile tanks using bombs, the door glitch, or otherwise, but the first red door on the right you come to in Kraid's Lair has a tank behind it which doesn't seem accessable by any means. Using missiles here to open the door would be pointless, because you'd just end up with the same amount. Does anyone know any tricks or glitches that can get to that missile tank? I'm sure this site needs another Metroid run like it needs a hole in the head, but after much planning, I'm just curious if it can be done. It would be sweet, seeing nothing die but Mother Brain (and the Zeebs, if they count as creatures). Otherwise, at least one creature (a metroid, actually) would need to be killed before the game could be finished.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Cancelling this for my next submission, which is 14 seconds faster. Hope you guys like it :) And sorry if you liked the twitching - I kept it at a minimum.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Even with no lag, I would guess they are about the same. The bosses should be killed a little faster, but not so much that you'd notice. In the 1-player run, they're killed almost instantly. This should save some frames. Furthermore, in the bases, there are some spots that have 2 locks to break (and in one wave there are 4) that are done faster with 2 players. This will save a couple of seconds. In return, there are spots on Waterfall, Energy Zone, and The Hangar where player 2 would need to catch up before time can be optimized. For example, hitting the fire areas at exactly the same time in Energy Zone. I'm playing around with spacing out the shots with the double spread to prevent lag, but I'm guessing that the run will look exactly the same as the 1-player run.
Experienced Forum User
Joined: 3/23/2006
Posts: 15
The re-record count is low because I was constantly restarting after I figured out the level enough. I tested them pretty well, but I guess not well enough :) Lag isn't ever really an issue with the lazers, so that's not a problem. No matter how much lag you had with double spreads, it wouldn't be 20 seconds slower than a 1-player run. I just went with lazers for style - I guess this was a mistake. I did make the conscious decision not to get the spreads, but I'll attempt another with them. Like I said, I could control the spread lag in most spots, but I just don't like all the missed shots, especially in the bases. Oh, and I won't twitch so much :)
Experienced Forum User
Joined: 3/23/2006
Posts: 15
Sorry that formatting came out a bit funny. The lazer: Player A:- - - - Player B: - - - -