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ars4326
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AngerFist wrote:
What a pleasant surprise this turned out to be! :D Very proud of you my dear friend. I really didn't understand at all how Ridley went down = pretty antiqlimatic :D When this gets accepted, I would like to request an encode which removes the black middle bar. This is by the way the first in my opinion DS game which takes advantage in a logic and sensible way both screens. Clear yes vote and let us hope you will pick another more challenging Metroid game :)
I agree. An alternate encode would be great (perhaps include it in the published description?).
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Personally, I would've chosen my spots with the text scrolling (perhaps sync them to the blob's jumping when you feed him). However, it wasn't too much of a distraction for me. I like watching your runs, MESHUGGAH. I think you've just about mastered the art of optimizing frames. Look forward to seeing your Ninja Gaiden pacifist run!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Ah, that's a shame, but at least we now know it's impossible at the moment. I appreciate you taking the time to look into it. The run is really looking polished. I'm liking how you kill off a few enemies each time you flee a battle in order to steadily gain XP (maybe this can be improved upon further?). Didn't AxeMan say that he was looking into a lua program to help maximize the 20-step encounter rule? edit: I also seem to remember Inaudios being a rather good spell to ward off encounters. I think it also supersedes the 20-step encounter rule. It's worth testing.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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In my experiences using Gens, I encountered occasional desyncs when I would try to quickly reload savestates when using speed throttle. I'm guessing that all of the rapid calculations going on may have had something to do with it. When using Bizhawk, I had one case of repeated desyncs when working on my Dungeons and Dragons: WOTES run. In this case, when replaying the movie file from the beginning, the whole thing would desync about a minute and a half in. I was able to easily fix this by deleting all of the game's save RAM in the Genesis folder, however.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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One of my best friends growing up was diagnosed with leukemia at age 17. After initial treatments, he would travel back and forth to St. Jude's hospital in St. Louis for regular chemotherapy until he was around 20. He made a full recovery, but the chemo took its toll on his body (hip replacements, dental work, etc.). He is doing well nowadays, with a wife and two beautiful daughters. dwangoAC, I'm a bit strapped for cash at the moment, but if I come up with extra funds I intend to send some your way for the trip. It would be great if cures for various forms of cancer can someday be discovered and inexpensively distributed to those in need.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: S?1-15 WIP
ars4326
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Moving right along: http://tasvideos.org/userfiles/info/17358862432333491
Scenario ?1: The Temple of Muscle
Victory conditions: Death of all enemies
PREPARATION Purchase 3 Devil Axes and 2 Plate Armors from the Shop. The Devil Axe (+8 ATT/-3 DEF) is on-par with the second-strongest weapon in the game (Dragon Slayer), while its defense penalty can be easily compensated with some armor and luck manipulation. Afterward, have Hein enlist 5 Archers and Cherie 6 Griffons. Cherie is also equipped with one of the purchased Devil Axes. MAP DEPLOYMENT Hein and Cherie take the front two spots in the Temple, with Jessica placed to the right of Cherie. Likewise, Lester is also deployed just below Hein and Cherie; they will act as support Commanders in this stage. All else are auto-deployed. Turn 1 Buff up Hein's unit with Lester's Attack spell. Set Hein's AI to 'defend' before sending him forward enough while giving his Archers the range to rain arrows down on the two Aniki. Hein promotes up to Class tier 3 upon dropping the 1st Aniki. Magic Knight is chosen due to the increased Commander Range, troop upgrades (Berserker, Heavy Horseman), and attack & movement bonuses. Cherie is then moved completely north in order to draw the attention of Baron, Adon, and Samson. All 6 of her Griffons are then strategically placed to avoid counterattacks during the Enemy Phase. Finally, Jessica is moved further inward to provide support during the 2nd round. Turn 2 Jessica's turn to buff Hein's Archers, who work in pairs to take out the next two Aniki. Cherie's Griffons are up next. who fly in, one after the other, to wear down and destroy Samson and Adon (Huge XP!). Afterward, Hein's remaining Archer is used to manipulate a kill against Baron's guarding Wraith unit. Kamikaze tactics are employed one last time against Baron, before Cherie shoots east to one-shot another Aniki. Turn 3 Didn't quite have enough firepower to take out the last Aniki in Turn 2... Anyway, Hein manipulates another razor-thin one hit kill to end this quirky stage. After being scolded by Cherie for dragging everyone into this weird place, Elwin promotes up to Tier 3. The Highlander class grants an additional point of movement, in addition to upgraded troops (Berserker & Heavy Horseman) and AoE bonuses.
Scenario 13: Battle with the Fire Dragon Corps
Victory conditions: Death of General Vargas
PREPARATION Elwin is outfitted with a Devil Axe, Plate Armor, and Necklace (+2 Commander Range). He also hires 4 Heavy Horsemen. Hein also takes advantage of his new troop selection by enlisting 2 additional Heavy Horsemen. Cheries fills out the ranks with 3 Griffons. MAP DEPLOYMENT Elwin takes the lower-right position, with Hein to the northwest. Cherie covers Elwin to the northeast, while all others auto-deploy. Turn 1 These Heavy Horsemen rock! Two of these troops immediately leave Elwin's side to take out the enemy Swordsman Commander and his guarding Berserker. Cherie then flies to the southeast, positioned to where her expanded Commander range covers her Griffons as they fly ahead to both eliminate the rooftop Bishop and the alleyway Bishop's Pikeman (who is then defeated by Elwin). On the other side, Hein takes out the remaining enemy Swordsman while setting up his Heavy Horseman to directly intercept an approaching Commander during the Enemy Phase. Turn 2 Elwin's AI is switched back to 'manual' as him and two H. Horsemen move further southwest in the city, approaching Zolum. Hein takes care of business back on his end, easily dispatching the two closely-placed Magic Knights with his H. Horsemen (any opportunity to quickly take out an enemy Commander makes Enemy Phases go by quicker, saving time). Cherie is then moved directly south, which brings General Vargas out of hiding. During the Enemy Phase, since Elwin is positioned directly above him, Vargas will begin to move in toward Elwin. Otherwise, Vargas tends to hide behind the house on the right. Turn 3 Cherie immediately takes out the adjacent Dragon Lord. while Elwin cuts through between the two houses and destroys Zolum for good. One of his H. Horsemen is moved a single space SW to get into attacking range for the next round. During the Enemy Phase, Vargas moves in and sends his two H. Horsemen in towards Elwin. Elwin's intercepting H. Horsemen is manipulated to survive and kill off Vargas' 1st unit, which will draw in the 2nd unit to kill him off. Otherwise, Elwin would have been targeted, instead (and subsequently killed). Turn 4 The remaining H. Horseman softens up Vargas, allowing Elwin to move and deliver the finishing blow and ending the stage. Vargas gets an emotional sendoff before dying, requesting Leon to inform his wife and soon to be born child that he won't be coming home. War is hell, and is almost always a means to pit two innocent parties against each other; whom are manipulated by higher powers into accomplishing their own selfish means. Doesn't art imitate life?
Scenario 14: The Race for Langrisser
Victory conditions: Elwin, Cherie, or Jessica reaches Langrisser OR defeat of Leon
PREPARATION Haha, what preparation? MAP DEPLOYMENT Cherie is placed closest to the historic Baltia Castle. Everyone else sits back and takes a five. Turn 1 With her high, unrestricted movement range, Cherie's task is to simply fly directly toward Langrisser. Turn 2 ...wouldn't it have been a good idea for Leon to show up on the 1st turn? Turn 3 ...he could have also hopped on a hawk or dragon, because this was the easiest stage in the game to plan out. Cherie takes Langrisser, ending the stage and humiliating the Blue Dragon Knights. Seriously, what were the developers thinking?
Scenario 15: The Battle at Roleck River
Victory conditions: Elwin reaches bottom of map OR defeat of General Imelda
PREPARATION Give Elwin's necklace to Keith (who will actually be used this stage!). Hire Cherie 2 Griffons, while enlisting 4 for Keith. He gets equipped with the Necklace and a Devil Axe. Jessica is also equipped with a Wand. MAP DEPLOYMENT Cherie takes the spot directly above Imelda from across the river. Keith is positioned beside her to her right, with Jessica deployed alongside just over the hills. All others auto-deploy. Turn 1 Cherie and 1 Griffon move directly south toward Imelda. This Griffon is strategically placed in order to draw in the southern Serpent Commander and his troops (his two Archers will also attack this unit). Keith shoots to the south as well, with strategic unit placement in order to set things up for the next round. During the Enemy Phase, the Serpent Commander's two Archers will target Cherie's Griffon. The Griffon is manipulated to survive the first attack in order to draw in the 2nd Archer. This saves time in having to hire additional units, and also makes strategy easier. Turn 2 Jessica buffs Keith's unit with the one Griffon left behind during the last round. Keith moves further south into position, which forces the game to deploy Larna and her monster reinforcements. Two of Keith's Griffons are then used to weaken and kill off Imelda's guarding H. Horseman. The Last Griffon then kamikazes, wearing Imelda down to 8 HP. This allows Cherie to move in and, just barely, defeat and route Imelda, ending the stage (and obtaining another set of Speed Boots). After Larna flees, Scott shows up to the party just a wee bit late (which has been the recurring theme in this TAS). Scott has been undergoing some intense training during his absence, which allows him to flash level-up to his 2nd and 3rd tier classes! I chose Knight and then Priest; the Knight class due to its attack bonuses, and the Priest for other reasons. One, the Priest gets access to Phalanxes (which I don't yet have); and two, Scott also gets the Turn Undead spell after his first level-up. This spell WILL come in handy during the later stages. **** Already half-way through! S16 will be the most challenging stage yet, as Bernhart's fortress is going to be a pain to infiltrate. Most notably, flying units are unable to penetrate the Castle walls, preventing me from executing my usual strategies using Cherie (and occasionally Keith). I also don't yet have access to the spell Meteor (4th tier Class), which would make quick work of the fortress walls. This certainly be...interesting how I will figure out a speedy solution here.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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I like that suggested screenshot since it goes well with the context behind the TAS. If the screenshot rules aren't rigid in this area, I think it would be a good eye-catcher on the front page.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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So were you working on TASing all the different ports of Joust this whole time? Is this kind of like showcasing the entire "package" of Joust TASes?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Aw man, this one got grued? What happened?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Just wanted to pop in and say that you're doing some fantastic work on this. Love the motivation! Keep at it!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: S10-12 WIP
ars4326
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Microstorage is apparently down again, so here's a quick link to my userstorage (with savestate to S10 included): http://tasvideos.org/userfiles/info/17261849538080863
Scenario 10
Victory conditions: Defeat of Lester*
*At the end of the 3rd turn during the Enemy Phase, 10 additional monster Commanders appear on the map -- to which the victory conditions change to destroy all enemies. Lester and his Pirates now become allies. However, if you manage to defeat Lester before the end of your third turn... PREPARATION Purchase one Wand in the shop for Hein, and give Cherie 2 Griffons. MAP DEPLOYMENT Place Elwin on the left side of the far bank; Hein in the middle of the left bank; Cherie to Hein's right, with the rest auto-deployed. Turn 1 Move 1 Griffon and Cherie all the way north into the sea, directly south of Lester. Leave the 2nd Griffon behind. Turn 2 Use Hein's Attack buff on that 2nd Griffon. Afterward, Cherie takes out Lester's southern Merman unit to open the way for her 1st Griffon to attack Lester. One manipulation later, Lester is defeated and the stage is complete! As mentioned above, the game typically doesn't expect you to be capable of offing Lester within 3 turns (not that it's THAT hard to pull of in real-time). Either way, much time is saved in this stage by avoiding the monster reinforcements!
Scenario 11
Victory conditions: Death of all enemies*
*Egbert is not included in this victory condition. He CAN be defeated before he flees (Turn 2 Enemy Phase). However, this would've added at least 1 extra turn to this stage, making things much slower. PREPARATION Hire Elwin 3 Horsemen; Hein 4 Archers, and Cherie 4 Griffons. Hein is also equipped with the Wand, while Cherie gets the Dragon Scale armor and the Necklace (Commander Range +2). MAP DEPLOYMENT Elwin is placed on the second available spot below Jessica's house. Hein is deployed south along the road, with Cherie to his northwest. Auto-deploy is used for the remaining Commanders. Turn 1 Starting things off, 2 of Hein's Archers rush west to take out Egbert's Hawkman Commander (being out-of-range, two are needed here to beat him). Hein then shoots a powered-up Fireball spell straight south, weakening the approaching enemy Commanders; this makes it possible for Cherie and Elwin to finish them all off in a single round. Also, Cherie's troops are able to recover at full power to attack again later on. Hein's last two Archers are then positioned southeast into the mountains to await enemy reinforcements. During the Enemy Phase, Egbert launches a Fireball Spell of his own into the woods, setting them ablaze! This normally turns the stage into an urgent time-attack. Every round, the raging inferno expands outward by a two square radius. Any units caught inside this ring of flame are immediately destroyed. Also, Cherie's troops are positioned in such a way as to lure the Magic Knight forward. What makes this important is that one of his Horsemen will occupy a tree tile next to the southern bridge -- which causes the approaching Mage to land right beside him. As a result, when that Magic Knight bites the dust, the Mage is also left defenseless on her left side! Turn 2 Time to get busy! Elwin's Horseman kamikazes southward, taking himself and the Magic Knight's Horseman out of the equation. Elwin then finishes off the Magic Knight and hands things over to Hein, who proceeds to power up Cherie's troops with an Attack buff. Cherie's unit pull triple-duty, taking out the 2nd Magic Knight, Mage, and Serpent Knight in rapid succession. Afterward, a single Hawkman unit shows up as a reinforcement. His time on the battlefield is short-lived, however, as Hein's other Archers, patiently waiting in the mountains, move out into the open, shooting down Mr. Hawkman and ending the stage. At this point, Egbert technically hasn't left the map yet (he's programmed to leave during turn 2's Enemy Phase). This doesn't seem to bother Elwin and Jessica, however, as they proceed to ignore him and his remaining Armored Soldiers and continue on with the story!
Scenario 12
Victory conditions: Death of all enemies
PREPARATION Give Elwin just 2 Horsemen. In this order, give Hein 2 Guardsmen, 2 Archers, and 2 more Guardsmen; this will be a crucial troop placement for this stage. Finally, give Cherie the maximum allowed number of 6 Griffons. MAP DEPLOYMENT Place Elwin on the far-left side (in order to access the secret stage as fast as possible). Hein is positioned at the very top, with Cherie deployed directly underneath him. Finally, Jessica is manually placed on the far-right. All others auto-deploy. Turn 1 This stage was tough! Lots of different strategies were tested in order to make this one work. Elwin starts us off, setting his AI to 'Move' while heading straight north up the steps. Lester then gives Cherie's unit an Attack buff, passing things off to her as she lands below to the southeast of the Ghost (while setting her AI to 'Defend'). This Ghost was a pain to take out; very tough enemy Commander with an annoying attack style that tends to take out units before they can strike him. One Griffon is then sent up to take out the guarding Wraith. Another immediately moves in to weaken the Ghost down to 7 HP (yep, just 7), who then gets destroyed. From here, the action is momentarily halted as two of Hein's Guardsmen position themselves out-of-range to the northwest, in wait of the soon to be approaching Great Slime. Hein then shoots a Fireball straight north, weakening the Ghost further while sending his last two Guardsmen to the other side of the Temple. One last Griffon is then called forth to finish the Ghost off for good. Jessica is then moved up the right staircase before ending the round. She will be acting as a support Commander, buffing allies with her Attack spells. Turn 2 Great Slime 1, who foolishly moved itself next to a torch-wielding Guardsmen, is immediately killed off, opening the way for Elwin and his troops to continue forward. This tactic is repeated again on the other side, as Guardsmen -- even when out-of-range -- can easily take care of a max level Great Slime without taking any casualties in return. Hein then moves directly beside, setting his AI to 'Defend' to save time on manually moving his Archers. After Cherie is positioned, one of her weakened Griffons is placed to the northeast toward the inner-sanctum. Any troops positioned past this staircase cases Egbert* to appear in the southeast; which in turn, causes the two Living Armors and the Lich to begin moving during the Enemy Phase. Making Egbert appear early moves things along quite a bit faster. One last detail in this round. No troops were moved past the left-side staircase, with the approaching hellhounds. Doing so causes the 1st Living Armor to move down toward Elwin; definitely not a good idea! *Quite a strange event can occur if you're able to defeat Egbert before he reaches the Dark Rod. At a minimum, this would require the capability to hire Ballistas (which aren't available until the Class 4 tier). Since this is a speed run though, Hein is nowhere near being able to hire these units yet. For those curious, check out this playthrough by ladyabaxa where a glitched-out version of Egbert appears upon being defeated: Turn 3 Similar baiting tactics were used to draw out, and melt, the last two Great Slimes. Elwin and Hein then move directly onto their respective staircases, while Jessica Attack buffs Cherie and her Griffons. Cherie is then strategically positioned to the right of the Bone Dino, just southeast of the upper staircase. This places her just out of the Lich's range, who would normally blast her with a Meteor spell. Kamikaze tactics are then used to take out the resilient Master Dino with 2 Griffons. Turn 4 With the Hellhound now in range, Elwin's Horsemen are then put to use, sacrificing themselves to take these monsters out! Jessica then continues her support role, buffing Hein's Archers in order to shoot down the nearby Lich. Cherie is then place just outside of the inner-sanctum, with her remaining Griffons ordered to surround her. Turn 5 Elwin continues to move closer to the tile that will give access to secret Scenario ?1. Both Living Armors, with their multitudes of Gargoyles, are now closely clustered together beside Cherie. Hein and Cherie both then decimate them with Fireball and Tornado spells. Cherie lands the decisive blow, earning enough XP to promote up to the Class 3 tier. I chose Dragon Knight in order to keep her high flier movement, while also giving her Griffons a boost in their ATT and DEF bonuses. This makes them powerful enough to weaken the Living Armors without relying on Attack buffs. The 1st Living Armor is dealt with in this fashion, while the 2nd is weakened down to 2 HP for the next round. Turn 6 A little bit of time has to be bought now in order for Elwin to reach the secret tile. Hein weakens the Living Armor down to 3 HP (who healed during the prior Enemy Phase). This is a very tough Enemy Commander, who has a fast attack animation, to boot. In this game, having a quick attack animation (despite the battle animations being turned off) is a massive advantage -- meaning that enemy troops can be destroyed even before they can reach you in battle! Attack speeds range from painfully slow (Warlock) to instantaneous (Princess/Aniki). Turn 7 Elwin is one tile away while Cherie weakens the Living Armor again down to one HP. Turn 8 Elwin reaches the tile and activates the secret stage! The last Living Armor is now taken out to end this Scenario... **** At this point, I've gotta say that this game ain't getting any easier! It looks like most of the "easy" stages are done (i.e. where I can blitz through the main Commander in 2 rounds). Nonetheless, I've still got some tricks up my sleeve. This next stage should be a fun one! S?1 takes Elwin and Co. into the dreaded 'Temple of Muscle', where a group of flaming bodybuilders known as 'Aniki' attempt to make things dangerous (and fabulous!) for the crew :D
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Hey guys, can my movie also be included in the 'notable improvement' category? There's many significant changes in this new run. Thanks!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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MUCH better work, Dimon! Using frame advance makes a world of difference, huh? :D At this rate, I could easily see you getting this run down to 21:00 (or maybe even less). Keep it up!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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The C64 sound processor can jam! Also, this game totally reminds me of Keanu Reeves in the Matrix, where he's jump training on the skyscrapers with Morpheus.
Yes vote :D
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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MegYesDKNo, Not sure if you are aware of this, but the movie rules here prohibit the use of cheats. http://tasvideos.org/MovieRules.html Always feel free to ask any questions, before submitting a TAS, if you are unsure about something. Hope to see a good TAS from you in the future!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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FANTASTIC work so far. Keep it up, Keylie!
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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jlun2 wrote:
Along with exit points being "invisible" makes me wonder if this game was unfinished/rushed in production.
Definitely agree here. It was painfully obvious how the game was rushed in the 4th chapter. I think I mentioned in the submission that they even failed to code a staircase leading to the Chapter end boss.
jlun2 wrote:
It wasn't a quest about defeating a dragon, or answering a call to save the world; no, it was about a young adventurer remembering his sweetheart, Traysia.
As great as that sound, the TAS made it look like he simply got a couple friends to leech off of while he does nothing, resembling more of an hour long escort mission rather than an RPG. lol
Lol. Going from that perspective, it makes Roy's flashbacks look like a line he uses to mooch his way through the game :p SOLDIER: "You don't have enough money to enter, young man". ROY: "Have I told you about my sweetheart, Traysia?" (cue heart-tugging music) SOLDIER" *sniff!* "Just go on through, brother!"
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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After going back and reading some of that guy's posts, it looks like he became his own worst enemy on here. A shame on losing some published work (perhaps someone will improve them someday?), but I can agree on the reasons why.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Dimon12321 wrote:
The "Boxing" stage is done in 0:45. Is it acceptable for Vault or Moons?
In my opinion, instead of a separate submission, couldn't this be added to the original run as a sort of bonus 'easter egg'?. The game's ending reverts back to the beginning anyway, so it wouldn't be hard to splice those new inputs in.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Microstorage currently won't accept my uploads for some reason, so here's a direct link from my user storage: http://tasvideos.org/userfiles/info/17150049748369503
Scenario 6
Victory conditions: Death of all enemies
PREPARATION Elwin hires 3 Horsemen, while Cherie enlists 5 Griffons. MAP DEPLOYMENT Elwin deploys to the upper-right, with Cherie to his immediate left. All else are auto-deployed (saves time over manual deployments). Turn 1 Start things off with Elwin by shooting him straight up to take out the southern Barbarian guarding the 1st Shaman. His Horseman respond in kind toward the guarding enemy Horseman & the 1st Knight Commander, finishing with the Shaman (this Horseman takes no damage). As for Cherie, position her on the middle river tile below the guarding Barbarian of Shaman 2; this will ensure all 5 Griffons will benefit from her AoE bonuses. In succession, each Griffon will surround Cherie and slay the three adjacent enemy Commanders. During the enemy phase, Aaron's forces will be attacked by the right-flank Sorcerer. No need for fancy manipulation as he'll only be attacked twice (and this won't be a long stage!). *Due to no one moving past the northern bridge, Morgan will stay put and reshuffle his troops. Otherwise, he'd shoot down to the nearest injured troop and attack with his Archers. Turn 2 Riana begins and heals two Griffons back to full health. Afterward, two of them fly out-of-range and take out Morgan's guarding Archer, followed by Morgan and the left-flank Sorcerer (Morgan, in particular, was a tough manipulation). Cherie then moves northeast to give the last Griffon her AoE range bonus to take out the guarding Pikeman. Elwin's unscathed Horseman then immediately moves into range, killing the remaining Sorcerer and ending the stage.
Scenario 7
Victory conditions: Death of Ginam
PREPARATION Swap Hein the Speed Boots, while giving him 4 Elves. MAP DEPLOYMENT Position Hein to the upper-left just below the graveyard; Elwin goes to the southeast just past the houses. All else auto-deployed. Turn 1 Elwin moves southeast and lands right next to the unit Civilians. This prevents the enemy Hawkman Commander from pursuing, and attacking, them during the Enemy Phase. Hein then shoots north in between the two Great Slime groups. His archers, two assigned to each Great Slime, then proceed to slaughter them. During the Enemy Phase, Ginam and his company of Necromancers will summon their undead. His two subordinate Commanders will then shoot down towards Hein. However, they are fortunately just outside of attacking range. Turn 2 With a wide open path to Ginam, Hein moves forward first to give his Archers his AoE bonus. Two Archers are then used to put Ginam away for good, making quick work out of yet another stage!
Scenario 8
Victory conditions: Death of Kramer within 23 Turns
PREPARATION Elwin hires 3 Horseman, with Hein getting a single Archer. MAP DEPLOYMENT Position Elwin furthest along the bridge, with Hein right behind him. Place Scott on the bottom-right on the map, and auto-deploy everyone else. Turn 1 With both their troop AI set to 'move' (saves time on manual movements), Elwin and Hein shoot across the bridge, with their troops following behind. A Knight and Hawkman unit will enclose in on Elwin during the Enemy Phase. Here's where a common AI exploit has been taking place. Since Elwin and his Horsemen aren't damaged or weak units in comparison to the Knight and Hawkman, they won't attack him. Rather, they'll surround him and presumably remain there until either Elwin or one of his troops become damaged. Much more timid AI compared to Warsong. Turn 2 With a Hawkman out in the open like this, Hein's Archer smells blood! He's sent in and immediately shoots the Commander out of the sky, while Elwin's Horseman takes one for the team and double K.O.'s against the Knight. This also serves to keep one of the southern Hawkmen from aggressively coming forward (due to a damaged unit). Elwin then closes more distance between himself and Kramer. Same occurrence as the last round as another Knight and Hawkman surround Elwin. Turn 3 Rinse and repeat. The archer eliminates the Sky Commander while the Horseman commits jihad against the Knight. The reason why Scott was specifically placed along the lower-right is because the last pursuing Hawkman Commander would have attacked Aaron, who was the default deployment for that tile. Turn 4 Elwin's remaining Horseman takes out Kramer's guarding Soldier; right on cue, Vargas and Zolum show up on the other side of the bridge. This is all in vain however, as Elwin ignores them and rushes straight in for the kill on Kramer. Only 4 Turns needed on a 23-limit stage! Afterward, Aaron class changes to Lord. I figured that I already have enough long-ranged movers with Elwin, Cherie and Keith. Also, his ability to hire Pikemen might prove useful in a future stage.
Scenario 9
Victory conditions: Defeat of Laird
PREPARATION Cherie enlists the maximum number of Griffons (6). MAP DEPLOYMENT Cherie takes the left-middle position under the mountain. Hein deploys to her left, while Elwin is placed just below her on the right (having Elwin here speeds up things a little when quick-swapping between Commanders). Turn 1 Cherie's top Griffin is moved one tile northeast. The reason why 6 Griffons were hired is due to the strategic unit placement from having six hirelings on the map. Without 6 Griffons, I wouldn't have had the unit placement to Cherie's upper-right, costing more frames to manually move another Griffon to that spot (which is necessary fort the next round). During the Enemy Phase, the middle Hawkman in the mountains will shoot downward toward Elwin. However, since Elwin is neither a weaker or damaged unit, they will not initiate an attack. Turn 2 Hein casts Attack on Cherie's unit. Cherie is moved north through an unguarded path in the mountains to give her Griffons her AoE bonus. The 1st Griffon takes out Laird's Heavy Horseman. The 2nd engages with Laird* and damages him down to 3 HP before being killed off. a 3rd Griffon then rushes in immediately behind to route Leon's lackey (a bit reminiscent of Lance from Warsong). *Laird can actually be reached this way during the very 1st round. However, Laird's class of Silver Knight -- and his high attack power -- make it to where he will always kill at least two Griffons before even being hit. Even with Protection buffs, Cherie's Griffons are not strong enough to block these attacks. The most I can damage Laird, therefore, is 8 HP. As a result, it's much faster to just position one Griffon and wait a round before acting.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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Good job on this TAS. The final boss fight was a bit time-consuming, but the work you put into this run really showed. I also enjoyed reading the caption commentary.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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was0x wrote:
No progress in 100% yet but I'm going to route soon and making tas actually. I'm wondering if this is fine or not. https://www.youtube.com/watch?v=fpQpF8z5nXE This video shows I depleted a chest which can be hit multiple times instantly by screen transition. This works on such chests. Those who don't remember what's 100% definition, "deplete chests" is one of 100% condition.
Should be fine :) All you're doing is taking advantage of an exploit in the game.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
Post subject: Big time-saving idea
ars4326
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Hey Janus, I just thought of a strategy change that could save you significant amounts of time in the beginning. Instead of buying a Bronze Sword and fighting monsters early on, how about fleeing battles until you fight the fake King in Parma? To gain the Kim you need, simply obtain both the Scale Armor (sells for 450) and the 300 Kim chest close by it on the 2nd floor of the Cave of Troy. Once back in Parma, sell the Armor and buy the slightly stronger Iron Sword for 400 Kim. You'll have 550 Kim left over -- enough to still perform the Super Strength trick before the boss fight.
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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While definitely not the most entertaining TAS I've ever watched, I thought it was technically very well done (looks like the author improved this submission four times, even). I'm guessing this was submitted back in the day before the Vault existed?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
ars4326
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For the Genesis, this is a pretty good FPS! The run looks well-routed and executed, Dimon. Are you ever going to go back and improve your Genesis Duke Nukem 3D run?
"But as it is written, Eye hath not seen, nor ear heard, neither have entered into the heart of man, the things which God hath prepared for them that love him." - 1 Corinthians 2:9
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