Posts for georgiek


Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
Posts: 30
how about a warped version of this game? using the controller combo at the start to go straight to level 10
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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hey adelikat maybe you can try changing turtle in the screen above when you go up the ladder maybe that will change luck manipulation. it would be good to see this improved even further.
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or lets just keep it japanese so no one understands :p on a seriosu note.. it should be "zelda II - the adventure of link" then possibly the jap name following that.
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turn my joe and mac (nes) tas into good food, not grue food http://tasvideos.org/1487S.html thankyou
Experienced Forum User, Published Author, Former player
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this is astonishing...
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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thanks, this was well run.
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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does anyone know what determines the player getting up on certain counts? any ram adresses?
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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Ive been trying to work on the bob charlie time, here are my current findings. Have been able to get him dizzy at 4:22 (current run gets him dizzy at approx 4:85) but the special meter is one punch off from having super punch, so it isnt beneficial from what i have found so far) I have some data here of findings, perhaps it may be useful to anyone who would like this improved. legend: (#RSP) = how many right side punches in the combination of hits. the next columb with sazx's is the sort of punch i did to him to get him dizzy. z= Lower Left Punch, x = Lower Right Punch, a = Upper Left Punch, s = Upper Right Punch (there is a total of 7 punches to get him "dizzy" with full special bar ready for a super punch. next figure is the time i "got" the character dizzy next figure is the time i knocked him down diz -> means the side he "became" dizzy ie. he dizzy animation goes to the "right" of screen the rest means what count he gets up at. heres a few combinations ive done: (1RSP) saaaaaa - 4:86 - 4:90 - diz -> (UR) UP at 5 / ko next hit (2RSP) aassaaa - 4:99 - 5:03 - diz <UR> (LR) up at 5 / ko next hit 5:98 (funny dance at 5) (5RSP) zzxssxs - 5:37 - 5:41 - diz <- (UR) up at 5 / hit- ko 2nd hit (3RSP) zzxsazs - 5:32 - 5.35 - diz <- (UR) up at 8 (5RSP) zzxssxx - 5:37 - 5:41 - diz <- (UR) up at 8 (3RSP) saaxsaa - 5:09 - 5:13 - diz <UR> (UR) up at 5 / hit- ko 2nd hit 7:16 the reson for these combinations is to try "emulate" what i did the time i knocked him down at 4:98 (where he stayed down). This hasnt been achieved in the current TAS so i am trying to emulate it. If someone can beat me to it, ill be quite happy. I just want to see the run achieved in a better time. these combinations are on the basis (and hope) he stays down on the first KO. The interesting thing with these times, is he sometimes gets up at "8" i am really baffled as to why he gets up at "5" on some combinations and why he gets up at "8" on some others with the the data ive collected. if anyone knows why i would really like to know.
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thanks for that
Post subject: Adventure Island IV
Experienced Forum User, Published Author, Former player
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Id really like to see a speedrun of this game anyone? Heres some ingame footage http://www.youtube.com/watch?v=IktWiRWlG0Q&feature=related
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nah i enjoy this game and would have been good for the community but it is not up to me to publish so well leave it at that :)
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Perhans someone could include "Zelda 2 - The Adventure of Link" in the title of the thread here anyway i will now post my time-saving ideas here:This concerns the current non-glitched run: Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster. Now. I need some help with the below for someone to tell me if this is also faster... the current run does (after cave nth of naboruu) walks to maze palace gets child, walks back to darunia (via not walking on the river) walks back to maze palace (repeating forced sequences) gets magic container, kills karock gets boots then restart seq. walks from north palace to level 5 an alternate run (may save frames) gets magic container gets boots from maze palace gets child (walk across river) get to darunia (via maze palace river) restart sequence ONCE reflect is gotten (no more 2 forced squares to backtrack outside darunia) walks to maze palace again, using the Ocean (outside naboruu) and River inside Maze of Maze palace Defeats Karock Walks via "river" to get out of palace. walks south straight to palace 5 can anyone test this
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Rising tempest: Could still be worth considering: also another possible idea (dont know if it'll save frames) which i am wondering if someone can enlighten me as i am too lazy to do it: the current run does (after cave nth of naboruu) walks to maze palace gets child, walks back to darunia (via not walking on the river) walks back to maze palace (repeating forced sequences) gets magic container, kills karock gets boots then restart seq. walks from north palace to level 5 an alternate run (may save frames) gets magic container gets boots from maze palace gets child (walk across river) get to darunia (via maze palace river) restart sequence ONCE reflect is gotten (no more 2 forced squares to backtrack outside darunia) walks to maze palace again, using the Ocean (outside naboruu) and River inside Maze of Maze palace Defeats Karock Walks via "river" to get out of palace. walks south straight to palace 5 can anyone test this
Experienced Forum User, Published Author, Former player
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hmm raph through level 3 and 4 i dont see why this would not work, he can kill the fly enemies in one hit in area 4 when not even under half health (and i think he can kill the jumping green men that throw yellow boomerangs in 2 hits when under half health just like don...
Post subject: Zelda II - The Adventure of Link
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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In regards to the current published non glitch run - Parpara palace can be completed after the Maze palace or even the 5th palace when links attack level is higher, killing horsehead faster. This will surpass the current run....
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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This is one of my most favourite tases to date. awesome work :) i love seeing this game improved!
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
Posts: 30
i must say the current (most recent) run of this game to date is looking way better. The water level is looking a lot more optimized than previously. i really like the current run - very nice :) anyone want to work on the lag areas of area 4 underpasses? possible glich attacks can be used to rid enemies to prevent on-screen lag? im not sure if it can be improved more, but it would be great to see this done even faster if at all possible! ive said it before, raph may be able to be used to get through the lag areas.
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I beg to differ on this remaining not publishable, the game still is a tool assisted speedrun where the majority of the run is made up on prescise boss fights (which take up near 25% of the gameplay mind you) I feel this should be approved.. there is a lot of effort in making this and there still is improvement for new runs..
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i said it a year ago i will say it again bob charlie can be beaten in the 4:xx seconds bracket i have done it on console he has random factors can someone please spend hours on this i promise you it is possible i said it a year ago but no one has done this yet slackers!
Experienced Forum User, Published Author, Former player
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the super punch out times are spectacular and would have taken a lot of effort to do. One positive note though is Bob Charlie can be beaten in 4.98 i have done it in zsnes a few years ago and if i find my zsnes save file i will upload it. Please guys everyone who likes doing this movie i urge you all to spend a lot of time on him because it IS possible. Have done it myself. I just dont know how i did it.
Experienced Forum User, Published Author, Former player
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This was a great run. Fantastic work!
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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skillfully done i also vote yes
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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How about area 3 with the Turtle Van? I know that when you need to leave the van to get the missiles, if you face the turtle van upright facing the door to go inside you will walk straight into the building by pressing up, then whne you leave the building you will be automatically inside the turtle van ready to move on. I want to test this out because im sure about 60 frames can be saved here, in the current run the player needs to backtrack (in the opposite way) to get back into the van. One thing im not sure about is maybe the van will move if you die and position itslf to the right of the missile building. If it doesent, this is a sure way to save frames.
Experienced Forum User, Published Author, Former player
Joined: 3/8/2007
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Althouhg the following question is not TAS related as would not improve a run.. does anyone know how to get link to a glitch level 9 attack? Many years ago i remember even playing on the console levelling up to a level 9 attack expecting to just recieve an extra life because all my levels were at the max of 8... I did this and i am 100% sure of this. Was delighted as I confirmed link was stronger than the level 8 attack also After beating the game, and restarting again with my 9 attack 8 magic 8 life, I could kill the the palace 1 boss in one hit where level 8 attack normally kills him in two. Maybe i was just levelling up in the right place at the right time? im sure i didnt press any weird combo on the controller either... maybe someone can rip the rom up and find out? Still to this day i dont know how i did it and havent been able to find on the internet how it can be done.
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In regards to this game, i believe it can be improved by a respectable amount, and i am willing to try it. My main concern is that amount of lag evident in a few of the underpasses which i believe can be taken away. I have a couple great time savers which i know can improve the run by a lot, the ones though im not 100% sure about ill list below and maybe someone can confirm my follownig three suggestions then the question after that will follow: 1)- Area two, the swimming, i have a hunch you can make the turtle go faster depending how you swim. I also noticed the turtle slowing down inn the current run by going through some of the the invisible "underwater currents" (by swimming too close to the seaweed that pulls you under and kills you instantly" 2)- Maybe Raph can be used more in the lag-heavy, enemy filled Area 4 underpasses would be a more beneficial than using Don who lags quite easy. Raphs the 2nd strongest turtle and can wipe out most of the difficult weak enemys in a hit like don, especially those "+" enemies and the flies, i noticed a lot of lag in Area 4 of the current run which i think can be improved, even if means losing a few frames changing to Raph. 3)- Another "Possible" (ie not sure) timesaver could be killing off a few more turtles before the end of Area 4 somehow. I have a hunch which i have not confirmed.. that the frames it takes to kill them off is less than watching the end-of-area-4 cutscene which shows the turtles get onto the blimp. (Notice the cutscene will only show turtles getting on board that are still alive, hence 4 turtles to get on takes the blimp longer to fly off) The below is a question id really like to know: Does anyone know if the ladder glitch is possible in Underpass 14 in Area 4 JFK International Airport? If it wasnt for the magnet next to the ladder, i know at least the glitch would work 100% on that ladder... not too sure where it'd take you though, as havent got it to work since the magnet pulls you away..... Im hoping that will create a shortcut to somwhere further down the track in the area like the "almost" beautiful ladder glitch in Underpass 2 which gets you stuck in Underpass 17. If it does, then hopefully that underpass can be implemented in a run then the "Scrolls" can be obtained since they are in ther, which then can help reduce the remainder bosses and that final last passage in Area 6 Technodrome full of those white space guys.