Posts for goofydylan8


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feos wrote:
I once again siggest our new hero GoofyDylan8 to try this game. Looks like really fun thing to TAS.
I'll give it a shot. First though I need to figure out this map and come up with a general route to test out. I am confused by the maps. Correct me if I am wrong in my understanding. There are 40 visible and 16 invisible keys in the game. Upon collecting each of these keys, which is shown on the map as white text on a black background, it will trigger the corresponding change at black text on white background location. I am assuming if the "black text on white background" result location is on a horizontal or vertical pillar picking up the key causes it to either disappear or appear pending what its initial state is? And if it can cause the pillar/barrel to appear or disappear do we have a list of which events cause things to appear and which causes them to disappear? Is it just that vertical pillars are destroyed and horizontal beams are created? Also there is only one warp in the game that takes you from C on the far left to the "From C ladder?" Finally, though it seems unlikely you could technically beat the game with only 8 rubies and 0 of the other treasures? If those questions can be answered I can either work to try to improve a route by someone else or begin to create my own.
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hopper wrote:
I tried, but I simply could not watch the whole thing. There's only so long I can watch Garfield running straight to the right while hitting mice, frogs and spiders before it starts to become cruel and unusual punishment. Even the boss fights were boring. Clearly a very well TASed run of a very boring game.
It is in the bottom 2.5% of TASes on the site by rating so I would say most of the users agree with you. I was actually surprised by the number of people who requested the run because it did just seem frustrating and not a game that a majority has in a high regard or feelings of nostalgia. Since I have spent so much time it has grown on me, but it is definitely not a game I will be revisiting any time soon.
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Here is a cartridge (terrible quality), and here is a beta version cartridge from Lost Levels. I don't know what either of them say but maybe someone else who can read Japanese can tell what the official name is from them.
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Derakon wrote:
goofydylan: the question really is, are the GB and GBC versions separate games? The only gameplay difference I'm aware of is that the GBC version adds a bonus dungeon, though people who have actually played the games may be familiar with more differences. If we were just dealing with e.g. the 1.0, 1.1, 1.2 versions of a given game, then I agree with your reasoning. But the question is if GB Link's Awakening is a different game than GBC Link's Awakening.
I feel like in this case they are the same game and am making my argument that way. If the only gameplay difference is a bonus dungeon, which isn't seen in this run, then why say they are different games. Look at both of them at the same time. Here is how it goes. 0-38 seconds: Identical except DX is in color and text is different making this version slightly slower (aka less entertaining) 38-59 seconds in GB, 38-74 seconds in GBC: Moving to get sword. GB more interesting through use of glitch to get there in less time and abusing the game. 59-85 seconds in GB, 74-153 seconds: Glitching the game to get to the boss fight. Admittedly, these segments are probably equally entertaining in my mind as they show off slightly different segments but I would definitely not say that the GBC version is more entertaining or better. 85-158 seconds in GB, 153-266 seconds in GBC: Both glitched out boss fights. I would give the advantage to GB for sure as it glitches out more thoroughly and there is less text. 158 on in GB, 266 on in GBC: Identical. After breaking it down to the segments I can't see how it can be argued that they are different enough to warrant two publications. Two segments of the run show major differences and the difference is that there is more text and less glitches, but still major glitches, in the GBC version. Other than that you have to watch side by side to see any difference and the GB version actually even wins those segments as there is less text in them.
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I believe all versions are valid and that the only qualifier on what version you use should be what makes the run most meet the goal. In this case it is a aims for fastest time while using glitches run, so you should use whichever version of the game that allows you to meet that goal. The GB achieves that goal better than the GBC version so that is the version that should be published. If the goal was speed but GBC could finish earlier than that version should be used. Conversely if the run was just for entertainment, than you should decide which version would allow to maximize entertainment. In this case it sounds like everyone believes the GBC version is more entertaining so this argument should have occurred back before the playaround was published since it doesn't meet the goal to it's fullest.
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Cooljay wrote:
After playing it myself. Score is determined by how fast you knock the other guy off. 0:02:1-Score 041 0:02:5 Score 039 0:02:9 Score 038 0:22:0 Score 005 1:04:9 Score 003 I think it's just following sport rules that they are suppose to get the first person down the fastest. I'm assuming 50 is the highest you can score. At least for the NES version.
Well I got a 49 so at least that is pretty solid, but I feel like that may not be the case since they get 742 which isn't even on the order of magnitude of 50, an since they offer 3 digits I would hope they didn't just suck at programming. There is a solid chance they do in fact suck at programming but I would hope there is more to it than that. Edit, nevermind. I really do think they are that bad. I found the RAM address for your level of leaning and for his level of leaning. I had him lean the most without falling for a while and had me at a lean of 0 and then had him fall. I got a score of 19. Then I had him get the falling value on the first possible frame and ended up with a score of 51. For some reason they seem to have made it impossible to get high scores in this game. So basically I have the highest scores I can get. Now I will just improve entertainment, do you have any suggestions
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nanogyth wrote:
The one benefit I would say for publishing this is the far better visuals, but since there is already a full run of this version published I don't see why both glitched runs are necessary.
Only the fastest run is necessary. If the faster run was on the GBC then I think the GB version should be dropped. But as is, I think both have merit. Just being in color is a large plus to entertainment/watchability for many.
But if the big draw to the GBC is that the color than you can direct people to [1462] GBC The Legend of Zelda: Link's Awakening DX by SwordlessLink in 1:00:02.68. I feel that it works to have the three categories for this game. The first is fastest regardless of version which would be the GB version that is currently on the Workbench. The second would be a non-glitch run which again could be on either version but currently is on the GBC version. Finally there could be a playaround that would show off all that the game has to offer. I feel those three categories represent all the positives that could be found in these runs and place a second glitched, but still slightly slower, run in the category of entirely arbitrary and not necessary. Now, if the full playthrough was on the GB version rather than GBC than I would recommend a new playaround on the GBC to obsolete the current GB playaround to show off the GBC advancements but otherwise I stand by my current position.
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Cooljay wrote:
I was just wondering how progress has been going on this so far ? It seems like a pretty good TAS. The only boring part was the third attempt of the caber toss. Other that I hope you are still working on this. Finding some new glitches.
Progress has stalled at the moment. I haven't spent too much time with it but I am still not really sure how the scoring on the log-rolling works and that is the final hurdle in finishing this run. If I could figure out how to make that one work I could add proper end level timing and try to submit but I just don't know what to do. All strategy guides say to mash as fast as possible to knock the player off, but that does not result in the highest possible score. I know it is related to maintaining balance and having him have bad balance, but I am not sure what the ideal amount of time is or any other relevant factors. I am not even sure what ram values I should be looking for.
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Nach wrote:
Bobmario511 wrote:
So they are very similar, but I think it's still interesting to have a glitched run on the DX version since it was a remake which they tried to remove tricks and all.
The glitches are removed in LA 1.0 and 1.1 too. I'm finding having glitched versions of both to be a tad silly. What does everyone else think?
Being relatively untrained in Zelda games I would have to agree. I just watched the two runs back to back and they appeared to be identical runs except one had an extra minute of walking around in the middle. I am sure there is more to it than but I didn't see anything that screamed publication. The one benefit I would say for publishing this is the far better visuals, but since there is already a full run of this version published I don't see why both glitched runs are necassary.
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Acheron86 wrote:
It seems the best argument that can be made for publication is "it's really hard in real time." For me, this doesn't change the fact that I'm essentially watching a long and uninteresting side scroller. I'm not sure how or when the precedent of "publish it even though it looks boring because oh man if you played it you'd see why this is so good" was established. I really think it's a bad one, simply because there's so many games out there that are hard to play and boring to watch that there's nothing special or unique about any of them. It seems almost hypocritical to say that we have standards for publishing and then give a pass to any game based on bad programming or controls. I'm sure this is fun to watch for people who have played the game, and I don't doubt that the run is a technical achievement, but I just don't see any way I can justify voting Yes or even Meh for uneventful side-scrolling from start to finish. It's on the judges to ultimately decide if this is a standard worth maintaining.
You are open to your opinion but I thought I would address your criticisms. First is 8 minutes considered long now a days? The average movie on this site is 25:42 long which is over 3 times longer than this run. I agree that it doesn't have the most interesting visuals on earth but there is some variety and a high level of enemies to avoid which adds some interest. You say that this would only be published because it is so hard to play in real time even though it is not entertaining, yet a few moments later you comment that you are sure that is is fun to watch for some people. Also they do not allow any game to have a pass, as can be seen by my submission history, but they do allow audience response to factor in and as you can see it has been generally positive. Finally... I am sorry that you believe this run would lower the quality of the site so much.
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feos wrote:
Let's imagine it was rejected. Would ANYONE insist on putting this into a Gruefood Delight list? I'm sure no, because delight means the run has SOMETHING to show superhumanity. Here I liked bosses, but all the rest was just causing me to repeat: "WTF AM I WATCHING???" Is it really so much better than NES Home Alone 2?
I really think you should try playing the game before writing it off as not super human. If you did and still don't believe that it is superhuman than I may have underestimated the real time skill of players. Also, while I cannot say if it is so much better than NES Home Alone 2 there is at least a large enough audience that it was requested in 2 request threads and had interest in its game thread. So there is an audience.
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This can be a terrible game, but it can be entertaining due to how short it is and how diverse each event can be made. Here is a High Score/Playaround TAS I made (which needs to be improved slightly) that I plan on submitting once I improve it in the same vein as [970] NES Track & Field "max score, playaround" by Phil in 12:55.43 but at less than half the time. Here is a breakdown of each round of the TAS. Format will be: Event (Previous high score saved to the NES game, New High Score) Description Possible Improvement Weight Lifting (180 kg, 450 kg) Snatch 1) Hold Max Weight too long and fall through floor (fault) 2) Immediately make a mistake picking up the weight causing him to drop it (fault) 3) Correctly pick up maximum weight of 225 kg Clean and Jerk 1) Immediately make a mistake picking up the lowest possible weight causing him to drop it (fault) 2) Hold 5 kg over lowest possible weight for too long and fall through floor (fault) 3) Correctly pick up maximum weight of 225 kg I don't see a way to improve this one. It shows all of the results I know of and gets the maximum possible weight. There is a glitch on the original version of the game (Commodore 64) where you could glitch the weight to get up to over 800 kg but I do not know if it is possible to TAS that system and if it is do not know how to work the emulator. Barrel Jumping (10, 15) 1) I get up to maximum skating speed very quickly, jump early barely passing the minimum number of barrels (3) but then crash and fall through the ice instead of landing. 2) I use the glitch shown in t3h Icy's video where as long as you slide past the barrels upon landing you can slide through the barrels and be considered successful. The maximum number of barrels that you can glitch in this matter and succeed is 9 so that is the number of barrels I do. 3) I cause the game to hit a maximum speed of 255 on the furthest possible frame that you can jump from and for some reason when they caused it that the maximum number of barrels that can be successfully jumped is 15 out of 19. I am happy with the first two results as they humorously fail and show off a glitch to its maximum ability. The aspect I am unhappy with is that the maximum number of barrels is only 15 instead of 19. This is again a negative to not using the C64 version of the game as you can jump at least 18 barrels in that version and probably with TAS abilities 19 barrels. Also I know 15 is the maximum number in NES unless another glitch is found as I jump with the maximum velocity at the last possible frame and I cannot even get close to clearing 16. Cliff Diving (70, 99) 1) I jump from the lowest possible height, land as far away from the cliffs as is possible, have a low water level and enter the water for a single frame before beginning to turn up out of the water resulting in the lowest possible score that does not simply display fault which is a 01. 2) Use the glitch shown in t3h Icy's run where you can fly all the way to the left and loop around the screen. Fails spectacularly. 3) Jumps from the highest height, stays as close to the cliffs as possible, actually clipping through the rocks, staying in the water until the lowest depth before hitting the bottom and finally having the highest possible water level which gives you the highest possible score I could achieve. I am happy with these three. Again it seems that the C64 version had quite a few glitches that didn't make it to the NES as they manage a 101. I get the water to the maximum height it achieves without cheats (it can artificially be raised another pixel with cheats). My score stays 99 no matter how much closer to the cliff I get without crashing and if I go further to the left it drops to 98. If anything I guess they overcompensated the NES version to prevent some of these glitches and allowed for only sub-optimal scores. Slalom Skiing (1:24:7, 0:23:9) 1) Crash quickly into the wall on the right. 2) Crash quickly into the first flag 3) I go as fast as I could find not missing a single flag which is extremely difficult to accomplish. I actually finally beat the fastest C64 version I have been able to find which is 41:52. There is a chance this can be improved slightly but most of the rerecords in the movie were spent optimizing this one. Log Rolling (15 , 49) 1) I lose as fast as possible. 2) I beat him as fast as possible. 3) I basically beat him as fast as possible. This is one I am definitely going to improve before submitting. There is a C64 version that gets 742. In the games manual it says "The winner is the last lumberjack to remain on the log. A scoring bonus is awarded to the winner based on the balance of the two contestants. Scoring also depends on length of the event. If you take too long to finish off your opponent, you'll receive a lower score." I am not sure what that means so I need to experiment more with this. If I can figure this out I will try to get a perfect score (which I assume is 999) but if anyone wants to help me figure out an event this is the one to try. Bull Riding (31, 99) 1) Choose the most difficult bull and fail in the shortest amount of time I could which is 2:14 seconds. 2) Continue with the most difficult bull and fail at the last possible moment. 3) Ride perfectly with the hardest bull which results in the max score. Happy with this event. It is diverse and beats the best score I have found on any game version which is a 91. Caber Toss (14' 10", 46' 11") 1) Fail quickly by throwing the log straight up to have it land on my head bashing him into the ground. 2) Fail quickly by dropping the log onto his toe. 3) Achieve the highest score I could by having him walk at the fastest possible pace for the longest time and throwing at the ideal angle. Happy again. Beats the best score I have found on any version which is 39' 6" Sumo Wrestling (63, 144) I glitch the game and run backwards as fast as possible and loop around the screen. There is only one round in this event and I believe this will be the one I keep but I am not sure. I could go for a much higher score like is shown in this video, but I prefer my approach. I like my approach because not only does it show a glitch, but it also technically shows my character as the loser on the screen but I still get the gold (because there is only one player so there is no one to lose to) and I still absolutely crush the record programmed in. Finally because the game is beat and I make it to the WR screen in barely over 4 minutes I have decided I am going to edit the run so that it adds in some time to show the scores achieved on each event for longer than a frame so that the terrible scores can be appreciated. Even with this extra time and the extra time that will be needed to get a higher score on log roll the run will still be 5 minutes or less which I am hoping would be short enough to remain entertaining. If you have any advice about stylistic changes, or help on how to improve the log roll or any other event I encourage you to let me know.
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I know it is considered barely alpha right now but I was wondering if TAStudio is supported for any system other than NES? I was wondering because when I run it with a Sega Master System Game every time I press an input an error message pops up that has this message included. I didn't know if any or all of it was relavent so I simply copy-pasted the whole document. I have 1.0.4 because the download link for 1.0.4a is giving me a 404. The game is "World Games.sms" and is a 128 kb file uncompressed. I don't get the error when I try NES so I figured I would post this.
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feos wrote:
http://www.youtube.com/comment?lc=kCGG6GIc7QnNdO5nFKBK88FtnSAns5jYAL16UIqbkAo
SwedeWithAnAccent wrote:
Is there a fixed time between Buzz leaving the screen and the "stage completed" screen appears? If not, I think some frames could be saved during the boss battles by just running to the right to where the screen stops scrolling. How entertaining that would be, I don't really know, I don't TAS.
No, it was brought up last time I submitted, or maybe when it was just in the forums. Regardless of screen position the amount of time from when the boss dies to when you get to the score screen is the same. If you are far to the right it just sits on a blank screen for a few extra frames.
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Double post. So I went back through from the beginning now that I am slightly better at optimizing movement and items and as such here is my newest WIP up to the third "room" of Thursday. As this is only through room 2 of Thursday it is not yet to improving the bosses or fixing any of the mistakes you have listed so far but I have managed to save 40 frames and have 3 more bombs remaining. Unless you have a specific idea to improve the previous parts I believe I am officially done with everything up to this point and will not attempt any more improvements there. I still believe there is less than a 1% chance of being sub 8 minutes but it should be good overall. 40 frames is not a ton but I haven't even got to the known errors so with any luck at least 2 or 3 more seconds could be saved maybe a few more if I fix the bosses. Plus now that I have an extra 3 bombs, and the fact that I have 3 extra at the end of the run, I can already skip collecting one of them. Again feedback is welcome and encouraged. This is going to my last WIP before I submit.
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NitroGenesis wrote:
I see no reason to watch this if I already seen the previous, so I'll just vote yes.
I really wish that I could have just changed the file out since it is basically just a cutscene-less encode but I guess that is my own fault for not figuring this out earlier. I thought I had tested skipping the end screen but I guess I didn't wait the 2 seconds and then try. Oh well.
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biggyboy wrote:
You seem to get 'stuck' for 1 frame at 21391 and 21694, would this be possible to avoid? 21694 in WIP4 would make for a very cool screenshot though. Perhaps it would be faster to land on the ladder then do fastfall at frame 11603 in Thursday or did you try that already? Also enemy manipulation (see edit in my previous post)
I do get 'stuck' at those two frames due to being in a location that you technically are not supposed to stand at. You are correct that 21391 can be avoided if I change the location that I jump to collect the skates. It results in Garfield reaching the same X-Position later in the level 2 frames earlier. 21694 could also be fixed through different attacks on the previous enemies. It would be a nice screenshot though so I will need to think about that one since it will only save 1 frame and I am not sure if that 1 frame will be worth getting rid of the image. The fastfall approach is again faster. You really do know this game. The new strategy saves 5 frames and means I get to start redoing the run back to Thursday. Again, looking into it I could create more situations where there could be non-damage boosts if I jump at different points to create more ideal placement of birds. In short I am going to "restart" the run, which means I am going to just go through my whole run getting it to resync but manipulating all of the birds to be in more ideal positions for non-damage boosts. Once this run is done I will probably not be playing A Week of Garfield again for quite some time because it is frustrating.
Post subject: Re: #3616: goofydylan8's NES Buzz and Waldog in 20:51.24
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fsvgm777 wrote:
TASVideoAgent wrote:
<h3>Level Completed Screen</h3><div class="deeper"> For the most part this game has a pretty solid pacing excluding the level completed screen. It counts down both time and level complete bonuses and can be boring to sit through. I have been told that isn't as miserable to casual viewers but for how many times I have watched this run now it can be annoying and I apologize for that as it cannot be skipped. </div>
This is not true. It can be skipped by pressing either A or B (not too sure right now). Have this FM2 as proof. (done unassisted, by the way)
Well damn. Where were you 3 or 4 weeks ago? It can indeed be skipped through hitting A or B on the exact correct frame. It doesn't even affect a single bit of luck. Mods/Admins... I will leave this at your mercy but I have to ask do I need to resubmit this file to get this faster time published? I literally click A 80 frames after the end level screen begins and press B 65 frames later and it saves 5 minutes and 7.1 seconds without changing a single frame of input in levels. Is there a way I could just have the file change or do I have to go through the submission process again? I know this will greatly increase the entertainment so I don't see why it wouldn't be accepted but I don't want to bog up the submission feed if I don't have to.
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biggyboy wrote:
I watched your movie and it was entertaining to me, good job! But I'm wondering if getting pushed back by the worm in Saturday part 1 (at frame 17443) is worth it. Is it possible to jump earlier and take out the spider with a pie (I saw you ended the run with 3 pies) or perhaps pick up 0359 (shotgun ammo) to snipe off the worm? Same with the worm at frame 18083. The boss fights look funny to me but I'm afraid I can't comment much on them. It seems like you could grab the key earlier in Saturday but the bosses are really random as you said so that might not be possible.
Thanks for the advice. This is why you always post WIP's. The worm in Saturday 17443 is hit to pick up the skates, but like you said I could jump earlier and get it and not be knocked back. I will need to change that. It should save like 10 or frames. Same thing with 18083. That one will also be quicker. This will also give us a chance to see how hex friendly this game really is. I agree the bosses look weird. I have tried grabbing keys early but it puts me in poor locations for luck. Since I have to improve those segments I will try to improve the bosses again. WIP 5 should be posted within a day or two. Lets hope it is faster. I can't imagine I will save an extra 11 seconds but that would be my ultimate goal. Edit OK. So I have been messing around some more and you were correct about the worms. I fixed both of them and actually didn't have to use any more bombs so it worked out really well. I am actually considering restarting the run adding in damage boosts. The boss fight can can be faster by a bit if I allow for damage. That would of course mean that I need to figure out exactly how damage boosts work and where they could be optimized. I am not sure if that would work better or if it would be worth it. I need to think on it. Double Edit Ignore previous remark. I am improving the boss fight even further without taking damage so I will not be doing a damage run unless something drastic changes. Yay 2 AM TAS'ing.
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Here is (potentially) my final WIP which finishes the game in 08:11.25. This is a 3 minute 45 second improvement over the fastest realtime record and over a minute faster than my original prediction. I am a little disappointed I couldn't make it to sub 8 minutes but as it was already much faster than my prediction I guess it is ok. As a whole I think it looks good and potentially publishable (assuming the game isn't the dreaded bad game choice from uninteresting gameplay rule) but I am not happy with the look of the bosses. I am at least slightly faster than the realtime boss fights but they look hectic and not as smooth as I want. This is due to the huge damage boosts that occur and can 100% change if there is a different input for a single frame. I have tried each boss fight between 2 and 5 times but that will be what my future changes would be. Let me know what your final opinions or suggestions are so that I can know if there is anything I need to change prior to submission.
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NitroGenesis wrote:
Um, it IS okay to submit TASes of bad games. Ever seen the AVGN alden exhibition?
That page needs updating there are a few obsolete and rejected runs that need to be added in. On this run, I am going to go with Meh. It is really not that entertaining but it isn't so terrible that I imagine someone out there would be entertained.
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Improvement so yes vote, though it still isn't the most riveting minute and a half.
nitrogenesis wrote:
So I'm at my girlfriend's house, she has a stomach virus, and so she decided to take a nap. So I'm bored. I know, let's whip out my laptop and make a tool-assisted speedrun!
If that isn't a good reason to do a TAS I don't know what is.
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Officially stating that I am going to finish this run. I adjusted the lua so that it displays the true X-velocity and the exact HP. This makes it really easy to keep track of all needed information and now that I know how non-damage damage boosts work I am able to do much better than last time. Here is my new WIP finishing the first two levels and 00:03.18 seconds ahead of my previous attempt up to this point. This also improves the in-game clock on both levels with a time of 43 seconds on the first level and 47 seconds on the second level which is the smaller than any WIP so far. I am most likely going to make this a "Takes no damage" run unless there is serious opposition. I also tried to add some entertainment by attacking as many enemies as possible. My new goal is sub 9:30 but that is not in stone at this point as I am only about 20% in. Let me know if you have any feedback or suggestions. UPDATE Here is a 3rd WIP which finishes the first 6 levels, which means I am starting Saturday. I was going to wait to post until I finished all of the levels because I am going relatively quickly through this but I really wanted feedback on Thursday-Friday. These levels are awfully boring because: there are less shoes, the items are located in locations where you have to come to full stops, the enemies really full up the screen so you can't do as creative of jumps. I am still on pace to finish in 9 minutes and 20 seconds based on time ahead of the WR run but there looks like there may be a little bit of extra time savers up ahead as there were some errors made in these last couple levels. Again let me know if you have any opinions. I am probably going to retry the boss fights to see if I can't make them faster. My tests indicate that the bouncing weapon yields the most damage but I am not 100% sure because it seems to yield different damage each time. For example one time I landed on a boss while shooting a ball at him and the combined effect resulted in like 50 hp of damage where most attacks have a maximum of like 15 or 20. In short this game's controls are as clunky as everyone said and it is quite frustrating. I am definitely getting good times and taking advantage of the non-damage boosts whenever possible but it is just becoming irritating.
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Could this topic instead be moved to the SNES Games page. I like checking up on questions that people that are new to TASVideos have so when The Newbie Corner has an update I think there might be a real question but instead it is just an update on a WIP where everyone involved has 40+ posts and been on the site for over 9 months.
Post subject: Makai Island / Higemaru Makaijima
Experienced Forum User, Published Author, Experienced player (509)
Joined: 11/2/2010
Posts: 359
Sorry for spamming with new topics but I have just been trying to find a new project that is interesting at all and I like putting information I have on them before moving on. Anyways, here is my new idea and one I intend to finish through. Higemaru Makaijima is a Capcom puzzle/adventure game where you must pilot your ship around a group of islands collecting keys to eventually obtain the ultimate treasure. Capcom intended to release the game to the US market but the release never came. Luckily a prototype of the localized version was leaked under the title of Makai Island. The game is prequel in spirit to the SNES game Goof Troop as gameplay is similar albeit simplified. The simplification causes it to be less entertaining but still, in my opinion, one of the better games left in the NES library. Without further ado here is my first WIP done on the US prototype. It completes the first island of eight so there is still a ways to go but shows a bit of the gameplay. I have never played this game before now and I cannot find a playthrough or realtime speedrun so I cannot make a guess about length but I am going to finish regardless because this is the first game I have found that I enjoy speedrunning since my last submission. I still have a bit more experimenting to do with movement and paths so any suggestions or ideas are welcome. I would also like opinions on which version, original released Japanese or the US prototype to use, with the knowledge that I believe the only change is text.
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