Posts for hero_of_the_day

Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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The previous run by Phil and Genisto was one of the coolest runs on the site. This is a huge time improvement with no loss in entertainment. I'll toss in another yes vote.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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I played back the movie without any problems, are you sure your plugins are the same as the ones in the movie file?
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Experienced Forum User, Published Author, Player (88)
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here is page 2 completed. I skipped 1 melon that was underground at the very end and got the apple instead, not sure which is faster so I may have to go back and fix that. Blarg's boiler still looks horrible on my computer. If anyone with a good video card can get this stage to look right, I would be very grateful for an avi.
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Experienced Forum User, Published Author, Player (88)
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StrangenessDSS wrote:
Was it really necessary to knock the shyguys out of the tree? You only eat one, and you run past an egg not far after.
I do the ground pound for the melon, knocking the shy guys out of the tree is just a bonus. I also eat 2 of them. Getting that egg later on would slow me down a tiny bit.
StrangenessDSS wrote:
You run on slopes. Unless my testing is wrong, you shouldn't run on slopes.
Thanks for mentioning this, I had no idea it was slower.
StrangenessDSS wrote:
Did you have to stomp twice for the last three fruit? It looked like you could get all three in one stomp if you went a bit further.
Yea I thought about that too, but I think to time spent waiting for the shyguy to be in range would be about the same amount of time as doing 2 ground pounds. I also considered jumping on the 2 catapillars earlier in the stage and skipping the last 2 fruits later on, but it seemed like it would be slower.
StrangenessDSS wrote:
You may have problems on Shy Guy Limbo, since you picked a different favorite fruit.
Could you elaborate on this, I didn't think it would matter since all the shy guys will automatically turn into your favorite fruit upon a ground pound while in super yoshi mode.
StrangenessDSS wrote:
Good job copying my run so far, but I do hope you can come up with something a little more interesting by the end of the game.
Your run blew me away the first time I watched it. It had so many unexpected things such as the shy guy massacre on page 3. If you have any cool ideas for this run please let me know.
StrangenessDSS wrote:
P.S. Extra style points for moonwalking. Please do it somewhere, even if it costs you a couple frames.
Not exactly sure what moonwalking is, but if you explain it to me I will try to do it when it doesn't cost too much time.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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I considered doing a 100% melons run, but that would require many page transitions for each level since I would be forced to play the entire level in order to collect every melon. I don’t think it would be very exciting. Also since only one stage can be picked per page it would not feel like a true 100% run unless I restarted from the beginning and played though the game 4 times in order to cover every level. For me to play the game with the proper background, I had to check off the box under the advanced tab 'force normal blending' in the video configuration window. I will be posting a WIP after each page is completed. I would have had blarg's boiler done already but I suffered a desync at the very beginning of the stage and lost all my progress. Also I don’t know if this is just me, but the Blarg's boiler stage is completely screwed up. For example enemies are 1/4 their normal size, and the vases and bones are also completely messed up. I do not think this is a video plugin issue since it happens with every plugin. I think it is a core issue with mupen because even the hit boxes of the enemies are smaller than they should be. Can anyone confirm that this occurs on their system too? It would be greatly appreciated.
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Post subject: Yoshi's Story
Experienced Forum User, Published Author, Player (88)
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Just thought I would mention that I am working on this game. Despite its kiddy apearence this game makes for one very entertaining tool assited run. I finished the first page already which you can download here. I will be following the same route as the run on the speed demo archives. If anyone knows of a better route, or things that could be improved from the console run, please let me know.
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Experienced Forum User, Published Author, Player (88)
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Truncated wrote:
In the dark cave, the slope with the people on barrels where you have to jump over a pit of spikes looked strange. Airship, skeleton and bird bosses also looked improvable.
In the dark cave, it was impossible to get past the pirate on the barrel, so I opted to stay behind him instead of getting hit. I slow down in the middle of the jump, and yes it looks slow but there is no other alternative. Skeleton boss requires that Pan run a certain distance and turn around in order for him to throw is head. I ran the minimum distance allowed and when turning around pan slows down considerably. Jumping over the skeleton and landing also requires pan turn around again, which looks slow. I do not think this battle can be improved. The airship battle was frame perfect for the first 2 hits; the third hit was delayed to manipulate the pirate to come out of the right hand side of the ship. If I swung any earlier, the pirate would come out of the left hand side. For most human players, the bird boss is best beaten using flight from tinkerbell. Flying around and hitting the bird takes a lot of time, so I chose to attack without flight. I have to take hits in order to get the bird to face the correct direction, it may look sloppy but I did not see any other way of quickly defeating him.
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Experienced Forum User, Published Author, Player (88)
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I noticed that Phil said on his personal page that he was going to do the gba version of this game, so I kind of gave up. Recently Phil announced he would not be contributing to this site anymore, so I may continue working on the game. This of course depends on whether Enhasa starts working on it. Enhasa; I strongly encourage you to do this game, since you hold the real world record and your knowledge of the game is vast. It’s not a hard game to tool assist, but it is very tedious. Manipulating critical hits is a pain even with pausing, but other than that most of the strategies used in the console run apply to a tool assisted run as well. I am not sure but it may be better to use the gba version, since that’s the one Phil was going to use.
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Experienced Forum User, Published Author, Player (88)
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Awesome run. Yes vote. For those wondering what that green thing is, it is actually half of the princesses' face sprite rotated 180 degrees counterclockwise and painted green.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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iirc the sand can also be destoryed by those black shells that are found at the end of room.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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This is hands down the best TAS I have ever seen, a perfect mixture of speed and entertainment. Yes vote and a star.
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Experienced Forum User, Published Author, Player (88)
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I think I will take up this game, and it will be done on the SNES version. And yes this game is very boring in comparison to those other rpg's you mentioned.
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Experienced Forum User, Published Author, Player (88)
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I don't know if anyone is still working on this run, but I have found a usefull new way to manipulate luck in this game. Instead of slowing down the battle speed in the options menu like nitsuja suggested, it is probably better to simply press the start button and pause the game for a few frames right after you enter your attack command. I killed the first boss in a mere 35 seconds, he didn't even enter his mist phase because he was killed off so fast.here is a link to that battle. I am currently trying to find the memory address that would indicate when a critical hit will occur, because testing every single frame is really time consuming.
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Experienced Forum User, Published Author, Player (88)
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yea it is, but not by more than a second or so. Lag really isn't a problem with this game using FCEU in 1 player mode. One known mistake that genisto makes during his run is that he jumps when it is not neccesary to, every time the character jumps it causes a 1 frame delay. I have completed the first stage about 8 frames faster than genisto using FCEU.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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I think he used the (E) version because afaik the (U) version does not run in famtasia. I would either go with; Solstice (J) 74 kb or Solstice (U) 72 kb.
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Experienced Forum User, Published Author, Player (88)
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Great run. I particularly enjoyed the vertical scrolling levels, as the screen could barely keep up with Pit.
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Experienced Forum User, Published Author, Player (88)
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your run looks pretty good right now. it looks like you sorta achieved the concetration bug for player 2 in the first base, but the timing like you said was slightly off. I suggest that you download and use luke's new fceu improvement for recording. You can get that in the fceu section of this forum. It allows you to choose the autofire pattern; I set the pattern to (1on,3off). This allows you to space out your shots and create a more steady flow of bullets. I have played the first room of the second base for you. you can maintain the rapid fire by pressing the B button every fourth frame. here is what I came up with: http://dehacked.2y.net/microstorage.php/info/956/Contra%20%28KC%29%20spread%20bug.fcm On a side note remember that every time you jump in a side scrolling level, you lose 1 frame. Only jump when it is necessary. Also I would like to say that this is the first time I have ever seen someone get both characters across the bridge in the intro stage without slowing down, which is awsome. I noticed you are using the Konami Classic version of the rom, I used the (U) version and didn't get any desyncs so I guess it doesnt matter. Great job so far!
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Experienced Forum User, Published Author, Player (88)
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Good luck GuanoBowl, I can't wait to see the results. I was wondering if you knew that there was a recent contra 2 player submission with a time of 9:54, how much do you think you will improve that one by?
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Experienced Forum User, Published Author, Player (88)
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getting the spread gun concentration bug to work is a difficult task, since genisto's famtasia run doesnt have input display. I got it to work, here is how: Fire two shots of the spread gun in a row B - B, and aim for a enemy target (human or blue gun machine) once first contact has been made you must press the B button again followed by two more presses of the B button, now your spread gun will consist of 3 lines instead of two. Repeat the process until you have 4 different lines on the screen at the same time. Then you must slowly start to put a gap inbetween your firing, eventually you will have a nice smooth line that does not spread out at all. here is a movie of it in action using FCEU so you can watch my input. Watch it up until the end, I was just fooling around in all the previous rooms. In the last room you will see it in action. http://dehacked.2y.net/microstorage.php/info/949/Contra%20%28U%29%20%5B%21%5D.fcm
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Experienced Forum User, Published Author, Player (88)
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Your welcome AngerFist :) I am glad to hear you are picking this game up, I know your movie will be of excellent quality. I was wondering what route you plan to use, there are alot of variables to take into account. Starting with Cloudman does seem to be the best option because the rush jet eliminates any waiting during the clashman stage. Here is the route I was going to use before I gave up on this game.
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Experienced Forum User, Published Author, Player (88)
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here is monopoly beaten in 28 seconds, which is 2 seconds faster than the current best movie on the workbench. It uses a trade strategy, and for that reason it doesn't look nearly as cool or impressive. http://dehacked.2y.net/microstorage.php/info/942/Monopoly%20%28U%29.fcm
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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Thanks Luke, thats great to hear.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
Posts: 1057
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Seeing as how Luke's excitebike run required a button press every four frames, I think it would be beneficial to add an option that allows you to choose how many frames are in between each button press when using tubo keys.
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Experienced Forum User, Published Author, Player (88)
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Good question. I tested this and I was unable to get them on the angled shot, I would make contact with them myself before the bullets hit. So I did some more testing, and apparently it doesn't cost any time at all by pressing down for 1 frame during the jump even though I stop pressing forward for that frame. I guess the momentum of running keeps you moving forward while jumping even if you stop pressing forward.
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Experienced Forum User, Published Author, Player (88)
Joined: 11/14/2005
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The only gun that can be comparable in power is the fire gun. The spread is necessary though for killing multiple targets at once. You are correct that picking up the same gun twice increases its speed; I do collect 2 spread guns if you watch closely. The walk through walks trick can be done at any time, so I did it a lot when it was unnecessary. In a real run I wouldn’t do that.
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