Posts for mikwuyma


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Experienced Forum User
Joined: 12/20/2004
Posts: 226
I agree with Truncated, we need more SoR, especially a kickass two-player run like yours. No SoR makes me sad.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
MrMonkeyMan started speedrunning this game again. He has both a supereasy and superhard run on the topic below. I haven't watched the superhard run yet, but the supereasy run is very good and has almost no mistakes. I'm not too sure how much these runs will help a TAS, but I'm almost positive his weapon selection/usage is optimal. http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_older;action=display;num=1123087248;start=30#30
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I'm working on a TMNT4 speedrun on hard mode and I made boss killing movies, including some of Slash. The first one is done without shoulder charging, and the second one is done with shoulder charging. These aren't perfect by TAS standards since I played in real time, but they should give a pretty good idea of how the Slash battle works on Hard (I think these are faster than your current run). http://dehacked.2y.net/microstorage.php/info/766/slashbattle1.smv http://dehacked.2y.net/microstorage.php/info/767/slashbattle2.smv About the first Slash battle, I haven't tested using a special against Slash's roll attack (which will prevent him from traveling to the other side of the screen), then hitting him on the way down. Hitting Slash multiple times in one shoulder charge might be possible if you're overlapping him, I never tested. All_Bogs: I have done some testing against the Krang battle and it is one of the few battles in the game that is random to my knowledge. There doesn't seem to be any pattern to what height he will appear at.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I have to agree with Maur, though watching a run on normal is fun. I think hard mode would still be a good ideabecause of how unforgiving it is, and you can't abuse the laser special as heavily. I thought your run was good, but I noticed three mistakes. -In the third area of stage 1 (the hallways with big robots) you don't have to kill anything, you can just dash through all the robots. -Why didn't you fight Big X? Is it faster to defeat him later when you have a bunch of upgrades? -In your fight against Pook, around frame 34300 couldn't you have either jumped earlier so you could punch the fin, or manipulated the fin to move more slowly so you could hit it?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Just out of curiosity, how did you know that the fourth boss could be locked into hitstun? I don't know how you'd duplicate the timing needed to pull of that feat on a console.
A long time ago I tried to speedrun this game for SDA, and I discovered that you could hit the fourth boss multiple times in a row because shuriken will go through the boss' body while it's stunned. If anyone is wondering, I quit the run a long time ago because of the retarded amount of slowdown this game suffers from (which messes with the controls), and the random glitches that make hostages disappear (preventing full hostage rescue and forcing you to restart). The farthest I got without dying was the room before the final boss :(
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I was going to ask whether you tried to stun lock the fourth boss in your 13:15 run, but I guess this run answers that question. Great job, the improvements made everything look smoother with less pauses. I can't think of any improvements, so I vote yes. To anyone who doesn't know this game well: Yes, there is a lot of lag, but it can't be helped because ninjas take a long time to kill (watch the last boss fight for an example).
Experienced Forum User
Joined: 12/20/2004
Posts: 226
This is better in every single way than your last submission. You have fast boss-killing strategies and well optimized movement. I could definitely use a few things from this TAS to improve my speedrun. However, I'm voting meh because there is a faster way to kill the first boss that would knock a few seconds off of the run. You can hit the boss while he is still swinging his sword, instead of hitting him afterwards. The positioning and timing is strict, but with frame advance and rerecords it should be pretty easy. Other than that I thought the run was great, and when you fix that problem I'll vote yes. P.S. I know Neofix's TASes usually have a low rerecord count, but in this game it's justified because optimizing movement in this game is easy, even though the game is difficult to beat.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
It took me forever, but I finally got around to watching it. I thought the run was great and your boss fights were quick as always. Most of your movement was optimal and the only reason I know a couple places can be improved (like the intro stage) is because I have played this game too much :P. I didn't know Cubit Foxter and Volteel Biblio could be killed that quickly. However, it seemed like you got lazy with manipulating bosses on the final stage and you let bosses use attacks that slow you down (like Mantisk jumping on the walls and stuff McBAIN mentioned). Other than that I have no complaints and I am voting yes. I have a few questions/comments: In Schilt's stage after you hit the switch for the conveyor belts, I think there is one conveyor belt you dash jumped through that I think would have made you go faster if you ground dashed. In Cactank's stage would it have benefited you to jump on the moving platform right before the mini-boss. It was moving in the same direction you were going, and it was faster. In Foxter's stage when you're shooting the rotating switches, is there any benefit to shooting them on the right side instead of the left? While fighting Tretista Kelverian, wouldn't manipulating him to use the dog attack be a better idea? It makes it easier to hit him, but maybe when the dogs jump around it interrupts your combo. Wouldn't your battle against Omega's first form be slightly faster if you hit with an uncharged buster shot before attacking him? I think that would eliminate the need for the final slash you used (and therefore less waiting for invincibility to go away). I don't understand your final battle against Zero. You used a bunch of attacks without any noticeable pattern or logic. Wouldn't you benefit from using quick charge more in this battle?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
This run had a surprising amount of variety for a beat em up. Also you managed to destroy everything effortlessly. Voting yes for speed and variety.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Oops, one note I should have made. Those times listed are in-game time, not real-time. Truncated: You could always ask mrmonkeyman for the run. He probably still has it. His aim name is the name I just mentioned two sentences ago, though I have only seen him on aim once. I could pm his email to you, but I'm not sure he will respond.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Alien Soldier strategy site: http://www.geocities.co.jp/Playtown/7069/alisol.html Mrmonkeyman's site (it's down right now): http://www.mrmonkeyman.com/ Like I said earlier, I don't have the run on me. I think even when mrmonkeyman's site is up, he doesn't have the Alien Soldier run up anymore, sorry.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I really should have posted this earlier, but I saw a speedrun (not TAS) on mrmonkeyman's site (sorry, the site is down). The run used two slots for flame and two slots for lancer. The flame was mostly used in the beginning where there are a lot of organic bosses, and the lancer was mostly used towards the end when the flame becomes useless. He did take time to collect the max health powerups, but I think they won't be necessary in a TAS with luck manipulation. One interesting trick was that he wasted all of his flame ammo right before the final boss so he could hit him constantly (for some reason when you have zero ammo you can hit the final boss). P.S. If you're hoping to get the run from me, sorry, I don't have it on me anymore. :( EDIT: There is a Japanese site with very detailed strategies for Treasure games, including Alien Soldier. I don't have the url on me, but I might be able to find it later.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Highness: I already mentioned the two things that change with the difficulty. Enemies are unaffected by changes in difficulty. Truncated: Are you going to play in normal difficulty? Also, where are you going to use ninjitsu?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I agree with Truncated, less shurikens simply makes the run look slightly more choppy in the beginning before you get at least 100 shurikens in the second stage. There is no point to a 0 shurikens run IMO. Truncated: Expert difficulty only does two things: A smaller life bar (only has 8 bars instead of 16), and you get less lives (2 IIRC). Both of these factors do not make any difference in a speedrun/TAS because you don't want to get hit and I don't think mijin is useful in more than 2-3 places. If you wanted to save a little time you don't have to pick expert mode.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Xaphan, I don't think it's a matter of votes anymore. I have seen runs that have received less votes get published. I think the encoders are busy with other runs (plus they don't know this game), so it's just a matter of time before your TAS gets published. P.S. I know I already told you this AnotherGamer, but EX skills don't work in combos in Zero 2. EX skills couldn't be used in combos until Zero 3. So my run can't be improved using EX skills (though there are other ways to improve it)
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Voted yes because the movie was entertaining with all the dying, even though I never played the game before this TAS. This seems like a game with really clumsy controls, yet you had no problem maneuvering. That glitch you used at the end was just....wow. At first I thought you ended playback too early. The glitch almost on the same level as the Zelda II glitches. Could you explain this glitch? P.S. Starting the game after this run is very funny. Whoever encodes this run should at least start a game afterwards to show what happens.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I say don't bother with Phantom. He's out of the way, and I don't think the fight would be entertaining enough to make up for lost time.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Wow, the more I see, the more impressive the run gets. Your use of charged up speed burner and strike chain is very creative. A few questions: How does using the strike chain free yourself from Magna Centipede faster? How does charged up speed burner make you faster (like is it faster than simply dashing)? Is it faster to get out of the rabbit armor in Crystal Snail's stage because you don't have to break all those blocks? Is getting out of the rabbit armor also faster in a no-items run?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I can't believe I forgot to vote after all this time. I watched this run when it was first submitted about 6 months ago and it was a fast-paced, entertaining run. Therefore I vote yes. FODA: I think this run should be published first because it was submitted before the Pugsley's scavenger hunt run. That, and the games are similar in how popular they are (very obscure).
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Even though the character moves slowly in the game, I am still voting yes because Highness seemed to cheat death about 20 times per level, which made the run exciting to watch. Is this game even possible for a human to beat on the hardest difficulty? This game is obscenely difficult.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Xaphan, I think the only reason why people aren't voting on this is because it's a japanese game that will come out to the US soon. I think people would rather watch a Zero TAS in English. Don't worry, the lack of votes has nothing to do with the quality of your run. P.S. Get on MSN messenger more often so we can talk about Zero 3.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Great job so far on your WIP (haven't watched your test run). Creative use of the strike chain and nice use of taking damage to save time, I never would have thought of those methods. My only complaint is you aren't using the jump through the ladders trick Nitsuja discovered in X3 (it applies to all snes X games). Basically you center yourself going through the ladder, if you want a better example watch Nitsuja's X3 run.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Nice to see you again Xaphan. Haven't seen you in a while. Where have you been? Yay, the first run of the Zero series that is publish-worthy. Like McBAIN said, great run, but there are some minor errors here and there. Some I just noticed now, even though I haven't watched any wips from you in about a week. Still I'm voting yes because it's fast, entertaining, and well-planned. One question, in the first Weil stage somewhere in the frame range of 99000, there was this area with a flame thrower and some spikes. Could you have taken a hit from the flame thrower and climbed up the spikes? I liked how you brutally raped the final stage so bad that it happened not to be your slowest stage. I swear the longest boss fight was 10 seconds o_0.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Add me to the list of people who have never played this game that cannot belive they have never played this game before. You seem to be very knowledgeable about this game, and the run went along at a good pace without anything slowing you down. I vote yes because it's well planned and entertaining. P.S. You're right this game is very hard. I tried making up spells and I got killed for making an unknown spell before I left the first town :(
Experienced Forum User
Joined: 12/20/2004
Posts: 226
About the chain rod, what McBAIN said just replace the word necessary with time-saving. I think McBAIN is also right about Leviathan V2's stage, you could probably dash jump off the wall instead of using the chain rod. If you look at the very beginning of the midair transport level you will notice that I don't go through the text for about 5-6 seconds. This is done to set the planes in a good position for me to speed across (their position is fixed and only time determines their position). This has no effect on the in-game timer, but for a TAS this is a bad idea because it wastes lots of real time. I'm pretty sure you can jump from plane to plane pretty easily in a TAS even if you run through the text as fast as possible, so it shouldn't be a problem for you.
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