Posts for mikwuyma


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Experienced Forum User
Joined: 12/20/2004
Posts: 226
Thanks for the quick response, I tried out the Vile-Zero thing and I was just plain wrong. Bad memory I guess. I was afraid the Boss AI was pretty much random, which makes speedrunning this game very annoying. Thanks for the frame data, it might be helpful. If you don't mind two more questions: -What is the invincibility period for hitting Spark Mandrill with shotgun ice? -Is Rangda Bangda's invincibility period also 60 frames?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Very nice run Dehacked, a definite yes vote. All of your boss battles were very entertaining and I laughed during a few of them. In addition everything is frame perfect. There are things I spotted that would help me improve my MMX speed run. I have a few questions and comments: -How do you shoot the buster without losing your charge against Chill Penguin? -How does that Boomer Kuwanger elevator lift glitch work? Can you jump off the wall to get up faster with the glitch, or does the fixed scrolling force you to wait no matter how fast you climb up? -The only noticable mistake was how you jumped off the wall for the Vile/Zero dialogue skip. You only need to jump off the wall once, not twice to hit the gate. I think you didn't notice this because you jumped off the ladder on the first frame. -Your wall climbing was precise down to the frame and you hit the floor as soon as possible, but in a few moments there were times you dash jumped over the floor. Does this make any difference in time? If you need an example, right before fighting chill penguin in the second Sigma stage. I know charging weapons normally does not help kill the boss faster, but what about Armored Armadillo? -Are there any tips for baiting AI (on a console without rerecords) or frame data you can give me that could possibly help me? (if you do this, you will be my savior) Now all we need is Prower's MMX3 improvement (cough cough, Prower) to complete the SNES X series.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Zurreco: I will submit the run when I finish my run of Revenge of Shinobi. I really want to submit this run, so if I don't finish my Revenge of Shinobi run within a week, I'll probably just submit it anyways. Since I record to VHS tape, don't expect the run on SDA for at least 10 days,if not more. The MMZ run is an S-rank speedrun, so I don't know if it would help you that much in getting the fastest time (for example I got 0:49 on the first stage). I would gladly try to help if you have any questions. Off-topic: Are you going do a Demon's Crest time attack with the new version of Snes9x? Or does it still desync?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Zurreco, I liked your test movie, but there was one big flaw in what you did. If you take damage on the boss (dash into him) so your life goes down to 1 or 2 units, X will give you the saber right away. I just tried dashing through everything, taking damage along the way and I got a time of 30 seconds (it was done at 100% speed, so it is very improvable). I know this seems kinda anal for a test movie, but I thought this knowledge could be useful when GBA time attacks become a reality.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Wow, what you have so far looks really nice. I especially liked how the helicopters chase you. If you keep this quality up, this will be a definite yes vote.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
This is a well-played, fast-paced time attack and it gets my yes vote. It looks very well played especially the 2nd stage (I kept on bumping my head into the ceiling when I played). My only complaint is you seem awfully far away from the 5th boss when the fight starts. Do you have to be that far to the right to spawn the 5th boss? P.S. I feel sorry for anyone who beat this game on an actual console just to get that crappy ending.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Like I said, this is a definite yes vote. You breeze through the game very quickly and I see very little, if any room for improvement.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I just watched it and all I have to say is nice work so far. At first I thought you took excessive damage in stage 2, but then I actually played the game to see how well done that was. All the "missed" shots used to charge your weapon looked like they served their purpose, but you should mention why you miss shots in your submission text. This will be a definite yes vote from me when you finish. I have only 2 questions: -When you fight the sorcerers in stage 2, can you manipulate their positions? Or are their positions fixed? -Are you hitting the diamonds on the first possible frame in stage 4? Sorry if these questions seem stupid, but I don't know this game very well.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I haven't watched this time attack in about a month, but this is a definite no vote. There are numerous things that can be done faster. -In round 1-1 you end up with 2:36 on the timer, I have managed 2:40 on an actual console. The main reason why you are so slow is because you switch between the upper and lower parts of the stage too much. -I'm a little hazy on this, but I don't think the jump kick was abused enough. There are two reasons to abuse the jump kick: -you maintain forward momentum while taking out enemies. -it takes out the shielded guys who throw discs at you. -you shouldn't miss so many shurikens on the bonus stages, anyone on a console could do what you did on the bonus stages. -I'm positive the 4th stage boss can be killed much faster by locking it into hit-stun. When the boss gets hit, your shuriken will go through the boss, meaning you can time a shuriken to hit the boss again when it is recovering from hit stun. -There is probably a bunch of little stuff I could mention, but I don't remember this time attack too well. -there was some stuff I liked, like how you dealt with the 3rd boss. Joseph Collins: Wow, you are reviving a lot of old workbench submissions. -The bonus stages last until the very last ninja disappears from the screen, no exceptions (I think you confused this with the arcade version of Shadow Dancer). -Using the ninjitsu to kill the first stage boss would take at least 3-4 seconds for only 2 points of damage. I doubt it would be faster. -Yes, the final battle is slow, but maybe with some frame perfect timing it is possible to get more hits in when the boss is vulnerable. If you're thinking about exposing the weak point earlier, it isn't possible, the pattern of the final boss is fixed. (edit) I realized the final boss does vary the rate at which he spawns the ninjas, so the final boss battle can be manipulated. EDIT: Stage 1-1 done at 100% speed can be found here. I should probably attempt a time attack of this game, but I don't have the patience and I'm too lazy.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I was going to watch this and give you comments, (though I don't know much about this game) but the link you gave timed out. Sorry, but I can't give you comments if your link doesn't work.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Just a little update: Blechy, I haven't been working on X2 as of the moment, but I will work on it sometime. Right now I am working on a Mega Man Zero S-rank speed run. Yes, I know McBAIN has an S-rank run up, but his was not focused on speed. A few notes on X2: -Maybe it is just me, but this X game has the shortest stages. -I was having some trouble manipulating Bubble Crab, but I think I just need to practice jumping over his head. -It seems impossible to force Morph Moth out of his cocoon before he goes invincible if you have no arm upgrade (remember I'm first trying this naked). -I will have to try and see if I can prevent Wire Sponge from charging up, letting him climb up while low on life and hitting him with dashing buster shots might work. -Violen is giving me a lot of trouble. He has patterns, but they are hard to read. In addition, whenever Violen moves or changes the block formation, his patterns becoms harder to read. That and whenever he hits me with his morning star, that is over a 1/3 of my life gone. BoltR: Thanks, I'm glad you liked the X3 run. There are actually a few things I want to improve in that run, but I probably won't get to it in a while. There are actually new X3 runs (the url has changed from the last time) up on SDA: a naked run and an 100% run. In the naked run I am satisfied with my performance, but I get sloppy towards the end of the 100% run.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
This was a great run to watch; fun, fast, and action-packed. I only have one question: In stage 6, why didn't you run through the 3rd beam of electricity? Running through the first two seemed to save you time. Don't worry you already have my yes vote, I'm merely curious.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I hope you didn't quit on this Prower, I want to see more! Or at the very least give me a status update, because this is a time attack I am really anticipating. About the minor mistakes, it's cool that you don't want to improve them, because the overall quality of the WIP looks very high in general. About my Zero question, I was actually asking whether you could get hit by another spiked ball as Zero, not other areas where you could perform that trick (though that is useful too).
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Wow, I really like what you have so far, the run looks a lot more fluid, precise, and less jerky than it used to be. However, there are some things I still noticed. -I don't really care about this, but you should probably hide the shots you use to charge up your buster by charging it while going through a door, or make sure the shot you use to charge hits an enemy. -In the very beginning, would it be faster to kill the first enemy and then climb up the wall using dash jumps? -I really liked that hit you took with Zero, is there any way you can do it more? -After you freed X from Mac your positioning was a little off and the game automatically forced you to walk a bit to the right before the cutscene was triggered. Also, wouldn't two shots take an extra frame to kill the robot holding X? Maybe you should use a charged shot. -In the beginning of Blizzard Buffalo's stage is there a way to kill the enemies and jump higher off the first slope, so that you land right on the second slope? -In toxic Seahorse's stage the first time you go up with the vertical air dash, why doesn't the little flying robot notice you? Is it because you are too low? (this isn't a criticism, more of a speedrunning question) -Is it slightly faster to climb up walls using non-dash jumps? Also, those stutter jumps are used to gain height, right? (again, not a criticism a speedrunning question) -It looked like you chose good places to air dash in Toxic Searhorse's stage, nice work. -When you fall down from the ladder just before Toxic Searhorse would it be faster to air dash or dash jump off the left wall before hitting the ground? -All I have to say against Toxic Seahorse is wow, I'm guessing he goes into hit stun after a while, which means you can't kill him in one barrage of frost shields. BTW, is this doable (at a slower rate obviously) at full speed with no rerecords? -I liked what you did against the drill boss, even if it is slower it looks a lot better than your last run IMO. -About manipulating Tunnel Rhino, it seems like he doesn't use the invincible dash when he shoots a lot of drills, try to make him shoot drills before you hit him with the shot that will trigger the invincible dash (hopefully you know he will charge with an invincible dash when his life gets low enough). Stuff for the future: -You did a decent job of manipulating Volt Catfish in your last run, but it seems like the best possible final pattern to get out of him before he goes invincible would be: jump, jump with bouncing, then the triple spark attack. You got jump then triple spark in your last run. -You should try out and see if you can take damage and climb up the wall with zero waiting in Doppler stage 2. -I never thought of this until now, but the explosion animation when you kill Byte takes really long, would it be shorter to hit him with buster shots? You would still get Godkarmachine (Bit, Byte fusion) if you did this. You should also try out if that new method of killing Toxic Seahorse is faster than Beam Sabering him, if nothing else, it looks faster. Don't be discouraged, I really like the improvements you made to this run. Slightly over a minute faster only this far is impressive and it looks like a sub-40 minute time is possible. You might not want to optimize this fully and make this a test version so you don't stress yourself out too much, then make a final version with everything optimized. EDIT: I tried out the Toxic Seahorse glitch at 100% speed, it works and I can take off roughly half his life doing it. Nice find Prower :D. I really want to see more from your new run because I want to see what else I can improve over my existing run.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Thank you for your offer Blechy, I just finished an X3 naked run and now I am working on an X3 100% run. Afterwards I am definitely considering running X2, and I will need help from you and Boco because: 1. I haven't played the game much, meaning I am pretty bad at it. 2. I don't know a lot about the game. I will probably do a naked run before I do an 100% because it forces me to get good at the game. About the route, what has to be changed? I thought all that needed to be changed was doing Wire Sponge's stage before Wheel Gator's stage, because the Buster upgrade is incredibly hard to get without the chain. That and is there any way to manipulate Bubble Crab into running into the wheel without savestates?
Experienced Forum User
Joined: 12/20/2004
Posts: 226
One more smv is up on my filespace account. It features a new trick for Doppler Stage 2 based on the same concept, thus saving even more time. Thanks go to McBAIN for giving me the suggestion. Yes, I'm playing with 100% items (guess what my next run is :P), but everything I used should be doable in a pure speed time attack except for the double air dash at the end. If you are wondering about life, you would have enough, just your bar would be very low (not a big deal, right?) A few more notes for anyone who would like to time attack this game. -You can make Tunnel Rhino do only one invincible dash, maybe even zero if you tried hard enough. This seems to happen when he shoots lots of drills. In the elevator sections of Gravity Beetle and Blast Hornet stages you don't need to use a vertical air dash to go up, you can use wall dash jumps (it is really hard and I'm not going to make an smv of it, just trust me).
Post subject: The runs are up!
Experienced Forum User
Joined: 12/20/2004
Posts: 226
The X3 and X4 runs are up. They are available at SDA. The X4 run is timed at 47:31. Here are some Nesvideos style bullet points. -Takes damage to save time -Abuses Programming Errors (Colonel weirdness, just watch his life bar) -Items: 100% The X3 run is timed at 44:39. It could stand a little improvement, but I think it is overall a good run. -Takes damage to save time (watch Doppler stage 2) -Abuses Programming Errors -Aims for fastest possible time For those of you unfamiliar with SDA timing, the timing starts the moment you can move your character, meaning I'm not timed until after X talks to Zero in X3. I am interested in what people have to say about either one of these two speedruns. Your comment does not have to be very enlightening, I just want to know what people think.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
When I said send in suggestions now if you wanted to, I really meant it, because I just finished the run. It is roughly 47:27 according to SDA time (don't quote me on that, I am bad at judging the exact time). It looks REALLY nice IMO, and the sigma battle is way improved on every single form. There is only one moderate mistake costing me about 5 seconds, but other than that the mistakes are incredibly minor. Sorry, the run won't be up until at least a week because I record my runs on VHS and I mail them to get captured.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I did two practice runs today and in one I got a time about 10 seconds faster than my previous record, but in another I did a lot better and I got a nice time of roughly 47:24 (the only bad battle was the General). This means I'll start recording tomorrow and will probably accept any run that is lower than or equal to a 47:40. If you really want to input a suggestion, now is the time to do so. Angerfist: I appreciate the reply, but I think the main reason why people don't post is because I am probably the most knowledgeable person when it comes to speed running this game, and they probably don't have anything else to add. Xerophyte: Thanks for the compliment, I already did know the run was entertaining :P, but there are some mistakes that I really don't like which makes me want to improve this run even more. EDIT: In this run I'm just gonna icicle Jet Stingray to death, because I practiced killing him without the icicle some more and the times varied by a few seconds. In addition picking up the life capsule beforehand wastes a second or two anyways, so it really isn't worth it to kill Jet Stingray without the icicle IMO.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
A great run, I remember having this game when I was really young and never knowing where to go. The only complaint I have (and this is really minor) is what Blechy said about some of the damage you take could have been avoided.
Experienced Forum User
Joined: 12/20/2004
Posts: 226
I was considering it, but X3 would be a tough first project for a time attack (you have to constantly make sure dashing and jumping is frame perfect). In addition, I prefer speedrunning on an actual console because I don't really have the patience for slowdown and rerecords (though I always enjoy watching time attacks).
Experienced Forum User
Joined: 12/20/2004
Posts: 226
Slight update, even though no one seems to care about this run. Odd, because there was a lot of discussion when Brightstar's much slower run was up on SDA. First off, I have finished my X3 run and it is under 45 minutes due to some shortcuts and path changes, yay! I have started working on this run again, and I tried fighting Jet Stingray without using icicle until the final hit and it is a few seconds faster, but only the first time you fight him. Why? Because the second time you fight Jet Stingray there is no ceiling, allowing you to hit him the moment he becomes vulnerable, whereas the first time the ceiling means you have to wait a second or two before he comes down.
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Joined: 12/20/2004
Posts: 226
Thanks Blechy, although I was kinda hoping you would take up X3, or maybe Prower is willing to improve his own run (cough cough)? Well, I missed a trick that someone can use to improve the run by a few seconds it is up on my filespace account. It is a trick you use taking the elevator down to Vile, you use the Vertical air dash to make the elevator disappear below you, allowing X to drop down without waiting for the elevator. Again, this is not optimized.
Post subject: Tips for improving Prower's run
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Joined: 12/20/2004
Posts: 226
Hello, some of you might know me for speed running a few games on SDA. I just finished running an X3 improvement (before the original has been released, heh) and I wanted to share some advice for anyone who would like to time attack this game. The tips I will be sharing will not be the typical don't miss shots or this section can be shaved off by a few frames because I think whoever improves the run will obviously optimize those things. Any references to examples or file space can be found here in the form of smv files. Quick note, none of those examples were done with savestates and slowdown, meaning they are not fully optimized. First off some mistakes Prower made: He makes some excessive use of the air dash, this is most obvious in Volt Catfish's stage, where the air dash keeps him up in the air when he wants to go down. In Blizzard Buffalo's stage, Prower does not dash jump off the first two slopes, which is odd because he dash jumps off of the other slopes. Toxic Seahorse can be killed faster, Prower's problem was that he tried to use frost shield right above Seahorse's head, which actually isn't optimal because right after he jumps into it, he'll be invincible to the next one. You actually want to place the frost shields high above his head. This is better explained in my little smv on filespace. I'm sure that is not the optimal height, but I'm sure the time attacker could figure that one out. In the conveyor belt area of Crush Crawfish's stage, Prower doesn't keep constant forward momentum, although it is possible to do so with Triad Thunder. Example is on filespace (it starts on the menu screen only because it makes it easier to record). Crush Crawfish can be killed faster, I'm not too sure how it works, but there is an smv up on my filespace account. Prower's route is slightly incorrect, you can use both ray splasher and spinning blade to hit Vile for 2 points of damage. This means the optimal route is to kill Neon Tiger after Crush Crawfish, then go after Vile. This will allow you to kill Vile without having to resort to the X-buster. Blast Hornet can be manipulated to shoot nothing, resulting in no slowdown. However, this might make the fight look really boring. The other mistake in weapon choice Prower makes is fighting the boss in the first Doppler stage, Godkarmachine O Inary. He used Parasitic bomb, which does 2 points of damage per hit, ray splasher does 3 points of damage per hit. This isn't a mistake more than a failure to experiment in the 2nd Doppler stage, you can skip a large chunk of the waiting by taking damage, then climbing up the spikes. Yes, I discovered this myself and I'm very proud of this trick. The trick utilizes a glitch which I call the Beam Sabre jump cancel, which is used to gain some height to shortcut through the last platform. The glitch is surprisingly easy to pull off. Basically just use an air dash (either one but only the vertical gets any use from this trick) and cancel the air dash by jumping straight up while attacking. With a little practice it should be easy to perform. Example of both the time saver and the Beam Sabre Jump Cancel up on filespace. You can cancel most of the post Beam Sabre recovery by switching weapons after you swing, allowing you to save those precious few frames you time attackers love. There is probably more stuff that I can list, but this is a mouthful and hopefully it will help a time attacker improve this run (which I will anticipate seeing).
Post subject: Improving 48:29 X4 Zero run
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Joined: 12/20/2004
Posts: 226
No one has anything to say? I guess either people liked watching the run and didn't mind the Sigma fight too much or I covered most of the improvements I need to make. Well, I am not going to redo the Zero run yet, right now I'm running X3 (The run should be high 45 minutes/low 46 minutes range). Don't worry, I will do the Zero improvement after I finish the X3 run. Some interesting stuff I found out though: -Constant dashing through Jet Stingray's stage does make it scroll faster, but only by 1 or 2 seconds. Still, nice to know. -Hitting Split Mushroom right as he falls down after spawning clones everytime hardly saves any time at all, if it even saves time (1-2 seconds at most) Mlandry: I appreciate that you are trying to help, but if you look at the run, I'm almost positive I optimized most of my routes. I will admit that I made some excessive mistakes getting hit in Split Mushroom's stage, and both Jet Stingray's stage + the 2nd area of Frost Walrus's stage can have better paths. The most I can save with my new stage paths is 20-30 seconds. I am looking for more specific changes in my overall strategy (especially bosses), rather than general tips.
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