Posts for nifboy


1 2 3 4 5
14 15
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I can tell you that manipulating luck is a *bitch* in this game; I think you have to manipulate it like three areas back. As such, trying to manipulate your way through Renraku is *also* going to be a pain, and in all likelyhood things will not go well in *any* low-level corp run. I don't know how much battles can be manipulated, though.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
On the subject of Shining In the Darkness, I did some preliminary research some time back and found the fastest way to manipulate when fights occured was to bang against walls (which causes the black border around the screen to flash red). Very annoying.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Needs more taunting. :P But seriously, I think you can throw Metal Mario off the top platform and then lure him off immediately afterwards.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Um, yikes. Not only is the website difficult to navigate (the only full list I could find was a drop-down box, rendering my browser's find feature useless), the movies are score attacks, with little or no regard to time. Granted, score attacks work well in certain circumstances, but not Sonic.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
The curse of "nobody ever finishes this game, ever".
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Wow. Just... wow. You rule, man. You rule.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Oh *wow*. Those final bosses take a metric tonne of time to kill. Well, I know what to do with the money, anyway; buy Golden Statues (Shop in Ryuma, 200/ea).
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Take your time. I don't think I'm going to have any extensive amounts of time on my hands until after Thanksgiving.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Stone Smith? You mean the big grey guy with the hammer who makes the screen shake every time he swings his hammer or jumps? You don't (near as I can tell). Just get a key and go through the back door.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
After you complete the Verla mines, head back *into* the mines and head NW. The two statues that were blocking should have moved (and I'll have to check if you can skip over them). It leads to the Lake Shrine, which is going to be long and tedious.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
No, that's Ness (at least, I'm ninety-some percent sure it's Ness). See, when you do the double jump and do an attack, it cancels the jump. So you can do aerials and land much more quickly than in a simple short-hop. enabling you to do aerials (in particular the down-a) much more quickly, especially since Z-cancelling eliminates all lag when you land while doing an attack.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Or, you know, just use any of the other spikes. Odds are that's going to be the entirety of the not-team battles anyway (and possibly the team battles as well): Throw or smack 'em over the ledge, spike (or, in Fox's case, shine-spike). And the two biggest spike whores are Ness and Kirby. (Personally, I think Ness would be the best pick due to his double-jump-cancel, but Kirby is only slightly less broken and is immediately available)
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I don't think so: After Greenmaze it's the Verla Mine, then the Lake Shrine, after which you get TP'ed back to Mir's tower, from which you head to the final dungeon.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Um, no, there are two trees at the Ryuma/Mercator fork, the big one on the right is Tibor. Edit: I went to make a .gmv but it desynced on me. Study indicates it takes a minute and a half to go through, taking some damage and getting a life stock. It's not as fast as backtracking, but it'd be less boring.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
You can do it after doing the Thieve's hideout. Tibor's quest can be done in maybe thirty seconds or less if you use a spike as a platform, so it might be worthwhile.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Entertainment, although speed can be entertaining in and of itself.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I was thinking "culmination of minor optimizations" myself, although minutes might be overly optimistic (it's just so much sheer WALKING it's ridiculous).
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Yeah, it's not so much "Playing the game slowly" anymore as it is "inputting buttons frame by frame" now.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
MaTO: Good lord, 45 minutes just to get to Mercator? I know it can be trimmed down by a few minutes, but good lord. MattyXB: I got my hands on the J version and can't find any significant difference between it and the USA version. Might it be because the PAL version runs at 50fps and so everything moves a little slower?
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
It's occured to me that this game is going to have some sequence breaking in it, particularly in the usage of enemies and spikes as platforms. Some very brief notes on the game, I'll be editing as I get more: 1) Get the convenient life stocks, and to a lesser extent Ekeekes. Life stocks increase your attack power, and odds are quite a bit of damage is going to be taken in the run. Ekeekes are useful because you suffer no knockback if you run out of HP and are revived by an Ekeeke. 2) You can keep the key from the first dungeon, by jumping on a slime to bypass the statues (normally you'd use the key to get the button to get them to move). 3) Several gaps can be jumped even if the game gives you an "easier" alternative. 4) Jump/slash is effective, although the knockback isn't as fast as you jump, so you won't be able to just jump/slash through enemies. You can jump anytime and slash anytime, so you should be slashing as fast as possible. (TODO: Determine whether walking around enemies or jump/slashing through is more effective). 5) (red gem can't be put off: path to Ryuma opens after you get it) 6) (skipping straight to Greenmaze doesn't work: woodcutter won't talk to me) 7) After Greenmaze, the two pathroutes back to Ryuma are through Massan or backwards through Mercator. Tree warps cut time both ways, although it miiight not be enough to justify going through the big tree dungeon (it'd certainly be less boring) 8) In the Thieve's hideout, use the key from dungeon 1 immediately after moving the statue. Pick up the key at the bottom on the way out (Saves 1-2 minutes) 9) In Mercator for the first time, figure out if one can talk to the guards *before* going into Madame Yard's and still trigger the little girl (saves a few seconds).
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Voted meh. It plays fast but feels like it needs some strategy improvements (lots of "why?" moments). For one, I wonder why you don't buy anything between the first and second levels; if the first doesn't give you enough for a good weapon (3-way seems much better than the phaser shell) do the second level before the first. You go out of your way to avoid damage in the second level but take plenty of damage in level 3. It seems like you could get the phaser shells off screen faster, and thus shoot them faster.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
On a completely unrelated note, the fastest way to get to that teleporter as the Kid involves duck/walking off the ledge so when you bump it, you can start moving to the right before you bump it, so you can get on the flag's ledge, as well as jump straight again to ledge-hop the teleporter without a running start.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
I really like the various anigif pics on those pages which they are on (particularly the representative pics on the Guidelines page). A tiny addition to the "common tricks" bit: The duck/walk applies to Kid Chameleon as well as Rygar, but it's not nearly as useful.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
Groovy. Good thing I kept the same filename. Oh, and just so you don't have to go looking for it: The guy who emailed me told me nobody else in the world seemed to know about it either. Woot.
Experienced Forum User, Published Author, Former player
Joined: 5/31/2004
Posts: 375
A fellow by the name of Tim Dittmer emailed me with an undiscovered teleporter: A hidden teleporter in Isle of the Lion King to the elsewhere outside Pyramids of Peril. You need Cyclone or a really lucky enemy boost to get to it, but that's never stopped us before. Unfortunately, taking it means you miss the teleporter in Hoverboard Beach, but since you don't have to go through Bloody Swamp I consider it a bonus for "normal" speedrunning. Updated map: http://img.photobucket.com/albums/v117/nifboy/kidchameleon.png
1 2 3 4 5
14 15