Posts for shevek


shevek
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Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
Samsara wrote:
Just watched this and I have a couple questions, since I'm not familiar enough with the game to accurately judge the level of optimization.
Thanks!
1. There are quite a few awkward-looking moments where you take wide turns to avoid enemies. Is it possible to manipulate these enemies in any other way or are their patterns completely fixed? I thought it was a movement issue at first but the rest of the turning throughout the run looks tight.
I think they move purely based on my position. That said, there is quite a bit of room to change the position without hurting the time, because diagonal moves are not horizontally slower than horizontal moves. In all cases where it was hard to get "through", I tried several ways to see which was fastest. But as you point out, I may have missed some.
2. About how much do you think the boss battles can be improved? Would it be worth going back through and attempting to improve them all?
It's not that hard to do the whole run, so redoing them would be an option, but only with a strategy, I think.
The run strikes me as more of a "reactionary" run rather than a fully planned-out TAS run, where you're more reacting to what the game gives you rather than planning around it in advance and potentially manipulating it away, but that could just be the game not being manipulable in any other way than needing those sloppy-looking moments.
I did plan which route to take, of course, and in several cases I manipulated monsters to be out of the way. But there is not a lot of room for that indeed, because monsters only move when they are near the viewport. So there is not much room for preparation of manipulation. But yes, this is mostly meant as a starting point; it's definitely not the fastest possible.
0:43 - definitely looks like manipulating enemy movement, seems short enough, but it does beg the question of how much enemies can be manipulated in general apart from just moving to a certain place at a certain time
There is only a very limited number of enemy "brains". In my maps, every monster has a 2-digit hex code above it. The first digit is the brain, the second the shield. All of them are only manipulated by player position.
1:05 - is transforming there the only way to deal with that section? you transform back shortly afterward, so it seems like a couple unnecessary transformations
Yes. The first transformation is not voluntary; I fly into the monster. It has too much shield to kill it before that happens, so I don't waste energy on shooting at all. Because it moves into me, I can walk through it shortly after the transformation.
1:17 - just a questionable part in general, but that may be something related to how the game handles transformations. more specifically, could you transform earlier and start falling faster?
If I transform earlier, they form a "fence" around me and I end up standing on them, so I don't fall until after I kill them.
1:29 - also manipulating enemy movement, but surely there's a faster way around it?
Maybe. I tried several times, but it's very easy to get stuck. When they become a clump, I just don't move at all anymore, so that is something to prevent (it's the usual cause of death when playing normally).
2:15 - is this the only way you can deal with this section? couldn't you just shoot out everything blocking your way using robot form in the upper corridor? or is that not an option? it would be a viable if it's less than 20-25 seconds by my count
No, I have to be in the lower corridor to be able to hit the two blocks on the bottom. But I just checked a trial run I did, and it does seem like being a robot in the lower corridor (and thus missing a lot) is (a lot) faster than what I did here; that's strange, because I thought I timed both options and then chose this. This is a good reason to redo it; it costs way too much time this way.
3:03 - another weird transformation moment. do those enemies completely block your movement in ship form or something? it looks like you fly right through one after that
They do, and the transformation to a robot happens automatically. The fact that it doesn't happen all the time is mostly because it's a TAS.
3:25 - this fight... could that last enemy be handled better/earlier? having to transform and move away then come back just to kill it really doesn't look good
I tried several things there. One thing I do is making sure some other enemies aren't approaching as well. The fastest would be to ignore that last enemy and take damage, but I don't have enough energy for that (more than I already do).
shevek
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Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
@dedakon: There are some actual enemies in there as well, in fact. But yes, it's mostly powerups. I skipped it because I could, and I wanted to go for the fastest run. ;-) The game is fun to play, and much harder than it looks here. The problem is that it is not unusual to get stuck in enemies, unable to move until you die. And you don't have lives; you have to start from level 1. Last time I played it normally was 25 years ago or so, I don't remember ever getting to level 3. @dunnius: Yes, the "slime" that's sitting on top of the other things when I fly over it is blocking the tunnel, and it's too tough to shoot through, so this is the fastest way to get past it. By the way: should I vote on my own submission, or is that considered bad?
shevek
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Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
@scrimpeh: Thanks for the encoding, please leave it up. :-) The movements didn't take extra time; When going diagonally the speed is maximum in both horizontal and vertical directions, so as long as I keep moving horizontally, it doesn't matter if I also do vertical adjustments. I tried to not move back and forth in the tunnel, but the alternatives I found are worse: * I tried being a walker and jumping on the spikes. I don't remember why it didn't work; either it's too slow, because the attack is spread over everything, or it cost too much energy and I died. * Converting between flying and walking in that area is worse; the conversion takes almost all time. * Flying in that area leaves almost no time actually targeting the "boss".
Post subject: Starting a TAS of SD-Snatcher
shevek
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Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
I've started doing a TAS of SD-Snatcher. I thought I'd announce it so if I do anything wrong, I can fix it before I do too much work on it. :-) I'm using the English version of the game. The text can be fast-forwarded but not skipped, so this does make a real difference. This version doesn't seem to work on the Panasonic, so I'm using the Philips NMS 8250 (I'm guessing it requires a 50Hz machine). I'm avoiding all monsters and fighting only the bosses. I still need to find out how to best spend my money; currently I've bought bombs to throw at the Army Bear, because due to lack of experience it takes ages to fight it with the blaster. After the third boss (the metal creatures with the girl) I'm levelling up a lot, so hopefullly that's enough. Any tips or offers to help are appreciated. :-)
shevek
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Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
For me, the same reason I play any MSX game: nostalgia. I used to play games on the actual MSX, including this one.
shevek
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Experienced Forum User
Joined: 11/9/2014
Posts: 6
Location: Netherlands/USA
There is no maximum. According to the rules, the game is finished when no new content appears anymore. Arguably, that would be when seeing every feature at least once: the extra life in the screen at the top, all three actions from the fruit machine, the use of every element, including the arrows that appear in both directions as a result of the fruit machine, hitting all flags for the A, B and C things in the bottom screens. I might be forgetting some things. Finding a way to do that as fast as possible would be quite a challenge. I've played it a bit in TAS mode, and it's easy to get a very high score. But doing it fast requires a lot of planning, I think.