Posts for univbee


Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
Hey, thanks for the info! Assuming it's possible to get through the game with only findable/droppable weapons and armor (if even that much is necessary), the only big-ticket purchase required in the game is the Jailor's key, which costs 2000 gold. The easiest way to get this money, I think, is to get a lottery ticket as a drop or from an item purchase (I didn't even remember shopkeeps doing this; I'll likely pick up a few Wings of the Wyvern to use as "shortcuts") and get the second prize, the wizard's ring, and sell it for 1950 gold. The two biggest points of contention for the creation of this run are how far to level and how heavily to equip each character. I don't think armor is going to affect anything if I can get luck manipulation right. So the main point, then, becomes weapons. The most effective layout would probably be the Sword of Destruction for the Hero (luck manipulation to avoid curse paralysis, dropped by certain end-game creatures), the Iron Spear for the Prince of Canock (odds are he won't be high level enough for the Falcon Sword's two hits to be worth the extra 24k+ gold, but I'll check his strength stats at various points in my run and compare) and the staff of thunder for the Princess. Getting them weapons is probably best since magic will only go so far and I don't want the five-boss ending to take an hour because I'm only doing 1 HP damage per swipe. I'll see if I can start recording from here, but a good chunk of my run is me running around like an idiot trying to remember where specific items and locations are; excluding a quick playthrough of the GBC version, I last touched this game when it was new on the NES, so it's mostly blurs in my head right now and this playthrough is doubling as a "where the hell is everything" refresher course for me. But looking at this I'd say it's probably reasonably completable in the 60-90 minute timeframe, and that figure would be lowered substantially if that rumored crest bug is figured out and determined not to be an ass-nudge of the console . So PC pinball games get "tilt" buttons but not NES emulators? :)
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
Whoa, THIS is weird. I was consulting an item list on GameFAQs in order to find out which easily-gotten items would sell for enough for a Jailer's Key, and in a Q&A section at the end I came across this gem: 6) For some strange reason all the crests were in my inventory when the game started, why? It happens from time to time. I have no idea why, but it is quite a time saver! I've never heard of this before. Does anyone know what this is and if there's a way to exploit it? I'm under the impression it might be one of those bugs that can only happen once someone's gotten a certain way into the game or some such nonsense, and it may make this run less interesting, but damn if that wouldn't be a hell of a bug to exploit. The document I found it in is here: http://db.gamefaqs.com/console/nes/file/dragon_warrior_2_lists.txt FYI: I just got the sun and moon crests; now that the Prince of Cannock knows Fireball fights are considerably easier, thank god.
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
I have no idea if any progress has been made on this game, but since the last post was last year I doubt it. I started experimenting with the game, and I'm currently testing a "minimum" run (i.e. not actually recording, but using tons of save states and reloads to attempt to make it through the game with a minimum of equipment and levels to see what's feasible) and thus far I managed, albeit with great difficulty, to defeat the two gremlins needed to get the ship. So here's what I discovered so far: The game seems to have a similar engine to Dragon Warrior IV, and I'm under the impression that tactics for that game will work here, for the most part. Playing on slow message speed allows a timeable pause, which seems to work for some but not all things. - Once the party's final battle command is selected, the actions, but not the targets or results of the monsters, are selected. For instance, once the last party command is selected, the decision of if the monsters will attack, cast a specific spell or use a special ability, are decided from the beginning. - If a monster attacks, the pause in between "monster attacks" and "does X damage to party member Y" doesn't seem to affect the outcome; only the pause BEFORE (the one ending the previous action) affects this. - Spells affecting the entire party follow the above rule for the first person being attacked (the hero usually, but could be someone else if hero is dead or otherwise not targetable by the spell, such as SLEEP when he's already asleep); the subsequent targets can have the outcome manipulated by the pause just before they're named (e.g. if a gremlin casts sleep, once there's the flash of light on-screen and the message that gremlin is casting sleep, the first target's sleep-or-no variable is already determined and it's too late to change it. However, following that person's outcome, the game gives another pause. THIS pause can be timed to affect which side of the sleep-or-no coin hits the second time around). - Some attacks, such as the gremlin breathing fire, are guaranteed hits (but then anyone who's played the game knows this). However, I think most if not all "required" battles have possible harmless outcomes (I beat the two gremlins by reloading until they would either both cast sleep or attack and miss). - The hardest obligatory fight, therefore, I think, is the four Gremlins fight for the Star Crest. I think that since I can now pick the order of the forced battles, at least for the sake of this test I'm going to do that fight last (i.e. before journeying to Rhone) and see how far that gets me. I am slightly versed in computer programming and do know enough about computer logic to understand some programming (i.e. I fully understood adelikat's explanation of the critical hit routine) but I currently have no idea how to fish this information out starting from scratch. I'll take another look once I have a better idea on how I'm going to attack a submittable run, but I'll likely need a certain degree of help in this matter, which would be greatly appreciated. In any case, I now attempt the other forced battles. Wish me luck!
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
Ah, yes, I found one waaay back in the history, last post was a while ago. I just managed (with enormous difficulty) to kill the 2 gremlins to get the ship with my party at level 1, but I'll post more about it there.
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
All right! Nice going on the critical madness. I started messing around with DW2 using massive saving and reloading (not actively trying to timeattack, just seeing what I can get away with at low level) and have made it to the two-goblin fight (to get the ship) with all characters at Level 1. Fun times. Will start a new thread in a bit once I figure out a few more things. But I'm glad to hear you got past your hurdle and I look forward to the finished product.
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
I just watched both your version 1 and version 2-to-chapter-1 runs, having actually just played through DW4 for the first time (really), and all I have to say is wow. Seriously. Personally, had you submitted the version 1 in its current state I definitely would have voted yes. Hell, now you've got me wanting to try DW2 or 3 (2 for a run, 3 for both a run and first-time playthrough). I hope you get this critical hit thing worked out, but I'm not much help; while I'm generally good at figuring these things out, I haven't done C in forever (and even then only very simple stuff) so I doubt I could figure this out, but if I look and something stands out I'll be sure to point it out. A sub-2-hr run on this game would be amazing. Anyway, the only piece of advice I can part with is to post your most current fcm (having just scored one critical hit on the chameleon); that would be the best for someone to try to figure out how to get #2 working.
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
Just a quick note about this game: Jessica Rabbit is definitely unnecessary. The phone number she gives is a real-world phone number and isn't used in game. It was an 800 number, I think it only worked from within the States, and it was disconnected not very long after the game came out. I'm fairly sure someone out there has a recording of what the automated machine was (I KNOW I saw a link to an MP3 of it somewhere), but within the contexts of a speedrun seeing her is completely useless.
Post subject: Speedruns on DVD
Experienced Forum User
Joined: 7/28/2005
Posts: 83
Location: Montreal, Canada
I just finished a rough DVD of the Mega Man X1 and Mega Man X2 joint run by DeHackEd. It takes advantage of DVD's multi-angle capabilities with five video tracks of the run: one matching the video as seen in the AVI on this site (split screen), two featuring each game on its own, and two with one game taking up the entire screen with a picture-in-picture of the other game in the upper-right portion of the screen. Four audio tracks are featured, including a trip-enducing 4.0 surround sound channel with Mega Man X 1 coming from the front speakers and Mega Man X 2 coming from the rear, a "VCD" stereo track with Mega Man X 1 monaurally coming from the left channel and X 2 from the right, and one for each game on its own. I'm aware that there's a certain interest in DVDs of these runs in general, and once I polish this one up I'll get to work on the other "recommended" runs. I was merely inquiring as to the interest in this. I mainly made this for myself so I could show runs to people when I'm somewhere where only a DVD player is accessible (or reasonable to "watch" something on), and from what I can tell interest seems to be reasonable enough for this sort of thing. I have no idea how distribution would work, whether by torrent or by some sort of mail ordering system (or a combination of the two), but I would like to get a feel for the level of interest in this. Incidentally, while this DVD only has the one run, other discs would have substantially more runs, since they will not be multi-angle. I currently need to encode more heavily in order to improve the picture quality, but otherwise the end result is quite good. Notes: The movie is encoded with interlacing at 59.94 frames per second. As a result the movie is about three seconds LONGER than it should be. There is no way to work around this and maintain reasonable picture quality, unfortunately. Also, since it's interlaced, it may not give reasonable picture quality on devices that don't support interlacing, such as some projection TVs or computer screens. This disc is designed with conventional television sets in mind. Similarly, the black border around the image is to avoid the "Action-safe" cutoff around conventional television screens. Mega Man X 1 and 2 Split Screen Mega Man X 1 with Mega Man X 2 Picture-in-Picture (the PiP has an opacity of 0.7) Mega Man X 2 with Mega Man X 1 Picture-in-Picture (the PiP has an opacity of 0.7) Switching between these video tracks is done by pressing the "angle" button on a DVD Player's remote. It generally takes about five or six seconds to change.