Posts for xebra

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Zurreco, again, maybe you are thinking of some inferior strategy? Truncated, I am "being enigmatic" because there is no reason to reveal my strategies. No one has expressed an interest in actually doing this. As I said before, it would require an unprecedented level of organization and cooperation amongst many people. Locke ... first and foremost, let me get a laugh at your expense out of my system. Walk? AAAAAAAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!! ;)
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I found Zoizite's new movie to be excellent. I thought it was much more entertaining than Arc's Metroid video (and not because of the shortcuts and one item format), though I don't know which one was technically more precise. Zoizite has a good eye for style.
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Very creative and entertaining.
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I fail to see how there would be any standing in corners waiting for portals at all. Maybe you are thinking of some inferior strategy?
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You sound so smug about a fairly slow time.
Post subject: Lunar Lander
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SprintGod's S3 video is good, but I hesitate to call him a God. There are flaws. In addition, S1 and S2 are considerably more infuriating to time attack because your time is so dependent on maintaining speed and finding the optimal path (especially in Sonic 1 ... at least S2 has a spindash). Furthermore, people are already working on the runs, though slowly.
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A good way to get going fast is to get thrown into the cieling or a curvy portion of the ground while rolling. For a good example of this see SY2 in my partial S1 run. I'm probably moving at 3-4 times maximum velocity after jumping into the cieling at the end. I'm not sure what quirk of Sonic physics causes such massive accelerations, but it is consistent throughout all of the Genesis games.
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As I told Chao when he asked me about 0"18 on EH1 ... in any given Sonic 2 run it's pretty much a given you aren't spindashing enough, you aren't jumping in the right spots, and you are sapping away your faster than maximum running velocity by prematurely pressing forward. I don't want to sound like an ass, but I achieved 0"22 on a console. I really believe Chao or someone else has it in them to figure this one out.
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Muahaha, I'll take my 0"22 strat in CP1 to the grave!
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Zurreco, you misunderstood my post. For character creation to Hell Baal, you can twink, power, and assist the character in any way possible. Going from creation to Hell Baal solo would be very repetitive. That being said, your upper limits are incorrect. Here are some times I, personally, have completed these tasks in: Solo, creation through normal Baal 45 minutes (assassin, patch 1.09) 135 minutes (druid, patch 1.10) Note that the above category has never been something I've done seriously. I never saw the point in leveling / progressing legitimately if you didn't have to, provided you've already beaten the game. Still, getting these times requires you to be clever. Assisted, creation through stepping through DESTRUCTION'S END in the Hell Worldstone Chamber 6 minutes (patch 1.09) 25 minutes (patch 1.10) The above times are decent but not optimal. With enough people helping you, this could probably be done in 2 minutes or less in patch 1.09, and 15 minutes or less in patch 1.10. Solo, Hell Baal run in a new game 105 seconds (paladin, patch 1.10) Note that there is no sufficiently powerful elementalist of any class that can approach this speed because of immunities, and no melee character can deal damage fast enough. Cooperative, Hell Baal run in a new game 95 seconds (paladin/sorceress, patch 1.10)
Post subject: Diablo II: Lord of Destruction
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I think it would be interesting to see some people's takes on, say, the fastest possible Baal run under any (legitimate) conditions in a newly created game, and also the fastest possible solo Baal run in a newly created game. Equally interesting would be the fastest video from character creation to killing normal Baal (solo, in a single game), and the fastest possible video from character creation to killing Hell Baal (twinked, powered, and assisted as much as you please). I'm afraid I left all of my D2 accounts to rot (and expire) some time ago, but I would be endlessly entertained if anyone were to attempt this.
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MFried: By "without much trouble" I mean it would be easy (in terms of mastering the OoT skillset) compared to other things I have done on consoles, though it would be very time consuming. That is why I will never do it myself -- if I don't have the time to finish a Sonic 1 time attack, I definitely don't have the time to do an OoT speed run. I more than agree with Entity's assessment of the game. Not only is it "not that difficult," I consider it to be ludicrously easy.
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I agree to reject this movie. I've never played NES Metroid and as soon as he got to the Ridley fight, the first thing I thought was, "I bet you can get behind Ridley or something, this fight is terrible." That is a gross oversight if a newb to the game can think of a strategy that a (supposed) old hat can't. Remake it.
Post subject: Arnold Palmer's Tournament Golf
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I absolutely loved "Arnold Palmer's Tournament Golf" for the Sega Genesis when I was a kid. A run of that game would be awesome, though I suppose some other decent golf game would do.
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I am entertained by TSA's comments concerning the run. It's the best run currently in existence, yes, but it is hardly "pretty much error free." Slightly detrimental errors and slightly inferior play are in abundant supply throughout the entire video. In addition it truly is not that challenging to hop sideways and backwards significantly more than is currently done. It is clear to me that the current best run, while, again, being the best, is a very poor approximation of the true limits of human endeavor. I say very assuredly that a sub 5 hour clone of that run is possible, indeed, I believe I could do it without much trouble. That being said, I have no intention of ever doing it, so take my words to mean what you will. A note to TSA: I truly don't intend to offend with my harsh criticisms, and I highly enjoyed your run, but those who speak so boldly should expect devastating and perspicacious arguments, especially in a place like this, from people like me.
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I don't believe the clipping detection in All-Stars is as deficient as in the original. I recall that it is quite easy to clear the plants in 4-1 in the original, but not possible (or at least very difficult on a console) in All-Stars.
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I regret to inform that I am once again suspending development of my only time attack. Things have come up in the real world that must be taken care of. As always, my most recent progress can be seen at http://www.geocities.com/xebranick. Current Times Green Hill Zone Act 1 - 0"25 Act 2 - 0"18 Act 3 - 0"34 Marble Zone Act 1 - 0"48 Act 2 - 0"53 Act 3 - 1"14 Spring Yard Zone Act 1 - 0"22 Act 2 - 0"28 Act 3 - 1"01 Labyrinth Zone Act 1 - 0"41
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I am at an impasse. My current time for Labyrinth Zone Act 1 is 0"43. It's 6 frames from 0"42. I know of one place at the beginning of the level where I can knock off 10 frames, but the catch is this: it looks gay. It requires that I reverse direction twice very quickly and it looks terribly artificial. I go to great pains to ensure that my actions throughout the entire movie look smooth and continuous. Many people have said that my video "makes it look so easy" because of this, and to me, this goal of "making it look easy" is more important than time. I hold in particular disdain all of the videos on Bisqwit's site that pull maneuvers that serve absolutely no purpose other than to highlight that the video is being made with an emulator, which is different from highlighting how an emulator can be used as a tool to optimize or a break a game. Various spots in the newest Zelda 1 run are a good example of this. My video, however, is more for the community than it is for me, so I will let you all decide. Should I: a) Do the quick and dirty maneuver for an 0"42 and move on with the video, b) Let the 0"43 stand and move on with the video, or c) Spend more time on the level to try to find the frames somewhere else? I've had to make decisions like this in the past and have always chosen the more "beautiful" path, as opposed to the faster one. This is the first time, however, that such a decision would affect the time displayed on the in-game clock, and I think it is worthy of discussion. Let me know what you think.
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Bisqwit, please edit your post on the previous page with the long string of numbers. It forces the width of the forum to be 293457293875293457 digits wide, and it makes reading the other posts a royal pain in the ass.
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I've finished Labyrinth 1, and I'm now officially halfway through the game. Only 9 more acts to go! With any luck the total in game time will be well under 14 minutes, while the video itself will be a little over 20.
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My progress is slow but steady, I've finished all of Spring Yard and am on to Labyrinth.
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For anyone else that happens to be time attacking Sonic 1, you should note that it is always fastest -- when starting on flat terrain and there is sufficient room -- to start a level with the largest jump possible. I should have suspected this from my GH2 strategy, which requires the largest jump possible after reversing directions under the waterfall.
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Z v 7P. The strategy is as follows: Queue 5th drone. 5th drone mines. Queue 6th drone. Queue 7th drone. 6th drone goes to attack the nexus of the farthest 'toss. Queue 8th drone. 7th drone goes to attack the nexus of the next farthest 'toss. Hit 42 minerals. 1st - 5th drones go to attack the nexuses of the remaining 'toss, starting with the farthest. 8th drone mines. Queue 9th drone. 9th drone mines. This is where it gets hard. Whenever you attack a nexus with one of your drones, all of the probes belonging to that nexus will target the drone. Eventually your drone loses aggro and the probes will return to mining. Additionally, most of the time there is a probe building at the time you get all the probes of a particular nexus to target one of your drones. So you must run around all the probes with your drone, maintaining aggro, not getting hit, and also ensuring any new drones that pop out immediately acquire your drone as a target. The whole time you are doing that (times 7) you must queue an overlord and 3 more drones, mutate a spawning pool, queue 2 more drones, then 6 zerglings, then another overlord, start razing bases with the 'lings, all the while pumping more out. You can test to see that the basic strategy works, try it on just one computer. I've done it successfully on as many as 4 computers on slowest speed, but that is the limit to how fast I can jump around a large map, manage my base, and keep 4 attacking drones alive. You can time how long it would take (if there were someone skilled enough to do it) in a single player game with power overwhelming. Since your 'lings should never have to attack probes, at least in theory, you can tell your attacking drones to target the probes instead of the nexus. That way it takes the same amount of time to raze the bases, and the probes still acquire your drones as targets (and incedentally are slowly destroyed by the invincible drones). I do not claim my build order is absolutely optimal, but it is fast enough that no 'toss will get out more than a pylon, and the game is over in under 10 minutes.
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I managed to find a strategy for 0"29 on Spring Yard 2, but Spring Yard 1 may hold up the show for a while. I don't want to go too much farther into the game until I can get Spring Yard 1 down to 0"22. I only need to shave off 7 more frames, though it may prove too difficult. EDIT: Never mind.