Post subject: Request: Screw Breaker / Drill Dozer
Joined: 2/15/2006
Posts: 3
I've played this game in Japanese. I've played this game in English. I've played it pretty well, but can someone possibly show us how the perfect player would do it? :)
Joined: 2/8/2006
Posts: 60
You have my vote on this!
Player (135)
Joined: 8/27/2004
Posts: 164
If you're so familiar with the game, it might be best if you try doing it yourself. Go download VBA and a ROM of the game and try making a test movie. It's not actually that hard to make a TAS (although it is hard to make an extremely good one) and you should get the hang of savestates and slowdown pretty quickly. Go ahead! Challenge yourself!
Joined: 2/8/2006
Posts: 60
Yea your probably right. I guess I could record a simple "go back every 5 seconds if you don't like how that went" technique instead of 100% frame advance. Doing a test movie might encourage intrest if the movie looks decent.
Joined: 2/15/2006
Posts: 3
Hey, now, I said I'm pretty good...not THAT good. :P Anyway, I don't think I'd have the patience to do something like that. Some of these runs takes months, even years, to finish.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Which run took years to finish?
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 2/15/2006
Posts: 3
...Okay, maybe not years. I dunno. Still, I'd get bored quite easily.
Former player
Joined: 5/24/2005
Posts: 405
Location: France
Oh, I've just found this game, and I find it very funny... If no one has begun a speedrun for this game when I'm done with MMZ2 then I may give it a try :)
Not dead yet... still very busy... damn...
Joined: 2/8/2006
Posts: 60
Here is my speed run of the first level. I'm not sure of a good place to upload the file; sorry if this site is not optimal. http://d.turboupload.com/d/371836/Drill_Dozer_U.vbm.html
Former player
Joined: 7/29/2005
Posts: 459
Location: Brazil
KewlioMZX wrote:
Hey, now, I said I'm pretty good...not THAT good. :P Anyway, I don't think I'd have the patience to do something like that. Some of these runs takes months, even years, to finish.
you dont need to be THAT good to make a good TAS of any game^^ but yeah, if you dont have patience, it is a problem ;-;
<small>My big signature was cleared by admin; i should read <a href="http://tasvideos.org/ForumRules.html">forum rules</a>. But... who does?</small>
Joined: 2/8/2006
Posts: 60
Since this is the first time I have done any speed recordings I would like some evaluation on how I did :).
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
subanark wrote:
Since this is the first time I have done any speed recordings I would like some evaluation on how I did :).
Did you try downloading and watching your own movie file all the way through to make sure it works? I think something might've gone wrong with your movie since it looks like you just get stuck walking into a wall that you didn't quite destroy near the beginning (desync, apparently).
Joined: 2/8/2006
Posts: 60
Ok... finally decided to do the first level again. This time I did not compile the emulator my self (I used v19) http://www.savefile.com/files/78140
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
That one worked fine. However, maybe you should change the sound to Stereo at the beginning; it probably won't be held against you since it makes it sound so much better (other runs have done this). I see a big mistake around frame 15210: You could stop drilling early there then break the next two blocks at the same time to get through over 2 seconds faster. And you should be dashing a lot more, since it's faster than walking and you can easily get rid of the delay at the end of each dash. And you might want to consider taking damage to save time against the boss.
Joined: 2/8/2006
Posts: 60
At 15210 I guess your right, the drill just doesn't do much damage when its meter is low, and I spend a good chunk of the high part of the meter just walking up to it. I also have a mistake around 10150, I jumped too high. Around 24150 I kill the guy in two hits, I was hoping to punt him to the left and destroy the box at the same time, but it didn't work out as I hoped. I don't see how taking damage will help kill the boss faster, since its not vulnerable until its lanuched both missles. The amount of time lost getting hit and recovering seems larger then waiting for the missle to pass (since if I hit the missle too early he fires another one). I could however walk up a little close before jumping over the missles.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
subanark wrote:
I don't see how taking damage will help kill the boss faster, since its not vulnerable until its lanuched both missles. The amount of time lost getting hit and recovering seems larger then waiting for the missle to pass ...
Here is how taking damage can help kill the boss faster. 48 frames faster in this case, not counting anything saved by dashing before and after it. It wouldn't work without taking damage beforehand because you fall down and get hit by the missile otherwise. EDIT: The re-record count isn't really 0.
Joined: 2/8/2006
Posts: 60
nitsuja wrote:
subanark wrote:
I don't see how taking damage will help kill the boss faster, since its not vulnerable until its lanuched both missles. The amount of time lost getting hit and recovering seems larger then waiting for the missle to pass ...
Here is how taking damage can help kill the boss faster. 48 frames faster in this case, not counting anything saved by dashing before and after it. It wouldn't work without taking damage beforehand because you fall down and get hit by the missile otherwise. EDIT: The re-record count isn't really 0.
Oh, ok I see...take damage from the first missle and use the invulnerability to hurt the boss interrupted while the missle is going threw you. Edit: Never mind, the delay between seeing the text of the dialog and when you can hit the button is exactly 10 frames. I also didn't relalize that its faster to walk foward after doing a slide before doing it again, instead of just holding down durring the slide. Hex editing to correct these things doesn't seem to work. I think it might be due to how dialogs are done. It seems somewhat random when a dialog will accept the button to continue. I've tried various multiples of adding 16 frames of doing nothing, but it still causes a desync.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
I think you'll have to redo most of it, to get the new way of sliding in. The game moves randomness-affecting lag frames around too much. You could select Stereo mode while you're at it.
LSK
Joined: 4/17/2006
Posts: 159
This game's fairly dull and slow-paced. I think a TAS would be lon g(40+min?)
Former player
Joined: 6/6/2005
Posts: 384
I'd still like to see it. I'm rubbish at the game and would love seeing someone beat it.
Post subject: Drill Dozer
Active player (441)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
While I don't plan to run this game, I'm hoping someone will. It looks like it has potential for a great TAS. While it's pretty well-programmed (boo hiss for us), who doesn't like to see a bunch of Japanese girls drilling in mech suits? XD
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I'm working on it, actually. Done with the first complete stage (1-2) and making steady progress. I don't plan to post a WIP, though, so hold your breath for some WEEKS.
hi nitrodon streamline: cyn-chine
Post subject: Re: Drill Dozer
Player (36)
Joined: 9/11/2004
Posts: 2623
theenglishman wrote:
Who doesn't like to see a bunch of Japanese girls drilling in mech suits? XD
I, for one, have seen far too much of vica versa.* Turnabout's fair play. * (ie, mech suits drilling Japanese girls and other such perverted nonsense...)
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Active player (441)
Joined: 3/21/2006
Posts: 940
Location: Toronto, Canada
Why can't you post any WIPs? I'd at least would like to see where you're at... I'm remembering a line from Xplay about this game that should be used in the description: "I like to drill things...I like to drill things hard."
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Well, because I don't want to. The run will be a little under 2 hours, which equates to a lot of WIPs. That, mixed with the fact that people will simply mooch off of them without giving any real feedback ("Great job" and "Keep up the good work" are terrible examples of feedbacl). That being said, hold your breath like I advised earlier. If you've played the game, it's not that hard to figure out where I am: there are only 5 or 6 levels. 1-2 ends with the Scorpion Tank boss battle. Up next is the Art Gallery.
hi nitrodon streamline: cyn-chine