Joined: 8/19/2007
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If you place a character above or below a level by changing Z coordinate, he/she losts one life. But with one exception. If you do this on level 8, the stage (and the game) is clear. I think the game processes this situation like Mr.X's trap, finishes the level, but doesn't warp you back to the level 6 (you didn't agree to become right hand man of Mr.X, and some data were not written). And you see good ending after this. I used the following Game Genie code to jump above the screen: 001FDC:6002 Infinite jump. You can interrupt this jump by pressing attack button, though. But then I've found some bugs which let you finish round 8 this way without Game Genie codes. The most interesting one is pepper bug (it doesn't work for regular enemies). I uploaded a comix, which explains something in my record. P.S. You can find some useful Game Genie codes for Streets of Rage here.
Player (73)
Joined: 12/20/2006
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Ah now i get it. Its 2 player only I guess as long as nothing else is discovered about it. Good find.
Mitjitsu
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Could it not work elsewhere in the last stage bar Mona+Lisa surely the ninja's earlier in the level would provide a nice opertunity.
Joined: 8/19/2007
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o_O If it's not my imagination, I've just made it on level 8 wrestler without any peppers. Still used 2 players. Now I'm trying to make the same stances without "almost invincible" GG code. UPDATE: Yes, it's possible!!! Let me say again: it's possible to finish round 8 MUCH earlier in 2 players game. O_o UPDATE 2: Streets of Rage 1, level 8. I used cheat code to start on the level 8.
Mitjitsu
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Great work Chemist, the team attacks I mentioned earlier are certainly very useful, although the main one on one fighting strategies that I suggested weren't used, plus you tend to floor enemies without killing them. Anyway very much appreaciated that you showed the glitch being done on a .gmv file. I reckon with that glitch and other known improvements we'd be looking at saving 7-9 mins, where as if we play for the bad ending we could still be a good 2-3 mins faster.
Player (73)
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Yea i don't think he was going for a completely optimal run of that level. Good find though, are you certain you can't do that earlier in the level against the 1st bosses refight?
Post subject: An awesome result.
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Skilled player (1098)
Joined: 8/26/2006
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Whoa, that was incredible. I can honestly say I have no idea what happened :P I don't really understand the glitch at all.
Joined: 8/19/2007
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I already explained a glitch on the level 8. If you place your character above the screen, you win. But neither Adam, nor Axel, nor Blaze can jump THAT high. To get the result, I used another glitch. At first, Blaze grabs Axel from behind. When aggressive Garcia prepares to hit, I press C on Blaze's joystick. While Blaze is located above Axel, Garcia hits him. Axel can walk freely now, but Blaze still "holds" him. Then I let Axel die, and when he appears again (in the air!), I press C, and Blaze jumps over him. She is located above the screen now. Round 8 clear.
Player (73)
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Nice, I had a feeling that this would happen/be possible with the 1st double boss battle, but not with normal enemies.
Qlex
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This looks awesome, I congratulate you, Chemist, for your victory.
Mitjitsu
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This makes me wonder, would a good ending/bad ending be legit catagories.
Mitjitsu
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Ignore the stuff at the start since I started recording at the end of my last WIP. I tested out left, right punching and it seems to be about 30 frames faster than using double knee cancels on the guy I just tested on. Although it won't be clear at first, I'm landing about 3 hits with a standard punch and 4 with the low blow. I think Blaze can land 1 or 2 more with each hit. EDIT: I've included Blaze as well, theory on her was false. She lands the same number of hits as Axel on each punch as well as her extened kick (the equivalant of Axels low blow). http://dehacked.2y.net/microstorage.php/info/1998029289/SOR.gmv
Player (73)
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Just so you know, those regular enemies that you grabbed-regrabbed for 4 knees only require 1 punch, 2 knees, and a throw to kill. If only punches turns out to be fastest, I'd still like to see some variety with attacks. Surprising us with team throws, grabs, throws etc. would be much better and hardly a time waste as compared to just punching every enemy.
Mitjitsu
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stanski wrote:
Just so you know, those regular enemies that you grabbed-regrabbed for 4 knees only require 1 punch, 2 knees, and a throw to kill. If only punches turns out to be fastest, I'd still like to see some variety with attacks. Surprising us with team throws, grabs, throws etc. would be much better and hardly a time waste as compared to just punching every enemy.
Although nobody has commited to the run yet, its likely that whoevers going to do isn't going to go for the "Absolute fastest possible time" regardless of how the audience might percieve it. Of course I wouldn't want to see that technique endlessly used either, but it should most likely take up a large proportion of the run mainly becuase it looks so tool assisted. Although I would argue for the first level that maybe that method should be used throughout just so it could satisfy someone who wants to see a level beaten as fast as possible. Then after that a bit more variety could be used with grabs and team moves, and also showing a few 2p glitches like the invisble suplex glitch might be worth doing.
Joined: 8/19/2007
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AKA wrote:
Although it won't be clear at first, I'm landing about 3 hits with a standard punch and 4 with the low blow.
Nice find, AKA! I never thought it's possible to land regular hits 3-4 times faster. However, I still think that most important, damaging and exclusive techniques for 2 players run are team attacks. Let's see what Truncated says about them in his "Damage list for Streets of Rage 1" FAQ:
Truncated wrote:
All characters: the somersault does 60 damage, the kick/tackle does 32.
It means a single somersault kills any non-boss enemy on levels 1-3! Only few regular enemies on levels 4-7 (black Electras, black jugglers and red Garcias, some karate guys maybe) can survive it, but they become almost goners after it. (I've checked it out on hardest difficulty). Note for unexperienced players: somersault and kick/tackle are not 2 different attacks. Somersault is the 1st phase of the team attack, kick/tackle is the 2nd phase.
Mitjitsu
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Just a thought, I think it would be better to start the game using 1p and then let 2p join in, that way there will be less enemies to fight at least in the first level.
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That's a pretty cool idea. I just (very) briefly tested it and it seems to work. This could mean 12 less enemies on level 1 which should save several seconds.
Mitjitsu
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OK, I did test on the first level out of proof of concept. I aim for about 90% speed and 10% trade offs, the trade offs only take up a few frames and not seconds, often I can do them without wasting any time given the nature of 2 players. Its fair to say that the levels will not be 90% turbo style punches and 10% team attacks. The fastest way to kill enemies when they appear on screen is with a team attack. Its preferable to have Blaze tossing Axel because she throws him at a lower projectile. When the characters are in a ball they can effectively KO all enemies. If they come out of there ball then the other player will need to apply a little bit of damage first in order to apply the finishing blow. While the AI is very simple its not paticularly TAS friendly as enemies like to behave cautiously at first, often back off when agressvively approached, the best way is to leave a little distance between the edge of the screen will facing away, that way enemies will act tentative for a shorter period and make a mad dash on screen. I also show off a couple of glitches as well. Incase your wondering why Axel kicks Blaze, that was strangely for manipulation purposes, it causes the guy to charge faster, if I throw any earlier the guy backs off agressively and doesn't get killed. Overall the level is about 7 seconds faster than the current run, it might not sound very impressive but it must be taken into consideration that there is an extra 20 enemies to kill and often they don't appear until you beat some of the eariler ones. The one thing I'm annoyed about is that I don't optimally do the turbo style punches the first couple of times, I autofired the B button and didn't do it properly like I do later on. Damage is taken like I just mentioned earlier on but only ever dealt by fellow team mates. Overall I'd say the level could be improved by 3-4 seconds. Anyway, here is my first level at long last
Qlex
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That was epic, I laughed a lot. I just hope these moves won't be repeated during the 8 stages, but I feel that this could be an awesome TAS. Right now, in my opinion, it's one of the best TASes I've seen so far. Keep it up.
Player (73)
Joined: 12/20/2006
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Loved it AKA! Looked really really good, really looking forward highly to the rest of the run!
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Joined: 4/24/2005
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Wow, I had no idea that SoR could be so versatile. I mean, I've played through the game in 1-Player mode but I found it to be less fun than the sequels because of the lack of gameplay. With what you've shown, I await the finished product which, maybe you shouldn't release anymore WIPs since it looks like you've got a great grasp as to what should and shouldn't be done. I hope this project serves you well. Good luck, man.
Joined: 5/15/2006
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Any news on this? After that teaser by AKA this became maybe my most awaited run :)
Mitjitsu
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If you must know, I'm towards the end of level 4 at the moment, level 2 has kept largely the same theme from level 1, it contains some slightly different concepts and it was a real pain to smoothly pull off some of the team attacks, level 3 contains several trade offs, I personally like level 4 most of all in the game since the screen surrondings can be nicely abused unlike most of the game where its just different enemy patterns, but I've kept the 4th level mostly true to the 3rd level. I personally don't know/haven't decided what I should do for level 5+6 since thats going to be the biggest test of all, since the stages are twice as hard and long as the 4 previous levels. Overall, while there has been trade offs I'm about a minute and a half ahead.
Mitjitsu
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Quick update: Not to far to go, midway through level 6 at the moment, somehow managed to get through the hell hole known as level 5. ETA? Shouldn't be long, expect to see the run sometime during next week.