Post subject: Phantom 2040
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Joined: 3/22/2006
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I actually nearly finished an initial TAS of this game but found a number of improvable things, so I'm going to start over (maybe hex-edit in some bits of the old run because I know certain parts are optimal and hard to redo.) For those of you unfamiliar with the game (it's fairly obscure) it's awesome! It's like Spider-Man meets Megaman. Very action-oriented and challenging. The A button fires inductance rope, which works a lot like Spider-Man's web, allowing you to climb walls, avoid falling to your death (if you're quick) and do a number of cool tricks. Y and X are each assigned a different attack (one for each of Phantom's hands) and by defeating certain bosses, you gain new weapons and items to use, giving a wide range of equipment. You can even combine certain weapon effects. (For instance, if you assign homing missiles to Y and assign spread fire to X, then pressing X will shoot five homing missiles in a spread.) I won't be using a lot of different weapons in the TAS, as the standard "energy burst" weapon is usually sufficient to finish off any enemy quickly when you fire every alternate frame, and by unequipping one hand I can do punches, jumpkicks, and sliding kicks (jumpkicks can be a great time saver as they can actually be faster than running) The game has a really great story and a lot of variable plot twists, depending on your routes (taking different routes also affects what equipment you gain) which can lead to more than a dozen alternate endings. Unfortunately, the story will be completely skipped in a TAS so I guess those of you who are interested will have to play the game to get it. In my run, I take damage to save time, and I get the best "golden" ending. It takes longer to get it than other endings, but I think it's better to take extra time to get the best ending, than a shorter submission without it. For those of you who ARE familiar with the game (if any), I'd appreciate a few suggestions for the following: 1. How many weapon upgrades should I get? Increasing the power of my attacks means boss fights will be faster, but some of them can require a lot of running around, just to save a few frames on a few short battles. At most I can afford to get five of the eight weapon upgrades without wasting a huge deal of time, but of those some may not even be necessary. Taking a half-minute detour to get one means I need to save at least a half-minute on future boss battles to make it worthwhile, so the later in the game, the less important it is to get one (as there aren't as many boss battles left). I should mention that the more times my weapons are upgraded, the more energy they use, so there's a sort of equilibrium there. Even if I save time by killing bosses faster, I may end up pausing to use more energy aid kits. At the very least I need to get one, because that would double my fire power (and will mean reducing boss battles by half.) I definitely cannot afford to get the DAMAGE X2 upgrade. There's no way to get it until the second to last level, and even then it takes a long run around to get it, just to do double damage to the small handful of remaining bosses. 2. Should I get the spread fire weapon? I'm pretty sure that taking the route that does not have spread fire is faster, (although I may be wrong) but I wonder if I might be able to make time-saving use of it. The usefulness of this weapon is obvious for a normal run, but in a TAS the only reason I'd want it is to deal multiple hits to bosses at once (meaning possibly faster boss fights) but would use up more energy. I'm not sure if it would really save time to get it. Going without it is much simpler (which is what I initially did) so I'm leaning that way. Comments/Suggestions/Questions?
Joined: 3/17/2007
Posts: 97
Location: Berkeley, CA
I spotted this game looking for cute titles for submission #20xx. Then I noticed the guns, grapple-ropes, and jumpkicks--this game could make a nice TAS! Unfortunately, I know very little about it. Did you go any farther with this project?
IRC nick: UncombedCoconut
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I stopped this a long time ago primarily because of a desync issue. It's not a huge one. I just didn't feel like trying to figure it out. It happens right at the beginning of the very first level and it's the only place where it happens. If you can get past that part without a desync, the rest will work perfectly. I have no idea what causes it, though.
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I started this over again a few times. Still a minor desync issue, but nothing huge. It happens right at the beginning and if you get a desync you just need to re-open and try again. It seems to have a 50/50 chance of playing properly. Using the fake mute desync workaround does solve this, but it causes the game to go completely silent very early on. I think all-in-all it's much less aggravating to endure the desync spot. I thought I'd share a video (to avoid the hassle of working around the desync) to show a minute of the game to give people an idea of how much potential this game has. I have to redo it anyway because I underestimated how much of a time saver jump kicks are, which I can use in the first level. http://mivid.net/video/4582?privnum=5780
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Here's an updated WIP of the first two stages. The desync issue is pretty minimal. It rarely desyncs on me now. If it does, just restart it. http://www.heisanevilgenius.com/Phantom%202040.smv If you prefer not to go through the hassle, or don't have the game and want to just see what I've got, I made another sample video. http://mivid.net/video/4694?privnum=2b34
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:/ It's a real pity this game is so obscure. It seems no one's checking this thread because no one knows the game.
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I just watched the video you linked to, and I must say this is indeed a decent game to TAS. Gotta love the ridiculous rapidfire.
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Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/3/2005
Posts: 1332
Hyena wrote:
:/ It's a real pity this game is so obscure. It seems no one's checking this thread because no one knows the game.
Sounds like my cue to chime in. :) I've been a fan of this game since playing it in ZSNES on a 200mhz pentium II. It's a bit of 90s nostalgia to me... which I guess is why I was surprised and impressed by the action so far. It's always weird to see a familiar game played using jump-kicks as locomotion and such. It's shaping up to be a great submission.
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Rampant desyncs are driving me nuts. X_X Somehow I thought switching to Snes9x 1.51 would reduce the number of desyncs. It seems there's actually more now.
Joined: 5/2/2009
Posts: 656
Ok, I've never played this one, but the run seems excellent. The only thing I really know is about its multiple endings. Are you aiming for the best one?
My first language is not English, so please excuse myself if I write something wrong. I'll do my best do write as cleary as I can, so cope with me here =) (ノಥ益ಥ)ノ
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Of course.