Post subject: Looney Tunes
Player (149)
Joined: 7/12/2006
Posts: 264
Location: Brazil
I'm making a TAS of this game...but I stoped at the first boss...I need a good strategy to kill him...somebody can help if interested?? See the WIP http://dehacked.2y.net/microstorage.php/info/2090/Dark%20Fulgore%20-%20Looney%20Tunes%20%28U%29%20%5BC%5D%5B%21%5D.vbm
Post subject: Re: Looney Tunes
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Dark Fulgore wrote:
I'm making a TAS of this game...but I stoped at the first boss...I need a good strategy to kill him...somebody can help if interested??
Jumping on him does double damage compared to shooting him, so just bounce on his head and make sure his life goes down by 1 full heart each time.
Joined: 6/9/2006
Posts: 614
Location: Mettmann
ive started a tas on this recently on the non color version.. for thee boss : i tried a combination of bouncing on him and using the boomerang(or what ever it should be) because hes swimming up to the wall you cant jump the whole time on him
Joined: 2/13/2007
Posts: 448
Location: Calgary, Alberta
Is this the one about the carrots?
Renting this space for rent. Trying to fix image on this site. Please cut slack. As of April 6th, 2012: After a long absence, here we go again?
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
Just so people know, I'm going to pick this run up. It's a fairly short game, and I consider myself to be really good at it. My main problems are going to be mini boss and boss fights. Also, this game does suffer from lag at several points. I haven't finished the first level yet, but I'm very pleased with my Yosemitie Sam and Marvin the Martian fights. I'm really not sure what to do for the Tazmanian Devil level. Grabbing a piece of meat will waste time with the score totaling at the end, and spinning through the bricks causes lag. granted, It does have a time countdown, so lag might not effect it. I would have to somehow (frame advance and tons of tries) have to spin through the bricks without getting any meat. I'm at a very hard part in the first level. At least it's hard the way I'm doing it. It will however, save time. Will post a WIP when finished level 1.
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
My Work in Progress of Looney Tunes. Stage 1. There were a couple things you may find odd such as killing 3 of 4 fish in one part, not blowing up the TNT bricks in the first room, and taking the left side path in the first water part, but all three of those were to reduce lag. and besides, the right side path in that room only would have saved 5 frames max. Most of my re-records came from the mini bosses and the boss, but the room with the falling boulder things and the tnt blocks was really hard to get right. Next level is Tweety. Tweety is the most annoying Looney Tunes character (close second being Speedy Gonzalis and those two civilized polite mice characters) Tweety's level has the most awesome music in the whole game. I love this song. http://dehacked.2y.net/microstorage.php/info/639787083/Looney%20Tunes%20run%20%28U%29%20%5B%21%5D.vbm *edit* Here's levels 1 and 2. Tweety is a really short and easy stage. pretty much all of my re-records for this level were for pulling off both of the tricks where I need to touch Sylvester. Avoiding Sylvester Jr. took a few tries too. http://dehacked.2y.net/microstorage.php/info/183732794/Copy%20%283%29%20of%20Looney%20Tunes%20run%20%28U%29%20%5B%21%5D.vbm
Joined: 3/17/2006
Posts: 243
Location: Back to good old Germany
Hmm...the swimming looks somehow unoptimized. I don't know if there's any better way to do it. And did you test whether swimming or walking is faster underwater? The rest looks pretty neat!
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
I did submit a run, but I discovered something awesome in the Tweety Stage, so I canceled it. Landing on Sylvester for a second gives Tweety a short speed boost. I have re-done this level several times now, and by frequently using this trick alone I've hacked off TONS of time. Of course, I don't know if the mini boss and boss fights will go as well as the first run. The Wile E. Coyote fight was perfect. I might try Tweety stage a few more times before I'm finished with it. I had thought that the Tweety stage couldn't really be improved much if you did the fast walking the whole time, but this new trick makes it one of the more optimizable levels. (I don't know if I used that word correctly.) EDIT! I know it's pretty late getting to it, but my run has been published. A while later my improvement run was published and obsoleted my old one.
Former player
Joined: 10/6/2007
Posts: 330
Location: B.C Canada
I'm working on yet another improvement of this game. I'm not finished it yet, but I'm in Speedy Stage at the moment. In total I saved 92 frames in Daffy Stage alone. It would have been 93, but a frame was lost in the bonus countdown since the time bonus was slightly larger. Improvement involved keeping top speed, faster mini boss and boss fights, and fancy boomerang work. I'm always amazed how much time I end up saving in Daffy stage each time. I saved 4 frames in Tweety stage due to better movements. Porky Stage looks a zillion times cooler than before. The boss fights were faster, but lag from the rest of the level made it so I didn't save or lose any time. I did fancier stuff, so it caused more lag. Saved ten frames in Taz stage by running through pretty much no blocks. I did do some new stuff to make it more bearable to watch. At the time of this post, I just finished the room in Speedy stage with the rising lava. The mummy fight and this room are very difficult to optimize. The reason for this is still unclear to me. Something about beating the mummy a certain way will save frames in the next room, but that method of fighting wastes frames in the fight. If you beat the mummy a faster way, it will waste frames in the next room. (One attempt lost 24 frames) I had to redo this fight and next room 12 times to get a result where I saved frames. In the end I saved 7 frames at the mummy and lost 4 frames in the next room, saving 3 frames all together. I'm sure if I were to do it another dozen times, I could save a few more frames, but that room after the mummy gets tedious after the 12th time. There was a cool trick I discovered that involved an injury speed boost at the mummy. It saved 14 frames altogether, but it turned out it was useless. I need 3 health for the rooms after the shifting blocks. With this new trick, I get hurt at the mummy, and hurt after the lava room. There ARE two heart bottles before the block shifting room, but it is impossible to reach the second heart bottle I need to survive the level. There is still one other odd, pure luck needed place in speedy stage that could ruin it or save even more time. It's a crapshoot whether it works or not. Some runs it works, others it doesn't. (like the current published run) I also can't figure out how to manipulate it. EDIT: Quite a few times now in the various runs I've done, I accidentally find a cool glitch. When I try to replicate it, it takes five zillion tries. That's what happened today in Speedy Stage. I'm not going to give it away, or say how many frames it saved, but I'll tell you it saved a quite a lot of time. It's one of those glitches that makes you think "What kind of weird programming caused that?" EDIT 2: This glitch is even bigger than I thought! I found a new way to abuse it that shaved off a huge friggin chunk of time. Look forward to this awesome glitch that makes a long room a LOT shorter.
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Oh, I had missed this thread completely. I just finished the GBC version of the game: http://dehacked.2y.net/microstorage.php/info/1256622295/LooneyTunesFinished.vbm (OBSOLETED!) Do you like it? Should I submit it?
Skilled player (1327)
Joined: 9/7/2007
Posts: 1354
Location: U.S.
Awesome! This is amazingly well done. Does the glitch also work on the Gameboy version too? I dont see a single improvement in this movie. Definitely submit it! EDIT: Wait...I managed to match the time on the Gameboy version. Even though it has one more lag frame, I seem to have saved it.
Editor, Expert player (2480)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
Thanks! Funnily, I had forgotten that there already was a published movie, so I did not watch it while recording this, so I missed a nice trick in the final level. It saves about 75 frames to jump on both ghosts in the spike room. It will cause damage, so a health refill must be taken from the Martian, but getting it will waste much less than 75 frames. In my run, I wait 1 frame before starting the game. This avoids 2 lag frames after the Road Runner level, thus saving 1 frame. I wonder if there is a way to get rid of those lag frames without waiting in the beginning. Edit: Saved 74 frames by taking damage in spike room, lost 18 frames getting health back, saved 1 frame in final boss, total 57 frames improved: http://dehacked.2y.net/microstorage.php/info/896743388/LooneyTunes-14038.vbm Thanks to Sonikkustar for recording some parts to improve entertainment. In case somebody wants to try improving the last boss or some other part, I'll leave this be for a week before submitting.