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Post subject: Actraiser
Experienced Forum User
Joined: 5/9/2004
Posts: 114
Thought I'd throw this out there. I love this game and I play it all the time but do you think it would be an interesting time attack? I've never really gone for the fastest time possible, just tried to make my villages prosper and whup ass on the platform levels.
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Joined: 6/27/2004
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while the platform levels would be entertaining, I think there is way too much in the simulation levels that can't be controlled, and would make those parts go slowly(ex. monster respawn time, road building time)
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Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
I would like to see a run of Professional mode. For those who don't know, this is unlocked by beating the game and it does two things: Remove all the simulation scenes, and make the game harder in general. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
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Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
Also, a run of Actraiser 2 (which, regrettably in general but a plus in this case) does not have the sim levels.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Posts: 114
i was hoping there would be a way to make the sim parts go very fast but apparently not. Ah well. I'll take a look at both to see whether they would make good runs.
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when I owned actraiser 2 I hardly played it, but I remember there are a bunch of special moves you can do, which would probably make it quite entertaining to watch.
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Joined: 5/15/2004
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Location: USA
I need to know something. I have a European version of the game that has "Action Mode" from the initial start screen (No need to beat game and reset) Can anyone confirm that this is in all European roms?
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Joined: 6/26/2004
Posts: 139
Location: Kuopio, Finland
I've tried fiddling with the action-mode. (in expert difficulty) Reached end of Atc2-1 (the manticore) just under 5 mins. (4:57 to be exact) I dunno if this is any good or no. Anyone else tried this game out? And if you have do you use any nice tactics on the bosses? I take damage to speed things up. Doesn't look pretty but.. still. Perhaps getting magic from the stages and use it on bosses? (perhaps takes longer to get magic from stages than killing the bosses with just the sword..)
- mazzeneko
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Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
There's no magic in Professional Mode.. not even the sword wave.
someone is out there who will like you. take off your mask so they can find you faster. I support the new Nekketsu Kouha Kunio-kun.
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Joined: 5/15/2004
Posts: 30
Location: USA
Charging into battle with a sword and not getting touched looks much cooler, anyways.
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Joined: 6/26/2004
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Location: Kuopio, Finland
Urgh... now this is getting quite annoying.. Fillmore, Bloodpool and Kasandora are quite easily time attacked. With only getting hit when it saves time (mostly just slashing at bosses). The problems come up with Aitos Act 2 ... It is just abnormal to time attack properly. I had to stop to slash at the enemies because they: 1) Drop me into lava, instant kill 2) Running through doesn't do any good, too much of em and the lavaballs take 3 slashes to kill too. and those pesky red flier imps 2 slashes. The run is possible but S.L.O.W. Anyone else tried to time attack this? some ideas? Another problem I came up with is the boss at Marahna Act 1.. it just takes too much time to beat. only jumpslahes hit the damn thing and one at a time (the pesky vine hits you otherwise). I only got this far because I got so frustrated at some of the acts. And yes, there is magic in Action Mode. you can collect magic scrolls in the acts.
- mazzeneko
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Joined: 5/15/2004
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Location: USA
I was working with the PAL version, and I got to the boss of Bloodpool act 1. It's easy, but I haven't been bothered. You are right though. The enemies in Aitos are annoying...I went without being touched (Makes it look kind of cool in such a "difficult" game) but I generally have been moving forward without stopping...I can't recall a specific experience when I stopped and slashed an enemy dead (other than the bosses)
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Joined: 8/1/2004
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Hello everyone. In case you hadn't heard, OgreSlayeR has been working on an ActRaiser movie for the past however long it's been. So far, his movie is going smoothly (and you can see it here if you so wish) up until Aitos. Upon entering the sim for that area, it takes the citizens a LONG time to actually start building and expanding towards the spawns. That's where you come in. Does anyone know of a good way to get around this problem? Any help with this (or feedback on the movie) would be great. For reference: You need to gain population levels in certain zones so that you can expand to the next areas. That is why there is time spent leveling the town in the desert. edit: just in case you dont figure it out, the movie uses ActRaiser (U) [!].smc
hi nitrodon streamline: cyn-chine
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Joined: 7/12/2004
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I'm happy to say this Aitos "bug" if you want to call it that, isn't bothering me anymore. I was almost literally pulling my hair out in frustration. Anyways, comments on my run so far would be apreciated.
Working on: Command and Conquer PSX Nod Campaign
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Joined: 6/27/2004
Posts: 550
Location: New York
Basically the things I don't like about this movie weren't your fault. The action scenes are certainly done well, I think most would agree on that. Unfortunately, the magical stardust is just ridiculous, and once you get it boss fights are no longer fun to watch(I liked the very first time you used magic to dodge the minotaur's attack". And as I and probably others suspected, the sim sections aren't very fun to watch and there's just nothing you can really do about it. I found myself fast forwarding through every one and I don't think that should be necessary in watching a time attack. I assume you attack during a jump to extend the distance you jump? I never knew about that. But, don't take this all too seriously, I'm curious to know what others think. It was certainly a well played run.
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And as I and probably others suspected, the sim sections aren't very fun to watch and there's just nothing you can really do about it. I found myself fast forwarding through every one and I don't think that should be necessary in watching a time attack.
Well, they might not be for every one, but I spent lots of time optimizing the menus and trying to make it look a bit more intresting killing the monsters with precise shots and in different ways.
I assume you attack during a jump to extend the distance you jump? I never knew about that.
Yes thats what it's used for, making a couple of shortcuts.
Working on: Command and Conquer PSX Nod Campaign
Experienced Forum User, Player (69)
Joined: 8/24/2004
Posts: 2561
Location: Sweden
Just watched the video. I have never played the game before. But I suppose it's from the same company that made Soulblazer? Some graphics are the same and I even recognize some sound. Hehe. I can't really tell if the run is good or not since I haven't played the game my self. Anyways.. Cheers! Another run is always fun to watch.
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Joined: 8/3/2004
Posts: 380
Location: Finland
Same company behind both games and they are both set in the same world.
"Kids! Bringing about Armageddon can be dangerous. Do not attempt it in your home." ( Pratchett & Gaiman: Good Omens )
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Joined: 3/22/2004
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Tombad wrote:
Same company behind both games and they are both set in the same world.
I don't think they're set in the same world, but they DO share a number of similarities. Anyway.. Thoughts about speeding up the Actraiser run, mostly untested, but based on fond memories of the game: 1. Instead of prancing around enemies in Sim mode, shooting them without movement _should_ allow you to kill them faster, thus letting them regenerate faster and be killed again, earning more and more mana. If you have full mana, does that allow the town to grow faster? It seems that way for Aitos, at least, from some cursory experimentation. If this is true, using angel arrows might also be of some benefit. I'm not sure if bombs restore mana for slain monsters, but it might also be something to experiment with. 2. Better paths. It should be possible to add additional space for living without requiring more than a second or two to add a path to that space.. an additional path or two here and there might alleviate the need for so many turns wasted later on. additionally, i've noticed that towns will grow on their own, so if you have a few extra undeveloped spaces when you leave, they'll be filled up with L3 houses. In Bloodpool and Kasandora, once you kill the boss, you have to leave the lands before the "STOP" event is triggered (fighting and plague, respectively), so you might need to build out the path slightly before sealing the last lair. 3. Optimized item collection. Picking up items all at the same time, rather than when they become available. That reduces the number of trips to the menu, as well as the number of trips to the temple. The people of Mahrana, of course, will disappear after the 4th lair is sealed, so you must pick up everything you want there before that happens. 4. Wheat. A country with wheat grows 2 additional walkers per turn (8, instead of 6). You can pick up 3 pieces of wheat (for Kasandora, Mahrana and Northwall) in Bloodpool. It might make a difference in the speed of growth. I'm not sure if any of these would actually help, but it seems to me that they might.
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Joined: 4/26/2004
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I watched this run and... I fell asleep. Of course, that's because I was trying to fall asleep.
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Joined: 3/25/2004
Posts: 189
Location: Austin
Those simulation parts could definitely have been done faster. I dunno though... this run seems to have taken the "Takes damage to save time" attribute to the extreme. I personally find it hard to be entertained by a run where the player just runs through all the monsters to reach the end, but maybe that's just me.
http://girlyyy.com/ The El Viento TAS is the only decent thing I submitted here.
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Joined: 3/13/2004
Posts: 706
Location: Elyria/Oberlin, OH
I enjoy videos that take damage to save time because it requires some effort to think of when it's worth doing. It also shows extreme confidence on the part of the player; he is not fearing any unintentional damage. But that's just my .02. -Josh
but then you take my 75 perchance chance of winning, if we was to go one-on-one, and then add 66 and two-thirds ch...percents...i got a 141 and two-thirds chance of winning at sacrifice
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Joined: 7/12/2004
Posts: 524
Location: USA
Okay time to revive this bad boy. Apparently my Sim strategy's were crappy. (Nothing new to me.) I'd like to Improve this in hopes of reaching Sub 1:00 or close. So I'm hoping the brains of Nesvideos can help me do this by coming up with ways to improve the sims to help me achieve this goal.
Working on: Command and Conquer PSX Nod Campaign
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Location: Kuopio, Finland
Why not just make a run with Action-mode? I think the sim-mode is kinda slow and doesn't really help with the run..
- mazzeneko
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Joined: 4/23/2005
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mazzeneko wrote:
Why not just make a run with Action-mode? I think the sim-mode is kinda slow and doesn't really help with the run..
I think this is impossible. When I not wrong, you must do the Sim-mode. Or the next Stages will not open.
Last TAS finished: Final Fantasy Adventure (4.0 Warp Glitch Run) WIP in the moment: Tail Gator (GB) Matty
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