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Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Just watched this run. I have some thoughts: Going to the blimb takes a lot of time. Perhaps it is faster if one of the turtles are dead? Easily fixed if you don't spread the damage as much as you did. At 11:00 after fighting the subboss, you grab the ladder to the left, but you should have grabbed it to the right. There is a lot of slowdown in the technodrome. How about killing some more enemies? At 17:40 somewhere, you pause a lot for the white flying guys. How about switching to someone with more health and walk through them? That's all I could think of.
Joined: 4/26/2004
Posts: 149
Truncated wrote:
Going to the blimb takes a lot of time. Perhaps it is faster if one of the turtles are dead? Easily fixed if you don't spread the damage as much as you did.
No, dying results in a sequence of April or Splinter talking about the turtle being captured, which definitely takes longer than the few moments of the turtle getting on the blimp.
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Truncated wrote:
Going to the blimb takes a lot of time. Perhaps it is faster if one of the turtles are dead? Easily fixed if you don't spread the damage as much as you did.
Why would this be faster? This area only has "one" correct way. I can't see any point in dying here.
Truncated wrote:
At 11:00 after fighting the subboss, you grab the ladder to the left, but you should have grabbed it to the right.
You are right. I have no idea why I missed this. Baah.
Truncated wrote:
There is a lot of slowdown in the technodrome. How about killing some more enemies?
Which enemies should I kill? Most of them takes more then 2 hits to kill.
Truncated wrote:
At 17:40 somewhere, you pause a lot for the white flying guys. How about switching to someone with more health and walk through them?
This is useless. Taking damage here almost doubles the time. Bah, got this 5-10 frames to improve then..
/Walker Boh
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
>Why would this be faster? This area only has "one" correct way. I can't see any point in dying here. I didn't mean the actual level, I mean the demo before it. Those turtles are s-l-o-w walking to the airship. If one or more of them are dead (Mike only has one hit left at this point), is the demo shorter? I don't know, it's just an idea. >Which enemies should I kill? Most of them takes more then 2 hits to kill. I was thinking perhaps the robots at 17:23, one hit from behind and one as you're jumping over them. Again, I don't know if it works, just throwing out ideas.
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Truncated wrote:
I didn't mean the actual level, I mean the demo before it. Those turtles are s-l-o-w walking to the airship. If one or more of them are dead (Raph only has one hit left at this point), is the demo shorter? I don't know, it's just an idea.
Ahaa. Yeah that's an idea. But I believe the death animation takes some time aswell so even if I did die with one of them I think the time would be somewhat equal.
Truncated wrote:
I was thinking perhaps the robots at 17:23, one hit from behind and one as you're jumping over them. Again, I don't know if it works, just throwing out ideas.
It might work. Im not sure if I got enough time to hit him twice though.
/Walker Boh
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
If you need to die quickly you can do that in the beginning by getting run over by one of those harvesters or what ever they are. :D This also works in the level after the dam. Dying = easy. But wonder if you would earn so much time doing it.
Joined: 4/26/2004
Posts: 149
You know how slow April and Splinter talk? I don't remember the exact wording, but they say something like "Leo got caught. Who's next?" I don't know how many frames it takes them to output each letter, but you'd have to add that to the death animation and all that would have to be less than the time it takes for one turtle to walk to the blimp. EDIT Also when you die, I think your next turtle starts at the last place on the overworld map that you exited from. So if you died in Level 2, you have the death animation, April talking, then walking down the dam and jumping into the water, then swimming to the last bomb.
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Booda wrote:
Also when you die, I think your next turtle starts at the last place on the overworld map that you exited from. So if you died in Level 2, you have the death animation, April talking, then walking down the dam and jumping into the water, then swimming to the last bomb.
This sounds likely. The only point I know of where dying could be useful is when I have just got the missiles. But it look less skilled to die there IMO since it's not that long to run down again. But I might be wrong and since I have to redo this again sometime I'll gladly take suggestions.
/Walker Boh
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
Die (rebel scum), I say as usual. Everyone likes a wellplanned death. (Well, there are some who don't, but they SHOULD.) So kill one turtle to get back faster, and maybe there's a shorter blimp demo as an added bonus. But who knows, maybe it's just the same length.
Post subject: [] RECENT TIME ATTACK []
Joined: 11/1/2004
Posts: 12
This question has nothing to do with the run itself. I was wondering if anyone else had trouble viewing the avi for this one. I usually use Media Player (along with the Divx codec) to view all files from here, but for some reason it says codec error. I check previous avi's & they all still work fine. Anyone else run into this?
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
Capslock rules, doesn't it? And ps: I hate Windows. I am somehow reminded of the Microsoft joke that replaced all the fuel and oil and other status meters in a car dashboard with a on/off light that says "General failure". For the actual information, see FAQ.
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Same here. I need to mess with my computer though so I won't bother for some days. But yeah, I got the same problem.
/Walker Boh
Joined: 11/1/2004
Posts: 12
Bisqwit, I tried the XviD but it still doesn't work. Thanks anyway. If anyone figures this out, please help out. Thanks again.
Active player, Editor (296)
Joined: 3/8/2004
Posts: 7468
Location: Arzareth
SlyBeast wrote:
Bisqwit, I tried the XviD but it still doesn't work. Thanks anyway. If anyone figures this out, please help out. Thanks again.
No, I meant it when I said the FAQ has a solution. Read CodecProblems, and focus on the last chapter of the page.
Active player (432)
Joined: 4/21/2004
Posts: 3516
Location: Stockholm, Sweden
I too cant play this avi even though I have upgraded all my codecs...
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
Arc wrote:
I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
natt wrote:
I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
Cooljay wrote:
Mayor Haggar and Cody are such nice people for the community. Metro City's hospitals reached an all time new record of incoming patients due to their great efforts :P
Editor, Experienced player, Reviewer (967)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
I could play it, but it suffered heavy sound/video desynch. Sound is way ahead. But since most videos are like this I suspect it's my computer. The latest ffdshow alpha (not full release) was all I needed to watch all the videos.
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Truncated, I got heavy sound/video desynch problems with the Mega Man 7 video. Not sure the exact problem, i'll look into it, but I keep away from ffdshow, I would rather have more official codecs then a one size fits all one. Plus I used to run into problems with ffdshow improperly decoding video.
Emulator Coder
Joined: 10/9/2004
Posts: 453
Location: Norway
www.videolan.org stay away from microsoft evilness.
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I use ZoomPlayer acually, so you can't blame it on a terrible player. Edit: Ok the only thing which I had different from the information in the FAQ is it suggets to use ffdshow, but i'm using just using Koepi's latest XviD binaries.
Joined: 11/1/2004
Posts: 12
My fault, Bisqwit. Guess I did get a little sidetracked.
Banned User
Joined: 5/11/2004
Posts: 1049
Anyone up to doing a remake of this? I think it could be improved by a lot with taking more damage in certain places, doing some new glitches, and jumping before falling.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
What's the new glitches? And how would "take more damage" save time in this game?
/Walker Boh
Banned User
Joined: 5/11/2004
Posts: 1049
In the second the sewer of the 1st level, you can go down then come right back up and be on the other side of it so you bypass that whole part. There were just lots of places where damage was avoided costing time, the two kangaros in level 6 stands out, quite a few little jumps and slight back cut to avoid damage could have alternative methods that are faster. I think using the surikens/boomeranges might be helpfull for someparts so you don't have to slow down. I think some of the boss fights weren't done as fast as they could be with there being moments were the boss wasn't taking damage, like the mouser. *EDIT* I didn't see the new version; looks like you did most of the things I was thinking, nice use of the random item pickups to save time, this version is much better than the one I saw, hince the 38 some seconds. I supose there's just the level 1 glitch, maybe clearing out some of the enemies more in level6 to reduce lag, maybe leaving the flying head from one of the two robots in the missle pickup level so you can killed by it and die faster, the items could help with the timing.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I didn't knew about that glitch. Damn. Anway, damage avoidance is usually better than to take damage in this game.
/Walker Boh
Banned User
Joined: 5/11/2004
Posts: 1049
What about that turret you kill you level6, can't barrel through it? *EDIT* yes you can with 2-3 hits, this diffinitely seems faster than hitting 4 times. Can you tri-suriken it from above and have it remember it's damage when you get back? *EDIT* doesn't remember it's damage What about the guy in level2 that's in the way right after going up the ladder, the two boomerange hits on him seem to take awhile. Seems like jumping before falling could save time on some places, most notable right after entering the sewer in level3 I was wondering, what happens if you don't pickup the car in level 3 then die in the building, is the car waiting outside the building for you? *EDIT* yes it is :)
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
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