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The DIP switch setting for the number of lives per credit can be set to 99. This would allow death to be abused ad nauseam. Even in real-time, a player could complete the game using 1 credit without much difficulty.
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After the 3rd Right Cross, Glass Joe's Left Jab begins 14 Frames later than Piston Hurricane's. As such, 1 Frame of delay is necessary to allow time for Glass Joe to raise his hand position in order for the next Body Blow to hit.
The only way to manipulate an Opponent to change his hand position is to change the Hero's hand position. However, an Opponent can be manipulated to maintain his current hand position, as indicated in the Submission text. Note that there is not an immediate response from the Opponent--the Punch input begins before the Opponent has even visibly changed his hand position--but at this point the Opponent has already decided to change his hand position, and manipulation is used to maintain the Opponent's decision to do so.
Good to hear from the resident Punch-Out!! expert. :)
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From the Vanguard manual
"Kemlus snakes fly out of the rocks and attempt to crush your spaceship. Normally you shoot Kemlus, but if you can maneuver your spaceship into the center of a Kemlus and dock with it (touch it), you can get a free ride and earn losts of bonus points without being crushed. Kemlus are not very bright, but they figure this out after the third ride, so don't try for a fourth ride. Kemlus revive if you touch them right after shooting them. This means you can shoot a Kemlus and then dock with it to earn extra points. After the third docking, however, touching a Kemlus after shooting it is certain death."
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How did I miss this?? I was actually listening to Marillion - Slappy from The Silents The Blue House Demo, but it is not available on YouTube.
Link to video
The video that was previously linked in this post has been removed. The video has been changed. The song remains Markus "Captain" Kaarlonen - Beyond Music. That is, until Marillion - Slappy becomes available. :)
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Regarding the Kill Screen
Level 22
25 m
The timer expires 508 Frames after the first possible input Frame. A TAS requires 331 Frames to complete the Stage.
50 m
The timer expires 1105 Frames after the first possible input Frame. A TAS requires 546 Frames to complete the Stage.
75 m
The timer expires 1108 Frames after the first possible input Frame. A TAS requires 771 Frames to complete the Stage.
100 m
The timer expires 1107 Frames after the first possible input Frame. A TAS requires 1,294 Frames to complete the Stage. The Stage can not be completed.
This is an interesting (albeit rather small) victory. Even with TAS on this specific version of the game, The Kill Screen is delayed by only 3 Stages.
The timer remains bugged for the remainder of the game. From Level 23 through Level 27, the timer is still very short, but lasts rather longer than on Level 22, such that a TAS could complete 100 m on these Levels. From Level 28 and beyond, the timer is not detrimentally short. But of course, this is all moot conjecture. :)
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Spikestuff
A Kill Screen run would be amazing! By the Kill Screen standard on the Japanese version, 4 Stages would equate 4.76% completion, as the game begins at Level 1.
Fortranm
Thanks for sharing this! I admit I did not do much research before recording this. Using the technique that you indicated completes the 25 m Stage in 196 fewer Frames than the video I posted.
feos
That would be very generous of you. I hope that observing the FBA-RR model makes things a bit easier.
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(The associated video has been deleted.)
http://triplepointwx.org/George/Donkey%20Kong.mar
This TAS was created using MAME-RR v0.139.
In order to run this game, MAME requires both DKONGJ.ZIP and DKONG.ZIP. DKONG.ZIP (US set 1) is the "Original" ROM set and DKONGJ.ZIP (Japan set 1) is the "Clone" ROM set. MAME requires that any "Clone" ROM set also requires the "Original" ROM set to run, as the "Original" ROM set includes the information for the hardware shared between the 2 versions.
After the game has loaded, the emulator must be in a paused state before the input file is played, or the input file will fail to play.