Posts for Zoizite

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Mlandry wrote:
Definitly Sonic3 for me, it was just really well made and fast paced, i loved it even if it was really long http://tasvideos.org/queue.cgi?id=261
I second that.
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yarbles wrote:
Phantoon battle....holy shit!
My thoughts exactly. I think his death animation was longer than the actual battle. GJ, that was just plain sick. =)
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I'm another one that checks this thread multiple times a day. What you have so far is beautiful, and I can't wait to see more. =)
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Voting very yes. I watched the run last night when you posted it in the Sonic 2 thread. Very nice work!
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50 yes votes, no no / meh. Is that a record? I watched it and it was even more amazing than the first. One of the very best runs on this site.
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Just finished 1-3. I still haven't taken any lighting or monster power-ups, as they've all been out of the way. [Edit]Finished stage 2. Boss fight was slower than before, but I'm still up 40 seconds. Managed to snag level 2 for my Lizard. Updated link.[/edit] Here's the link: http://www.jx3.net/tdg/Zoi/alisiadragoon-zoi-2.gmv JU [!], 44k, USA timing
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I can't put my finger on it either, really. I'm sure a lot of it is probably nostalgia. Much has changed over the years, but I think the biggest thing to change gaming on the whole is the change from 2-D to 3-D. Although 3-D games have come quite a ways since the earlier days, I still find 2-D games easier to control and navigate. It's probably just a personal preference, though. Even with the newer games I prefer 2-D (MZM vs Prime for example).
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I looked for about 30 minutes last night for that site, as I had lost my bookmarks a while back. (It's all screwed up in Firefox... have to break out IE. Meh.) Thanks! I'm using 44k this time around, as well as using the JU ROM. I'll post up a preview after each zone probably. I'm almost done with 1-2 right now. [Edit]I finished 1-2, but didn't have a chance to work on 1-3. Here's what I have so far: http://www.jx3.net/tdg/Zoi/alisiadragoon-zoi-1-2.gmv.
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I'm playing it on hard this time around. I'm having trouble deciding on which monster to keep out. I can use Dragon and not slow down on 1-1, but he's practically useless on 1-2. I'm thinking Boomerang Lizard will probably prove most useful. Thunder Raven's attack just takes too long to come, and is sometimes wasted on only one or two enemies. Switching takes 54 frames, plus 10 frames each time you scroll (ie: going from Dragon to Thunder Raven takes 74 frames). I'm also not sure if it's faster to get the lightning power ups or not. I know in a normal playthrough it's suicide not to get them. Boss fights will be longer, but I'm not sure if it's worth the time. [edit]I'm glad you both liked it. You posted while I was writing this, mikwuyma. I hope it answers some questions.[/edit]
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The E version was the only version I could find at the time I had recorded this. I got it to work in 9c, so that's not an issue. Here's the relevant settings, I think. Auto region(USA) Sound - 22050 6 buttons If that doesn't work, here's a working Gens.cfg file: http://www.jx3.net/tdg/Zoi/Gens.cfg
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I don't think I'm going to take up this run right now. I seriously need a break from Metroid.
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Post subject: Alisia Dragoon
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Alisia Dragoon is a game about a girl that shoots lightning from her hands. It is a relatively obscure game that I luckily got to beta test when I was about 11 or 12 years old (I'm 25 now!). Alisia's lightning is used in two ways: -Normal Attack. When held down, lightning will shoot from Alisia's hands and attack any enemy she is facing. When facing multiple enemies, the lightning will focus on each enemy for a split second, dealing less damage when more enemies are being attacked. When held down, her magic meter will deplete, and when empty, she cannot attack. -Rolling Thunder. Alisia's magic meter will rapidly regenerate when not attacking. The last three bars slowly regenerate, however. When the meter is completely full, attacking will use Rolling Thunder, which will cause Alisia to release two very powerful lightning bolts that sweep back and forth, attacking anything in sight. Lightning's damage level can be raised by collecting power-ups. These are usually hidden, or at least out of the way. In addition to her magic, Alisia has four monster pets. Only one may be active at a time. They can be upgraded individually twice by collecting a power-up. -Dragon. Attacks by shooting a fireball forward. Attacks for good damage at a decent rate of fire. Additional levels add an extra fireball each. -Thunder Raven. Attacks all enemies in sight with a flash attack. Attacks for good damage, the the rate of fire is very long. Additional levels raise the damage dealt by its attack. -Ball O' Fire. This monster has no attack. When enemies come in contact with it they will take damage. It's attack meter is depleted when hit, instead of life. When its attack meter is empty, it will start taking damage. Useful for defending Alisia's rear. -Boomerang Lizard. Attacks by shooting a boomerang from its back, which travels forward in an arc, and then comes back. Attacks for low damage, but has the fastest attack rate. Additional levels add an extra boomerang each. This game is quite fun and extremely difficult. It's a very unique platformer. Anyways, I've been wanting to time attack this game for a long time, and I was wondering if anyone would be interested in seeing it. I made a run to end of stage 5 a long time ago, before I even began working on my 100% Metroid run. I'm posting it to show what this game looks like and as a small preview. The gameplay isn't that great, as I had almost no experience in time attacking. Here it is: http://www.jx3.net/tdg/Zoi/alisiadragoonzoi-old.gmv. Uses ROM: Alisia Dragoon (E) [!].bin. Recorded in Gens test 9.
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From M2K2 forums: http://www.metroid2002.com/forum/viewtopic.php?t=2197
LeCoureur103 wrote:
I can tell you just about anything you need to know, secret world-wise. First, no, there are no metroids in secret worlds. Second, I have tinkered with the counter and Queen quite a bit, and I'm quite certain that the counter must move downwards 46 individual times for the Queen to appear. You can make the counter read 1 without having killed 46 metroids, but the Queen still won't appear. You can reach the ship at the end of the game (an entirely separate room than the one you start in, by the way), but you won't activate the ending unless the counter has moved 47 times. It's very possible to abuse the counter so that it reads 0 without actually having killed 47 metroids, but the ending still won't play if you do this. The baby egg will hatch no matter what, it's very easy to reach with secret worlds. The baby works like normal, but he won't cause the ending to start if you take him to the ship. Also, a limitation of his is that he disappears if the screen scrolls over to a new room. This is why the "baby tunnel" and the outside of the planet is all one continuous room. Using lots of different secret world warping, you could probably cut off about 10 minutes from your ending time. Any more questions?
So basically you have to kill all of the metroids to get the Queen battle, and then beat the Queen to be able to trigger the ending.
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I'm still undecided on whether to select-glitch or not, but probably favoring using it. That means I'm going to have to do extensive testing of it. I haven't played this game in quite a long time, and I'm not nearly as familiar with it as I am with Metroid 1 or Super Metroid. I used to own it, but I think it got lost in a move somewhere a few years ago. :( Ferret, I was planning on using that strategy against the metroids. Try to time their death as close to exiting the room as possible. That would make the most sense for speed, at least. I asked about the missles for the Queen, because I'm almost certain it would be much faster than bombing her, although I'm thinking the time wasted collecting them won't be worth it, especially if it really is 150. [Edit]Just watched your test movie, Ferret. Holy crap does that Alpha die fast! It seems we're pretty much on the same page as far as the rest of the stuff.[/edit]
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From what I can remember he picks up quite a lot of stuff. I bet most will be unnecessary. I have no route planned yet, or anything. Varia may be required for the lava diving sequence break, though. I guess I should find out the minimum amount of missles required for the queen, and go from there. Here's a little minute or so test I did. The last half is me plaing around in real-time, so you can ignore that. =P http://www.jx3.net/tdg/Zoi/m2test.vbm ROM:Metroid 2 - Return of Samus (UA) [!] Things learned: *Rolling is much faster than running, but bouncing is very bad. *Jumping has pitiful horizontal speed. *Jumping is can be very precise up to about 1/2 of the max alititude, after which it goes to maximum height. *You don't jump quite as high if you jump while crouching. *You can jump out of morph ball even while moving! *You can jump after being hit, even while already jumping!
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I'm thinking about doing a run for this game. There are quite a few nice bugs that can be exploited. This game also seems to be the black sheep of the series, but I liked it a lot. Even an any% run of this game is long, though. The record is just barely under an hour. Any thoughts?
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I would also like to be able to hotkey Ctrl(frame advance) and Shift(pause) as well as having save/load state hotkeys(I use f1 for save and f4 for load in FCEU). Another feature of FCEU I would like is next/previous save state hotkeys. When I'm recording I just press numpad+ to go to the next save state after I've done something I want to keep, or numpad- to go back to my last save. I'd also like to say good work for getting us this far. Thanks! =)
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Arc wrote:
Hello Z, old chum. Well, very good, clearly. Here are my comments on the little things that most people probably won't notice:
Hiya Arc. I was hoping you would do this run. I just went ahead and did it because I thought that it needed to be done.
-It looks like you again improved the killing of the 2 skrees near the beginning (that makes it so the zoomer doesn't appear in the tunnel.)
When I was working on my new 100% run I came up with this way of handling them, although it's even more refined in this run. I spent quite a bit of time getting this really good. Credit still goes to you for discovering this. =)
-Did you use the platform jumping technique that is used for the final escape sequence for the platforms in Brinstar?
The Brinstar jumping is a combination of the no-spin/spin style. I break spin when I need more control. I did no-spin in the escape, just to be certain on precision. There really shouldn't be any time differences between the two types.
-The strategy in the missile room looked slightly improved.
This is one of my favorite rooms, and as such, I generally spend a lot of time here getting everything the way I want it.
-I bet that you were annoyed by the zoomer moving toward you after the Ice Beam restart. ;) It happened to me too.
Yeah, that's kind of annoying. Getting missles after that reset is just plain brutal.
-Getting Kraid to move forward like that was good manipulation.
Just plain good luck. I didn't purposefully manipulate it.
-I agree with not restarting after re-entering Brinstar (from Kraid's.)
I actually tested this when I did my one item run. It turned out to be 50 frames faster to not restart. I gained another ~20 frames on that shaft this time around, so it's even better not restarting.
-The río luring looked better than what is in my no-boss movie.
That whole part was annoying. I wasn't timing myself against yours when I did it. I was just concerned about getting the Rio in the statue room to begin with. I just happened to be faster the way I did it(I checked the times afterwards... if mine was slower I was going to redo it.)
-I'm surprised that you could get the río into a good enough position without having to bounce Samus off of the step.
That was probably the hardest thing about the whole run. I spent over an hour just getting the timing right for falling and freezing the Rio to be in the right position. Once I got the general timing down, I refined it. This room is slower than in yours, due to better positioning of the Rio when entering the room. I made that time up and more, though, in the previous room when luring the Rio.
-Mother Brain's room looked correct. It's worth commenting on because it takes a long time to get right, even with experience.
This room is always a pain, although it went fairly smooth. The timing for the rinka hit was a bit different when entering the room, though. It was pushing me back against the door when I entered, so I had to jump to avoid getting slammed into the door for like 15-20 frames. I tried rolling through it to avoid the hit altogether, but I couldn't un-morph or I would get nailed by the lazers. Your strat for Mother Brain seemed to be the best, so I just went ahead and used that. The Ice Beam makes a world of difference here.
-You should get 865 timeunits. :(
I was very annoyed when I saw I didn't make it. Now that I think about it, it might be the way I entered the room. I'm still not sure, though. I don't think I could improve any of those jumps at all.
I vote yes, and I'm pleased that now I won't have to make this movie.
Well, it's still improvable. I kinda rushed a few parts(I did this whole run over 2 very long days), but hopefully it's not noticeable. THANKS!
TheAxeMan wrote:
Great, but it seems there are a couple places where the midair jump glitch would be useful--for example, the last metroid room in tourian. Your other runs seem to use that glitch much more often.
The thing about the midair jump is that when you land, you lose all forward momentum. It is actually a few frames faster to just fall down and jump back up, instead of using the midair jump in this spot like Arc usually does(if this is the spot I'm thinking about: right after the last metroid). There are other spots I tried using it, but the whole complete stop when landing makes it hard to use unless really needed. About the any% thing. The generally used definition of an any percent run is basically what feitclub said. Teri's Super Metroid run is an example of this. As a final note, this time is actually slower than what Arc and I had predicted initially when we were planning it out a while back. I was hoping for a sub 9 minute run, but I don't think I took into account the amount of time needed to the the Rio into Tourian trick. Oh well, I'm still very satisfied with this run. As always, thanks for the comments, and I'm glad people like it. =)
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Hope you guys like it. My fingers hurt. =P [edit]Nevermind the description on the movie file. I started after password entry on my 1 item run. This also added a ton to the re-record count.
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I'm going to suggest against newgrounds. It might be a good site if their advertisements didn't try to install spyware on your comp... Anyways, that's very cool.
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I got sucked in to WoW pretty bad for the past few months. I've recently grown bored of it, and haven't been playing it, though. I'd like to do the 100%, but I don't know when/if I'll get back to doing it. I've been designing a website, so much of my time has been going to that, recently. Arc needs to hurry up and finish that any% run. ^^ I can't wait to see it.
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Probably whichever is faster in the end, regardless of whether it used a reset or not. Speed is speed. If there were two movies, and one used a reset, but was only a few seconds faster, I would go for that one(unless it didnt' look as good as the other one).
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Spider-Waffle wrote:
It would make sense if the ball was faster for that part of tourian. This is because you can change direction sooner after falling since you only have half of the modle size to wait untill it falls past the platform. Might also want to try moving away from the platform as you fall and then back towrds at just the right time so as to utilize horizontal mometum. (not sure if this exits when in the air for metriod)
I was thinking pretty much the same thing. The momentum thing seems a bit quirky. I'm going to try to pin it down exactly. This will help with the vertical falling sequences. The first shaft of Tourian in my 1 item run was INSANELY difficult to do without hitting a platform. That probably took more time and re-records than any other section I've done. I didn't even think I could do it, but I tried, just to see if it could be done.
Spider-Waffle wrote:
This is just an idea, but maybe the low jumping lava guys is from entering the 3 MP row when the screen is scrolled down most of the way? if not this then I would suspect it would have to do with were enemies are/exist before you enter the room with the lava hopers.
From what I've seen, and what I've heard on other boards, this is a permanent thing each game. It is like this for every single one of those lava jumpers. They all jump low. I have no idea when the switch for this would be set. From what I've heard, it also affects other things, like the pattern of Ridley's fireballs. I think I've eliminated entering Norfair as a candidate. I tried going down the elevator at different frames, but the jumpers were always low. I don't think it's startup, either, because I started the game in the exact amount of frames as my 1 item. Weird.
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Arc's run was not obsoleted for a few reasons: *Arc's has a much more efficient route for an as fast as possible run. *Even a sloppy Up+A run based on the route in Arc's run would obliterate my 1 item run, time-wise. *The additional category used in my 1 item run. *I requested that it not obsolete Arc's run. (I don't know if this was a factor) *I think there was a common concensus among the community that it not obsolete Arc's run, based on the above reasons. *Bisqwit has the final call. ^^
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ziplock wrote:
2) The bombs may or may not be unnecessary. I tried and tried and failed and failed to get the boost simply from damage, but couldn't pull it off. There's obviously a trick to it that I'm not getting. But if possible, skipping the bombs should save about 1-2 minutes.
I'm not absolutely certain it's possible. I never quite got up there when I tried. I did come VERY close, though, but I was playing at 100% speed.
ziplock wrote:
EDIT: I just tested the frame count of this movie versus Zoizite's 1% run for this section and found mine to be 20 frames slower; however, I did half-ass it in a couple of tries and Zoizite's run through the shaft looks optimized. But again, take into consideration going into and coming out of the ball. I still believe, though, a perfect ball roll through this area is faster than standing tall.)
I will definately be testing this when I get there during my new run.
ziplock wrote:
With perfection, I think this could be a serious contender for the any% run. Tourian takes a while longer, but with not much back-tracking anywhere, it's gonna be close.
I really don't think so. I have a good feeling Arc's new run will much faster than this(he took over the run completely, since I'm doing the 100% now). I pretty much know how long it's going to take, but we're not telling. =P I've run into some snags in my new movie, and it's probably cost me 2-3 seconds so far. The lava jumping monsters in Norfair have spawned in low jumping mode, which is causing me some problems, and I don't know what causes this. By the way, your method for reaching the 2 missle room of the 5 missle cluster is 4 frames faster than bomb boosting. However, freezing the ripper is about 30 frames faster than that.
If for honesty, you want apologies, I don't sympathize.