Post subject: Maximum Carnage
Joined: 3/21/2005
Posts: 13
This is one of those "beat'em up" type games where a player plays as spiderman (spidey) or venom. It was a difficult game the first time I played it, when released. Someone who can subjugate this game to show for a movie-run through, then I wouldn't mind watching to how this game could be beat. http://allgame.com/cg/agg.dll?p=agg&SQL=GIH12342
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Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
You could try doing a run yourself. It's actually really fun making a TAS, especially if it's for a game that you played a lot as a kid. Just read the Rules and Guidelines before giving it a try.
Post subject: Spider-Man - Maximum Carnage
Joined: 1/15/2007
Posts: 22
I've already begun working on a rough draft runthrough of this game mostly for strategy purposes before i start the final version, but before i get too deep in has anyone attempted this game or played it extensively and would such people have any tips? I feel pretty comfy with the mechanics of the game and from the little experience i have in the TAS arena i havent been able to stumble over any exploitable game mechanics. Also, do you guys think this game is worth TAS'ing? i've had a lot of fun working on it so far but i'd rather not submit a TAS that would be considered boring. Let me know what you guys thing ~scooty oh yeah, once i get the rough draft out i'll throw the .smv file up for scrutiny/suggestions, but it will probably be a little bit before it comes out as i'm a little less than halfway through the game. If anyone would like to see what i have so far, just post a reply and i'd be happy to put it up. =)
JXQ
Experienced player (761)
Joined: 5/6/2005
Posts: 3132
Is this the game where Spiderman beats up homeless people? That's our friendly neighborhood Spiderman, alright! I'm unsure of the TAS potential of this game because I've only played it for about a half-hour total.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
jaysmad
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Joined: 12/1/2006
Posts: 629
Location: Mom's
I love Spiderman, and like JXQ said, beatting poor people that are begging for your cash is kind of funny, but it gets boring. You have to beat every one of them to be able to go beat some more, and more, and more. Though, being able to play as Venom is cool! ;] I would watch it!... For Spidey¨=ç
Former player
Joined: 2/2/2005
Posts: 198
Remember to use the double web headbash a lot.
Joined: 8/27/2006
Posts: 883
It's been a long time since I played this game, and I would follow the progress of this game :) It's a very fun game.
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Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have all 4 SNES Spiderman games. I'd recommend Spiderman and the X-Men in Arcade's Revenge out of all of them, as IMO it's the most TASable, but for this one... be sure to use lots of variance in the beating up of opponents.
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Joined: 1/15/2007
Posts: 22
Nice, thanks for the feed back guys. Currently my strategy for clearing the hobos and biker chicks etc. has been to use the double smash as often as possible but also i have had a couple nice situations where a full power meter lets me clear 4 enemies at once. I've also been experimenting with the optimization of the throwable objects to clear as many baddies as possible. As for right now, the demo i have of my play is pretty smooth and i am not using any of the secret characters to clear the bosses just because i'm trying to get a total figure for how many i will have to work with through the course of the game. Still it remains unknown if there is a faster way to beat the bosses without even using the special characters. I doubt that is the case for the carnage fights but for the lesser skirmishes, stylistically i like the way they look w/ just spidey smashing faces solo. Either way which ever method ends up being more efficient will be the one i choose. For the final version of the video i'm planning on going for these goals 1) Completes the game in the quickest time possible (clearly) 2) 99% fighting accuracy for each level (since 100% seems to be impossible to attain) 3) Diverse fights, the more 4 or more vs 1 situations the better 4) No damage taken unless necessary to initiate a scripted sequence (i.e. at the end of Alleyway level) 5) Most efficient use of power moves, i.e. clearing as many enemies as possible with each attack. Any suggestions/scrutinies are gladly welcome. I'll see if i can get the smv posted by the weekend. ~scooty **edit** Is there an easy place to upload these kind of files? i hate free hosting sites and i'm not gonna lie, i'm a noob at making media accessible in forums. Lemme know so i can toss the demo up.
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Joined: 4/17/2004
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scooty: Yes, http://dehacked.2y.net/microstorage.php is what we usually use for emulator files.
Joined: 1/15/2007
Posts: 22
alright finished off a nice Prospect park session this morning, here is what i have so far. keep in mind its gonna be really rough since i'm learning as i go. but lemme know what you guys think. Rough Rough Draft
jaysmad
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Joined: 12/1/2006
Posts: 629
Location: Mom's
Although i tried not to ff, i did. There is just to much fighting with the same guys, over and over, like i said. But the boss battle were good, and the more the movie went the better it was. Nice going!
Joined: 1/15/2007
Posts: 22
EDIT Run canceled due to lameness of the game near the end.
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Joined: 11/23/2013
Posts: 2239
Location: Guatemala
AVGN found a good LJN game, yay! ....That is all that I have to say. That and I tried to TAS it, but I failed miserably.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Choonsey
He/Him
Joined: 2/12/2018
Posts: 1
Thread necro time! I'm actually scooty from the OP! With a current human playthrough clocking at ~18 min for this game, I think it's time it gets the TAS treatment. speedrun.com mirror The initial pass for the game is aiming for an any% completion definitely sub-18. Some interesting notes from research on the first level:
    * multi-punching (i.e. one punch hitting multiple enemies) is likely suboptimal as it incurs some pretty harsh input lag (to the tune of 1.25-2x increase in the next available frame for input) * damage values for attacks are all over the place. I have not determined specifically what's happening, but one punch will hit for 4hp, another for 2, yet another for 3. * Double smash! is only optimal for certain pairs of enemies that can be 1shot by the attack. The attack itself will regularly 1 shot the "boss-tier" mobs found at the end of each level (not named super villains since they cannot be grabbed, Shriek being the notable exception)
At first glance the largest optimization will come from planning effective use of power hits against multiple enemies. I still have yet to determine if double smashing increments the combo counter that fills the power hit (going to locate the memory addresses for that in the next few days) but if it does, then that might be a viable way to build power hits. I don't think it does though, so double smashes, while fun, will likely have to be eschewed in favor of Punch-Punch-Knee-...-Punch-Punch-Knee combos that quickly fill the meter. Initially I doubted the viability of this game but that was based on a very unoptimized and not even remotely explored run. The speedrunners of this game have determined an optimal level/character route that bypasses the late-game level that broke me on my first run of this game (police station). It's yet to be determined if there is an even more optimal route than what the human players are using, but for now using their run as a template will hopefully get the conversation going.
Post subject: Spider-Man and Venom: Maximum Carnage (SNES)
XTREMAL93
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