Joined: 6/14/2004
Posts: 646
Seems like a a neat game to make a speedrun of. Especially since Out of This World has been done. Flashback is available for SNES and genesis, so you can take your pick. I think there's also difficulty levels, so someone could play on expert to make it extra cool.
I like my "thank you"s in monetary form.
Joined: 1/1/2022
Posts: 1716
I'd try to do this, but I think I need more time attacking experience, since it's such a deep game. And to anyone out there who wants to do this game, I got a valuable glitch to speak of, that works in both versions (or at least Genesis, as I am sure of through testing): If you stand against a wall or door that you want to bypass, you simply face away from it, "start" to run forward, then immediately try turning back into the wall, while not holding run. If you did it right, you'll run forward, then immediately turn and start to walk, THROUGH the door. Very useful in much of the game.
Former player
Joined: 3/30/2004
Posts: 359
Location: Borlänge - Sweden
How far in the game have you came? I started to do Flashback Wednesday when I was bored. For the moment I am at Earth on Expert.
Wheeeehaaa.. Yaaayy..
Former player
Joined: 5/31/2004
Posts: 375
I believe said walk-through-walls glitch only works in the Genesis version. I checked GameFAQs and they didn't say anything about it in the SNES version. Of course, the *real* way to check would be to download an SNES emu + rom, but I'm too lazy to do so.
Joined: 6/14/2004
Posts: 646
Yeah, walk through walls doesn't look like it will work with the SNES version. It doesn't seem to let you turn around as quickly from a run start.
I like my "thank you"s in monetary form.
Joined: 1/1/2022
Posts: 1716
Well either way, Flashback can be done much easier, probably a fourth of the time on the Genesis, due to the usefulness of this glitch (especially to skip the brain on level 6). I recommend both an SNES and a Genesis time attack.
Former player
Joined: 5/31/2004
Posts: 375
Oh, a useful tip I found: You're invincible as you turn around. I think this is because the game doesn't know whether to send you flying on your face or your back. It's very useful for not getting hit by the two policemen in the first fight on level 2.
Joined: 5/28/2004
Posts: 28
Location: St. Albans, WV
After testing it, I don't think the glitch is in the Sega CD version (Either that, or I'm just not doing it right).......
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
Don't use the CD version. Load times slow the game down, and the cinemas are replaced by shitty FMV, just like every other Sega CD game.
Do Not Talk About Feitclub http://www.feitclub.com
Joined: 5/28/2004
Posts: 28
Location: St. Albans, WV
Hmmm, maybe disable the music from the Genesis version (If there's an option. I forget) and overdub with the Sega CD music?
Former player
Joined: 5/31/2004
Posts: 375
Nuh uh. No screwing with the vids. Got it? 'Ey Frenom, you still doing that run?
Player (206)
Joined: 5/29/2004
Posts: 5712
But "screwing with the vids" is great fun! I say we also do a run of the American Castlevania 3 with the Japanese version's sound dubbed onto it, and then we do a video of Super Mario Brothers 3 with Contra remix songs dubbed onto it (but somehow leave the game's sound effects intact?).
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 3/30/2004
Posts: 1354
Location: Heather's imagination
Bag of Magic Food wrote:
American Castlevania 3 with the Japanese version's sound dubbed onto it
Akuden also has superior visuals.
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.
Player (206)
Joined: 5/29/2004
Posts: 5712
Maybe to you... http://www.vgmuseum.com/mrp/screen-cv3.htm mentions a lot of the differences, some of which may be good, and some of which may be bad. I was going by the fact that it said the Japanese version had "significantly less detail in some areas," but I suppose there are some other changes to consider, like the graphical censorship, and then there's the fact that the American version's story segments would be more helpful to English-speakers... Blah... Perhaps this is one of those cases where the exported version is changed enough that we really need to do a separate run for each version out there. I know we talked about the difficulty change in the game in another topic.
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 5/31/2004
Posts: 375
Considering this applies to both Genesis and SNES versions (I think), I'm putting this here. All my research was done based on the Genesis version, which I'm pretty sure is equally applicable to the SNES version. Frame counts for basic movements: Ducking, gun or no gun: 20 frames Rolling, gun or no gun: 30 frames, 5 steps forward. Standing out of a roll (no gun): 12 frames Running: 24 frame startup + 10 frames per step + 40 frame slowdown (minimum 74 frames for 3 steps) Walking: 4 frame startup + 24 frames/step Standing jump: 78 frames, 4 steps Turning around (no gun): 32 frames Turning around (gun drawn): 24 frames Turning around (Ducking, no gun): 20 frames Turning around (Ducking, gun drawn): 22 frames Turning around in "Ready to roll" position: 18 frames Turning around in "Cautiously walking" position: 20 frames Drawing gun (standing): 38 frames Drawing gun (Ducking): 22 frames Moving into "ready to roll" position (ducking, gun out): 14 frames. Moving into "cautiously walking" position (standing, gun out): 34 frames Taking a step in while "Cautiously walking": Roughly 30 frames/step Note: All moves are reversible, i.e. drawing a gun takes the same amount of time as putting it away does. Note: While ducking, a gun is drawn into the "cautious" position and needs to be leveled at an enemy. While standing, a gun is drawn pointed at the enemy. Moving from point A to point B: Lots of flat land: Roll repeatedly: Hold down as your roll ends, and you keep ducking as you come out of the roll. Release down and tap the direction you're facing to roll again. You move at roughly 5 steps every 30 frames doing this. Short distances: Here I describe what to do if you're n steps away from where you need to be (switch, item, some guy, etc). Standing -> Standing 1-2 steps: Walk 3 steps: Run 4 steps: Standing jump 5 steps: Duck, roll. 6 steps: Duck, roll, take a step 7 steps: Duck, roll, take 2 steps OR Run all 7 steps 8 steps: Run and immediately roll. 9 steps: Run, jump (except into walls, in which case run 4 steps and roll) Ducking -> standing 1-4 steps; Stand, see "Standing -> standing" 5 steps: Roll. 6-7 steps: Roll, walk. 8 steps: Stand, run, roll. 9 steps: Roll, and during the roll hold up to do a standing jump immediately afterwards. Standing -> ducking 1-4 steps: See "Standing -> Standing", duck 5 steps: duck, roll 6-7 steps: Take 1 or 2 steps, roll 8-9 steps: Run, roll. Repeated rolling over long distances -> standing (distance from last roll possible before overshooting) 4 steps: Come out in a run, do a running jump (requires 14 steps). 3 steps: Come out in a run and roll once (requires 13 steps). 2 steps: Come out in a run and roll once, then come out in a running jump (requires 22 steps) 1 step: come out in a run and roll twice (requires 21 steps). Note: Avoid starting out 1 or 2 + 5x steps short of your destination, especially if you're coming down a ledge or going up/down an elevator. Moves during which you can change your gun-holding status without any lag whatsoever: Rolling on flat land (draw or holster) Rolling off a ledge (holster only, you must re-draw if you don't) Jumping off a ledge (any kind of jump, draw only) Dropping off a ledge far above your head (draw only) Climbing up a ledge (Draw only) Except when climbing up ledges, you'll end up ducking when your gun is out. Dropping off ledges: If you're rolling, shooting, or picking up an item immediately after you drop down, you'll want your gun out (it's faster). Otherwise, don't bother. If you need to walk off a ledge with your gun drawn, it's faster to duck, draw, stand up and walk off than it is to draw it standing, move into the "cautious" position, and then fall. Distance from underneath ledge: methods of doing so 0 steps: Climb down 1 step: Walk off 2 steps: Run or jump (running off requires you to start at least 1 step back from the edge) 3-7 steps: jump Either kind of jump will put you an extra step past where you would normally land on flat ground. You can turn around when you let go of the edge of a ledge by holding A and the direction opposite what you're facing. Glitches: Invincibility: You are invincible (i.e. won't get knocked down by bullets, mines, etc) if you are ducking, gun drawn and leveled, and turning around. This only really applies once in the game (As you'll likely pick up the force field after saving Ian from the many-HP policemen) but is an incredible life-saver nontheless. There may be a few other animations that render you invincible, too. However, you'll most likely spend most of your firefights as described: Ducking, gun drawn and leveled. Walk through walls (confirmed Genesis version only): Stand right next to a wall, facing away from it. Hold A, tap away from the wall, then release A and hold the d-pad towards the wall as you're turning around. When you're done turning around, you'll be starting on running straight through the wall; at this point you'll probably want to hold A again so you don't suddenly start walking.
Former player
Joined: 5/31/2004
Posts: 375
Furthermore: Frame counts for different ways to climb down Standing jump, no gun: 112 frames Standing jump, gun: 66 Rolling off from very ledge: 72 frames Dropping down from climbing down: 126 frames Dropping down from climbing down, with a half-twist: 180 frames Walking off: 58 frames Running off (1 step back): 96 frames The technique you use will vary depending on how far away from the ledge you need to be, and whether you need to be standing or crouching + gun out. For the most part, use the standing jump if you need your gun out (it's especially useful because it can be done out of a roll) and roll off if you need to be standing for whatever reason. Furthermore, if you hold down while hanging onto a ledge, you drop down and back a bit, possibly catching a ledge below you or just to quickly move down two stories when there's a ledge in between.
Editor, Reviewer, Experienced player (979)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
So are you doing this game or what? You seem to have it mapped out pretty good already.
Former player
Joined: 5/31/2004
Posts: 375
I am, it's just a matter of me sitting down and doing it. It's just that school is sort of getting in the way.
Former player
Joined: 5/31/2004
Posts: 375
I finally got some work done on the game, although I have nothing to show for it. Basically, I went through all of level two without using the force field, just to see if said force field saved more time than it took to get it. Long story short, I don't think so. There's a hit I have to take, but I'd probably take it even if I had the force field, it's that good.
Alyosha
He/Him
Editor, Emulator Coder, Expert player (3821)
Joined: 11/30/2014
Posts: 2832
Location: US
Link to video This seems to be the best realtime run out there for this game. Should be a good guide for improving the TAS. I might pick up this run. Also can this page please be moved to the genesis section?
Joined: 3/9/2009
Posts: 530
http://tasvideos.org/220M.html This thread's 11 years old, a year older than even that run. Why not just make a new one?
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
I'm really excited about this, Alyosha! It's amazing what you have accomplished in only four months. Thank you for your hard work. Had your first couple movies not been published at the end of 2014, you would be a strong contender for the rookie of 2015 award.
Tangent wrote:
http://tasvideos.org/220M.html This thread's 11 years old, a year older than even that run. Why not just make a new one?
Because this forum doesn't have a preposterous rule that forbids posting in old topics, and the great majority of us are clever enough to prefer having all the relevant information about a video game in the same place.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Joined: 3/9/2009
Posts: 530
Zeupar wrote:
I'm really excited about this, Alyosha! It's amazing what you have accomplished in only four months. Thank you for your hard work. Had your first couple movies not been published at the end of 2014, you would be a strong contender for the rookie of 2015 award.
Tangent wrote:
http://tasvideos.org/220M.html This thread's 11 years old, a year older than even that run. Why not just make a new one?
Because this forum doesn't have a preposterous rule that forbids posting in old topics, and the great majority of us are clever enough to prefer having all the relevant information about a video game in the same place.
And that place is obviously the 11 year old thread requesting that a run be made instead of the 10 year old thread about the published run.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Tangent wrote:
Zeupar wrote:
I'm really excited about this, Alyosha! It's amazing what you have accomplished in only four months. Thank you for your hard work. Had your first couple movies not been published at the end of 2014, you would be a strong contender for the rookie of 2015 award.
Tangent wrote:
http://tasvideos.org/220M.html This thread's 11 years old, a year older than even that run. Why not just make a new one?
Because this forum doesn't have a preposterous rule that forbids posting in old topics, and the great majority of us are clever enough to prefer having all the relevant information about a video game in the same place.
And that place is obviously the 11 year old thread requesting that a run be made instead of the 10 year old thread about the published run.
Indeed? That place is also obviously not the section of the forum meant to store the discussion threads of published movies. Also, you make it sound as if you suggested Alyosha posting in the discussion topic for 220M in your post at the top of this page, when that's not what you did (providing a rather questionable alternative instead). Manipulating our minds is much harder than doing so with luck. ;)
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Joined: 6/14/2004
Posts: 646
I don't object to this thread being used for new discussion.
I like my "thank you"s in monetary form.