Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
OmnipotentEntity wrote:
Well, your goal was to save everyone. So save everyone.
True ;) Thanks. Baby-hunting it is then.
/Walker Boh
Player (80)
Joined: 7/22/2004
Posts: 63
Location: USA
Walker Boh wrote:
I'm currently in level 7: Dr. Tongues Castle of Terrer (I'm pretty sure that that's the levels name ;P). The tourists are saved and I don't have much left to do before I can proceed to level 8. And here is where my new problem kicks in. Level 8 is the boss level with the gigantic baby running around, crushing whoever comes in his way. So, for my concern. There is the usual 10 victims in this stage which I intend to save, however, when the baby is killed he will transform into a regular baby which can be saved. This means that there are 11 victims in this level and if I save it I will lose a fearsome 2 seconds or something due to the bonus I'll receive afterwards. My plan is however to kill him and get the 11:th victim because I'm going for a 100% run. One alternative is to let one victim get killed by the baby and then save the other 9 + 1 (the baby that appears after the boss is killed), but I think that the aesthic will suffer from this, even though it might be a few seconds faster. But then again, IMO it doesn't really matter since the run will be pretty long. Any suggestions or comments about this plan? If not I'll proceed later.
is your goal fastest time or fastest 100% rescue time? if you have 100% of victims rescued so far, might as well keep it up even if it costs you a couple seconds. i'm sure a 100% rescue is more impressive than 99% and five seconds faster :)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
georgexi wrote:
is your goal fastest time or fastest 100% rescue time? if you have 100% of victims rescued so far, might as well keep it up even if it costs you a couple seconds. i'm sure a 100% rescue is more impressive than 99% and five seconds faster :)
Also true ;) So far I've just thought about it as 10 victims saved per level, but since I now will get an extra one I might aswell save the little fella too.
/Walker Boh
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
10 victimes per level, as far as I know, is impossible. There are some victims that are literally placed in deadly situations right at the beggining. I think there is even one victim that was never coded into a level, and is therefore unsaveable. That's just what I remember, though. Stick with fastest completion time for now. That means that you'l' generally be saving every victim, but that doesn't mean that you should spend too much excess time trying to save a baby or something. In the end, though, it is your decisions.
hi nitrodon streamline: cyn-chine
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I'm aware of some of those bugs you mention, but from what I've read there is only one victim that is impossible to save, because he's on an unreachable ledge of some kind. This is in some way-off level from where I am now and I don't know if it's true. If it is I can't save him I guess.. Anyways, I will go for 100% anyhows, meaning I will save that baby that comes from the baby-boss. I don't expect it to take loads of time to kill him.
/Walker Boh
Joined: 4/23/2004
Posts: 150
Won't you also get a skeleton key if you manage to render the giant baby harmless? It's been a while since I played this game. You could just use Pandora's boxes on the baby to save time, but they are perhaps more important later. (I'm sure you've thought of this, though) Later on, there's also the addition of doctor tongue's son. I suggest you rescue him too, since he is there to save. Another thing, in case you didn't already know: The bubble gum pistol is good for killing those pesky ants. Andreas
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
A Runnelid wrote:
Won't you also get a skeleton key if you manage to render the giant baby harmless? It's been a while since I played this game.
Yup. He drops a skeleton key. Those are not a problem though ;) I think I have 7 of them already.
A Runnelid wrote:
You could just use Pandora's boxes on the baby to save time, but they are perhaps more important later. (I'm sure you've thought of this, though)
I haven't fought him yet but this was my thought, thanks though.
A Runnelid wrote:
Later on, there's also the addition of doctor tongue's son. I suggest you rescue him too, since he is there to save.
Of course ;)
A Runnelid wrote:
Another thing, in case you didn't already know: The bubble gum pistol is good for killing those pesky ants. Andreas
Yes, hopefully it won't be a problem at all. Thanks though for suggestions.
/Walker Boh
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Be aware there's at least two more big babies that I can think of. They're in level 25 (I believe. It's in a shopping mall), and in the bonus level "The Son of Dr. Tongue". I'm not sure if there's any others, I should go through and check again sometime.
Joined: 5/29/2004
Posts: 757
Walker Boh wrote:
Level 8 is the boss level with the gigantic baby running around, crushing whoever comes in his way. So, for my concern. There is the usual 10 victims in this stage which I intend to save, however, when the baby is killed he will transform into a regular baby which can be saved. This means that there are 11 victims in this level and if I save it I will lose a fearsome 2 seconds or something due to the bonus I'll receive afterwards.
Well, you're going to HAVE to save all the Cheerleaders on.. I think it's Level 12.. and that triggers a bonus level, iirc... and you get a bonus for rescuing all 10 Cheerleaders as well.. sooo ;) Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I now know what the most evil boss ever is. It's a forty feet high baby, running around and crushing anything that comes in it's way. And if it's not in it's way it crushes it anyways ;) Oh well, level 8 is almost completed. I have two good news about this level. It took "less" than 15 seconds to kill the huge evil and also the extra victim saved didn't gave any bonus to the player that rescued it, meaning I didn't lose 1-3 seconds due to the bonus sequence that normally appear if one of the players saves more than the other. I'm going to try a few more things and maybe save another 10 frames or something but I'm almost ready to move on to level 9. Edit: I managed to complete the level a whole ~50 frames faster due to slightly more precise movements. I'm ready to move on to level 9 now. Another WIP is up. I'm afraid my computer might crash on me since it has been acting weird the last week. The WIP up to level 9 is here: http://sthick.cymoro.com/upload/ZAMN%20(U)%20[!].zip Please do not pay attention to level 9. As usual I played it sloppy at 100% speed controling 2 players. It's not good and is not meant to be.
/Walker Boh
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I'll post a small update. I've just finished level 18 and ahead is (of course) level 19. This appears to be a good refill level with loads of cupboards and trash cans and stuff. There are however tourists on this level which will turn into werewolves (stupid beasts) within 30-40 seconds something. Therefore I don't know how much stuff I can get. Also it's getting time to count and plan for the use of skeleton keys. So far I have a time of ~19:50 and there are "only" 33 levels left I think, including the bonus levels.
/Walker Boh
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Another small update, if anyone cares anymore ;) I'm about to start level 22-B. It's a bonus level with a unique victim, Dr. Tongues son! Oh well. In this level I must apparently lose a victim. This is because they are placed on an unreachable ledge and will turn into werewolves after awhile. The good thing though is that there is this huge baby, whom will transform into a regular baby, so the victim number should still be 10. Stupid really, that they put unsavable victims there ;)
/Walker Boh
Player (36)
Joined: 9/11/2004
Posts: 2631
Hmm... are there any glitches that can get you up there? Because it feels kinda wrong to lose a victim to be honest... Also, where are you hiding the WIP? ^_^;
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
OmnipotentEntity wrote:
Hmm... are there any glitches that can get you up there? Because it feels kinda wrong to lose a victim to be honest...
Indeed. But I haven't found any glitches nor ultra-secret passages that allows me to save the stupid tourists (I guess they are enjoying the view up there).
OmnipotentEntity wrote:
Also, where are you hiding the WIP? ^_^;
I didn't heard anything about the last I posted so I thought I might as well wait for the finished movie ;)
/Walker Boh
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
So no more WIPs? Ah... oh well. Looks good from what I have seen. Then again, what else can we expect from you, Walker?
hi nitrodon streamline: cyn-chine
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Zurreco wrote:
So no more WIPs? Ah... oh well. Looks good from what I have seen. Then again, what else can we expect from you, Walker?
Thank you ;) But I'm also capable of doing mistakes. Hopefully I haven't done any so far (atleast not that I know of). Anyways, I recently formated my computer. In fear of something going wrong I uploaded my progress that I had so far. So you should be able to watch a WIP to maybe level 19. This should be the adress: http://sthick.cymoro.com/upload/ZAMN%20(U)%20[!].zip
/Walker Boh
Joined: 3/17/2005
Posts: 67
From a FAQ on Gamefaqs: a) TOURIST-WEREWOLF EXPLOIT srch2a This is an exploit that allows you to save some Tourists on levels in which they would turn into Werewolves, even after the time limit has expired. In particular, this exploit is useful in saving Victim number 9 on level 28, because that particular Tourist Couple is much too far away from the start of the level for you to have any hope of getting to them in addition to the other two Tourist Couples present. However, for all its usefulness, this exploit may be looked upon as cheating by some, and they will not want to use it. While running Zombies, your Super NES machine has only a limited amount of its resources dedicated to the Monsters that are present on-screen; in particular, it only has the capacity to animate a certain number of sprites on the screen at once. "Sprites" here means all objects that switch between frames of animation, which includes Victims too. When a certain number of Monsters are present, no more can be spawned until some have died, because otherwise the Super NES would be unable to cope with all the work and would slow to running the game at a snail's pace. Tourist Couples are just one sprite, but each Werewolf is two sprites. More importantly, if there are more than a certain number of enemies on screen, the Werewolves are two enemies too many. So, if you have a certain number of enemies following on close behind when you approach the Tourists, the machine won't allow them to transform into more enemies, and you'll be able to collect them. After collecting the Tourists, you are then free to kill the enemies following you, as they have served their purpose - unless you want to collect another Tourist Couple in this way, of course... On level 28, for example, there is an area to the south of Victim #9 where Vicious Zombies spawn at a reasonable rate. If you go there and wait around, dodging the Zombies until there are five or six of them (but killing the randomly spawning Werewolves that jump in), you will have a force of Monsters that will prevent the Tourists (9) from transforming while they are in the Super NES' memory. Shuffle along ahead of them, not allowing them to fall behind and off the screen, and make your way north through the system of passages to where the Tourists (9) stand. (The system might start working slightly sluggishly when the Tourists come on-screen - this is normal.) You will be able to collect them safely - after which you can get rid of the Zombies chasing you, by shooting them all. This tactic can also be used on, for example, level 48, to collect two consecutive Tourist Couples (4 and 5) who are east across a stone walkway from an area where Zombies spawn. An example of a level in which this approach is unfeasible is level 17: here, the Tourists (9 and 10) are just past an area of the level where a variety of enemies appear, and where other Victims can be found. It is not a good idea to attempt to bring a group of Zombies through, because they will try to kill the other Victims along the way, and because there is nowhere nearby that can suitably be used to recruit them. --------------------------------+++++++++++++++-------------------------------- b) CLEARING THE MACHINE'S MEMORY srch2b Another limitation of the Super NES that may be exploited is the game's inability to preserve the locations of most Monsters when they are too far away from the player. For all but the most powerful, semi-boss-like Monsters (Crazy Lumberjacks, Vampires, and Frankenstein's Monsters), the game will discard them as soon as they are a certain distance off-screen. Even those three varieties of Monster can do nothing of any consequence if the player is not nearby to witness them doing it; that means that they can't kill Victims (and Lumberjacks can't use their axes to demolish bits of the level, either). This is convenient because sometimes when you arrive near a Victim, you'll see that they are in danger, about to be killed by some Monster, and that you definitely cannot do anything in time. What should be your reaction? Well, perhaps you should consider just walking away - if you do that, then you could easily manage to escape from the scene before the Zombie (or whatever it is) makes the kill. If that happens, the Victim lives on, and you have another chance. Remember, it's not over until you hear them scream!
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Uhm yeah? I've read that too. But that doesn't solve the problem with the unsavable tourists in level 22-B. It's possible to not get them killed, pretty easy actually and that was actually a problem when I played that level. But it's not possible to save them, if that was what you had in mind? Also, I only intend to use this "to-many-objects/enemies-on-screen" at level 28 because, as it says in the FAQ, they should apparently be impossible to save. Of course I'm gonna try it without the trick but I've read that FAQ many times and I trust the author. It's one of the most wellmade FAQ's I've read actually ;)
/Walker Boh
Joined: 3/17/2005
Posts: 67
Ah, k. I don't know all the game's ins and outs, so I just wanted to make sure you knew about that. :)
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Another small update. Level 28 (Mark of the Vampire) is completed. This level contains a couple of "unsavable" tourists. They are impossible to save because they are too far from the starting point and after a very small amount of time they'll transform to werewolves. It's not helping with speed shoes either, I tried that ;) The trick is however to get a bunch of enemies to follow you so that they can't transform into werewolves. I got the 3 nasty vampires to do this job and it worked pretty smooth. I had to delay my walking slightly for the vampires to catch up with me but it's nothing that disturbs the fluency. I'll move on to level 29.
/Walker Boh
Former player
Joined: 6/25/2004
Posts: 607
Location: Maine
Totally awesome, Walker. You have a time estimate so far? And you might want to start getting ideas on ways to beat the big spider that Dr. Tongue turns into in level 36. That takes up a TON of ammo every time I've tried to beat him.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
It's still a pretty long way to level 36, but I don't think the spider is gonna be a major problem. I'm more worried about the glitch that is in the same level but I hope that can be avoided with massive loading (if it decides to be there). My time up to this point is ~35 minutes. I don't know exactly because I tried level 29 at full speed, which increased the time pretty much ;)
/Walker Boh
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
nitsuja wrote:
I found an interesting glitch, doesn't seem to save time (although I haven't tested that extensively) but it might be fun to show it happening anyway: If you put a controller's L and R on alternating autofire and then walk around, the game will forget to update that character's animation so you'll glide around or stay in whatever pose you were in, which looks funny if done while jumping out of water or getting off a trampoline, or can be used to walk backwards. (Has to be turned back off to fire most weapons, though.)
I got one question about this. Did you do this on a console? I can't find any auto-fire buttons for L or R in Snes9x. Maybe I'm just blind? I wan't to test this a bit but I don't want to spend 4 hours and then find out it was useless =/ Help would be very much appreciated.
/Walker Boh
Emulator Coder, Skilled player (1311)
Joined: 12/21/2004
Posts: 2687
Go to Input Config and under Controller choose Joypad #1/2 Turbo. This should help for more than just trying this glitch: the most useful things to set there are TurboTog and Togglify, set them to the same thing for both controllers, they act as modifier keys to automatically hold or autofire whatever other key you press while holding them (even between frames while still paused), so you don't need to bother setting any individual autofire keys. It helped a lot in my run of Kirby Super Star where I could tell one player to walk one way while I did something more complicated with the other player. It's also a good idea to set Clear All to something for each player so you can clear out what buttons are being held/autofired without having to find and turn them off separately. (Note that loading a state will not change which buttons are on auto.) Uh, so to do the glitch what I did was: press turbotog+L, frame advance 1 frame, turbotog+R, then unpause, and if it's lined up right it'll alternate each frame, otherwise I pause and enable/disable one of them until they alternate properly. It actually works to only autofire one of them, the only reason for alternating L and R is because it makes a REALLY annoying noise otherwise. Might still have to start it when getting out of water or turn on the radar for 1 frame first so the radar won't stay on, though.
Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Now I feel very dumb. It was apparently not hard to find (I didn't look below joypad1 and 2) and also it should apparently be in the Snes9x FAQ. Huge thanks though! This saved me some headache and time and I really appreciate it. Thanks again! Edit: I'll toss in another minor update here. Really thanks yet again for helping me with the turbo-buttons. My idea was to maybe abuse this so the tourists would not change into werewolves due to the radar being on the screen constantly blinking. This didn't work unfortunately. The good thing though is that this sort of forced me into replay the last part of level 28 while testing it. I managed to get the 3 vampires to behave slightly different without delaying my walkspeed. Thus I could save the last tourist couple without any delay at all! This also resulted in slightly better timing with some spikes later on and thus I saved maybe 2-4 seconds on this level. Now I'll move on to level 29.
/Walker Boh