Player (37)
Joined: 2/16/2012
Posts: 282
I considered using Gravity in Stage 8 as well during my routing, but the only crate I could find was after the first two barriers. You can get to it either by opening a gate or using rockets to blast open the big He3 canister. Alternatively, the cannon on the other side can also blast open the canister. Going out of the way to pick it up might still cost more than it saves though. I also haven't been able to look into the music/text bug, sadly. I keep running out of time to tackle it. Sorry :-/
Expert player (2468)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Thanks, but don't worry, unless we find something really big, there will be no v3 of this run. I'm still working on the Last Stage, but I'm already making the submission text, so, it won't take long for this run to be on the workbench, thanks again for all your support and see you there then. edit: I'm preparing a small surprise for that submission, how long it will take depend on how things work out. edit2: The run is done, but I'm still working on that little surprise I promised, so it will be ready in a few days.
I am old enough to know better, but not enough to do it.
Player (37)
Joined: 2/16/2012
Posts: 282
Great stuff, really looking forward to it :) I'm wondering how much I can adapt for real-time use, since your strats on nearly every stage blow my current route away.
Expert player (2468)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
The surprise I was working on ended up being a really, really bad surprise for me :( I showed it to some friends and they said that I need more practice, well, actually they said it is awful... talk about frustration here. So, I'm just finishing the submission text and it will be submitted tomorrow. The new run is 1990 frames faster than my first attempt. edit: It's already there; http://tasvideos.org/forum/viewtopic.php?t=14414
I am old enough to know better, but not enough to do it.
Joined: 6/22/2012
Posts: 81
I forget something, I have created the maps from the stages from my own FAQ,: Blue areas = Area can be removed (destroyed, damaged) Yellow Areas = blocked areas (can release using the computer) This is map from The Tower, but I'm focusing in out of the tower, if can be some find a glitch than be "jump" the blocked area and skip the internal area (or only get the key), is possibly to improve a lot.
Player (37)
Joined: 2/16/2012
Posts: 282
The exit trigger isn't active until you grab the key, sadly. We also haven't found any way to clip in this stage yet, but if we had a way then it could be sped up a lot.
Player (37)
Joined: 2/16/2012
Posts: 282
New glitch/trick: Just before the final boss is a crate with Booster in it. You have to use gravity to get up to it. If you Booster all the way to the right as Havoc, the boss will spawn inside of you and he acts just like a wall. This means you can jump and zip upwards a bit. With the right manipulation he also moves toward the ceiling. You can't quite clip your mech through, but you can eject into the ceiling and go back into the stage as a pilot. Some graphics are messed up, and travelling too far back will cause the game to softlock. It's a really interesting bug, but I haven't found any uses for it yet. Might be useful in a future TAS though.
Expert player (2468)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Seems nice, but I can't think of any practical use for it. When I was working on my run, I poked some memory addresses, mostly the horizontal position of the pilot, but unless you beat the final boss the Nitro won't spawn, so I only managed to get stuck or killed :(
I am old enough to know better, but not enough to do it.