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Well, I'm on the third horizontal section of CutMan's level, and I'm working on the part where I decided to shoot the Cutting Wheel ahead of time. It's tricky, though, because firing shots early can cause lagging, and how I jump on the conveyor belt can affect how fast I get across the screen. So I'll fiddle with that some more the next time I have free time to work on the movie, and I'll post an update once I beat CutMan, just like in the other threads.
Oh, and when I talked about jumping over Sniper Joe, I meant jumping so that you hit his right side and get knocked to the right instead of the left. I know very well that you can't jump all the way over an enemy of that height unless it's moving toward you. Sorry if there was some confusion there.
put yourself in my rocketpack if that poochie is one outrageous dude
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Well, according to a bunch of pages I found on Google, Game Boy, Game Boy Color, and Game Boy Advance have a refresh rate of 59.73 Hz, while Super Game Boy has a refresh rate of 61.17 Hz. I don't know if you want to actually record games at those exact speeds when 60 Hz will probably do, but now we have some numbers.
put yourself in my rocketpack if that poochie is one outrageous dude
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This is a platforming game where your character runs twice as fast as he jumps, and his weapon actually gets stronger as he takes damage. Strange, huh? The PAL version was edited into "The Trolls in Crazyland", but Helmet Boy is far superior to Naked Troll Doll Fad Boy. There really is a good dump of the Japanese ROM out there, so don't settle for the one in which most of the tiles have a miscolored pixel or anything like that.
FerretWarlord finished a time-attack of the first world, but he says he won't be able to time-attack again for a long time, so we may as well let someone else take a stab at it. I thought it was fun to watch, anyway. Here's the movie: http://www.filespace.org/Hermbletont/yuuenchi.fcm
And here are some notes from FerretWarlord:
Notes:
Every time you get hit, you power up. Interesting way to balance the scales. The order goes from 1 shot -> 2 shots -> 1 big shot -> 2 big shots. Unfortunately an enemy can only get hit by one shot at a time, even if both shots hit.
Jumping cuts your speed in half, so jumps will have to be precise.
The cool down for upward shots is 20 frames longer than forward shots.
Doing an up attack on the ground will have the same animation as going forward. Starting an up attack on the ground and jumping will send the shot straight up, allowing you to get into your next shot much quicker.
The 20-frames-longer thing only applies to up-attacks done in the air.
When you get hit, the direction you are thrown is determined by which way the attack is facing. If the clown is facing left, he will always throw you left. Any attacks going down seem to go either way.
Most of the available ROMs are bad dumps, resulting in screwed up graphics ranging from loose miscolored pixels to messed up pallettes. The only ROM I have seen without such problems is the (J) [!] version, and that's a little hard to find. Fortunately the movie seems to work fine with other versions, so you shouldn't have much of a problem.
If you wish to do this, feel free to start where I left off. However, I recommend starting over so you can get the feel for the game.
Tricks:
Standing on the edge of a ledge seems to cancel being thrown when you are hit. This allows me to get right back up after taking a hit in the third level.
The standard shoot-and-run-while-hit-box-is-closed is visibly used on some enemies.
The large jump I took above the fountain was to give the spout some time to appear.
In the roller coaster, changing slopes seems to slow you down a frame, so I jump whenever possible to prevent this. Future coasters have even steeper slopes, and those slow you down big time.
Because of slow jumping, the pause in the first level is three frames faster than jumping over that shot.
There seems to be some opportunities to hit the boss some extra times, but I ignore them for a purpose. After the second shot, a third shot wouldn't do anything for me except prevent me from getting hit earlier. Soon after the second, hitting him would prevent me from getting hit for quite a while.
Future Tricks:
Luck manipulation for clocks may prove important, especially for the last few bosses that provide some enemies to shoot. These bosses have a lot of slow down, and getting a clock will stop that.
Proper planning of hits will be required. I have yet to decide where.
put yourself in my rocketpack if that poochie is one outrageous dude
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I always use my old Geocities site to host movies, but I probably shouldn't give you the password for that. Have you tried searching for free webspace sites on your own?
put yourself in my rocketpack if that poochie is one outrageous dude
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Hey, that's pretty good! Better than what I was doing, anyway. I also had this idea to force a no-damage run by setting health and lives down to one in the Debug Mode, but maybe that's a little silly. I could probably find improvements to make in your video if I tried, but I don't feel like it right now.
put yourself in my rocketpack if that poochie is one outrageous dude
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Nah, it's not as bad if you lose the last level, because hey, it's the last level! You only need to redo the one level! What would be really bad is if there's an error at the beginning.
put yourself in my rocketpack if that poochie is one outrageous dude