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Nice. Thanks for making a new run. It's always a good time watching this game.
I am still curious why you trade the short sword to the second fighter though during the marsh cave. Does the luck make it better to fart around in the subscreen than to manipulate hits to kill the other fighter?
But beyond that the way you played the game is so much better than before and the run is obviously a lot tighter so for sure I'm voing yes.
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Fabian,
Considering she handled the situation suboptimally I think I will have to give your movie a no vote. I'd probably give it high marks for entertainment if it were published though.
How offensive did you find this joke?
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Well I am a curious fellow. So I gave this a shot but I couldn't quite overcome my dumbness. I got hung up on step 4. The program did something, but it wasn't read all the images and spit out an average that's for sure. I should have tried out like 5 or 6 screenshots before I went whole hog.
Anyway now I have 22,224 screenshots of Zelda 2. Maybe I'll make a fort out of them.
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Nonono, we should totally not give stars in cases where a better tas could maybe one day be made.
On that note, revoke all stars. You never know when something better will be made so better safe than sorry!
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At the very least you'd get to see all the screwed up colors that happen at around 1400 lines and all the stability problems that happen around 1600 lines.
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Heh, it's meant to have controllable randomness too. So you pick the seed and it updates once per block or something. In other words, a large number of repeatable but long patterns. So you'd have to find the best set I guess? I don't know if this version has that or not.
As an asside, for the competition the sponsor sort of forced the hands of the guys who were running it and it never got used :(
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Derakon wrote:
Stylistically it looks better if you don't have the sword for the vast majority of the game. At least, that's my opinion. This would be a speed/entertainment tradeoff.
The sword is collected directly after a save/restart anyway, so getting it sooner shouldn't be faster at all. At least, that's my assumption. I'm no Zelda 1 expert, maybe something I don't know about makes it slower or faster.
BUT if it's true, getting the sword where this run does isn't really a speed/entertainment tradeoff at all--just getting the sword sooner is less entertaining. Maybe only subjectively less entertaining, but I'm pretty sure actually having nothing in the A button box looks more interesting than having a sword there and never pressing A. Getting it later (ie, two trips into level 9) would be a speed/entertainment tradeoff but it seems pretty silly to me. I don't think playing level 9 twice in a row is entertaining, and I would definately stop watching after the first trip.
I'm not sure where I would stand on never picking up the sword, getting to the end and then freezing the game or dying or something. But I don't really want to worry about that because overall I'm okay with what this run did.
Boy did this part of this post ever get rambly. Oh well.
Baxter wrote:
What about the heartcontainers and possible extra items (boomerang, etc)?
If any other item is collected then that's fine, it keeps to the original challenge. If it's faster, then great. Do it. But if it's slower what's the point?
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TheAxeMan wrote:
A quick go at Kraken with the light axe determines that I could save only one or two turns. [...] I might check how this affects encounters but it's unlikely to work.
Ah, too bad. I can't believe I didn't even notice the Fighter couldn't equip the Defense Sword. But at least that's more or less all of the useful weapons that are on the way considered, though I am still curious if the Coral Sword's small boost in crit % would do anything.
At least the Hand Axe will be helpful.
TheAxeMan wrote:
Monster type weaknesses don't work but elemental ones do. So flame sword does extra damage vs blue dragon while dragon sword does not.
Are you sure about this one? I thought the elemental/monster type strength was simply never checked during the damage calculations even though the types are all set and the calculation itself exists.
Something else that occurs to me is that if a monster is stunned or asleep, it increases damage by 25% or something. Although I can't think of a way to make use of it besides perhaps vs garland.
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Just took a cruise through my old folder, checked everything vs what Tub and Derakon have, and this is what I can add:
aboyandhisblob-tas-aqfaq.avi
adventureisland3-tas-sami.avi
castlevaniacotm-tasv2-ogreslayer.avi
eswatcyberpolice-tas-dammit.avi
excitebike-tasv2-luke.avi
gijoe-tas-ferretwarlord.avi
goldenaxe-tas-neofix.avi
linksawakening-tas-chefstef.avi
littlenemo-tas-kyrsimys.avi
littlesamson-tas-jxq.avi
lolo2-tas-randil,hanzou.avi
metroidii-tas-cardboard.avi
miketysonpunchout-tasv2-adelikat.avi
superdemoworld_tlc-tas-mrz.avi
supermariobros2-tas-full-donamerdragon2.avi
tetrisattack-fast99999-tas-acmlm.avi
tinytoonadventures-tas-randil.avi
tmnt3-tas-dasrik.avi
widget-tas-ctrlaltdestroy.avi
zelda2-tas-inzult.avi
zelda3-timeattackv2-short-omnipotententity.avi
I did used to have a lot more, but I deleted a lot of obsoleted movies and stuff I didn't watch at some point! Oops!
edit: I'll just use mediafire or something and link to it when I'm done
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TheAxeMan wrote:
But doing waterfall first may not be practical due to how encounters work out. It's actually very difficult to avoid non-runnable encounters in the Sea Shrine. Difficult to plan, but that route change is likely to add more encounters to run from.
Ah, fair enough. Even if the Defense cuts the fight in half I can see how it would be easily lost with bad luck. I remember seeing a steps-to-battle list somewhere on GameFAQs, though, and IIRC it works pretty similarly to the encounter list itself, so it's probably possible to simulate both routes at different likely points in the lists and figure out if there's a favorable situation. It would be a lot of work though, I guess.
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TheAxeMan wrote:
The game does a hit roll and then a damage roll and repeats for each hit. Early on the best spot to land is 05 for the hit roll and C0 for the damage. That will be a high-damage crit. Later with two hits the best sequence is 01 C2 19 7F. That gives two critical hits and is the only possibility to do so for most weapons.
Looks like 19 is a critical hit for the Coral, Were, Rune sword but not the Flame/Ice Swords, right? Just trying to make sure I understand this correctly. For flame you're looking for 14 or below? All in Hex, I mean since I'm looking at the rng list.
e: Alright, rewatched the run to remind myself of the route and weapons selection. Dragon Sword is collected and Coral Sword is skipped. Dragon crits at 16 or below, Coral at 19; both have same attack power. Does the extra crit leeway help vs Lich at all?
Then you go to the Ice Cave and pick up the Flame Sword (for Kraken). It has a worse crit% than Coral and Dragon, but more attack power. Since you don't need the Flame against the Eye, is it worth holding off until the Defense sword?
The Defense sword allows for 3 hits at level 8 I think, which is immediately, and criticals at 20 or below. Downside is you have run from 2 extra spiked squares to get it and I think 1 extra trip into your inventory. But you could easily do the waterfall before Kraken.
e2: Otherwise, there's the light axe, which crits on 1D or below, allows 2 hits, has 2 more damage than the Flame and is actually in the sea shrine. It might be an option since the Bane Sword is used for everything afterwards.