Post subject: Viewtiful Joe
Joined: 6/30/2011
Posts: 4
Strategies for this might also apply partially to VJ2. I'm considering this as a first TAS (though I don't have too much time for it and it would take a while) and am wondering what other people think about strategy/etc. It's been a while since I've played this, so I have to learn almost everything again. Any links to anything besides the speedrun and gamefaqs would be appreciated. . Later on I'll put up a test .dtm just to make sure it syncs for other people.
Joined: 7/2/2007
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It's been awhile since I played, but isn't Captain Blue basically awesome except that he can't see the warnings from incoming attacks? I'd guess that for character variations, the two most interesting would be Joe and Alastor, since they play most differently. And the most powerful attack is the slow, zoomed-in punch, isn't it? As far as TASing is concerned, you'll be in fast-forward a lot of the time, won't you? That should be...interesting.
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Joined: 3/16/2006
Posts: 289
Most powerful attack being very situational in this game. If I get a nicely timed, slowed Voomerang can really hurt. That mid-air spiral-dive kick, slowed, zoomed, catches on fire and does all kinds of fun against certain enemies. Of course the good-old punch, after a dodge will net you the most Viewtifuls, do a lot of damage, AND initiate the little combo thing. The catch is that to keep that combo you gotta stay in slow-mo. Even while using mach while slow is pretty slow (yes, you do gain some movement speed if you slow, then mach). I have always wondered if it is at all possible to get all Rainbow Vs from a fresh game.
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Joined: 3/20/2008
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I have always wondered if it is at all possible to get all Rainbow Vs from a fresh game.
I'm 99% sure it is. I Rainbow Ved with every character a while back, only the first chapter is problematic.
Joined: 6/30/2011
Posts: 4
In terms of sheer damage, it seems like the slow-zoomed punch (called slow zoom red hot one hundred), i think, is the most powerful. The voomerang, however, seems to have some deal where if it hits a single target multiple times it does more damage. I'd like to see if I can experiment with some memory-watching sometime and see if I can't nail down enemy HP and attack damage values. I'm still getting used to dolphin and tas-ing in general, and have about no free time, so that .dtm is going to be coming in the vaguely near future. A TAS involving captain blue could be really interesting because I think he's the character most likely to lead to sequence-skipping, but I'm personally starting with Joe on Adult. With a fresh character, which upgrades/items are necessary? Red hot kick seems like a time saver, the upgrade that decreases vfx drain seems obvious. Can any necessary bombs/voomerangs be manipulated? I forget if enemies drop them or only some boxes. edit: with a tas, it'd seem likely to me that rainbow v's are possible with a fresh character. the fastest path may even mean rainbow v's, but I doubt that. I'm most looking forward to seeing how frame-perfect timing interacts with the vfx powers. If we're lucky, the system allows for lots of wacky hijinks.
Joined: 3/16/2006
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I don't think that the fastest time will always = Rainbow V. You can do things (ie move to the next target) faster if you tap slow, smash your target a good one, and then move on. Oh, a little thing I found: you don't have to wait for the little skull that indicates which direction to dodge when an enemy goes to attack. If you dodge correctly they will swing and miss, so you can actually force them to attack much sooner than standing there for 4 seconds and wiating.
I am just a silhouette, a silhouette of a memory of a solitary night .. nothing more.
Joined: 7/2/2007
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The game also only dizzies if you do the "right" dodge (i.e. low if they go high, high if they go low) regardless of what position you have with respect to your opponent. So for example, if you're standing above them on a slope and they go to punch, then you have to dodge high to avoid the punch but can only go low to dizzy. I think there's also situations in which you can't get hit no matter what dodge you do, but doing the right dodge dizzies them.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 6/30/2011
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I'm having technical difficulties with record (probably because I'm on linux). dtm coming when they get fixed.
Joined: 12/6/2008
Posts: 1193
I think a TAS should only use ultra V-rated myself. Otherwise I would really like to see this. :)
Joined: 3/16/2006
Posts: 289
Isn't ultra-V unlocked after 1st playthrough?
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Joined: 12/6/2008
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Yes. However da rules say:
Where a game has multiple difficulty levels, it is preferred to play on the hardest difficulty level (for more interesting gameplay) unless the only difference between difficulty levels is enemy/boss hit points, in which case the easiest difficulty levels are preferred in the interest of speed.
These rules are not strict, but are motivated by the same concept as the guideline that says you should play on the hardest difficulty. As such, you can use a code to unlock the hardest difficulty, although it's better to first ask on the forums if this is a good idea.
Cheat is interchangeable with save here. So it is generally accepted that you start from a save to unlock the hardest difficulty. If it doesn't give you other advantages. I think Ultra-V adds more than just more hitpoints to the enemies, if I remember correctly, right? And since VJ is hard on easy, it would just be so much fun to see an Ultra-V TAS.
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It's been a long since I'd played this game. From what I remember, using a higher difficulty changes the type of enemies, the higher the difficulty, the tougher the enemies will be early on. When playing in Ultra-V you no longer can see the skulls that points where to evade (also happens when playing as Captain Blue). There are obviously more tougher enemies & bosses have way more HP than before. The fastest character is Captain Blue (when flying), though you have to unlock him (but you would also have to unlock Ultra-V). I don't remember if he was the strongest too, but he was stronger than Joe or Silvia. BTW, these are some pages with some videos that might be helpful: http://www.vortiginous.com/joakley/ http://zemickey.free.fr/games/viewtifuljoe/index.html
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Joined: 12/6/2008
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This FAQ http://www.gamefaqs.com/boards/562548-viewtiful-joe/27498099?page=1 says Silvia is fastest, Blue is strongest. Oh btw. an all rainbow run on Ultra-V would also be fun as hell.
Joined: 12/6/2008
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Slowking wrote:
This FAQ http://www.gamefaqs.com/boards/562548-viewtiful-joe/27498099?page=1 says Silvia is fastest, Blue is strongest. Oh btw. an all rainbow run on Ultra-V would also be fun as hell.
regarding difficulty:
V-Rated and Ultra V-Rated have all of the same enemies as Kids and Adults, but the tougher enemies appear much sooner. For example, there are already Cromartys in "Joe the Hero." There are Gelbys in "Some Like It Red Hot" and Metal Leos in "The Viewtiful Escape." There are much more obstacles in V/UV rated. More lasers, dripping lava, swarms of bats, frogs and moles, etc. Most of the regular Biankys have been replaced by Bianky Boxers and Cromartys. There are more enemies overall. The enemies have more health and you dish out less damage. Gelbys give less warning and attack faster. The bosses, especially have more health. King Blue has a stupid amount of health bars on Ultra-V. There are NO skull icons in Ultra-V mode and you take quad damage.
So there are changes but enemies also have more health and you deal less damage. So that could get boring. So hard to tell what would be better.
Player (100)
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Location: Montreal, Quebec, Canada
The default difficulty is fine, no reason this needs to violate the cleared SRAM rule.
Editor, Player (54)
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Slowking wrote:
This FAQ http://www.gamefaqs.com/boards/562548-viewtiful-joe/27498099?page=1 says Silvia is fastest, Blue is strongest. Oh btw. an all rainbow run on Ultra-V would also be fun as hell.
When walking, she is. But I'm pretty sure Captain Blue goes faster than anyone when he's flying (at least he is when in slow motion)
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Yeah I guess it should be a normal Joe run form a clean file. Ultra-V doesn't seem interesting enough on it's own to warrent starting from a save. However if somebody wants to run any of the other characters I think Ultra-V should be used. Ofcourse then the question becomes if wit upgrades or without...
Joined: 6/30/2011
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If I ever have the time, I want to do the normal run, but then I'd want to make a save and do a rainbow ultra-v run. i don't know if uprgrades or not. speaking of which, i never plan to abandon this, it'll just go really really slow. like i said, too much real life. i'll post here again when i got something.
Joined: 12/6/2008
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Can you even get this game to sync? I thought Dolphin was still kinda bad with non-Wiiware games.
Patashu
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I saw this Viewtiful Joe TAS on nico Link to video
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It looked optimized. Someone should pm the author to submit it, if the movie was done properly.
Nitrogenesis wrote:
Guys I come from the DidyKnogRacist communite, and you are all wrong, tihs is the run of the mileniun and everyone who says otherwise dosnt know any bater! I found this run vary ease to masturbate too!!!! Don't fuck with me, I know this game so that mean I'm always right!StupedfackincommunityTASVideoz!!!!!!
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I enjoyed this movie in which hands firmly gripping a shaft lead to balls deep in multiple holes.
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I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Editor, Player (54)
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Patashu wrote:
I saw this Viewtiful Joe TAS on nico
Is Viewtiful, I like it :)
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Just great, I really liked it. I was thought that this game would make a great TAS
Joined: 7/2/2007
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Pretty decent; I wonder, how would a max-difficulty run compare entertainment-wise? VFX would be in more limited supply (IIRC the easy difficulty has you with a built-in VFX Turbo Charge in addition to the one you can buy), enemies would have more health, and the player starts with less health; any other changes? Does that just make fights more tedious or does it cause a qualitative shift in how the game plays?
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Taken from the GameFAQs' sticky topic
What are the differences between difficulty levels? Adults is the basically same as Kids, except: 1) You start with only five hearts 2) The VFX meter drains much faster 3) The enemies are more durable V-Rated and Ultra V-Rated have all of the same enemies as Kids and Adults, but the tougher enemies appear much sooner. For example, there are already Cromartys in "Joe the Hero." There are Gelbys in "Some Like It Red Hot" and Metal Leos in "The Viewtiful Escape." There are much more obstacles in V/UV rated. More lasers, dripping lava, swarms of bats, frogs and moles, etc. Most of the regular Biankys have been replaced by Bianky Boxers and Cromartys. There are more enemies overall. The enemies have more health and you dish out less damage. Gelbys give less warning and attack faster. The bosses, especially have more health. King Blue has a stupid amount of health bars on Ultra-V. There are NO skull icons in Ultra-V mode and you take quad damage.
So I would say that unless you played this game, playing on Ultra-V and aiming for speed wouldn't be much appealing, but a rainbow V play-around might prove things different IMO.
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