Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well to get him you need to go COMPLETELY out of the path of the rocket launcher, or laser gun. So unless your planning on getting the pulse rifle on the way past and after getting that taking the secret exit and heading to the boss instead of heading back, your going to have to do a bunch of extra levels. And if you were to do that you would also have to waste some time going out of your way to get Spirit to even get the secret ending. Also the level that you get the pulse rifle is EXTREMELY long. While it is a very good idea, I really don't see it being worth the extra time.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Link should be updated with another level and a 1/3 of progress. Route 2 went without any real hitches, the only time I wasn't moving forward in a jump kick was against the boss, but that can't really be helped. This miniboss was the exact same as the one in Route 1, and was killed in the same manner. The run is also part way through Stage A, where you need to rescue hostages. Some things to point out: At the first elevator you are forced to wait. During this time I got 2 extra HP by breaking those blocks, and showed how wacky the kick animation can be. The miniboss in this level is acually different than the last one, yay. This one doesn't get stunned at all by shooting him, but every time you hit him with your fists, EVEN a little piddly punch he flies back and his little shoot move gets delayed. Keeping this in mind I ended up using down+attack to hurt him instead of punching, and as always filling the gaps were i'm not hitting him close range by shooting at him. Currently where I stop the run I am missing that elevator by 1-3 frames. The enemy there is one of the annoying types which don't die when you first hit them so I cannot just plow through him to save the time. I'll work on finding a way to get on this elevator in time...
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Well, I just got around to watching this, and I'm quite impressed. I may not like this game as much, but I like this run a whole lot better than my own. :P
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
I'm not sure how far the video that you just watched is, and am too lazy to check so i've uploaded one which contains up and including route 6. I think that is a bunch further than what you watched. Get it Here I have not done much since I found out that you only get Gung-Ho for beating Route 7 coming from Stage B, and not Route 6. This is a problem because Gung-Ho gives you extra ammo when you call him (100 shots), and would save alot of time. I've yet to test if how much time is wasted without getting him, or if it would be worth going through Route B and just getting the crappy Pusle rifle instead of the laser gun. Feed back would be nice, as it might get me interested in starting the run up again.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Well, a couple of parts of route 2 look like you could have started jump kicking a few frames earlier, but I'm sure you have your reasons for not doing so. Very nice.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well, the "slopes" aren't acually slopes. More staircases, so the spots where it looks like i'm pausing for a bit are me acually gaining jumping to gain enough height to get up over the edge of the next stair. You cannot just walk up the hills, which is a pain. There are some places I used a small hop instead of a big one to minimize this happening, but it cannot always be helped. It shouldn't slow you down anyways. I can try jumping a little less high to see if I can remove the pauses, but the only other way you could get rid of them would envolve walking, which is much much slower. As for ammo, I'm guessing I SHOULD have enough to use the lazer without having to slow down to pick up ammo. There is quite alot of it just sitting around in the next stage I have to go through; I just need to stick to the giant mushrooms rather than the safe water route ;)
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Uh, I said 2, not 6. But I understand the issue with the mountains. The desert in the first game operates very similarly, but fortunately I can avoid most of the ledges there. Man, I really need to get back to my G.I. Joe run...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Oh 2, duh it would help if I read. Yeah there were a few occasions that I took a few steps before jumping. Those were either to dodge an enemy or hit him without being hit myself. They were required. I've started redoing 6 avoiding the ledges...it's a pain... I'd say i'm about 1/3 of the way through it again...
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Well I redid 6, and added 11. I also hex editted a bit of a change at the end of A. If anyone wants it contact me on IRC, but right now I don't want to go through the trouble of uploading it onto the webserver.
Post subject: request: G.I Joe and Transformers
Joined: 1/1/2022
Posts: 1716
I have started trying to time attack two games, G.I. Joe and Transformers and have learned that i have no skill for such a thing, and i know these games could be done, and im wondering if anyone would be willing to pick them up. Transformers is an extremely fast game with one hit kills, so it would definately keep the viewers entertained, it's just i keep messing up with routes and can't play at slow speeds, i just can't do it. So if anyone has any suggestions or is willing to help please respond. G.I. Joe is similar to Teenage mutant ninja turtles one, in that you have 3 guys with 3 life bars and a set of stats. It is a game that seems interesting enough to me at least and would be fun to watch someone time attack. Thanks.
Skilled player (1827)
Joined: 4/20/2005
Posts: 2161
Location: Norrköping, Sweden
Hey there irulewithmoles. Here's a thread where G.I.Joe has already been discussed. Seems Ferret Warlord was working on it, but he's away now and the topic seems to have been down for a year, so it seems fair that someone can take up his work. :) As for Transformers, I would like to see a TAS of that game, just for the fact that it's so crazy hard! I'm lucky I played it on emulator with savestates, but even so I only got to level 9, after that it just looped over and over again, I still have no idea how to beat level 9 as of now :( I thought the game was really bad though, so there are better games to pick if for a TAS I think. I would be glad if you were to give one of these games a try, I know it's hard to get how some stuff work with the emulator, but you can PM me if you have any questions about how something works, or you could look it up in the emulator's FAQ. Should you decide to give one of these games a go, I wish you good luck! :)
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Hey, I didn't want to bump this before I had news, but I'm going to have to. I was looking into routes and I have a question: Does anyone know how to access the dashed-line paths? I was trying out the purple route, but when I got to the dashed-line path, I couldn't play it until I played some other level first. Needing to backtrack would make the green path or the blue path the only real options. And considering how the Firefly fight looks, it's pretty much the green path all the way.
Former player
Joined: 8/12/2004
Posts: 651
Location: Alberta, Canada
Ok, I told you last night I would type this out for you this morning, but I was lazy. To go through the secret routes you need to talk to Spirit. You get Spirit in route 6, which is on the green route between the area A (lower pink box) and the B above it. They can't really be used as a shortcut. Unhappy face. I knew I picked the route I did for a reason... Edit: After watching what I sent you, I noticed I have a version you can get it here. Fresh off the hexeditting. I now remember inserting all that hash value and rerecording info back in by hand after nesmock nuked it.
Joined: 12/27/2005
Posts: 45
Location: Beauce, Québec, Canada
Hey Inzult, how is your run, I can't wait, this was my favorite game!
Sorry, my english is really bad...
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Level one is finally done. ~180 frames faster than whatever version of BoltR's run I have. It occurs to me I don't have the version posted in this thread, so I'll have a look at it. Clicky for download. I may redo the last part of level 1--try to set myelf up to get the last item better. If I've made any mistakes, now's the time to tell me. I hate this game :(
Joined: 12/27/2005
Posts: 45
Location: Beauce, Québec, Canada
Great, I didn't see any mistake... Please keep going, this was my favorite nes game! The boss fight was really fast
Sorry, my english is really bad...
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Inzult: I'm receiving mixed signals ;)
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Baxter wrote:
Inzult: I'm receiving mixed signals ;)
It's just so tedious :[ minor edit: and awful :[ e: note to self: 00f6 boss hp memory address
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
It seems that punch-canceling isn't the best option for bosses. punch, duck, punch, duck (B, v, B, v) nets you 2 damage for 4 frames kick, blank frame, switch to gun, blank frame (>B(select), blank, select, blank) nets you 3 damage for 4 frames. As an added bonus, every few hits you can shoot and switch to your gun at the same time, which bags you extra damage. This also means fewer 'hit' sprites, which meas less lag, which means more chances to attack in less time. Also, you can duck the hammer/whip/whatever while kicking, even though your sprite is standing. Ducking for the 8 frames or however long you have to stay ducked is probably faster than taking the hit and punching/shooting while flying backwards and then walking back into position. As such, it'll be for the best to try to manipulate away the miniboss' kicks. As such, I'm going to redo the boss of the first stage. Also, it seems that if you press B a few different times while jumping, you keep your jumpkick pose (and speed?). As such, your joe can jump higher without having to worry about the kick ending and losing speed (I think). Fewer jumps means fewer frames on the ground, and probably more enemies avoided in stead of killed, which should be faster. As such, I might have to redo most of the first stage too. This is not good news :[
Active player (435)
Joined: 9/27/2004
Posts: 650
Location: Canada
Since I basically have the day off, I spent in on this. 2 stages down, first boss fixed. Also, I just noticed that I started the movie with a soft reset. Is this a problem? Also also, my rerecord count is artificially high thanks to some screwing around, and working while drinking and restarts. I probably should have started a new .fcm and it probably should be about half of that. bla bla bla what do you guys think?
Joined: 12/27/2005
Posts: 45
Location: Beauce, Québec, Canada
seems perfect... But I'm not good at seeing small mistakes... Boss fights were quite impressive please, keep going!
Sorry, my english is really bad...
Joined: 12/27/2005
Posts: 45
Location: Beauce, Québec, Canada
Since there's no reply on this topic for a month I just want to know how it's going because I might give it a try... I want to know if you're still working on this Inzult? And if there's someone else who is working on this (maybe Ferret_Warlord?!? ) I like Inzult's strategies to fight boss, but I'm pretty sure that upgrading your gun to the level 3 on the first stage will do more damage to the boss, but it will be much slower since jump kick seems the fastest way to complete level... Anyway the laser beam is the most powerfull in this game because if I remember, missiles are pretty bad... The fastest route is the Green one in the Inzult picture but the Destro stage is the longest and Snake Eye (the one with the most powerful move) and Storm Shadow (the fastest one with Snake Eye) will be missing... But I'm sure even with that, the fastest route is the green one... So this run will be a General Hawk only run, but I think that the final result will be a very entertaining run. I will try to submit a test run soon, but I will need some motivation I guess, cause the only thing closest to a TAS I ever done is a sucky Bugs Bunny Birthday Blowout test run, and I'm very lazy... But I always been fascinated about everyone work in here and I would be proud to have a little place in it!
Sorry, my english is really bad...
Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
Inzult told me quite a long time ago that he stopped with this TAS, so he's not working on it anymore. I'd really like to see a TAS of this though, so I'm pleased to hear that you want to make the TAS, good luck :)
Joined: 12/27/2005
Posts: 45
Location: Beauce, Québec, Canada
Okay, I've done some try and for now : In menu transition I'm one frame slower than Inzult and for now I really didn't understand why... As I tought, jumping is faster than walking, and jump/kick is faster than just jumping... (that's not a discovery I know) and I think I underestimated the work needed to make a "perfect" run, even if I knew it would be very hard... I think I begin to feel the "newbie" frustration about TASing but I will do my best...
Sorry, my english is really bad...
Banned User
Joined: 12/5/2007
Posts: 742
Location: Gone
It does take a lot of practice; best of luck! =) And guys, if we compare this to C3 Dracula's Curse, both of these games let players "pick their own routes" that would lead to the other side. $/X