Former player
Joined: 9/1/2005
Posts: 803
So I was rather bored tonight, and was thinking 'hey, maybe I'll play ASV' since its the cooler version of Cybernator with a much shorter poweron intro and cool anime style pics when people talk. Thinking of this, and talking to the guys on IRC, and recalling that there was indeed a Cybernator TAS a long while back, which had recently been grue'd, I figured I'd kill some time and try it out. Three stages done now. A minor note is that in the japanese version, the second boss takes 4 hits to kill with napalm as opposed to 3 in the US version. I'll probably have this finished in a day or two, if all goes to plan. Comments?
Player (206)
Joined: 5/29/2004
Posts: 5712
Those sound like good reasons to switch versions!
put yourself in my rocketpack if that poochie is one outrageous dude
Joined: 1/23/2006
Posts: 352
Location: Germany
Wait, is that the same as the PS2 game of the same name that's currently sold in stores?
Player (206)
Joined: 5/29/2004
Posts: 5712
Could it be a sequel?
put yourself in my rocketpack if that poochie is one outrageous dude
Former player
Joined: 9/1/2005
Posts: 803
KDR_11k wrote:
Wait, is that the same as the PS2 game of the same name that's currently sold in stores?
Assault Suits Valken is a remake of the the classic robot action shooter Cybernator / Assault Suits Valken for SNES. It will have enhanced graphics and sound over the original version, and everything else will remain faithfully unchanged.
A description I found at an online retailer. So yes, it seems it is.
Editor, Reviewer, Experienced player (980)
Joined: 4/17/2004
Posts: 3109
Location: Sweden
On your latest WIP: On the ship in level 3, there are a few times you press against the wall while you fall. Is it as fast as pulling back and building up speed to just miss the bottom corners? (Examples: 11822, 12200, 14230, 14975, etc.) At 18582 it looks like you could have started going left earlier and passed the corner (or landed and dashed). Or does that give you problems at the next corner?
Former player
Joined: 9/1/2005
Posts: 803
Truncated wrote:
On your latest WIP: On the ship in level 3, there are a few times you press against the wall while you fall. Is it as fast as pulling back and building up speed to just miss the bottom corners? (Examples: 11822, 12200, 14230, 14975, etc.) At 18582 it looks like you could have started going left earlier and passed the corner (or landed and dashed). Or does that give you problems at the next corner?
11822 and 12200 are in a no gravity area, so you're more or less going as fast as possible as long as you hold the direction. 14975 in particular I started holding right before falling because otherwise I'd have too much momentum and hit the left wall, which would slow me up (dash/fall/dash/fall etc). 18582 - hmm, looks like you're right, I could probably save a few frames with that. didn't think of doing it there for some reason, but otherwise I did hit the reactors on the earliest frames that they'd take damage (stupid point blank range thing). I'll try that and see if I can hex in level 4 successfully, as I'm just about done with that (and fully powered up the missiles+vulcan for the hell of it). thanks for the input :)
Former player
Joined: 9/1/2005
Posts: 803
ok, stage 4 and 5 are done now. I'm happy with the way stage 4 turned out, but its has one less power chip pickup than the last attempt before truncated mentioned that slide (which saved 12 frames). Still, I Fully powered the vulcan and missiles, which (at least the missiles) are of help on the next stage. I plan to redo the boss fight on stage 5 as it looks kinda bad and I missed a napalm shot (hit the wrong enemy). Probably the thing you'd notice most in stage 5 that seems 'wrong' is that when the rocket launches I'm at the lowest possible point when the rocket booster attaches. I did this because ironically, there was like a 40-60+ frame delay when I had it attach at the highest point possible, where I just hover at the top of the screen wasting time. comments are welcome.