Post subject: Einhänder
Joined: 7/2/2007
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I can't actually TAS this -- I don't have a Windows machine to run the emulator on -- but I thought it'd be worth starting a thread; I have some thoughts on planning. First off, obviously play on hard. Enemies are more aggressive, shots move faster; it's not just a matter of enemies having more hitpoints. It's tricky to say what S Bonuses should be taken. At first I'd say "don't get the ones that take longer", but there's the stage 6 boss to consider - you get a sort of secret boss if you kill it the right way (and that's part of getting the last S Bonus on the level). However, most of them don't involve anything that looks particularly special, so I'd have to say avoid e.g. killing the bottom half of the Greive (assuming the alternate path is longer than the normal path, which I think it is), or trying to get lots of turret kills in stage 2. This FAQ has a list of all of the S Bonuses; I'd suggest skipping 1-3, 2-2, 2-3, 3-2, possibly 4-1, 5-2, 6-1, and 6-2. That gets 13 S Bonuses, annoyingly not enough to unlock Unknown Fighter 1 according to the FAQs (but you'll be unlocking Unknown Fighter 2 regardless, so that's all good). As far as ship choice, I think the best bet is to go for the Astraea. Reason being that it can bring the most power to bear at any given time; it's hard to beat a Grenade/Cannon combo for DPS, for example. Secondarily, since you get more points and a higher bonus gauge boost for killing with gunpods, the Astraea is the clear winner for racking up high scores. It does make planning a bit harder, though, since you frequently won't have a machinegun handy to kill the mooks. Your firing rate is limited by how quickly your shots either hit something or go offscreen. Each weapon (including the machinegun) has a certain number of onscreen shots at a time - get in close so that you firing rate isn't throttled down. For example, the Spreader can have one spread onscreen at a time, but it has very little cooldown between shots. This means you can turbo-fire it if you get into the target's face so all five bullets hit. I don't know exactly how much potential damage a Spreader pod has compared to the others, but its DPS should be excellent. Grenades, similarly, can have two shots onscreen; Cannons, one. The Blade deals continuous damage; it's pretty powerful, but I don't think it compares to other weapons which are normally limited by their firing rate. The Riot has hideous cooldown; I can't see using it for anything beyond demonstration purposes. I haven't done any scientific investigation into DPS, but here's my guess at rankings: Grenade Flash Spreader Hedgehog Cannon Juno Blade Wasp Riot Vulcan No idea where the Mosquito and Python/Ptyhon fit in there. The Cannon and Juno are both rather limited by their maximum firing rate; ordinarily they're good because the individual shots are powerful and easier to land hits with. The big problem I see with boss-killing is that some of the weapons have awkward firing angles. It could be difficult to maximize your damage potential with the Grenade while still landing relevant hits with the other gunpod, for example. This video shows someone playing through stage 5 without firing a shot. This is mostly notable for the use of the manipulator to kill enemies and bosses - they die with impressively few hits. I believe the manipulator is "armor-piercing" much like the Riot. It also can be used to block bullets. Most of the time you should have both gunpod slots full, which means no manipulator, but when you do, it's worth kicking a few things. The manipulator also, of course, gives you a way to hit things behind you when you don't have a Spreader or Grenade handy. I know I've used this on stage 2 for killing some of the robot arms on the left side of the screen. Finally, note that you can hurt things by changing your speed. Naturally. When you can, kill enemies in interesting ways. For example, taking out enemy engines causes them to crash. The boats in the first half of stage 4 can be flipped by firing a cannon underwater. The "dangling" enemies in stage 4 (and the cannon turrets in 4) can be made to flip about uselessly if you kill off their armaments. Fortunately, the game seems to be lag-free, so you should be able to play with your pals before blowing them up. I don't know that there's much of a difference, gameplay-wise, between the English and Japanese versions. The Japanese version has a level-select mode which might be useful for testing things, though. Fortunately all the dialogue is in German. :)
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For the uninitiated, Einhander is a 2D side-autoscrolling shooter by Square, from their days before the merger with Enix. To me, this is the pinnacle of the side-autoscroller. http://en.wikipedia.org/wiki/Einhander I intend to at least do a test-run of this, seeing how I still have a copy and have managed to get it running in PCSX-RR v0.1.3a. I think the best set of goals would be, in order of priority... * Maximum Score * All Secret Bonuses * Fastest Time * No Death There are three fighters to start; the Astraea FGA MK. I, the Endymion FRS MK. II, and the Endymion FRS MK. III. The Astraea can equip two Gunpods simultaneously, the Endymion MK2 can equip one at a time (but can swap between up to three) and the Endymion MK3 can equip one, but has a dual machine gun instead of a single. There are 12 gunpods that enemies drop, each with unique properties. Blade - Lightsaber. FRS-type ships can swing it around. Spreader - Fires 5 bullets in a fan pattern. Vulcan - Rapid-fire. Juno - Vulcan-type; higher power, lower repeat rate. Cannon - Single shot, high power. Pierces light armor, destroys heavy armor. Flash - Single shot, high power. Pierces anything. Hedgehog - Fires mines straight up or down. Wasp - Fires tracking missiles when mounted on top of your ship, unguided rockets when mounted on the bottom. Grenade - Launches explosive projectiles in an arc. Mosquito - Fires missiles which can be controlled by moving your ship. Python - Launches mines on a string. Riot - Electric arc cannon. Very powerful. I think a good run, in addition to the criteria above, would make use of every gunpod to show the possible variety in strategy. SDA doesn't have an Einhander run, so that's no help. I found this looking on Youtube: http://www.youtube.com/watch?v=oclRt-7p6u ...but I haven't watched it yet. I am aware of using the manipulator arm and engine speed change flashes to kill bosses very quickly; what are your guys's opinions on doing that?
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I made a post on this game earlier. Not certain I agree with everything said in that post any more; particularly, the Riot is far more powerful than I gave it credit for. Maximizing score runs into trouble in stage 6, since it would involve waiting around until the last minute to abuse the infinitely-spawning enemies. For that matter, if the laser drones Hyperion launches (or the reflectors used by Gecko, or the shield used by Schwartzgeist, or the fighters launched by Spinne, etc.) are worth points enough to counteract the boss repulse time bonus, then you'd have to drag every one of those fights out as long as possible. Not very entertaining. Similarly several of the S-bonuses require waiting for a boss to use a particular move. If you want to go for a "boutique" set of rules, I'd suggest the following: * Every S-bonus that doesn't require wasting time waiting. * Every boss must be fully deconstructed before dying (destroy every destructible part that doesn't actually cause the boss to die). Einhänder's main claim to fame is in its bosses, which sadly can be taken down ridiculously quickly once you figure out what you're doing, so the second condition would probably improve the entertainment value of the boss fights. Of course it'd render armor-piercing attacks basically moot. The first condition just gives you something to do while you're playing through the normal levels. I agree that showing off gunpods is a good idea. The problem really comes down to whether you use the Astraea or the Endymion Mk. 2. The Astraea has incredible potential power output, but using it effectively would require rationing your gunpod use (one gunpod would probably be dedicated continuously to cannons, for example) which would limit your ability to show off the more obscure pods. Endymion can of course stock up ridiculous quantities of ammo, and could use one of its slots to play with gunpods. It just can't unload as quickly, or show off pod combinations. Personally I'm leaning towards Endymion for the playaround potential, but Astraea would do straight-up bossfights better. Your YouTube link is malformed. Here's an Astraea no-miss run though.
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I made this game TAS only stage 1 before. I gave up making because of desync of uncertain cause. video: http://2.syawa.net/nicotter/watch/sm12243085 This run aims for only fastest time with using Endymion FRS MK. II. The reason to use Endymion FRS MK. II is I wanted to brandish the arm. Probably, using Astraea FGA MK. might be faster. In boss battle, it might be fast to use Riot. But it lose a little time for getting Riot. By the way, number of Gunpods bullets are different between (U) and (J). For example, in (U) version Valcan's ballets are 500 whereas in (J) its 400. In the same way, Cannon's bullets are 30 or 15.
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Derakon wrote:
I made a post on this game earlier. Not certain I agree with everything said in that post any more; particularly, the Riot is far more powerful than I gave it credit for.
If you can get a group of enemies in line, a single full charge Riot blast is generally enough to combo your score up to 17x and flashing red Combo bar. It's also a very effective way to take out Greif's engine pod for the third S.Bonus in Stage 1, since when mounted on the bottom it's angled down.
Maximizing score runs into trouble in stage 6, since it would involve waiting around until the last minute to abuse the infinitely-spawning enemies. For that matter, if the laser drones Hyperion launches (or the reflectors used by Gecko, or the shield used by Schwartzgeist, or the fighters launched by Spinne, etc.) are worth points enough to counteract the boss repulse time bonus, then you'd have to drag every one of those fights out as long as possible. Not very entertaining.
I would not find this very entertaining either, which is why I listed "Fastest time" as one of the goals I intended to aim for, but under "Maximum Score" and "All S.Bonuses" in priority.
Similarly several of the S-bonuses require waiting for a boss to use a particular move. If you want to go for a "boutique" set of rules, I'd suggest the following: * Every S-bonus that doesn't require wasting time waiting. * Every boss must be fully deconstructed before dying (destroy every destructible part that doesn't actually cause the boss to die).
I don't agree with only collecting S.Bonuses that don't require waiting, but I do agree with fully disassembling all the bosses.
I agree that showing off gunpods is a good idea. The problem really comes down to whether you use the Astraea or the Endymion Mk. 2. The Astraea has incredible potential power output, but using it effectively would require rationing your gunpod use (one gunpod would probably be dedicated continuously to cannons, for example) which would limit your ability to show off the more obscure pods. Endymion can of course stock up ridiculous quantities of ammo, and could use one of its slots to play with gunpods. It just can't unload as quickly, or show off pod combinations. Personally I'm leaning towards Endymion for the playaround potential, but Astraea would do straight-up bossfights better.
I've been thinking about this. I think a run using the Astraea would be best in conjunction with save data, since that allows you to set and start with Gunpods. Also, the Unknown Fighter Mk.II, aka the Selene (unlocked by beating the game on Hard with 3 or less continues) is basically an Astraea that starts with 9999 of whatever Gunpods you start with, so maybe that would be better with save data. Don't remember if it applies to Gunpods you pick up too. The Endymion Mk.II would probably be best for showing off all the Gunpods, since it can stock up to three and hot-swap between them; in addition, it can swing the Blade around.
Your YouTube link is malformed. Here's an Astraea no-miss run though.
I'll take a look at that. As for what Gunpods to use when, it occurs to me that a Wasp is needed at all times, to hit enemies who aren't on the same 2D plane as you are.
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Don't use the Selene. It's basically a cheat mode; having effectively unlimited ammo will make the game much less interesting. For that matter, I'd rather see a run that started with no gunpods than one that did. It's such a minor difference in terms of the run proper, but feels more pure overall (and removes the question of e.g. taking a Flash and then saving it to use only against the bosses). Also, there's only a few situations in which there are out-of-plane enemies. At the moment, all that comes to mind is right before Drache, and in stage 5 to get the Mosquito. Everything else either gives you some shots before going out of plane (e.g. the giant cannon on the train) or comes into plane after showing up out of plane (all sorts of situations). Finally, you're right that getting a multi-hit shot will push your score up quickly. That's another reason why I think going for score isn't that great an idea -- it'd lead to repetitive gameplay. Every single wave of mooks would have to be taken out with a charged Riot shot or something similar. Granted that this makes the run more challenging to plan, but it'd also reduce entertainment IMO since there'd be less variation in how you take out the mooks.
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Here are a couple more Einhander runs.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Thanks for that link, moozooh; I'll check them out tonight. I should mention that I haven't actually played Einhander recently; I tried it on keyboard today, and got my head handed to me pretty badly. I'm gonna need some real-time practice before I'm ready to TAS.
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Did a quick attempt at the first half of Stage 1 with the Endymion FRS Mk.II. Still getting used to playing it on keyboard; I've only ever played it on a PS1/PS2 controller before. http://dehacked.2y.net/microstorage.php/info/1897156539/Einhander%20WIP%20Stage%201%20%28Endymion%20MK.%202%29.pxm
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Haven't done any more work (got really involved with the Cross+Channel visual novel over the past few days) but it occurs to me that a Lua script to show hitboxes would be really handy. I know absolutely nothing about Lua, though; would one of you guys be willing to give it a shot?
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