Yo!
I tried this TAS jump from McBobX's newest Goonies 2 no "super jumps" TAS and found it is humanly viable. HUGE risk for very little reward, but I'm happy to show it's possible at least!
Nice! \m/
I just watched your video and haha, yeah that is really weird! Sorry it messed up your run!
I've tried to watch it a few times to figure out WHY it gave you a hostage you already saved and let you save them again - it even looks like the hostage is in a different place than they'd normally be?
I haven't the slightest clue but it def looks like you underflowed the hostage value or whatever. Nice find! Maybe it can be used for good instead of evil in the future :'D
Congrats!
Here is an additional site which can help with keeping track of time!
Yo yo!
Made a little commentary video explaining some of the tech in my run, including the enemy despawn strats. There is another video where I outline the despawn strats in segments and then in RTA: that video is linked in the youtube video and is also a forum post here.
I'm resting on this record for now, but will continue to hunt around for game-breaking glitches when I can. Let's see if we can do something crazy and break another minute barrier xD
Thank you, mon ami @TheFlyingDice! <3
The Siren's song has sung her last chorus... for now ;)
Hey there, I made this video a couple of weeks ago and forgot to post it. I've discovered you can kind of have control over how enemies spawn, and it might have to do with some sprite overload or something like that. With this knowledge we can manipulate the game to give us free passage through some parts you have to typically wait for.
These 3 time saves in Act 2 are what brought me to my 5:04 pace, but for the current WR of 4:48 I found a few more. When I finally make a commentary video about the WR I'll include mentioning them.
Maybe someone else will find more enemy spawn manipulation, or maybe I will... who knows lol.
Anyway, here's the video! First it shows the 3 manipulations in segments, and then how it looks like if you get them all in a single run (the current 4:48 WR only got the first two, and getting the third would probably save another 1-2 seconds).
Update: Most recent sesh saw a PB of 3:06 entering Act 3 - thanks to some more despawn shenanigans. Hit it twice in one sesh so while it's gonna be tough to do reliably, it's not a "fluke."
We're in 5:0X territory now, and I'm gonna continue to grind away and see if a 4:59 is possible.
I'll probably post more thoughts/discoveries/strats on this game in the future, but for now here's my assessment of the run.
Decent Act 1: could have had better movement but had what felt like a really good 1-cycle boss kill.
Good Act 2: Had good movement in the first half and then played it more safely in the 2nd half because my goal was to just FINALLY get a 1-credit clear of this. No 1-cycle on the boss, got a 1.1 cycle (needing only one jump attack to finish it off after the spider moves).
Good Act 3: Nice movement that could be cleaned up a tiny bit in some areas. The enemies wanted me DEAD in certain portions lol.
Let's see if a Sub 6 is possible! :D
Hey @Beardstrength! Thank you so much for approving my run!
Hah yeah this stupid game is certainly a punishing one. I knew I was in for it when sometime in day 2 of playing I started to get annoyed at it... a genuine human emotion. It was at that moment I knew I wasn't gonna stop until I beat it lol. Vengeance is a powerful motivator.
Thank you for the re-time! Now I'm sitting here wondering if a Sub 6 is possible lol.
I don't see myself going back for any other Action 52 games, but if I ever do, you'll see more of me on the boards!
I'll probably upload something at some point explaining my run, some of the tech I used, and maybe what I've begun to find out about the physics of the hanging chains. The way they coded it (from my casual observation) is so perplexing it belongs in a museum xD
Anyway, thanks again, and have a great day! :D
Hi there! Noticed there was no category for Haunted Halls of Wentworth, so of course it was just masochistic enough for me to give it a try! I noticed in the Forums that one way to submit a proposed run/category/game, was to just submit the video here. I will post a YT link at the bottom, and if anything needs to be done by me, or it mods want to retime it, please feel free to do so or let me know what I can do :)
For anyone interested: I played this game as a joke after clearing Super Castlevania IV on stream, then it started to become a thing because I couldn't beat Haunted Halls stream after stream. 17 hours of streams later and we finally cleared it, and then I thought, why not torture myself with a 1cc clear? I developed a technique for quick kills on the boss, and thought I had something good enough to submit.
Played on Bizhawk, game reset with the Start then Select method.
Thanks so much!
-Punk
Huge congratulations on this, friend! I know we'll see a run from you containing a boss door skip at some point soon! ;)
Ah but I don't think directionals are required, because I've got it to trigger from a standstill. I really want to try and use TAS tools and RAM watch to search for Ryu's pixel height, I know that would be some very valuable data to understand this all better! I'll DM you my Discord name, we can trade findings more easily that way!
You CAN get much higher with L and R (in the beginning I'm holding L and R simultaneously and auto firing), but it seems possible to trigger the glitch without doing so!
It feels as if you say, that it's hinging upon a proper timing after the jump, and that timing seems to have slight variation to it. It feels as if there's a "sweet spot" to get the optimal height.
Btw if you ever wanna chat about this on Discord or anything, message me here and I'll give you my username. Either way, good luck to us both finding more!
Actually, I'm responding with a follow up quicker than I thought.
I was messing around and managed to get the glitch to occur with only one additional slash in the air - I didn't know that was possible! Also, a little session of attempts for data, but 3:59 in the video is when I hit the one slash skip. I hope this is enlightening! :D
I get you on all that. The only thing I'm confused about is why moving left and right is said to help, but I can get it while only jumping and slashing. I'm definitely gonna be doing more experimenting when I can, and will report back with any findings!
Yo @TheFlyingDice that's incredible! Congratulations on getting it to happen in a real-time run! You're making me want to spend some time re-investigating this to see if I can help find a consistent setup or rhythm. I've only made a TAS of one thing, and it was ages ago, so I'm not highly skilled at it - however, in that video description I put a link to the TAS-ers page which explains some of the mechanics in greater detail. Maybe that could be a good starting point if you are looking for frame data!
Good luck! :D
Hey there!
Does anyone understand how/why/when the Pink and White Quadrunners spawn (the ones which come up from behind no matter your speed and knock you off the road)? I've ran the same track multiple times in a row, reloading with save states, and sometimes they appear and sometimes they don't.
My first guess is that it has something to do with sprite limitations or how much the game can load into memory at one time, but I figured I'd field my question here as well just in case anyone has more information. Thanks!
Hey there! Fellow Mach Rider here (1st racing game I ever played, and one of my first games ever), and I recently made a video compilation of all the tracks in the game, for science! I assume the optimal routes for speedruns are already decided, but I figured it still could be helpful data to have on hand.
"WE are Mach Rider!"