Moo! Flap! Hug!
Quote from Bobo the King:
Any reason why a segmented run wouldn't follow the TAS exactly? (Aside from the fact that we haven't made it yet... *cough*...)
I had assumed that there would be precisely timed soft resets in the TAS. If not, then yeah, a segmented run would just copy a TAS.
Edit: On second thought, a segmented run could actually use different strategies than the TAS, because you could manipulate the PRNG to your heart's content before starting each segment.
Quote from Bobo the King:
On an unrelated note, I asked Mike Uyama to make me a verifier for your single-segment run. I never got back to him because he said there were already plenty of verifiers, but I still feel I have a unique perspective to offer.
Thanks for the feedback
Quote from Bobo the King:
At 14:24, you go right when you enter the World 2 caves. Going left is many steps shorter.
At 14:59, you go up around the island rather than left and down. I believe this costs two extra steps or about half a second.
I was a little confused by your decision to waste steps and run away from an extra battle from 18:15 to 18:35. I conjectured you were trying to manipulate it so that you don't get any encounters in the BLUEKEY hall. Is it worth it instead of charging straight in? Would it still be worth it if you corrected the mistakes (?) above, gaining a few extra steps?
At 14:59, you go up around the island rather than left and down. I believe this costs two extra steps or about half a second.
I was a little confused by your decision to waste steps and run away from an extra battle from 18:15 to 18:35. I conjectured you were trying to manipulate it so that you don't get any encounters in the BLUEKEY hall. Is it worth it instead of charging straight in? Would it still be worth it if you corrected the mistakes (?) above, gaining a few extra steps?
Yeah, all of that together was to avoid a pair of nasty fights in the blue key outhouse. Going right in the second cave yielded the single Pirate battle on the island, allowing for the run-fail trick to happen during that battle. Burning off the steps on 1F of Sei-Ryu's Castle was better than getting bogged down in those fights in the outhouse. I took the floating island north instead of west because, by burning off the two extra steps there, I could use environmental boundaries to "count" my steps outside the outhouse (well, technically, I guess I could have taken the island west, then just taken two extra steps to get into a battle to the left of the outhouse door...either way, the steps had to be burned).
Sei-Ryu's castle prior to getting the Grenades was one of the hardest parts of the game for me (from a planning perspective), because the enemies dish it out and can really take it. Not getting characters killed between when I went underwater and when I got the Grenades took a fair bit of manipulation.
Quote from Bobo the King:
At 19:53, you pick up all three treasure chests-- SILVER armor, a GRENADE, and a book of CURE-- but I didn't check whether you used all three. I believe I remember seeing the GRENADE and CURE used in the run, but did you remember to equip the SILVER armor? Have you tested the game to verify that your character dies if you don't equip the armor?
Yes, I did use all three of them (though I only used Cure once, so arguably that could have been skipped with some more creativity). As for testing if the character died without the armour: no, but I recall that the mutant's HP got really low at one point with the armour, so I lazily assumed that she would have died without (bad Poxnor ). That could be interesting to test if it could be skipped, and just the Dragon armour purchased instead.
Quote from Bobo the King:
I saw some battles that seemed unnecessary. I don't have their time indexes offhand. I assume that all battles were for picking up meat or gaining mutant abilities.
Actually, no. Largely, the battles were fought because of chains of run-fails. Had I tried to run all the time, I would have taken a beating and died. Four, five, or six rounds in which the number of enemies remain constant and just wail on you...well...
Quote from Bobo the King:
I noticed that you chose to fight SU-ZAKU instead of running from him. I'm not so sure this is the best option. It may be better to run from him, though if you do, you will burn through your running RNG and might hit a pocket of six "can't run" rolls, which would be unacceptable in a SS run. Your other option would be to pace around inside the tower and subway until the RNG is aligned so that you avoid SU-ZAKU as best you can. Fighting three battles with him before reaching the first subway station strikes me as rather excessive...
Again, it's the streaks of run-fails. That said, pacing inside the tower is a good idea -- thanks. It never occurred to me, because Su Zaku dies so quickly to Saw. I never thought it would have been worth it to burn off steps in the Tower.
Quote from Bobo the King:
At 45:22, your dismount from the bike could have been a little smoother. It's very minor error.
Everything I did on that bloody bike could have been smoother -- I can admit it! The same goes for that stupid glider
Quote from Bobo the King:
At 45:46, you dismount and walk around the bike to talk to So-Cho. The fastest method for talking to him is to go left two tiles, then right one, then dismount.
Nice, thanks!
Quote from Bobo the King:
At 49:57, 50:35, and 50:47, you ride the elevator all the way down. It turns out you can "jump off" it when it reaches the top of the door. Just hold right and you'll save a few steps. This is a very minor mistake, but easy to fix.
Yeah, this was pointed out in the verification thread. I don't know how I missed that trick in Shiner's run.
Quote from Bobo the King:
At 59:30, you TELEPOR back to World 1, fight a single battle with a LIZARD, and TELEPOR back to ASHURA's floor. Why?
I'm rather proud of this one Had I walked directly to Ashura, I would have faced two fights on 23F -- two very evil fights (I can't remember what exactly the enemies would have been, but they were immune to a Warrior's Saw, and they were massive groups of three types of enemies). The first fight would have taken a very, very long time; and, the second would have even been worse (I can't remember if I ever even figured out a set of inputs with which I could survive both battles). Fighting one Lizard eliminates all battles on 23F, and allows me to burn off the last of the run-fails, allowing me to run without failure for three battles during the re-ascent. (This is possibly my favourite trick in the entire run -- it saves time, and it's utterly bizarre!)
Quote from Bobo the King:
Like I said, these mistakes are all very minor and you run is definitely worth publication. I just think you should be aware of them in case you decide to improve the run.
Thank you very much
Quote from Bobo the King:
Also, I'd like to offer my thanks for your contribution to our TAS. You talked with the Creator on floor 22, which was a strategy I hadn't seen or considered. Our old strategy was to talk to him in Base Town, but this will save many precious frames. We're one step closer to perfection, thanks to you!
Sadly, I can't take credit for this -- that one was all ShinerCCC. (Quite frankly, FFL really belongs to Shiner; he just never got around to recording an SS for SDA, and I had too much time on my hands!)