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Now a hit show on the CW
I don't mind being scrutinized in the least. I want to make an entertaining and skillful run, and it's hard to do without any previous runs or TASs of the game available to compare to. If you'd genuinely like to help, I'm sort of on the fence about what route I want to use for the Catacombs area in Level 9. This area has a very awkward design... it seems almost impossible to avoid some back tracking. I'll do my best to describe the two routes I'm thinking about. I'll try to account for all of the Earthlings, but I'm going completely by memory, so I'll probably forget a few.

Route A: Go right and jump over the pit, taking out the Flying Duck and Boogie Men. Keep going right past all the fungus taking out the Boogie Men along the way. When you get to the large fungus area, fall down and catch the Cow Ghosts, Fairy, and Poodle (in the bush on the left wall). Then hit the button below that bush to return to the top of the ledge, and then press the button there to appear over the pit. Fall down holding right to get the Poodle on the ledge, and then get the Boogie Man and Naked Man below. Go right, catching all of the Earthlings in your path (Poodles, Fairy, Fat Lady, Boy... probably forgetting one). Enter the door once you reach it. Catch the Cow Ghost here, and then Funk Move, or use the buttons, to go through the rooms to the right to catch the Girl, Construction Worker, and Tourist. Then Funk Move back to the room at the far left and use that door to appear above the large fungus area. From there, just go right catching all the Earthlings along the way until you reach the end of the area.

Route B: Catch the first Boogie Man and Flying Duck, then fall down into the pit. Go right, catching all the Earthlings along the way, but don't enter the door. Go past it and talk to Flarney, who triggers the button at the bottom of the pit. Now go into the door. Catch the Cow Ghost, Funk Move (or use buttons) to go right through the rooms, taking out those few Earthlings. Keep going right until you reach the bottom of the pit where Flarney's button is. Push it to appear at the top. Then go right, catching everything along the way, everything in the large fungus area, and keep going right to the exit.

Route B seems a little faster on paper, but Route A seems faster to me when I actually play the game. I haven't timed them to compare, though. Of course, it's possible there's another route that's even faster which I haven't thought of.

Here's the password I had after my last segment (which will probably change after I retry it, but I think the only difference will be me having one more Panic Button): MAFNKE2D-1K-
Visit my profile to see my runs!
Sure thing; I'll be trying that out later today and will post my analysis shortly afterwards...
To Speedrun... or not to Speedrun...
This is fantastic! I'm glad to hear someone is running this game. Wish I could help, but it's been a while since i've played.

This is a big game with some fairly complicated levels. Will be interesting to see someone pull it off. Bravo Arrow!

And by the way, there was nothing wrong with Toejam and Earl 3 dammit!
Visit my profile to see my runs!
Sorry Arrow; I'll be working with your issue tomorrow, instead of tonight.  I was unexpectedly smothered in homework.  Of course, you may have already determined which route to use [my initial inclination is to commit to the one you've already felt was slightly quicker], but if not, I should be able to contribute by tomorrow night.  Sorry.
Now a hit show on the CW
There's no rush... I'm taking a bit of a break anyway, plus I'm going to be reattempting segment 4 before I have to worry about it.

Quote:
And by the way, there was nothing wrong with Toejam and Earl 3 dammit!

I haven't played it, personally... I'd definitely at least give it a chance if I had an X-Box.
Edit history:
zfunk007: 2006-03-02 05:30:08 am
To Speedrun... or not to Speedrun...
Not to get too much off topic, but Toejam and Earl 3 was basically just like the first game except with a lot more to do. Why a lot of people disliked it is beyond me. Perhaps Toejam and Earls personalities varied too much from the original two games and the "urban lingo" and rapping they were using was a little too silly. But it is a good and fun game for 2 players.

Back to Toejam and Earl 2. My brother and I never beat this game the "goood way." I think we just finished it once and that was it and it wasn't the good ending. I think you have inspired me to at least play through the game again. Because I'm sure after I see your speed run I will never want to play it again  Grin
Visit my profile to see my runs!
I'll work on this more over the weekend, but Route A did seem to take less time.  Of course, I only was able to try each option for two passes due to my diminutive amount of free time, but maybe after some more practice, I might better be able to perfect Route B. 

Why is it that the girl [Note: possibly the first earthling in the game] is the hardest for me to catch???  She has such a maladroit movement pattern!  I'm getting better at swiftly defeating Boogiemen and Naked men, though...
Now a hit show on the CW
Hehe, Girls usually don't give me trouble (in the game ::))... Naked Men I can do well against about half of the time. If you get close to them when they're about to throw a tomato, you can keep throwing jars in their face and they'll keep trying to throw a tomato. The most annoying Earthlings for me are the Fairies and Flying Ducks. Fairies only take four hits, but because of how well they dodge jars, plus their laughing powder, plus their constant hit and run tactics, makes them take far too long. Ducks are just a pain. My normal method of fighting them is to try to time a high jump right before they enter the screen so I can rapid fire jars from above. Getting the timing right can be difficult though. If you do it too early, the Duck will enter the screen way above you, or worse, level with you (he'll run into you and do damage). But on the other hand, if you don't jump early enough, you'll automatically dive (since you have to hold down to do a high jump). Add to this that they take the most hits (I think) of any Earthling, and the fact that you have to wait over 5 seconds between each pass... ugh, hate 'em. Is it any wonder I usually try to make sure I have Super Jars for Duck encounters and/or lure them to a spot where I can use a FunkVac efficiently? Unfortunately, that first one in the Catacombs has to be taken out the slow way.
sda loyalist
Would it be possible to use the 'slap' from a Duck to knock you onto a far platform? If I remember rightly, even if you're in midair it knocks you a fair distance horizontally before you start falling. Just a random thought. Smiley
Now a hit show on the CW
Ha, never considered a damage boost for this game. I don't think it would really work though. It doesn't knock you that far horizontally... any platform that could be reached through that method could probably be reached with a regular high jump. But I'll keep it in mind. That would be a crazy trick to pull off 8)
Edit history:
Arrow: 2006-03-04 09:39:29 am
Now a hit show on the CW
Alright, I think I finally got a segment 4 I'm content with. I only had two mistakes worth mentioning... got hit by a Cow Ghost (6 second loss) and missed jumping onto a bubble in the last area of level 8 (hard to explain what I mean by this... you'll see in the video... maybe 7 second loss). Aside from that, I had incredibly lousy present luck... a record five SJ presents in a row that only gave me one SJ (they give anywhere from 1-4). But I really don't consider bad present luck a valid reason for restarting. Fighting most earthlings (with the exception of Naked Men, Flying Ducks, and Fairies) without SJ's usually only takes a couple seconds longer than having them.

EDIT: Aaaaand Seg. 5 is recorded. No major mistakes, just the usual time loss suspsects (getting hit by Cow Ghost, slow Flying Duck fights, etc.). It's kind of funny... Level 9 is a real pain just to make it through without a death, but Level 10 is ridiculously easy.
Edit history:
zfunk007: 2006-03-13 04:25:48 am
To Speedrun... or not to Speedrun...
Any new updates on this? I want to see this run!
Now a hit show on the CW
I haven't recorded any new segments yet. The final three are going to take a LOT of planning compared to the five I've done already. They contain some massive, labyrinthine levels. I just haven't had the time to sit down and map everything yet.
take all the time you need to make it rock. we'll be here.
Edit history:
beanshaker: 2006-03-13 06:42:09 am
go the mighty swans
Quote:
take all the time you need to make it rock. we'll be here.

Second.

Arrow, there is something that has been bothering me for a while. What the hell is your avatar? I keep looking at it but I have no idea what it's supposed to be.
Now a hit show on the CW
Quote:
Arrow, there is something that has been bothering me for a while. What the hell is your avatar? I keep looking at it but I have no idea what it's supposed to be.

Meh, I know it's hard to recognize because of how the forum reformats it. It's an animation of the King of all Cosmos I made based on this:

http://katamaridamacy.jp/katamari1/game_e/game_02.html

Here's how it's supposed to look...

http://img.photobucket.com/albums/v293/Arrow-space/King.gif

I'll probably change it to something that fits better one of these days.

Well, somehow you guys saying to take all the time I need convinced me to work on my run tonight Grin Seg. 6 is now recorded. It was a tough one... I was almost ready to give up for tonight, but then on what would have been my last attempt, I managed to pull off a near-perfect run through. I had to take a few parts cautiously because my health was low, but I had no major mistakes to speak of. It only gets harder from here >_<
Fight, Crocogator, for everlasting peace!
...I hate sucking at games I used to be awesome with. This would be one of them. I know I beat it back when the Sega Channel was still around. Good memories, good memories. Painful game, but good memories.
Now a hit show on the CW
Segment 7... recorded Smiley Took quite a few tries, but the end product may just be my most flawless segment yet. I can't even think of any mistakes I made. But my greatest concern is the route I used on Level 14. I'm fairly sure it's the fastest way, but it's simply a bizarre level that requires lots of back tracking no matter what way you go. Here's a crappy map I made if anyone cares:

http://img.photobucket.com/albums/v293/Arrow-space/Level14.jpg

I don't actually expect many people to even understand that. It makes sense to me, and that's what's important Tongue On to the final segment and last two (technically three) levels.
Visit my profile to see my runs!
Hey, great job, Arrow!  I never expected you to finish the run so quickly.  Shocked  That map seems to be perfectly coherent, albeit I'm quite familiar with the game.  In any case, you definitely know what you're doing.  Keep up the tremendous work!  Wink
To Speedrun... or not to Speedrun...
Sounds like your making some good progress! I can't wait to see the end result. And by the way, how many segments are you doing again? Just curious...
Edit history:
Arrow: 2006-03-20 08:05:18 pm
Now a hit show on the CW
One segment for every time the game gives you a password. The game gives you a password before every odd numbered level, except for 17 (because it's short and the last level). So 8 segments total. I'm working on the last one.

I have a question about the timing. I know that timing usually ends when you lose control of the character, but would this include the ability to skip through the credits? TJ&E2's credits appear in dialogue boxes that can be skipped through just like ingame dialogue. Will the timing end when the credits start or when they're done?
Visit my profile to see my runs!
I believe when they start.
sda loyalist
When they start.
Now a hit show on the CW
What about for points being tallied before the credits start? It grants you points based on how many lives, funk, coins, etc. you have remaining at the end. The only comparable example I can think of off the top of my head is Castlevania (NES). If the point tallying counts as part of the total time, then it would save quite a bit of time to get to the end with as close to zero funk and coins as possible (I already get there with zero SJs, FunkVacs, and Panic Buttons, and since this is a no-deaths run, I can't do anything about having maxed lives). There isn't really anything I can do about the amount of funk and coins I end up with this late in the run without starting over completely, and it only wastes about 20 seconds during the ending, but I'd be interested to know if this counts or not. It's after you lose control of the character, but before the credits. Since it's part of the ending, I'm guessing that it doesn't count, but since it's something that could theoretically be a controlled way to make the ending shorter... I don't know.
Sleeping Terror
It doesn't count. Timing ends before then, so it doesn't matter if that part can be made a bit faster or not.