Discussioni
Cumbria, EnglandpetaQ6 years ago

Noticed no submissions for Original, wondering have any of you ever tinkered with it or tried speedrunning it, and might have info about weapon attack values and such - it'd be easy enough to use ram watches and work it out myself but if you have anything already known about original mode it'd be a great help. Is there a preferred emulator for this?

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Cumbria, EnglandpetaQ6 years ago

Hiya, I have a submission from a runner playing on emulator, but which features a glitch unknown to me since I didn't grow up with that console's version - on 2 occasions during run, rather than as usual having to kill a specific enemy for a required scroll, the scroll appears at random, and in a position incongruous to where he has been shooting at.

My inclination as the moderator for that game is to disallow the submission until the cause is established; whether it's a bad disk image, or something that happened to other players on Amiga consoles in real life too. While I have no reason to distrust the player, and he is the only player for the category currently, it feels way too important to let by until researched.

Any advice on this conclusion would be great, and more importantly, if any of you ever played Amiga Flimbo in your youth, did you ever have this happen to you? If you know anyone outside the forum who had this version I would really appreciate this being passed on, since I'm not the most technical guy and wouldn't know where to start.

Cumbria, EnglandpetaQ6 years ago

Hi, I was advised to post here - I'm making an Alex Kidd in Miracle World ROM hack with the help of the kidded tool http://emulicious.net/kidded/ and I was wondering since speedrunners are typically very able gamers, would anyone be interested in playtesting a few level designs to help me calibrate the difficulty? The main difference in the game compared to the original is more fluid physics; squats are no longer slow and drawn out, most importantly I beefed up the jump a lot to enable long jumps, and even something approximating wall kicks, like in the mario series. I would like at the very least to be able to release something that will challenge excellent gamers, whether or not I also make something for the casual fan. Let me know if you're interested!

Cumbria, EnglandpetaQ6 years ago

Hi, I'm making an Alex Kidd in Miracle World ROM hack with the help of the kidded tool http://emulicious.net/kidded/ and I was wondering since speedrunners are typically very able gamers, would anyone be interested in playtesting a few level designs to help me calibrate the difficulty? The main difference in the game compared to the original is more fluid physics; squats are no longer slow and drawn out, most importantly I beefed up the jump a lot to enable long jumps, and even something approximating wall kicks, like in the mario series. I would like at the very least to be able to release something that will challenge excellent gamers, whether or not I also make something for the casual fan. Let me know if you're interested! If you've speedrun AKIMW or similar platformers before you would be perfect to try this out.

Cumbria, EnglandpetaQ7 years ago

Hi all, am new here!

I speedrun an old C64 game Flimbo's Quest and there are only two of us I am aware of who currently do this. Recently I discovered through memory watching and such tools that the game has item drops similar to Legend of Zelda [on a counter in each level] but more interestingly, that the rng for target enemies is very arcane. Since that discovery I've halted my speedruns because it's going to turn the whole game upside down.

-Game has a memory byte whose value runs between 00 and FF. -At the start of each level there is a fixed uneven distribution so that each value corresponds to a set enemy, and some have higher frequency. There are hot spots for particular enemies or groups. -Each time an enemy is pulled, all slots in the memory with it in, are supplanted by n-1 in the order.

The byte's incrementation is not fixed, I am working on mapping this because it means that there are 'dead' zones on each level where standing in a particular location can freeze or slow it. Because of the distribution this also means that one can sort of manipulate the byte to give higher probability of better enemies.

This manipulation can be achieved by normal means but much, much less accurately because it is not directly correlated with in-game timer. You would know the enemy targeted but have no clue where in the distribution you were, and so further manipulation would be sheer guesswork.

I am curious whether any other games have a feature like this where being able to view the memory [either a. only the byte's value between enemies, or b. the changes during gameplay] makes such a big difference to runs, and further, what those games' positions are currently on the rules regarding memory viewing of any sort, during speedrun attempts.

I am currently inclined to think that it would be reasonable to permit runners to view the static value between enemies, but not to see the changes during play. This would enable you to know what pocket of the distribution you landed in, but would mean you still rely on your skill to manipulate it. Thus the game remains outside of TAS bounds to my understanding. That would be as opposed to having the ability to mess around on screen until the hot spot approached in view.

Opinions, info would be greatly appreciated, the more info I have before consulting the game's other runners would be very helpful.

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