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-   -   Strat Specific Save Files (https://forum.magicball.net/showthread.php?t=17808)

Homeless 2015-09-17 00:05

Strat Specific Save Files
 
2 Attachment(s)

LBA 1 - Strat Specific Save Files v1.0

Following the Route Specific Save Files I've also put together a list of saves for the more difficult strats in the currently established route. Each of these saves reflect an ideal, or close to ideal, starting point of each different strat. It is recommended to use these save files both to practice pulling of the strats over and over and getting the feel for positioning.

In creating these save files I've intended to make practice of specific strats easier. Use these in any way you see fit. Feel free to change or add to the saves and share these with the rest of us.

It is highly recommended that you set each of these save files to read-only. This will allow you to keep practicing strats involving the meca-penguin without losing the meca each time, or to prevent scene changes/game over deaths to have permanent effect on the save file.

Current strats included are:
  1. Zebra Crossing (Getting to the Astronomer faster in Lupin Burg)
  2. Museum Skip (Getting Sendell's Medallion and Horn of Gawley without going to the museum)
  3. Hamalayi Meca-Jump (Skipping the Rebellion and instead meca-jumping the gate outside the transporter between the Norther and Souther Hemispheres)
  4. Mutant Eggs (Practice destroying the mutant eggs)
  5. Clear Water Meca-Jump (Practice getting past the blue card door near clear water lake without the blue card)
  6. Hamalayi Pipe Trick (Going from the Northern to the Southern Hemisphere without going through the rabbit hole)
  7. Principal Fortress Meca-Jump (Get past the blue card gate outside the Principal Island fortress using a meca-jump)
  8. Teleportation Meca-Jump (Practice getting the meca-jump over the Teleportation center gate just right)

Download latest version (v.1.0)


How to install:
Just throw these in your LBA 1 folder and you're ready to go. For further tips, see recommended use below.

Remember to set these save files as read-only as mentioned above. This way they won't get overwritten by LBA 1 but can still be loaded.
This is as to prevent the saves from not reflecting the starting points of the strat, such as different scene or having no meca-penguin.
Changelog:
1.0 (2015-09-13):
  • Initial release.

marcosmapf 2015-09-17 21:15

Nicely done Homeless, this is very cool idea! I bet many of the speedrunners will be glad this has been posted :D

gravel22 2015-09-19 17:17

Thanks man for the work here, will be practicing this morning with theses!

serializer 2015-09-20 00:43

Hey man, just one comment on these saves, I don't think it's a good idea to edit the spawn position. The tricky part with many of these jumps is actually getting into the right position in the first place as quickly as possible, especially when under pressure from enemies e.g. with the blue gate skips especially! And the positions of enemies when you do the jump is dependent in how long it took you to get there. So these saves are not really representative of actually performing the trick in a run ...

Homeless 2015-09-20 02:02

Quote:

Originally Posted by serializer (Post 451734)
Hey man, just one comment on these saves, I don't think it's a good idea to edit the spawn position. The tricky part with many of these jumps is actually getting into the right position in the first place as quickly as possible, especially when under pressure from enemies e.g. with the blue gate skips especially! And the positions of enemies when you do the jump is dependent in how long it took you to get there. So these saves are not really representative of actually performing the trick in a run ...

Definitely a good point and one I was thinking of also when creating these. I agree, this is especially true for the mega-jump at the blue card gate near clear water lake, where in a run the soldier takes aim at you and you have to perform the trick quickly.

I opted however into having these saves reflect an ideal position, or close to at least, to start from so that a runner can more easily see how it is performed. Getting the timing right especially on meca-jumps can be tricky at first and is good to practice separately.

Further saves could be made, where you start where you would ordinarily start for the scene in question, so that you have to run in and get the positioning right too. I think that would complement nicely! :)

marcosmapf 2015-09-20 02:49

Quote:

Originally Posted by Homeless (Post 451736)
Definitely a good point and one I was thinking of also when creating these. I agree, this is especially true for the mega-jump at the blue card gate near clear water lake, where in a run the soldier takes aim at you and you have to perform the trick quickly.

I opted however into having these saves reflect an ideal position, or close to at least, to start from so that a runner can more easily see how it is performed. Getting the timing right especially on meca-jumps can be tricky at first and is good to practice separately.

Further saves could be made, where you start where you would ordinarily start for the scene in question, so that you have to run in and get the positioning right too. I think that would complement nicely! :)

Since you've already thought about creating the new ones, then why don't you record them and upload both? That way people can have the "ideal scenario" to train and the normal scenario where they can test themselves.

gravel22 2015-09-23 19:22

Quote:

Originally Posted by Homeless (Post 451736)
Definitely a good point and one I was thinking of also when creating these. I agree, this is especially true for the mega-jump at the blue card gate near clear water lake, where in a run the soldier takes aim at you and you have to perform the trick quickly.

I opted however into having these saves reflect an ideal position, or close to at least, to start from so that a runner can more easily see how it is performed. Getting the timing right especially on meca-jumps can be tricky at first and is good to practice separately.

Further saves could be made, where you start where you would ordinarily start for the scene in question, so that you have to run in and get the positioning right too. I think that would complement nicely! :)

Finally will you make theses saves? I like really need that to practice today hehe :P

serializer 2015-09-23 23:38

Oh, you're going to need to add a new save too:
http://www.twitch.tv/docpaisley/v/17424221

xesf 2015-09-23 23:49

You're exploiting the whole game. Oh well!!

Homeless 2015-09-24 15:50

Quote:

Originally Posted by serializer (Post 451764)
Oh, you're going to need to add a new save too:
http://www.twitch.tv/docpaisley/v/17424221

Oh wow, amazing! I reall thought this was never going to work due to the door not being a carrier and always getting stuck inside of it whenever we've tried it before. Really glad to see this! :D Great stuff.

Quote:

Originally Posted by gravel22 (Post 451763)
Finally will you make theses saves? I like really need that to practice today hehe :P

Sorry man, I've been busy a lot with work and RL lately. I'll get to these maybe tonight.

serializer 2015-09-25 16:09

I think when we want to glitch inside a door to hit a trigger, the carrier status doesn't matter and in fact could prevent it working. Previous attempts on this one got me stuck inside the door so I didn't think it worked but perseverance paid off!

Also have a look at my latest highlight on twitch. It is possible to perform glitches using some npcs instead of mecas ... probably some other sprites too ... not actually helpful anywhere yet but it's very interesting.

Oh also I have fixed versions of a couple of the saves since I've been practising jumps. Will send you those files when I'm back home.


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