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Twisted_Eye
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So it's basically the Jason-only areas of Blaster Master but like Contra, sounds awesome. -playing it a little bit before loading the TAS was pretty fun, too, thanks for showing this game! Firstly, I don't really think it's fair to call it Pacifist run if you destroy 99% of the game's enemies, whether you're required to or not. Secondly, good job on the run! It was smoothly done and you used all of your available weapons very well, especially that directional bomb you get towards the end. There were places where my instinct wondered if some frames could be shaved, but the run's quality isn't in question. And yes, I eventually realized that those rooms with two rotating turrents were examples of how to use new weapons, eventually. I liked it. Decent game that developed as it went along so it didn't get stale, good technique, under twenty minutes, I give it a good yes.
Twisted_Eye
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I was enjoying watching this for quite a while. It was TASed noticeably well and was quite entertaining. Unfortunately, it got really repetitive, and I had totally lost interest before it was halfway through. I really liked what I saw, but man the game is long.
Twisted_Eye
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Ahhh, damage boosting, and picking up/throwing the bomb thing to cause its countdown to lower faster, didn't even think to try either, good job guys! Grats to Aglar for winning that one, taking the three jewels at the beginning and throwing the box at the end to not lose frames double jumping were clever. The next challenge looks interesting, very open ended, probably a lot of very different looking entries coming.
Twisted_Eye
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haaaaahahahaha What a great idea
Twisted_Eye
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How's progress? I'm quite curious how that last challenge came out! And of course about what the next one will be
Twisted_Eye
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Looks like fun, I'll give it a go!
Twisted_Eye
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That sure as hell WAS a Super Stage! Very awesome glitching!
Twisted_Eye
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These videos are awesome, very nice work!
Twisted_Eye
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I tried to do something similar, moving the e2 pawn to d8 killing the queen right out and then shuffling it to b7, and making the winning move b7xc8=Q++, buuuuuut the computer seems to think there's possibly a way out but can't find one, so gets stuck in an infinite thinking loop and I don't get no checkmate satisfaction. Using the queen instead works but damn, winning by an attacking promotion causes a programming error, you'd have thought they'd thought of that.
Twisted_Eye
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I've been having a hard time getting the time and the motivation. Lately, I've been feeling like there's something more pressing than spending an hour or two working out the sword slashes to manipulate drops from the bushes after the Rosa dance and those same bushes on the return trip. I also just realized that when walking between screens, you can gain a free pixel by pressing the perpendicular direction at the right frame. Link will slide a pixel or so (on normal ground) for free, so this can be used to cut off a frame of that silly diagonal movement. I'd always just handled all of the diagonal movements at once so I'm sure I could go back and save a few frames earlier. I can't even say for sure whether it would desync the run until I try it. In the end, I want to keep working on this and think about it from time to time, but I've just been devoting myself to other things lately, mostly just personal IRL issues.
Twisted_Eye
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In regards to feather: Yeah, I tried those myself, too, and couldn't get them to work. I'll see if there's any possible part of the lava that can be pegasus/damage boost/feathered over. If it can get a full four tiles, I know of one spot in particular to try, one screen north or so. In regards to Ring Secret: I don't want to use any of the Secrets. I used a password to start the Hero's Quest to get a fuller ending. The Ring and Item Secrets are passwords, and, in my view, breaking site rules. Plus, this is probably going to be the only Seasons run done, so I'd rather keep it more pure. Oh and yeah I'm definitely not buying anything, I was just saying that if Maple dropped bombs, I'd be glad to pick 'em up.
Twisted_Eye
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It's slow going but I haven't given up. I realized that Rosa took different paths in her sneaking-back-down screens, so I had to figure out manipulating that. Then I had to manipulate something good out of a pile of leaves in the second screen, and all it would give me was ember seeds, which I needed eventually anyway. Now I'm trying to manipulate something good out of the bushes in front of the portal twice, namely Red Rupees or a Fairy. I intend to hit up Maple after dungeon 2 to get the Power Ring lvl-2 and hopefully enough rupees to get the rest I need for Dmitri and ooh maybe some bombs. I keep telling myself that the game will get easier as it goes along, though manipulating Pegasus Seeds is probably not going to be super-fun. Has anybody successfully found a way around the sequence with the two jumpy Subrosians that steal your feather and bury it? I have a couple ideas to try, but I'm curious to see what anyone else has come up with. It'll save a large amount of time to skip that crap.
Twisted_Eye
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Very good run of this cute game I've never heard of before. The graphics and animations reminded me a lot of Wonderboy in Monsterland 6, which really deserves a good TAS.
Twisted_Eye
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Alright, here's the final version of Dungeon 1. http://dehacked.2y.net/microstorage.php/info/1213607078/ZeldaOoS-TE-End%201%20-%20Final.vbm http://www.youtube.com/watch?v=LCqxa24-Sz8 Two seconds ahead of the previous WIP, and I'm done. I've already spent half the day manipulating drops from the bushes, tree, and leaves, took a break to post this youtube. Gotta dance with Rosa, grab the Rod of Seasons and then the shovel and THEN start the next dungeon...Fun fun!
Twisted_Eye
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I had noticed that button pressing effect when I was setting up the bomb in the miniboss room, completely didn't think to pull it back out to the earlier bomb, thank you! I saved 7 frames there and 3 more on the last swing at the miniboss. Ready to move on now. Boss Chest key proving verrry difficult to optimize. Finally get a good starting setup, but they all walk away from each other. I try any of the other two dozen I can manipulate easily, and one of them is always hanging out on the back wall. The best I was able to do ended up losing 52 frames to Soulrivers/Tompa. Upside? I saved 5*3* frames to the fight with Aquamentus, thanks to the bombs. I'm pretty happy with this so far. http://dehacked.2y.net/microstorage.php/info/181829504/ZeldaOoS-TE-End%201.vbm
Twisted_Eye
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Oh the trading isn't necessary? Awesome. I knew I was a frame down in the talking bits at the start, but I thought that I had calculated front talking to be faster. It's an easy fix that doesn't affect manipulation, as well the stairs and cart. Thank you! I'll get to work adding those in and redoing the miniboss. --for some reason I left this text in the field and never posted it, but I'll still leave it there and act like it's an edit anyway, cause that's how I roll. http://dehacked.2y.net/microstorage.php/info/535938144/ZeldaOoS-TE-1%20Dmi.vbm I improved the miniboss to 7 frames over Swordless's run. The winning idea was cutting out the final slash by turning the first into a spin slash. It required delaying pulling out the bomb a few frames but it worked out. Since the spin slashes are started as soon as possible, I don't know if more frames can be saved. Actually I just thought of another thing to try for two or three frames, but anyway here you go. Also, I swapped out the sword instead of the bombs. I'm going to test if getting in one or even two bomb blasts on the boss would save time, despite having to go into the menu to pull the sword back out mid-battle. Thanks to the TAS Movie Editor program it'd be pretty easy to change back to putting away the bombs if I have to without having to redo much. That handy app has made this much easier. Using it to easily add a sword stroke at a waiting sequence makes manipulation easy--now to manipulate the boomerang-weilding Goriyas to all die to one bomb blast for max time saved in the Master Key chest's room. Having them die to sword will be slower, even IF I can position them in a way as one swing will push them all down a hole. ...OR I could start storing a spin-slash before entering the room, that'd probably be best for sword path. It'd also be better that they die on the floor so that hopefully I can get rupees are maybe bombs out of them. OH and I was only able to add the lost frames in the camp scene, the manipulation is just too fickle elsewhere. Unfortunately, apparently from entering the dungeon to the death of the miniboss I ended up exactly 8 frames behind, which I guess can all be attributed to that very first room with the Stalfos. Just could NOT get decent manipulation there. I'm happy with this all, though, onward ho.
Twisted_Eye
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What a horrible day. I accidentally recorded over Swordless Link's most optimized run, and Microstorage isn't working so I can't get a replacement copy. Further, I lost my spreadsheet of our comparitive times so I can't even go off of that. Here's what I have so far, it's a megaupload link unfortunately: http://www.megaupload.com/?d=Y4K85FJS Up to the first miniboss, if you only include the parts where our runs are directly comparable, I'm a small handful of frames ahead, but I'm sure I lose it in the miniboss. I have a plan to make the Boss Key room easy to manipulate, but I decided not to continue because if I redo the miniboss fight to get any lost frames back, I'd have to redo all the manipulation anyway. That's been the worst part: All the redoing. I did a run all the way through the miniboss to see how well I did without comparing to Swordless, then I started over to beat that, THEN I started over because I realized manipulating rupees off the keeses was a worthy endeavor, THEN I redid it again to get more damage boosts. If you can see anywhere to get more frames let me know, but, if I may, I'm done with everything up to the first miniboss. It's been two weeks, the pain can stop. I'm still curious about some other planning things. Noble sword is a yes? Get the Cuccodex when in town next, the rest of it shouldn't be out of the way to get I assume? --Actually getting the Ghastly Doll before visiting the house where you get the Iron Bowl would be tricky, having to kill 30 monsters to make Maple appear quickly so that Link doesn't have to backtrack. I guess it's not too hard if she doesn't appear after the first dungeon, but then killing 30 to make her appear after the second to get the Power Ring Lvl. 2 would be a goal to look into. The rest of the trade chain is right along the route anyway I believe. I figured from the start that the hardest part would be comparing to Swordless's most up-to-date run. Now I understand better what the optimization entails, I'd like to pretend to think that the rest of the run wouldn't be painful, just arduous. These two games are just so deserving of TASes, it must happen.
Twisted_Eye
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I pronounce all the letters, in all usages of the word. T-A-S-ing. T-A-S-es. Boring I'm sure. Technically, it's against the whole concept of TASing to do it this way, it is SO slow and inefficient!
Twisted_Eye
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I'm worried. I said that no WarioWare games could make publishable TASes, and then I sat and watched this one all the way through and was entertained the entire time. Where did I go wrong? My negative assumption was defeated by your awesome reset technique to skip those boring cutscenes. Still, it's hard to make many of the microgames entertaining. Waiting until the VERY last frame to press A once was only interesting for so long. But all of those games with more flexibility...it was a bit more mesmerizing. I was even watching with the audio off and didn't realize it. If any WW run is published, it would be this one
Twisted_Eye
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This is a CLEAR improvement, you've done an amazing run here. Your improvements are easy to see. I see no reason this shouldn't be published!
Twisted_Eye
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I tried slashing while waiting for the Maku tree but it didn't seem to affect the later manipulation. Good idea about slashing at the bush though. I wasn't planning on using secrets, I figured them too close to passwords and thus unpublishable. Technically I could just plop down a fully loaded Ring Secret and whip out the Power Ring lvl 3 right there or some such. It'd be a hell of a lot of trial and error, and anyway I think that would be taken as cheating. --Actually it might not be trial and error, since both games' passwords start with NNN (meaning they probably have the same seed) I wonder if they'll accept each other's secrets after all, hmm. But yeah it won't go in the run. Good thinking about the 100 rupee dig-up. Sounds just about perfect.
Twisted_Eye
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Very fun run! The various uses of Rush were surprising, awesome, and hilarious each in their own right! I loved this.
Twisted_Eye
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All Warioware Tases are boring. It's an inescapable truth of these games. If it's now so fast that the watcher can't even SEE it being solved, then it's even more boring. Try another DS game, though! I think you'll do a good job.
Twisted_Eye
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So I recently played through both games and greatly enjoyed them, so I've been tossing around TAS ideas. You're absolutely right about that manipulation being a pain in the keister, though I'd love to give a try when I get more time. Planning is what I've been working on now, mostly. http://dehacked.2y.net/microstorage.php/info/620532313/ZeldaOoS-TE-1%20-%20Copy%20%281%29%20-%20Copy%20%281%29.vbm I'm thinking a linked run would be my goal. Cutting out the mostly uneventful non-linked Hero's Cave while adding a fuller ending and some littler events partways through would make for a better watch I think, especially for people who've only played the normal way. Looking around, I found that a password of all capital N's works, but it was non-linked. Doodling around with the password generator linked earlier, I discovered that to change the qualities of a password you only need to change one or two letters to randomly find a working password, so I tested several combinations using only letters that are one direction away from capital N, and eventually found one that was a Linked, Hero's Secret game! So the most important planning step now is to decide what animal to be my buddy. That password gave Moosh. Changing the 6th-to-last character to a right-arrow gives Dmitri, and with a little testing I could find one for Ricky. Each one moves differently and an entire chunk of the game's landscape is completely different depending on the buddy you get. VGMaps details It seems clear to me that Dmitri is the best to get--after getting the flippers, calling him would be unnecessary, unless his swimming is faster than Link's. Manipulating the 80 rupees necessary to free him from Moblins might be tricky, but there's a staircase under a burnable tree one screen right of the first dungeon with an old man that gives 100, so the easy solution is there, I just don't know how much better it'd be for time. Thoughts? Anything else I should know about? I'm guessing finding a similar set of passwords for Ages would be a similar endeavor, just finding anything that works that's quick to enter would be the tricky part. --Found an equivalent password for Ages: NNNbN NNNNN NNNNN NN-NQ. I assume this is a Moosh password, a slight change will give Dmitri and another, Ricky. Changing 6th-from-last to Left Arrow works, not sure which is which yet. Either I find the Mem Address or I play the game until I know! Work either way ha
Twisted_Eye
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There were a brief couple moments when strategy was seen, but for the most part it was just rattattattatat, which was absolutely amusing for the short short 5:40 that this game runs. Throw in the wacky characters and their expressions, and I don't see why this shouldn't be published. When I come around to watching it again in a few months perchance, call me easy, but it'll still be funny.
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