Posts for sgrunt

sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I've encoded this and put it up on YouTube for the curious without the ability or inclination to use dega. :)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I've been experimenting with encoding SMS runs. With AngerFist's permission here (YouTube link) is an encoding of this run for the curious who can't get dega working. :-)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
While the run is technically well played, I feel the game is too slow-paced and bizarre to entertain effectively. Meh vote for some redeeming technical value.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Well played, short, and I definitely had a WTF moment or two at the glitches. Yes vote.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I've been playing around a bit and shaved a unit off AKA's test run to give 00:18 on the first stage without a lot of effort. TSC lists 00:17 as the best time, which seems to be the feasible limit without a huge amount of optimisation work. Comment: the score tally screen is going to get annoying VERY quickly here, I think. :-p EDIT: AKA, I found a use for your L+R glitch; it's perfect for backtracking after getting the Emerald in UG2 (for 100% runs). Here's a demo continuing off from my previous WIP; the run in UG2 if completed as a pure run gave 00:18 (clearly not optimised, but that's not what it's meant for at present) and getting the emerald added four units to 00:22. EDIT 2: Just so I don't feel incomplete, here's the entire Underground Zone. I want some silly ideas for what I can do during the boss fight if and when I do these levels again. :-)
Post subject: Sonic the Hedgehog 2
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Forking from the generic thread to discuss issues specific to this game. Considering starting a TAS for this myself. Before I do that, I wanted to argue in favour of a 100% run, i.e. getting all of the emeralds so as to be able to play through Crystal Egg Zone (this is what I would be aiming for in a TAS of my own). Also, I wanted to note that this game was one of the first I can remember ever playing and caused me no end of anguish when younger. I want to see it thrashed. :-p
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Nice improvement to your previous WIP. I may be able to encode it (just need to put mencoder on this computer).
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
While slow-paced, the game certainly looks absurdly difficult and deserves to be destroyed. Yes vote for succeeding in this.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I watched the WIPs and agree with AngerFist - this game has the potential to be over-the-top broken entertaining like some of the other Sonic games. :-)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I've played enough Roguelikes to know that completing one in seven minutes is impressive, as must be the amount of luck manipulation that went into this run. Yes vote.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I get the sense that this sort of game warrants the sort of play which makes it resemble a cheesy B-movie, which is exactly what this run provides in my mind. Unfortunately, that's not my style of humour, but I can still see how people would find this entertaining. Voting Meh, because I didn't particularly enjoy it but can still see how it has value.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
FractalFusion wrote:
There's also a game that has a really stupid DDR-like minigame[...]
I'm sure there are quite a few games that have those. I also think they're useless.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Quite impressive - I'm not too familiar with the game but it looks as though many of the intricacies here would be rather difficult to achieve. Good work.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Yes - you can end input whenever you like and the emulator will continue to run after that, much as one watching a WIP would wonder why they're staring at a "Level 2" screen before remembering that they're only watching a WIP. :-)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Pekopon wrote:
[...]And keep in mind, I'm not doing the sub games after the game (boss butch, jump, and MG5)
This came up in a thread elsewhere on the forums and I am inclined to agree that this is the right thing to do - we don't need to watch you do those things twice in the same run (besides which jump can go on for quite some time if you are a perfect player!) :-)
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
Hey Pekopon - I just watched your WIP and I'm mostly impressed to this point (hurrah for Coo zipping around at full speed continuously). I do have a couple of comments I wanted to raise:
  • In 1-3 in the downward scrolling room immediately after the minigame it feels as though you could get to the door there sooner somehow. I am wondering if avoiding inhaling the enemies would help (despite how awesome that is, as I know it's darn near impossible in real time).
  • There are a couple of points in 1-4 where you take damage; I believe this is faster than the alternative of waiting for the enemies to move out of the way, but you should still make this clear in your notes when the run is done and you have submission text to write.
  • There's a point in 1-6 in the tall room where you reattach to Kine only to drop him again a few seconds later. I doubt there are any savings in time from doing this, much less enough to warrant sitting through the associated animation.
I look forward to seeing a completed run :-) EDIT: Y0SH1/CrispyYoshi, I also watched your two-player run of 1-1. I have to admit having seen this and Pekopon's run that a 2P run has a greater potential entertainment value and would be worth pursuing. However, I also feel that having both a 1P and a 2P run would not necessarily be the best idea, given that a single player can still have Gooey around (even if he is CPU-controlled and of marginal usability) and so to not use him might be seen as an arbitrary restriction.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I think stopping the run at the first roll of credits (i.e. a 97% run) will suffice where this game is concerned; the remaining bits are rehashes of things that have already been seen in the main run and would fail to entertain, I should think. Simply reaching the "real" ending is something I would be in favour of.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
The original run left my head spinning. That it's been improved upon is a true feat.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
I think the fundamental issue with most of the ideas that have been suggested are that the page is highly unlikely to be maintained efficiently, i.e. it will be impossible to keep up to date. Realistically, it seems as though most attention as of late has been directed here to the forums, and the livelihood of most suggestions could be determined by looking to see if a (recent) thread exists for the game in question and to create one if that's not the case. As such, a static list of ideas page is inherently not going to be able to keep up with the activity here. Now, if there were a dynamic system tied into the forums somehow, e.g. with the current submissions system, that would be more useful and would inherently be kept up to date.
sgrunt
He/Him
Emulator Coder, Experienced Forum User, Published Author, Former player
Joined: 10/28/2007
Posts: 1360
Location: The dark horror in the back of your mind
There are a whole host of usability issues that would be associated from having a unified front end, I think. The ones I can think of off the top of my head would be how to coordinate settings between the various emulation back-ends - what settings would be taken as common between them (if any), how to handle switching from emulator to emulator, etc.