Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
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Yeah, but is it possible/useful anywhere else?
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The first TAS I ever saw was Dragon Warrior, which was shown to me by GeminiSaint right after I started using emulators.
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I figure I should bump this since the other thread got locked. A quest 1 movie might not be as entertaining, but it would certainly be faster and more familiar to a wider audience. The amoeba stages would be completely neutralized. I'd estimate that it could be done in around 15 minutes.
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Let's see... Somehow, you didn't start walking soon enough. You stand still for 8 frames before taking your first step north. For diamond #6, you A-grabbed it, then walked around it. It'd be 8 frames faster to just walk into it. For diamond #7, you walked 3 squares down, walked past the diamond, walked 3 squares up, then A-grabbed it from behind. It'd be 56 frames faster to just stay up closer to the wall and walk through the diamond. At the final pile of rocks, you should A-grab the dirt instead of walking into it then back out of it. This should save 8 frames. ... And that's where 80 of your frames went. As for the rest, I stopped my movie input a little sooner than you did, and your menu movements are just a little bit slower. When selecting a level from the world map, you can press the arrow key and A at the same time to enter the level. You can press A to close the message box on the first frame after the first block of words appear on it. Feel free to use my movie as a base if you want.
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Oh, so we're doing the first quest now? That could be interesting. It'd certainly be much faster than the 4th quest, and it's a lot more familiar to those who've played the game before. The movie is better, but here are some more tips: -Press Reset on frame 4 to skip the intro screen completely. -I highly suggest you use frame advance to navigate the world map and menus, they're highly imperfect in this movie. -Play at 12% speed. This should give you plenty of time to make decisions and hold buttons. -You screwed up a few grab moves in this movie and wasted a lot of time. Each "Step", including movement from one square to another and grab moves, is 8 frames. To perform a grab without wasting time, hold down A and the intended direction as you're walking into the next square. The grab will be performed on the first frame possible. -Most of the strategy in TASing this game comes from deciding which diamonds to pick up. Consider this: You spent a lot of time toppling rocks to pick up diamond #2, but you walked right next to diamond #5 without picking it up. http://dehacked.2y.net/microstorage.php/info/1794186431/bd-1-1-1.fcm Here's my attempt at beating 1-1, can you improve it?
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Well, seeing that the current Bubble Bobble run has been repeatedly nominated for things like a "golden feces award" and "first TAS I fell asleep to" over the years, and currently has an abysmal score, I was thinking it could possibly be made more entertaining by using warps. But, I guess it was not meant to be.
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I watched your movie, and it looks like you don't know about the grab/push technique. If you hold down A, you can grab diamonds, dig dirt, or push rocks without moving from your space.
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How is Bubble Bobble going to be obsoleted? We could try a warped run, but manipulating umbrellas requires popping water bubbles, so it would involve just standing around and waiting for enough water bubbles to float onscreen, so that would be even MORE boring than it is already. On a lighter note, you could manipulate shoes on the first few levels by bubble-jumping, so that could be a major improvement.
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If you want to do a Boulder Dash run, I could help with that. Be sure to watch the previous movie: http://tasvideos.org/1069S.html I know of several improvements to this movie, and I was working on another version, but the WIP got deleted in a hard drive crash.
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I remember seeing a tile map once that suggested there are possible shortcuts in the World 2 pyramid by walking through the walls outside. I think the beginning, the bonus coin area, and the end are all linked. Any possibility this could be taken advantage of?
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Hey Lord Tom, once you complete this run, would you mind divulging your discoveries with the memory addresses? I'm very curious to know more about this game.
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Wing boots galore. I'm impressed. You even used the refill/ring shortcut at the very beginning. Can't wait to see the final version.
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I can't play an instrument, but I've done a lot of midi writing. My most recent accomplishment was writing the original soundtrack for this game, which can be found here if you'd like to give it a listen.
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Bacon, lettuce, tomato, on white toast. No mayo. It's always been my favorite. Runner up: "The ultimate heart attack" Grilled white toast, 2 melted slices of swiss cheese, 4 slices of bacon, 4 slices of tomato, Thousand Island dressing, 3 onion rings. (Unfortunately, I can only make this one at work...) Runner-runner up: Peanut butter and honey.
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Worst parts for me: -Dealing with lag. Figuring out which frames your keypresses are ignored, especially when trying to fire every frame or something. Also, having to avoid lag is overall really dumb. -Working with your character off the screen. -When improving a movie, having improvements on early levels screw up the luck manipulation for later levels, breaking important moves or tricks. (I'm talking to you, Widget.) -Spending hours trying to perform an awesome new trick, only to find that the trick is impossible by one or two frames. Then spending even more hours trying it all over again because there has to be some way to do it, if only you could optimize something or change something earlier in the level by just a tiny bit... and, of course, failing that as well.
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I liked this one, but not as good as the first. It seemed more of a sequel than a replacement to the first one, since a lot of the glitches in the first one were removed.
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If we can make an exception to start with SRAM for this game, you should do a Meta-Knight run. That would be very fun to watch.
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Same with the Boulder Dash run, here are the possible improvements that got lost with my hard drive crash. -Kenny's trick saves exactly 255 frames. -In FlimFlam-3, you should morph to mouse immediately without zipping, run off the left side of the screen, then hit L+R to wrap to the right side. Then start moving right to be warped to the center of the screen. A similar trick was used in Dante's Room 6. -Also in FlimFlam-3, in the pit where it is not possible to keep from getting hit, it is possible to regain running speed faster by timing the damage so that your hurt sequence lands on solid ground sooner and reverts. Untested, but there is reason to suspect the final boss can be killed faster. Firing the bullet so that it hits Ratchet just as he throws his finger fireball could take advantage of the state change glitch and allow the bullet to damage him 3 times instead of just 2.
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I was working on the version 4 of this run for the past several months, but I recently lost it all in a hard drive crash. I'm going to make some notes to myself as reminders if I ever restart this run again. On the off-chance that somebody else wants to improve this run, feel free to take advantage of these and even to copy portions of the existing movie. (In that case, I apologize for the poor descriptions, as I'm recalling this all from memory alone.) Boulder-1: Through extensive testing, appears to be perfect. Boulder-2: Improvement is possible by using a bug to blast open a wall, saving a trip back to the central path. - When starting, immediately go to the top of the level. - Enter the top-left chamber where the bug roams. Grab the diamonds while letting the bug out into the central chamber. (Some digging of the dirt is required beforehand to make sure the bug follows the proper path) - After collecting those diamonds, cross the hall and go for the ones in the top-right chamber. Along the way, dig a patch of dirt to get the bug stuck in a loop. - After collecting the top-right chamber diamonds, go out into the central chamber and head down for the middle-right chambers. Manipulate the bug into following you along the way by using the character as a wall to make it jump over the gap in the loop. - Follow the bug into the middle-right chamber, grab the diamond, and smash the bug with the rock to open the bottom-right chamber and collect the diamonds in there. - Collect the diamonds in the bottom-left chamber, then complete the level. Boulder-3: Been unable to find an improvement for 3 movie versions now, so I guess it's perfect. Boulder-4: Can be improved considerably by squashing the butterflies in a different pattern. - When starting out, instead of going straight down, go to the right a few tiles and drop the rock down with you. Use the rock to crunch the butterflies. - While the diamonds are materializing, go to the next butterfly chamber and crunch one of those. - Conserve diamonds and let one of the butterflies escape to save time. Ice-1: Looks perfect. Ice-2: Looks perfect. Ice-3: Amoebas can be manipulated to convert to diamonds 40 frames sooner. Following a different path through the level will affect amoeba appearance order and rate a little bit. Touching the amoebas affects it A LOT. Character can be used in place of 2 rocks by moving back in forth every frame. Ice-4: Can be improved by just a tiny bit, using the same strategy but leaving the diamonds on the right to just fall through on their own and collecting them later along with the diamonds on the left. Sand-1: Might be improved by killing lag faster. Traversing the diamond mine up top from left to right is a formidable task and a real puzzler, but with the proper manipulation of rocks and diamonds, it can be done. Theoretical path: - Start by dropping the avalanche on the left. - While avalanche is falling, collect the diamonds from the center pit. - Return to the falling avalanche in progress. Collect all diamonds within the pile, then use the catch-on-head trick to collect the remaining diamonds as they fall and filter out the rocks. Plug the very last part of the avalanche and collect the last diamonds that would have fallen. - Run through the part on the left and collect all the diamonds possible. - After that's done, cross over and run through the center diamond mine and collect the rest of the diamonds needed. - Manipulating the part above the right avalanche zone for the last 20 diamonds is next to impossible. It requires micromanaging how diamonds fall and using them as paths to keep the rocks from blocking your path. I did it once, but have been unable to reproduce it so far. This was the reason the run was delayed. Sand-2: As perfect as it gets. Sand-3: Untested, but probably can be improved by using the 2 starting bugs to destroy walls and clear out unwanted rocks. Sand-4: Can be improved by at least 40 frames by refraining from collecting the diamond at the bottom of the last column, instead collecting it later when collecting the diamonds beneath it and letting it fall down. Relic-4: Huge improvement found here. - When the map starts, run down and start collecting the right pit of diamonds. If done right, it will catch the bugs and cause a chain reaction that destroys almost all of them and even opens up the center row of caged diamonds. - Collect the rest of the diamonds as fast as possible. Some diamonds must be left behind in order to beat the bug in the column by 1 cycle, saving a bunch of time. Volcano-1: Extensively test to see if it is possible to run through the bottom catacombs after clearing the rightmost diamond chamber. Volcano-2: Untested, possible improvement by dropping a 5th diamond into the magic wall. Volcano-3: Use the TAS movie editor to copy the performance of this level from the previous movie. Volcano-4: Untested, but definitely not perfect.
Post subject: Re: A Public Message to Deign
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GashouseGorilla wrote:
If this keeps going on, people will eventually get sick of the games and leave them in the dust.
It can work both ways. In some cases, when people get bored of a game, THEN they try to find other ways to enjoy it. I got bored of Metroid Prime after 100%ing hard mode, and I was about to put the game away forever when I found out about the Space Jump Early trick. It provided me with many more hours of fun and frustration as I tried to speedrun the game. In any case, the game glitches are there, whether you like them or not. You can choose to ignore them or not use them, but it doesn't make them go away. Trying to pretend glitches don't exist in order to preserve the "sanctity" of games is silly. The fact is that some people really like to see these glitches demonstrated and used as novelty, which is part of the entire basis for this site. It should also be noted that most of the time, when we laugh at glitches being used, we're not lauging at the game, but with it. (Unless maybe you're talking about Widget, or Super Pitfall...)
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I didn't like this run nearly as much as the SMW one. Too much speedrun, not enough glitching! Although it sort of picked up in World 6 with all the hammer throwing.
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DK64_MASTER wrote:
CtrlAltDestroy wrote:
PS: I don't watch SDA runs, and I have never seen any of these glitches before.
Strange, a lot of these glitches (including yoshi flight) are present in the current SMW and SDW tases.
Well, when I said "any", I just meant "a lot". Of course I've seen things like the block creation glitch, but I've never seen it used in so many creative ways. And I haven't seen the SDW movie.
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I died laughing multiple times, especially at the completely unexpected deaths. I can't count all the WTF moments I went through. I don't think this run should be published since it's not really the point of the site, but I did "enjoy watching the movie", so I'll vote yes. It was a great watch, and I'll definitely watch it again sometime in the future. Good job. The world needs more of these kinds of movies. Perhaps a messaround / "demonstrate as many glitches as possible in a single run" category should be opened. PS: I don't watch SDA runs, and I have never seen any of these glitches before.
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I guess I left out the part where you can only use each digit once. Oops. Edit:
Boco wrote:
All of them, after removing duplicate tickets, since the number of draws and the number of symbols on the ticket is the same number (so there is only one winning ticket).
Say X = 4 and Y = 6. There are 6 possible numbers in the drawing. Lottery tickets contain 4 numbers, and 4 numbers will be drawn in the drawing. You need to buy 15 tickets to guarantee a win. The answer should be an equation.
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Sorry if they've already been posted. 1. Disprove this: 64 = 65 2. Find a 10-digit number which uses each of the digits 0-9 only once, such that the number created by the first two digits is divisible by 2, the number created by the first 3 digits is divisible by 3, et cetera, all the way up to the entire number being divisible by 10. 3. A state lottery drawing involves picking X numbers out of a pool of Y numbers. Each number can only be picked once per drawing. A lottery ticket contains X numbers. A contestant wins if all X of the numbers on his ticket were drawn in any order. How many tickets must be purchased in order to guarantee winning the lottery?
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