Posts for CtrlAltDestroy

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May or may not be off-topic, but I have always found the word "superplay" to be a little bit lame. Personally, I have been calling them "Tool-Assisted Showcase" runs for a while now. Either they showcase the theoretical perfect speedrun, or they showcase something else about the game, using tools. I fully agree with launching a demo category. Although we would need to define exactly what kind of run would fit in a demo category. We might be able to categorize all "playaround runs" as demos, or something.
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This topic is a train wreck. I say we should re-load from the first post and try a different approach. Or maybe it's just a bad topic choice with no inherent entertainment value, and we should pick a different topic. Voted "meh".
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I thought about it for a while, and I came up with this submission. Technique: Attempting to use the No True Scotsman fallacy to nullify your opponent's reputability. Example: A previous poster claims, "I am a doctor, and I believe that chocolate is good for you." Reply with, "Apparently you are not a very good doctor, otherwise you would know that chocolate is bad for you." Bonus points if this exchange happened immediately after you implied or claimed that only doctors have valid opinions on the health benefits of chocolate. (Maybe this could be split into its own thread and become an interesting topic of conversation)
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This was totally nuts! A new giant leap for TASing, for sure. Blows the mind. My only criticism is that I think the hacked program could have been a little more complex; maybe with a slideshow of pictures and more music. This being the first TAS of its kind, it could have made an even bigger impression. Also, maybe after the surprise at the end, you could have returned to the game and completed it, just to make it look like the surprise was part of the game. I wonder how many other games will have something like this possible, especially on systems like the SNES with more RAM space. I think the "S" in "TAS" is starting to stand for "Showcase", since more and more of them are blurring the lines of "completing" the game.
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Nach wrote:
Guga wrote:
Arguing page will be useful in the future, thank you.
You're quite welcome. Feel free to call people out on any of the points.
That's an awesome page. Can we suggest additions? :P
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This game is very weird and scares me on some kind of deep level. Meh for entertainment, yes for publication!
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Dragon Warrior. It was the first TAS I ever watched, because a friend had shown it to me. It sent me the message "THIS is what luck manipulation means!" and blew my mind, and then I was hooked on TASes for good. Gradius, for being so damn artful. It was the first TAS I watched of a game that I never played. Zelda II and Zelda: Link's Awakening, for introducing me to the concept of "Glitched" runs. I couldn't stop laughing for days after I saw them. Although I will admit, nowadays Mega Man 1 is probably the funniest glitched run on this site, in my opinion. Yoshi's Island. Brilliant shortcuts and incredible egg bouncing physics! To this day, it remains my favorite TAS.
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OmegaWatcher wrote:
I just said that, once, I read in a wiki about online communities that, if you really didn't cared about the community, you wouldn't post about it there, you wouldn't need to post that.
I probably wrote the law you are referring to. "Boomerang Law: If an active user creates a post announcing they are voluntarily leaving the community, they will almost certainly return. The length of the post is directly proportional to their likelihood of returning and inversely proportional to the time it will take for them to return." MUGG's post was very short, which is why it is likely he was serious. Usually the boomerang law only takes effect when the goodbye post is lengthy.
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ais523 wrote:
@CtrlAltDestroy: many of my favourite TASes and speedruns are for games I never played. Normally, I browse the workbench, or browse the movie lists by platform, for something that looks interesting. And I did that even when I first found the site, before I was really part of the community. Likewise, when I show speedruns to my friends, them having played the game is only a minor benefit in making the choice; being a good speedrun is much more interesting.
My hypothesis is that you are part of a small minority, or at least you were before frequenting these forums.
The change wasn't made just so a2600 runs could be published. It's something a lot of people have wanted for a long time.
And by "a lot of people" he means nearly 7 to 1 forum users, if the poll in this topic is anything to judge by. It's still very sad to see so much drama, though. I hope we can reach some kind of a compromise in the upcoming weeks.
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I don't see anything wrong with keeping the AVGN tag, but I have to agree that the icon is... distracting. Instead, I propose a "bad game" category. It would be applied to games that are notorious for being terrible, or that have Metacritic / Gamefaqs scores of less than 5. Because watching bad games beaten quickly is very fascinating, even if you aren't familiar with them. I think that category should get a cool icon.
Then after we accept a ton of terrible games and fill the feed with them so quality falls to the wayside a controversial tiered system that still doesn't make sense is implemented haphazardly and inconsistently making the site potentially more confusing to traverse than having one category with all of the runs.
All anyone ever does is search for games they recognize or have played before, and watch those movies. The TASvideos community is an exception, especially those who make runs themselves. But outside of the users who post on this forum, nobody is a "TAS connoisseur" who just watches any run that might be entertaining or that has a high score. Normal people just watch runs of games they know, and that's it. All this tier / moons and stars / entertainment score stuff is totally ignored by them anyway. That stuff is just for our own community's sake. The only difference with the new Vault tier is that it increases the likelihood that general visitors will find runs of games they are familiar with, and as far as I am concerned, that is a step in the right direction.
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PJ wrote:
What actually counts as "completing a stage"? It looks like the elevators don't count and taking a warp doesn't count, so I'm a bit confused.
In each sidescrolling level, there are "switch" objects scattered around. They look like blue beer cans to me. To complete a level, you must collect all the switch objects, then return to the entrance door. It will cause you to exit back into the overhead-view elevator room, and the door will close behind you. I am thinking about making a run for YouTube that attempts to complete as many levels as possible, even if some of them cause you to end up at a dead-end.
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andymac wrote:
Zowaix: yes, that's exactly what it means. You either get one or two less pixels to stand on. The terrain detection for all tiles in a level with slopes (not just the sloes themselves) are changed. I think I checked this at one point actually. I could be wrong though...
I have noticed that this behavior only applies to the level terrain. Blocks and pipes still have the old clipping behavior, even in levels with slopes.
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Perhaps these crashing demos should be submitted to a forum thread, and then have someone make a YouTube montage of them all. That might be cool to see. But I don't really see the point in putting these into the submission queue. It's just, what's next? Runs for "Fastest Game Over"? or "Fastest Enemy Kill"? "Fastest Item Acquisition"? I don't really get it.
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Heisanevilgenius wrote:
Wait, what happens at the end? You walk in a door and then it says "Congratulations" and there are fireworks? What is the goal to this game? :p
No clue. The manual of the game says this: "Your Mission: to make your way through the incredible maze of rocket rooms and elevator shafts and return safely to your ship." However, I don't see how this resembles the game at all, and as far as I can tell the only real goal is to go through that one orange door in floor 24.
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With simpler games like this, there is a sort of fascinating subtlety to the gameplay. It helps if you try to imagine yourself playing the game as you watch the movie. I voted yes.
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Atari support is awesome. Is there support yet for the wheel controller (supported by Breakout, Kaboom!, and so on) via mouse, and if not, is it planned?
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I have a question about BizHawk. I noticed that it has built-in support for rewinding which works with any system. However, I am wondering if it works the same way as the "Braidulator" script from FCEUX, or if it is optimized or implemented differently in any way. I ask this because there was a problem with the Braidulator script in FCEUX; when recording TASes that got lengthy, such as around 45 minutes long, loading the Braidulator would cause huge slowdowns because the Braidulator script would save a savestate every frame, and each savestate would have a full copy of the movie file in it. Has this issue been addressed in BizHawk? Or will it be necessary to disable Rewind for very long TASes to keep this from happening?
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Aww, blast. I saw this on my RSS feed and I was hoping someone had finally TASed Rayman 2: The Great Escape. Disappointed!
Post subject: Re: Death by ???
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Svenne wrote:
TAS:ers, I need you help! This happened to me during the ESA Charity marathon: http://sv.twitch.tv/ludendi/b/329357607 And no, no second controller was plugged in, Aglar or anyone, give me an answer plz! Would be greatful!
wut. I believe that this is not the suicide code, because even that causes the death animation (falling off the bottom of the screen). Here, your hearts turned white and then it jumped right to the level card screen. Maybe it might have something to do with that autorocket thing spawning a fireball at the same time you let go of the shyguy?
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Acheron86 wrote:
I'm not sure how or when the precedent of "publish it even though it looks boring because oh man if you played it you'd see why this is so good" was established.
I would make the argument that roughly half of the movies on this site fall into this category already. I rarely, rarely watch movies of games I haven't played, because I find them boring, no matter how fast-paced or glitchy they might be. For me, entertainment does not come from all the flashy moving colors on the screen, but from the knowledge and understanding of the game's rules and what's going on in the movie, and the surprising manipulation of these elements. But that's just me. That's why a person's vote is supposed to speak for themselves, not for everybody. You should vote no because YOU found it boring, not because you perceive other people would find it boring. That being said, I respect your vote and your opinion.
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Despite having no visible glitches, this movie gave me Widget levels of joy. Very much yes. Awful game. If you just touch one enemy, you die and you have to start the entire game over again. Highly satisfying seeing the game trounced like that.
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I think I have narrowed down the problem I am having solving this. The fact that there is a white tile in each corner suggests that there should be only a maximum of four ice cubes touching the walls at once. But getting the white tile in the very center of the room covered up seems to require pushing a fifth cube away which hits a wall. If I could find a way to somehow block that fifth cube from hitting a wall, I think I would have the puzzle solved.
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As promised, here is the test program: http://www.rphaven.org/cad/puzzleadv/IceTest.zip It allows rewinding and outputting the move sequence to a text file.
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John11 wrote:
When you say the blocks can move freely on the conveyor belt, can you just move them to any point on the belt or do you actually have to be able to push them there with the guy? For instance, if you push the 5th block (from the left) down, can you move the 4th block over one to the right, or would the character actually have to be to the left of that block to push it right?
In the game, you can push the arrow blocks to cause all tiles between the arrow blocks to cycle. This means, you can freely move any ice cube on the conveyor belt to any other point on the conveyor belt. I'll hack together that demo program and upload it tomorrow.
Post subject: Please help me solve this ice sokoban puzzle!
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Well, this is embarrassing. In my spare time I was creating a silly puzzle game based on Sokoban. When I created this level, I kicked the ice cubes around in various places and recorded where they landed. That was a year ago. Having forgotten the solution, I am trying to solve this puzzle again. After sinking over 8 hours into trying to figure it out, I am about ready to give up. Please help me if you can! http://www.rphaven.org/cad/puzzleadv/ice.png Puzzle rules: - You control the character. - If the character pushes an ice cube, it will slide until it hits a solid object. - The space between the arrow blocks constitutes a conveyer belt; ice cubes can be freely moved between these spaces. - Once an ice cube has been pushed off the conveyer belt, it can be pushed back onto the conveyer belt only if there is another ice cube blocking it from sliding over the conveyer belt. - The arrow blocks are solid. - To win, cover up all of the blue floor tiles with ice cubes. I am going crazy with this, because I swear this puzzle was created directly from a test run, and therefore is possible to solve. However, I just can't seem to figure it out to save my life. If anyone could offer any tips, strategies, algorithms, or anything, I would be much obliged. Also, if anyone wants, I can make a small EXE file so the puzzle can be tested in real time.