Posts for CtrlAltDestroy

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Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
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Watching now. Bongo Hills 2: AT the end, did you check to see if it's faster to carry the same rocket up instead of jumping to the very last one? Bongo Hills 3: Aha, you ran into the same problem I did with that one antitoon at the very beginning. I remember finding a way around that without pausing, though. Bongo Hills 4: I like your playaround, my only complaint is that you didn't let it spin you down into the spiked notes at all. There are many places it can do that without harming you.
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We should get a new tag, "Abuses recognition". Then the Family Feud TAS would get it as well.
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That fight looks MUCH better! Good job. As for the riding part, I thought for certain that it's simply an auto-scroll, and the best you can do is hit the exit sign at the first possible opportunity... I don't think any of your actions affect how fast the level goes by. And yeah, you're right about Moskito's Nest. Definitely get the running power before that last cage, it's waaay too far out of the way.
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Oh, interesting. Someone picked up this game. I know that there is some sort of a "frame rule", 7 frames or something, for exiting stages. that's why you can overlap the ! sign sometimes and you won't exit until a few frames later. I think you messed up the moskito fight. In my run, I first manipulate him into flying to the very center of the screen before punching him for the first time. Otherwise, he goes into his "dizzy" animation and flies there himself, which is considerably slower. As for getting those cages the first time around, that was more of a stylistic choice. Those cages I got were mere frames out of the way, so I could not foresee very much of a difference between getting them now and coming back for them later with the running power if I'd just have to run through the whole level anyway. Unlike the cages in, say, Allegro Presto, which you pretty much have to skip then come back later, I doubt the margin of difference in getting the two other cages I got is anything more than 20 frames one way or the other. There is a cheat code to give yourself all the powers. You could try testing it with that. I didn't think of that when I was doing the run. I recommend going to get the helicopter hair before heading up to Moskito's Nest. Why? Because with it, you can get all the cages in Swamps of Forgetfulness on the first runthrough. On this route, I believe you can also get all the cages in Moskito's Nest on the first runthrough... kinda. See here: http://www.youtube.com/watch?v=lKQxmnntNM4
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Okay, I'll bite. This was hilarious to watch. I loved the whole attitude of "Just barely win" or "Win as fast as possible" for each game. I also liked the misses, screwing around, and weird clipping oddities you demonstrated. Still wonder how they got away with that blatant Dragon Quest parody... Can't quite tell if this is suitable for this site, but in the context of the game, I certainly enjoyed it. This game has one of those never-ending towers, right? Maybe that would be more suitable for a published movie, since it's just nonstop microgames picked from all possible games, and they level up and get harder and faster.
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Yeah, I posted that bug report... then I totally forgot about it. Sorry about that. Next time I report a bug, I'll register an account and follow it. Just looking at the functionality of the input display when using the rewind script, it looks as though the input display is getting updated twice, both on savestate.load, and then overwritten on emu.frameadvance, the latter of which is producing the undesirable blank data. Holding down a button while rewinding actually does write the button to the input display, which is meaningless because the button just got rewound. I have a feeling this could just be an idiosyncrasy with the way the lua script runs, since the lua script appears to load the state from 2 frames back, then emulate 1 frame, placing you 1 frame earlier. Which is why it produces accurate reversed sound and everything. So either there is actually a bug, or the lua script needs to be rewritten so as to somehow allow the input display to actually show up, or perhaps a new lua function is needed. But whatever the case, not having the input display on when TASing is really annoying because I never know just how far back to rewind.
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Looking back on my posts, I was a bit harsh... I think I wrote them with the assumption that POR would never read them. Ironically.
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Still no input display whatsoever after calling savestate.load from lua, most notably in the rewind script.
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
Experienced Forum User, Published Author, Active player (325)
Joined: 2/23/2005
Posts: 786
Shame that Link is his Zelda 1 self rather than his Zelda 2 self, which would have been so much more fitting. Samus is easily my favorite character. The wave beam is murder.
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I personally would define heavy luck manipulation as something that has a drastic visible effect compared to normal gameplay. For example, manipulating all the enemies out of the way in Metroid might be insanely tough for the TASer, but would look normal to the viewer. Manipulating away all the enemy battles in Dragon Warrior looks extremely abnormal compared to regular gameplay, so it should deserve the category. In fact, I've always considered that one of the main purposes of the movie categories is to describe the huge visual anomalies that take place in a TAS, rather than just being a "FYI tag". WTF, he just walked through a wall? "uses L+R". WTF, the game glitched up after he re-loaded the file? "Uses save corruption." WTF, no monsters are attacking? "Luck manipulation." WTF, how are all the players cooperating perfectly with one another?" "One player controls four characters." They are things you can expect to see in the movie. That's why they're categories, so that viewers can sort by them and watch similar movies with these properties, and also so the player can have an explanation for what the heck they're seeing.
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I had a thought just now. Since the "heavy glitch abuse" category is admittedly still a little arbitrary, why don't we try to divide it into more specific things, such as the "Uses save corruption" category? Here are some ideas: Travels out of bounds: Some of the gameplay takes place outside of defined level boundaries. This doesn't count if the player manages to clip through a wall into another room, or if they manage to stand on top of the ceiling. It only counts if the player accesses rooms or level data that do not exist, causing the game to load "secret worlds". Examples: SMB -3 Stage Ending, Glitched Metroid II, Mega Man Uses Zipping: The movie regularly uses an alternate movement technique that is significantly faster than any intended movement technique. Zipping is usually caused by abusing clipping or unconventional input such as L+R. Wobbling does not count as zipping. Examples: Mega Man, Glitched Zelda II, Battle of Olympus I think, if we had just a couple of these categories, it would cover all of the "Heavy glitch abuse" criteria. It would be interesting to view lists of movies in these specific categories.
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EDIT: So, I was up all last night (Literally until 5) putting the finishing touches on this Top 10 list I wrote for GameFAQs, and when I woke the next morning (Er, afternoon), I was featured on the front page! The Top 10 Reasons People Play Video Games, and the Games that Represent Them Woohoo!!!
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I'm currently doing a Let's Play of Rayman 1 for the PC, and I'm trying to load it up with informative annotations. http://www.youtube.com/watch?v=CyDYwfY7ahI
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When pronouncing it to real-life people who know what a TAS is, always say "tool-assisted run". It just sounds less weird.
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Epic!! My jaw was totally on the floor after you started heading for Eagle's Tower... except not. Everything after that point was just a blur of unexpectedness and epicness, walking over walls, transitioning to screens you had no business being on, triggering the warp hole, carrying that black ball around SOMEHOW, skipping the Eagle... wow. I had a laugh at the disembodied voice that always talks to you after the dungeons. I kept saying "Shut up, you have no idea what you're talking about." Excellent effort, beautiful result! Yes vote, of course.
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That was a very fun read. Thanks for sharing. Amazing how just a couple of games could be re-released under so many different titles and themes, and with so many nonlinear spin-offs... Wow, it boggles the mind.
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I think commentary/subtitles skewed to the entertaining side are better than those on the informative side, simply because it should be common practice here on TASvideos to put everything the viewer would want to know about the run, including stage-by-stage commentary, into the submission text. Doing a strictly technical commentary would just be taking these submission notes and reading them out loud. And for those watching on other sites, they are always encouraged to "see tasvideos.org for more information" and look at the submission notes.
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Personally, I think a much better implementation would be to add a new movie category called "Stale" or "Improvable by a large margin". Yet, the movie would still stay up, because it's better for newcomers if we showcase something we once thought was optimal rather than not having it at all. Imagine if this site just plain didn't have an OoT run. Everyone would be asking where it is. Because even though we now know it's horribly unoptimized due to some new tricks, it still showcases the power of TASing for that particular game, which is important to this site. Besides, do you really think we should go around unpublishing movies like that? People discover new tricks in the forums all the time, some of which are very large. Is that grounds for taking down a published movie? And even if you factor age into the equation, how would you determine how old is too old? I bet we'd eventually take down Solomon's Key for these reasons, just because nobody wants to run it, so it'll never get improved and Famtasia will never die otherwise. Heck, if adelikat and Tompa weren't so crazy, we'd probably have done the same with Bubble Bobble. Old movie, relatively boring, painfully unoptimized... yeah. We'd have found an excuse. Publishing the new Bubble Bobble run felt awesome because of these reasons. I think everyone else who worked on that run can agree that the motivation to finish that huge project just wouldn't have been the same if we could have instead just taken down the old run and said that it "doesn't count anymore"
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Tristal wrote:
The level you're talking about for SMB3 is 6-5, not 6-6.
Whoops, that's what I get for using YouTube for reference. About Great Palace: maybe. It was another one of those dead end / infinite loop level designs where if you miss the right path you'll spend an hour realizing you're going in a circle. Definitely a case of "We've already made the game as hard as it's going to get, so in order to make it harder we have to start messing with your perceptions" As for Battletoads, I never played the game and so I was not able to write a description yet, I just heard from too many people that Level 3 is the level that nobody ever beat. I did watch a Let's Play of it, though, and it seemed as though Level 3 was really a wakeup call for the rest of the game. The dam level of TMNT probably wouldn't make it. I beat that several times as a kid. It was annoying, but doable after a few tries, and close enough to the beginning of the game where losing to it isn't too big of a deal. The level I really hated was the third, with those sewer parts that wash you out to the entrance if you fall. I could never get past that level. For Batman, Solar Jetman, and all the rest, care to elaborate? I've never played those games. Heck, you could write the description for the list if you want.
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Publication! This should have the "uses warps" tag. Also, I think "whole" in the description should have been "while"
Post subject: Random Video Game-related Top 10 Lists - I got featured!
Experienced Forum User, Published Author, Active player (325)
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EDIT: So, I was up all last night (Literally until 5) putting the finishing touches on this Top 10 list I wrote for GameFAQs, and when I woke the next morning (Er, afternoon), I was featured on the front page! The Top 10 Reasons People Play Video Games, and the Games that Represent Them Woohoo!!! --- I wanted to try writing some Top 10 lists for GameFAQs. Problem is, I haven't actually played a lot of games myself, so my frame of reference is very limited. So, I'll post some of my list ideas here so people can poke holes in them and suggest things I'm missing. The order might appear a little unbalanced, but they're just rough estimates at the moment. Suggestions are welcome.
"The Top 10 Best-Kept Secrets of NES Games" Rewind a few years. It's 1992 and you're sitting in your living room, playing your favorite NES games. You've beaten them all dozens of times. You know 'em inside and out. You're a pro, and you enjoy showing off your skills to your amazed friends. Yet, in spite of your guru-level knowledge of the game, there's always this strange, random element with one part of the game that you can't quite put your finger on. Why did an item appear THERE that one time? What's this undocumented featre you somehow activated? How did you stumble upon this secret enemy you've never seen before? How did you bring up a secret save menu? More importantly, how do you do it again?? It bugged the heck out of you, and try as you might, you had no earthly idea what the game was doing behind the scenes. And you never would have, either, if it wasn't for friends, strategy guides, and GameFAQs to finally lay all the mysteries to rest. Some of them are so secret and obscure, I bet there will even be a few things on this list you didn't know yet! So here they are, the top 10 best-kept secrets of famous NES games you never would have figured out on your own. 10) Secret Player 2 Input (Mega Man 3) It's surprising how many games of this NES era had secret features unlocked by hitting button combinations of Player 2's controller -- almost as surprising as how long it took for you to realize they existed! They'd give you save screens without having to kill yourself, reset the game, even let you continue after a game over. But the most iconic and ridiculous of these had to have been Mega Man 3's debug features. Remember that day your little brother was randomly mashing buttons on Player 2's controller, and you found that Mega Man could suddenly jump SKY HIGH? And he could walk over pits without dying? Yeah, what the heck?! Well, now you know: hold Right on the other control pad to make Mega Man moonjump. 6) Not-Quite-Random Items (Bubble Bobble) The powerups in Bubble Bobble are probably the part of the game everyone remembers with the most fondness. They had all sorts of awesome effects, ranging from invulnerability, to super speed, to the ability to shoot bubbles as fast as a machine gun, to summoning a giant lightning bolt and killing all the monsters on the screen! When you saw that rare item appear across the map from you, you know you wouldn't think twice about making a reckless bee-line for it. But why did some items always seem to appear on the same levels every time, almost to the point where you could count on them? Weren't they supposed to be random? Not when YOU played, it seemed. And why did they always get mixed up when you were playing with a friend, or when you weren't quite playing your best? Well, the answer is simple: the items which appear in Bubble Bobble are based on your performance. Specifically, the game counts various things that you do, such as popping bubbles or jumping on bubbles, and when you accumulate a high enough count, a specific item will appear on the next round. Want that candy early? Pop lots of bubbles. Want the shoes? Jump on lots of bubbles. Want that rare, coveted green bonus potion? Fall off the bottom of the screen a lot! To make matters more confusing, those who had played the arcade version of the game long enough to pick up on this trick assumed their knowledge would carry over to the NES port, when all of these values were actually scrambled up to give totally different items. Either way, this mechanic was a brilliantly subtle way to reward everyone's own personal playing style. 2) The Case of the Disappearing 1-Up Mushrooms (Super Mario Bros.) Have you ever been just playing through the first Super Mario Bros., only to get to 2-1 and find that the invisible 1-Up mushroom wasn't there? Ever have this nagging feeling in the back of your head that they only disappear if you've been playing less than your best? This one bugged the heck out of me for all of my life, and recently I was told the answer. If you didn't know this already, you're never going to believe it: on the first stage of every world (1-1, 2-1, 3-1, and so on), there is an invisible block with a 1-Up mushroom somewhere on the map. These blocks will only appear if you collected every coin on the third stage of the previous world! So, if you want the 1-Up on stage 3-1 for example, you need to collect all the coins on stage 2-3. 1-3 is special in that you are allowed to miss 2 coins and have the 1-Up appear, and using a warp zone will cause the 1-Up to appear regardless on whatever stage you warped to. With such a secret, arbitrary, and not-widely-known game mechanic, Super Mario Bros. is still impressing us over two decades since its release. 1) Bald Bull's Photo Op (Mike Tyson's Punch-Out!!) This one was so secret, only acknowledged in the subconscious minds of the most avid players, that the developers recently had to let the secret out once and for all. When fighting Bald Bull, an audience member in the top-right corner of the screen will flash their camera at the moment the Bull Charge can be countered.
"The Top 10 Most Evil Levels in NES Games" THAT ONE LEVEL. That level you could never beat as a kid. You feared it. You dreaded it. You'd stock up on lives, dedicating hour after waking hour just to play through the game and try that level again, only to be reduced to tears every time. And when you finally got past it? You treasured that passcode like a newborn son. Only... it wasn't because the level was hard. Oh, no, the game was hard already. This level can only be described as EVIL. These are the levels that come after the game has lulled you into the complacency of a fun and addicting challenge, only to throw something NEW at you. Something DIFFERENT. Something DIABOLICAL. Something all of your skills would be useless against. These are the levels that had you stumped and overwhelmed. These are the levels that you wished didn't even exist. These are the levels of EVIL. 10) Super Mario Bros.: World 7-4 Proud of all the platforming skill you've gained just getting this far? They're all totally useless here. This is the level that repeats infinitely until you find the right route... or until time runs out. Usually the latter. I cannot begin to describe the frustration of trying to beat this level for the first time without using a guide, watching life after stockpiled life die from TIME UP. And it wouldn't actually be all that bad, except for the section in the second looping part where all the ledges are split up in pieces. What, are you supposed to try every combination of weaving in and out, over and under the ledges? The solution is deceptively simple once you know it, but pretend for a moment you're playing this back in 1993 with no internet and no guide. What's a self-respecting plumber to do? 9) Bubble Bobble: Level 57 If you've ever tried to play through the NES Bubble Bobble, you probably don't even have to look this one up. You know precisely which one I mean. The pink level of doom, where the space-invader enemies are trapped on platforms near the ceiling, constantly shooting laser beams down at you. Well, that's easy, just use bubbles and jump up to them, right? It's not that simple, because in this level, the bubbles float DOWN. The only way to win is to stand in the line of fire, blow a tower of bubbles in the center of the room, then jump on them before they straighten out fully and hope they don't just randomly burst when you land on them. No, it wasn't fun. It was a pure headache, and it took dozens and dozens and dozens of tries. But remember the joy you felt at finally obtaining the password for Level 58, vowing never to play that abomination of a level again. 8) Super Mario Bros. 3: World 6-5 That mushroom house inside the square taunts you. And it has a right to; there's a Hammer Bros. suit in there, the rarest and most awesome item in the game. But in order to get it, you have to go through the optional, fiendishly diabolical level 6-6. Prepare to be baffled! The exit to this world isn't anywhere obvious; if you keep going forward, you'll end up in an infinite loop until time runs out. The real exit is somewhere you'd literally never look: up in one of the several gaps in the ceiling. This means you have to fly, but the ground is uneven and covered with enemies and obstacles which keep respawning, including those blasted Buster Beetles that throw bricks at you that are somehow difficult to dodge. Get hit once, and you have to loop through the whole level over again to get your raccoon suit back. And when you FINALLY manage to clear the road and gather enough running speed to fly, and you manage to aim for the correct hole in the ceiling, you find, to your horror... NO! No, it CAN'T be! That's... that's just too evil! The exit pipe is blocked by some Nippers and you have to carry a koopa shell up with you to clear them out! UGH! Needless to say, after a dozen lost lives, almost all of which were from TIME UP, you truly earned that toad house. Unless, of course, you had a spare cloud in your inventory. Or a P-Wing... 7) Mega Man: Wily's Fortress 1 The Yellow Devil. Enough said. This boss is so infamous, it's a universally accepted technique to use a weapon glitch to beat him. But, again, think back to when you didn't even know about the internet, and there was nobody to tell you "just use the select trick!" You'd think, after all the hell you've braved, all those patterns of disappearing tiles and those impossible jumps and the infinitely spawning enemies that dive-bomb you from the side of the screen, you'd be ready for this guy. Right? Right? But no, you find that the the Yellow Devil is yellow from the sweat and tears of all the poor children who thought likewise. And there's no password feature, so if you get fed up and turn the game off, you have to play the whole thing over again. Even compared to the rest of the tough-as-nails game, this boss requires such reflex and precision that he's guaranteed to just mow over anybody on their first try. Or their second try. Or tenth... 6. Battletoads: Level 3: Turbo Tunnel
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If there is a separate warped category for Bubble Bobble it would only include 10 more levels (and no EXTEND) out of 112. That wouldn't fly on this site for entertainment I think. This game is already boring enough for most people, 10 levels is an acceptable (and welcome) loss.
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Quick!! Somebody has 2 hours to obsolete the Solomon's Key run!! I'm going to give this boss battle one more shot in a moment.
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