Posts for DemonStrate

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Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
You have a note on that video: "NOTE: A vast majority of open paths in the game has a complete collision box. These ones and few others are the exception." What do you mean by 'open paths'? Also, couldn't you use this method of getting into the walls of a room to skip any room that has a locked door that needs a key? Or, are the loading triggers only activated when you actually interact with the locked doors? Edit: In Chapter 4, when you keep running away from Doopliss, could you use the Goombella trick above to pass over the trigger zone so you don't need to exit the name screen, and run away from the battle?
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Has anyone figured out why the Flurrie superslide able to be activated when opening a door? The reason I ask is because I'm wondering if there are other situations in which you could activate the glitch. For example, right before going into a cut-scene.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I know this is a noob question, but what does making the crowd cheer/applaud do other than refill your star meter? You do this many times in the run when your meter is already full. The same with the 'stylist' attacks. Thanks.
"I think we can put our differences behind us... for science, you monster."
Post subject: Re: CONDOM STORE - The GANGNAM STYLE Soramimi
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
YoungJ1997lol wrote:
SPAM. But quite hilarious.
No... not spam at all. I posted this myself.
"I think we can put our differences behind us... for science, you monster."
Post subject: CONDOM STORE - The GANGNAM STYLE Soramimi
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Greetings everyone! I just created a soramimi of Gangnam Style. If you like the song, you'll definitely like this video. Check it out: http://www.youtube.com/watch?v=zwFWMUtVaLc
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
yuigenron wrote:
Randil wrote:
Just as Sonikkustar did in the NES topic for this game, I'd like to point people's attention to this nicovideo TAS which beats the J version of the game in an amazing 13:04.
Recently, improved run (12:59.67) was uploaded on Nicovideo. http://nicoplayer.blog60.fc2.com/?id=sm16785567 First, I thought this author has submitted the run.XD
That is definitely a real speedrun. I've never seen so much death warping in my life. Go, go, gadget password system!
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
ShadowWraith wrote:
http://setu9.blogspot.com/2011/06/tas_20.html
Thanks! I would have never found it because the entire site is in Japanese. :'(
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
ComicalFlop explained it pretty well in the Left 4 Dead TAS thread: http://tasvideos.org/forum/viewtopic.php?p=213494#213494 It would be really awesome to see it happen, but I don't think it will work with the tools that are native to the game engine. I don't know how Hourglass works, but if someone wanted to actually start a TAS project using it, I'd be willing to help out with glitches, routes, and other things related to Portal.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Espyo wrote:
I don't know... Cave Story kinda reserves the spot of being the very first complete PC Tool Assisted Speedrun, and having CSWii come out after that will just... I'm just saying... But anyway, the best thing to do would be to TAS the original normally, and maybe TAS the Wii version on hard mode.
I can't seem to find the TAS you are referring to. I looked for both Cave Story and Doukutsu Monogatari, and didn't find a TAS of it.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
DarkMoon wrote:
The mushroom drops regardless when you get hit. They just dropped it prior to that so they could pick it up as soon as possible.
Right. Totally forgot about the automatic dropping. My bad.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
In the video: http://www.youtube.com/watch?v=qaw7FrYnuyA At 12:32, you drop the extra mushroom and pick it up. At 12:37, you have to duck now because you are normal sized Mario, which slows you down. The first actual use of the normal sized Mario is at 12:43. Couldn't you have simply dropped the mushroom as soon as you enter the room at 12:40, got it as you wall-jump, and then become small Mario immediately after that? You wouldn't need to duck then at 12:37.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
amaurea wrote:
Wow, that was very impressive! The quick-save system seems to make segmented runs much more efficient than with normal saves, where you have to go through loading screens etc. every time you retry. If someone had made a fully tool-assisted speedrun of portal, this is pretty much what I'd expect it to look like: Fast precision shooting, continuously flying through portals at high speed, and out of bounds glitching. I definitely didn't expect to see something of this execution in a non-assisted speedrun. On the other hand, the quicksaves and very short segments (~10 s or so) puts this somewhat closer to tool-assisted runs than with most other games. Do you have any estimate of the number of times you attempted each stage before achieving this result? I.e. an effective rerecord count?
My segments were per-map to avoid issues with chaining demos from saves in the middle of a map. There was consistence issues when I did that in my original speedrun from 2008. If you check out my playlist, it splits the maps into segments. http://www.youtube.com/view_play_list?p=6FAADB0A903A68E4 Only Chamber 02-03 and Chamber 13 have 2 segments in the same map because of needing to save to perform the save glitch. Additionally, from Chamber 16 and up, I added a script that would keep track of the number of times I loaded the save. This is effectively a rerecord count and I add that in the video description for each map. Chamber 17 was the hardest chamber in the game with over 6500 rerecords at over 14 hours of effort to do just this one segment.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Derakon wrote:
Or maybe you'll get lucky and get actually intelligent YouTube comments. Be sure to let Google know if this happens; I think they have a prize for the first person that happens to...
This is the most intelligent comment I've gotten so far. He is generally discussing glitches in general, but it very well spoken and gets the point across: http://www.rockpapershotgun.com/2010/12/10/and-then-we-posted-portal-in-ten-minutes/#comment-583233
"I think we can put our differences behind us... for science, you monster."
Post subject: Re: DemonStrate - Portal Done Pro - Completes Portal in under 10
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Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Warp wrote:
DemonStrate wrote:
I have completed the game Portal by Valve for the PC in under 10 minutes. The speedrun is called Portal Done Pro. Here is a link to the YouTube video of it: http://www.youtube.com/watch?v=W1U5RUVENNE
I think it's a bad idea to use a modded version of the game (clearly some textures and sounds were modified). It just raises the suspicion of what else has been modded, perhaps something allowing tricks not normally possible.
Thats why the commentary video exists. If you doubt it, then follow along with what I did, and you to can become a glitch master. By the way, I was not using a modified 'version' of the game. Its the same game. Have you ever been to http://www.fpsbanana.com/ ? Seriously. If I want my tank in Left 4 Dead to look like Venom from Spiderman ( http://www.fpsbanana.com/skins/66757 ), it won't change the gameplay whatsoever. Also, I don't know what you are talking about when you said about modified sounds.
"I think we can put our differences behind us... for science, you monster."
Post subject: DemonStrate - Portal Done Pro - Completes Portal in under 10
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I have completed the game Portal by Valve for the PC in under 10 minutes. The speedrun is called Portal Done Pro. Here is a link to the YouTube video of it: http://www.youtube.com/watch?v=W1U5RUVENNE I also have commentary videos (almost completely necessary for explaining the speedrun). This is the URL for the playlist: http://www.youtube.com/view_play_lis...9B764A0A3B8188 I will respond to messages on my YouTube account if you have any questions: http://www.youtube.com/user/Transgenic86 ENJOY!!
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Was this game originally for arcade? Why are the points and CREDITS displayed on the screen constantly, even through the cutscenes? The run seems alright, just the game is... odd.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
marzojr wrote:
DemonStrate: you didn't do a very thorough job :-p Here it is.
It isn't even listed as "S3KCamhack" in that post. That is why I didn't find it. That post says Camhack, but there are alot of other things that say that on the internets. I just was in a rush to buy Halloween stuff. Sorry.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I've tried using the internet and this forum... Where do I get the "S3KCamhack"? If I search for it, all I get are submission topics.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Mister Epic wrote:
Uploading to Archive.org, and that's for real this time, since I could make a file that's only 463 MB big (my first one was 1,2 GB). Part 1 of the HD encode is uploaded to YouTube, but I will make it public after I've uploaded the rest.
I've found the link: http://www.archive.org/details/GenesisSonic3KnucklesIn3133.52ByNitsujaUpthornMarzojr but where is the video?
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Is the download to the movie file down?
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
Why does Rygar have the same sound effects as Clash at Demonhead? They were made by 2 different companies... Did someone plagiarize?
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
LocalH wrote:
I know the similar glitch in 8-4, where you backtrack slightly and enter the pipe instead of jumping the pit and entering the other pipe, works just fine. I'm doing a full warpless non-assisted run, unsure if I should post the links here, it's 42:44 total and segments 3, 4, and 5 are uploading as I write this.
Post the links. I'd be interested. Edit: Using the power of the internet, I have found you: http://www.youtube.com/watch?v=CikUGpUpj-A
"I think we can put our differences behind us... for science, you monster."
Post subject: Super Mario Bros.
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
This would be interesting to see if there are any new glitches that were introduced... http://kotaku.com/5578821/super-mario-bros-finally-faithfully-ported-to-sega-genesis
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I think the run was great! I don't know what you guys are talking about. I still found it funny and well ran. It beats the current time, so I don't see any reason at all why it shouldn't be published. Voted yes.
"I think we can put our differences behind us... for science, you monster."
Experienced Forum User
Joined: 4/18/2006
Posts: 179
Location: East Petersburg, PA
I also vote yes. The run is a better restriction than the equivalent 'walkaton' for the Mario series. It makes the run feel more personal (like a person was playing) and more Sonic 1-esque. The best zone was Metropolis Zone IMO because it showed enough of the zone and still had some great skips in it. I think it is getting so much guff because it basically has no description, but I would advise anyone to watch the run first before making assumptions. Nice job, Kregorio.
"I think we can put our differences behind us... for science, you monster."
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