Posts for Ferret_Warlord

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Mechuyael wrote:
By the way, I didn't really understand the end. Were your pals actually the bad guys, or were you the bad guy?
Ferret Warlord wrote:
Don't worry about the text going by too fast to read: the story will make more sense if you just make it up as you go along. Trust me.
Give it a shot and tell me what happens. ;P Edit:
theenglishman wrote:
Here's to many more TAS's from Ferret in the future =P
I wouldn't count on it. This run was a big enough time sink, and I have more important things to focus on.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I'll have to consent to the above two posts. We have Marble Madness published on two different systems; why should this be any different?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Experienced Forum User, Published Author, Skilled player (1406)
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Man, those 99 lives will certainly be missed. :( On my part at least.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I didn't realize Boco wanted whoever plays this to post their progress, so I'll interject right now and say that I've beaten it. On medium, anyways. I don't want to try it on anything harder. Might break my keyboard. Fun game, I must say. In spite of some rather glitchy behavior, it was very well made and designed. Heck, I found one glitch with the ending that gave me invincibility on the final boss. Also, a good hint for the final boss: the "evil" save box can be converted into a regular save by shooting it enough times. Not sure if this was well known.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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As others have said, complicated games can take a long, long time to pull off even short segments. Others, due to utter simplicity, can take a mere five minutes to pull off. I don't recommend trying those games.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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This topic very much reminds me of my very first. Actual manipulation of luck can vary from one game to the next. Sometimes manipulation involves random button mashing (Cattou Ninden Teyandee); other times it's influenced solely by the frame a particular action is done (Final Fantasy). There is no general "trick" to manipulating: just find out how each game does it. As for memory searching... I had no idea.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Level 3 (which is ten minutes tool assisted) is a good example of why the Game Boy's sound system was not cut out to do music intended for an organ. The level's song is so dull and annoying it almost drives me batty. But I managed to pull off some interesting tricks. The two large bats I was supposed to kill, but getting them to swoop can give me an extra long damage boost. Turned out pretty well. It should be mentioned that this game has no randomness to it whatsoever. If it does, the RNG sucks. Enemy patterns are based on basic algorithms which react to your position. Enemies and bosses that teleport around have a set pattern. As such I couldn't get Nharre and Windrax into better positions. Shame. :/ At least it makes it relatively easy to hex edit, which I had to do multiple times for this level.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Interesting application. First modern tool assistance I've seen, that's for sure. Dan: Good to see you! :D
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Thank you for watching! :P Just finished up with level 2. It's about 30 seconds shorter than level 1, and without as many obnoxious cutscenes. I like how I left Mikiko behind, yet she still caught up! Edit: So you can get a feel for the original, let's just say that I'm glad this version doesn't have the dreaded hamburger patty! I'm not sure even tool assistance could overcome that!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Redid the first level, improved by 73 frames. A few new tricks were involved: more damage boosts, more sliding, using enemies to jump over long gaps, and the fact that attacking in mid air gives you a marginal attack boost. Enjoy!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Yet Another Bug Report. This may have been mentioned already, but sometimes, when I frame advance a GB(C) game for extended periods of time, the game will run insanely slow when I start running it at 100% speed, even after reloading a state. However, for some reason, the sound plays at regular speed. The only way I've noticed to fix the problem is replay my movie up to the point I had my old state and save it again.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Good ol' fashioned BLT. Or maybe the philly cheese steaks my mom makes. Either way.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Daikatana GBC
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A little known fact: John Romero gave Kemco the go ahead to make a GBC version of his well despised game. It's actually rather fun. Not the best game ever, but an enjoyable little diversion nonetheless. I've started a TAS of this game. Here's the first level, recorded using VBA 19.3. It's about 7:28, much of which, unfortunately, is cutscenes. This game has an interesting little quirk: by pressing myself around a corner, my speed will build up for a few frames. I'll call it corner sliding. The only real glitch I've been able to find is one that shortens the amount of falling time when you go off a cliff by jumping towards a wall. In order to keep the player from landing inside a wall, the game will place the player just above it, sometimes shortening the falling animation a great deal. Comments are welcome.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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This is me trying to play Super Mario Brothers with a foam DDR pad. I'm amazed I actually made it that far. Put this thing together like, two years ago. NOW I get a chance to show it off. Thanks!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I honestly thought that this was more interesting to watch than the first. I agree with mushroom about the invisible blocks: it leaves the audience less confused about what's going on, which left me more "entertained."
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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LagDotCom wrote:
I am fairly sure I managed to get the Queen to appear when bypassing the +8 trigger
How'd you manage that, do you remember?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Alright, demo has been updated. It's three minutes longer, but in the course of 8 unoptimized minutes, I grab 8 items and nail 8 'troids. Obviously some better missile management is in order to prevent that awkward approach to the spring ball, but that will be addressed in the final version. Enjoy!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Oh, hey, one of my requests! Cool. Not bad looking. Just a couple of things though. First, I'll have to look into it a little more, but I believe there's more shortcuts that can be taken with the vines. Involves a little glitchery. Second, are you sure there's no way to avoid the hammer in level 2? I would think whatever time it takes to avoid it would be made up by the time not spent in that bonus level. Unless you're ignoring bonus effects. Third, a while ago I found a glitch involving slopes. If you land on the ground right next to a slope and keep going towards it, you'll fall through it. The only place I've been able to get it working was in the map section on one of the microchips, though. :/ And yes, the Egyptian boss was a pain. Keep it up!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I haven't done much research into it myself, but from my own experiences, and the experiences of others, the ship's trigger is the queen's death. However, the queen won't appear in her room until all the metroids in the game are destroyed. Someone at metroid2k2 tried to see if she would appear if the counter just read 0 (it's fairly easy to do, actually: just before the batch of regulars you can trip the meter's +8 deal repeatedly), but it wouldn't work. All 47 metroids, including the queen, must be destroyed for the game to end. So, skipping straight to the end won't work, I'm afraid. :(
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A thousand reloads over something that should be simple but isn't. That's what made me postpone Doki! Doki! Yuuenchi!. If running a game starts giving me a headache, I stop.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I recently found this handy editing tool. Even though it doesn't have all the features I want (view where rooms take you, and what tile sets the transitions load), it allows me to view the game map and tiles, making the job of charting secret worlds MUCH easier. With it, I found a way to change the route of my former demo to where I can grab the high jump boots, spring ball, varia suit, AND take out a few more metroids, including a couple of regulars. I'll update my demo as soon as I feel like working on it. If all goes right we should be able to nail 8-9 'troids and collect 7 items in about 6-7 minutes! :D
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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The Neverending Story by Michael Ende. The second half is MUCH better than the second movie. Of all the Ferret Chronicles by Richard Bach, I'd have to say number three, Writer Ferrets: Chasing the Muse, is best. In spite of being about ferrets, it's very human, relating the story of a writer who is trying to fulfill his dreams but has to give up when life pulls him into a different direction. I found it very relatable.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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This may have been discussed already, but the topic is too large for me to feel like digging through. Sorry. :/ Level 1-2 is the only one in these runs that visits the dark world to glitch an item pickup. I'm thinking it may be a good idea to grab a coin while there so that, in the slot machine at the end, you can skip straight to the failure music, cutting off about a second of time. Good idea? Or Bad idea?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Dang. What else is left? After this I suspect something else might be hiding here.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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You know you play too much DDR when you think of music in terms of arrow patterns.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.