Posts for GJTASer2018

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GJTASer2018
He/Him
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Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Ah yes, one of the earliest good examples of procedural generation in video games - although I personally think someone in Sonic Team took what was supposed to be a joking "feature suggestion" way too far.
(no please don't force me to TAS all 134217728 levels, I am not Blue Sphere Guy)
Wouldn't that be longer than the Desert Bus submission, which was already itself problematic to handle? I don't think any sane person is going to be asking you to do that. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
There's some level of insanity involved in creating this hack, and an even greater level of insanity in TASing it! (Yes vote) Plus, you didn't have to break BizHawk to make it, unlike what happened with the actual Desert Bus... :P
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
I do love the idea of making these old games do strange things just by being too good at them. Yes vote! EDIT: It might help to put timestamps for the temp encode in the submission comments so that people can jump directly to the most interesting parts. Also, I'm assuming the "typoed" versions of the level names reflect the ingame corruption going on at that time?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Could we use the dev or publisher in parenthesis instead of the author when they are known, to make it a little more consistent with how similar situations are handled on consoles?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Someone at Athena: "Plot?! We don't need to come up with a plot for this Surround knockoff! Just rip off Mega Man's excuse plots and make sure to change all the character names and designs so that Capcom doesn't notice!"
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Seeing Amy this ridiculously OP here makes one wonder if she let herself get kidnapped on purpose in CD just because she thought playing the damsel in distress would get Sonic to fall in love with her. Or maybe she intended to be a big distraction for Robotnik all along and make Sonic's job easier in that game. (I'd be very curious if the budding "Sonic Movieverse" ever touches this subject...) Anyway, Yes vote for the crazy speed and clipping.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Here's a trick not documented in the manual that might help:
StrategyWiki wrote:
if you fire a shot at that sign on the right side of the screen with the musical note in it, the note will disappear and the music will stop... if you finished one round with the music off, the next round will start with the music back on again.
If there's a lot of lag frames in the run, you may save more time by shutting off the music (reducing the amount of work the program has to do and thus the chances of lag frames) than you would spend moving the gun over and back to take the shot to turn it off. I think it's worth at least investigating whether it could help or not. :)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
fsvgm777 wrote:
EDIT: Nevermind, got it to sync. I had to add -g gl to the command-line options.
This probably should be added as a note somewhere in the submission text in case anyone else has trouble with sync in the future...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Ah yes, the good ol' "clip and zip to do a level wrap" glitch; very familiar to anyone who watches 2D Sonic games being TASed. Yes vote. (At least I'm assuming it's a level wrap where the player ends up at the very right end of the level map by underflowing a location coordinate - have you looked in memory to confirm that because we don't have camhacks?)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Me seeing the title: "Oh cool, a Boss Rush thingy!" Me watching the temp encode: "Wait, did he just skip that...?! Man, look at all that glitchiness!" Me at the end of the video: "Aww come on, I wanna see the ending sequence, or at least some kind of congratulations screen listing the clear time! >:(" EDIT: Also, isn't the final Death Egg Robot supposed to have some kind of bomb dropping attack so that you can't cheese it from behind like here? Was this something the hack creators forgot to put in?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
What, no ingame acknowledgement of the perfect score? Lame! (Vote Meh because repetitive)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Besides andypanther's question, I have two of my own: 1. Could you explain why Kirby is the character of choice for this kind of speedrun for those unfamiliar with the original SSB? 2. Is there any way to manipulate your initial VS. opponent to be someone other than Link (who you mention slows things down with all the extra polys he has)?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Honestly, trying to do 3-D anything on the C64 is a tall order, as evidenced by this butchering of Hard Drivin' on the C64, so it's no wonder just steering causes this game to slow down!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
I do love how for most of the run the score counter is hopelessly far behind what your actual score is, even after beating a mode. :P You might recognize this game as essentially a fancy 3-D JezzBall clone. (The original release of JezzBall unfortunately doesn't run under DOS so can't be TASed through the usual method of libTAS + PCem - did anyone ever try it through Hourglass "back in the day", perchance?)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Huh, so apparently by doing a bunch of stuff a normal player would consider insane and then exploiting the subsequent memory corruption in just the right way you can undo the "Lock On Technology" in the middle of a run, skipping a third of the combined game in the process! Needless to say it's a Yes vote for me!
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
There's something vaguely hypnotic about watching a game like this being speedrun. Too bad you can't abuse framerate shenanigans like in some other Flash games! That said, I'm a little concerned about all the flickering in the encode, especially the screens near the beginning; this might need an epilepsy warning on it.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
BenInSweden wrote:
One from Chrezm:
This is Archie Comics levels of "WTFBBQSAUCE?!?"
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Looks like this is as good as it's gonna get - there's no way to do anything like a BLJ in this hack so we can't get more speed to potentially make Hole 5 in one stroke like the other ones...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
Ah, yes I remember when this was a big deal back in the late 90s/early 2000s... I wonder how feasible it is these days to try to TAS the Puzzle mode of the original PC release. (The PC version is a 1999 release, so a Windows XP (or 98) setup should be able to deal with this no problem...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
So it sounds like if what I'm reading from Samtastic is correct, the older submissions of this game benefitted from inaccurate emulation (of at least the load times and possibly game framerate too). It looks like the only way out of this mess is to try to resync the older runs to the current BizHawk and see whether there actually is an improvement in the gameplay portions once the resync has been done...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
In all honesty, I'd rather see a run that shows off all the minigames/content in the game rather than a very repetitive and confusing "any%" run. Besides all the different gags that can be unlocked, there's also a bunch of character coins to collect. I think an "all gags and coins" run would be a much better idea for this game than an "any%" one (assuming it's possible on the emulator given that closing the DS and using the microphone would be required for it.)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
DarkRiolu27 wrote:
This appears to mean that saving a lag frame will save one overall frame (assuming all other lag is the same), but saving a frame through better movement will either save 0 or 5 frames, depending on when the door is reached relative to the framerule.
So this would work like the flagpole frame rule in SMB - the framerule could potentially "eat" any small movement improvements and render them irrelevant?
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
The Flashpoint database has a game under the title "Escape the Office 2015" which seems to be an alternate version of the game in this submission. I wonder if this version isn't in Flashpoint yet, or even which one is the original version of the game...
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
(headscratches at the incomprehensible "only in Japan"-ness of it all...)
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
GJTASer2018
He/Him
Experienced Forum User
Joined: 1/24/2018
Posts: 337
Location: Stafford, NY
It looks like the score rolls at one million (based on Twin Galaxies records), but did you test if anything strange happens at maze 256 (or a similar point known to cause problems in these early games)? Interestingly, playing for points (assuming that they can't be racked indefinitely because of a killscreen or something similar) would be very different than for speed because of the points from "eating" the cats as well as the bonus items mechanic:
linked Wikipedia article wrote:
At any given time, a bonus object is present in the maze and can be eaten for points, causing a more valuable object to appear elsewhere. The bonus sequence restarts when the player either loses a life or eats the most valuable object in the sequence. When all of the cheese has been eaten, the player earns a bonus and moves to the next level.
c-square wrote:
Yes, standard runs are needed and very appreciated here too
Dylon Stejakoski wrote:
Me and the boys starting over our games of choice for the infinityieth time in a row because of just-found optimizations
^ Why I don't have any submissions despite being on the forums for years now...
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