Posts for Magish

Experienced Forum User
Joined: 11/28/2006
Posts: 16
Although, you have to admit that if pokemon was actually real, it'd be incredibly awesome. :) You know you listen to a specific song too much when you could reproduce it precisely (like background instruments and stuff, not just lyrics) from memory.
Experienced Forum User
Joined: 11/28/2006
Posts: 16
...Wow. That ROCKED. For the entire movie. The sense of speed throughout the entire thing was awesome, and I liked how you essentially spammed bullets and stuff during waiting times, and just generally killed lots and lots of enemies. It helped keep it entertaining throught. I also liked how you made all those annoying puzzles seem like cake, and some of the shinespark sequences were incredible. It was awesome seeing that claw-grabber dude die before he could let go of the roof. Heck, I liked how basically none of the bosses could really get off any attacks. ...You know what? The only part I can think of that seemed less-than-perfect or that I didn't like was the fact that you had to use that save point to recharge your pb's. I mean, it was probably quicker than finding an enemy and getting it to drop some, but it still seemed kind of off. But hey, a whole 2 seconds of "meh" during an hour-long movie that's otherwise a complete mind-blower is still really really good. :) Bet you can't guess what I voted. :P Edit: I also liked the one part (around frame 185000?) where you glitched up the room graphics. Also, as a side note, I did not press the turbo button once for this movie. :)
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Just going through my list of games and throwing out stuff that seems fast to me: Earthbound, teleport alpha Kirby's Dream course maybe? Umihara Kawase?
Experienced Forum User
Joined: 11/28/2006
Posts: 16
So far, I've got 40 missiles, 20 pb's, the grapple beam, 2 extra e-tanks, a reserve, high-jump, morph and bombs, ice, charge, and spazer, the varia, and beaten Kraid (got the varia first - even with it, his flying claws HURT)... and found the resupply AFTER I beat him, when I started the fight with like 8 missiles and 150 or so health. -_- Currently just got into Norfair, and so far, I'm liking it, maybe more than Redesign. :) Now to go play more. :P eDIT: Now have 5 etanks, 15 SM's, 110 missiles, probably like 40 pb's, and killed Crocomire. Can't find the spring ball, and you know that blue gate near Crocomire? I opened it from the wrong side, and that's how I found out about the nearby entrance to/from Brinstar. :P Edit again: Movie of opening the gate from the wrong side: http://dehacked.2y.net/microstorage.php/info/1981628923/SMD.smv
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Just watched your WIP, the only thing(s) I can think of are when you kill that one giant armor thing (that gives 120% str soul), and especially at the valkyrie-thing before the 2-hand/eye boss that gives the Bat soul (yes, I'm bad with names.), the delays for luck-manipulation are really noticable. I have no experience personally, but it seems to me that there'd be some way to make it less apparent (delay a couple hits on the armor slightly, maybe?). Otherwise, looks awesome! I do have a recommendation, though: when you write your submission text, you're probably gonna wanna give a description of how you skipped most of the bosses and stuff, cause I didn't even notice which ones you DID skip. :P On a side note, anyone know who's doing that all-souls run/what his progress is? I'd really love to see one, but given that the run would essentially be pure luck-manipulation, I don't think anyone would have the willpower to finish it before some method of getting souls besides brute force is found/made, like understanding the RNG better.
Experienced Forum User
Joined: 11/28/2006
Posts: 16
I didn't say it wouldn't be TAS-potential, more like it's just that it'd be so much different from beating the game "normally" that if done, it should be published alongside the current one, instead of just obsoleting it. And the ALttP run also has two different runs, like I'm describing. :P
Experienced Forum User
Joined: 11/28/2006
Posts: 16
I didn't watch the movie yet, but the following is assuming it allows you to teleport to the "end game" room or w/e within the first like 5 minutes of a new game. I'd say yes to making a run using the trick, but have it as a different category/not obsolete any current runs, because the glitch involves skipping essentially everything. IMO, it'd be like entering a cheat code at the title screen of a game to just jump straight to the "You Win" screen - nice to have to demonstrate how quickly the "You Win" screen can be gotten, but doesn't demonstrate how to COMPLETELY DESTROY a game, which is what I think TAS's are all about. :)
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Looks awesome! I like how, in the first level, the camera seems like it doesn't move much, 'cause by the time it's begun to move to the left half of the level, you're already on the right side, and so on. :P It's also a good length - long enough to keep the OMG factor going, but not so long it wears off. :) I can't vote, but there's no question as to what it'd be. I also agree with the star idea, for the same reasons outlined above. (both this post and everyone else's) :)
Experienced Forum User
Joined: 11/28/2006
Posts: 16
You use this path to Crocomire, right? The bottom path in the first room in Norfair
Experienced Forum User
Joined: 11/28/2006
Posts: 16
I have no experience with coding the emulators or w/e, but it seems like the "make a savestate, play this segment, load said savestate, continue playing" thing wouldn't be all THAT hard to code. It also wouldn't add that much to the movie file. What I'd do is have each frame have an additional bit at the beginning - if it's a 0, then the frame is played normally. If it's a one, then it does a special action - like make or load a savestate. It could even use temporary savestates, to avoid having to worry about the viewer's pre-existant savestates. Either way, the size of a 1-hour movie would only be increased by lke 27 kb (not sure, estimate) from the extra bit at the beginning of the frames, so it wouldn't mean a huge size increase in the movies. You could do a lot of stuff with this, and an author could always just ignore the extra "watch THIS!" options, and make a standard tas.
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Here's what I did: I got as close to the lower row of spikes as I could, and IBJ'd up to about level with the head, and moved so that a bomb shot me at the head and into it. It took a TON of savestates, cause there's only a very small spot where I actually went into the head, but it eventually worked. :) Edit: size mod
Experienced Forum User
Joined: 11/28/2006
Posts: 16
I really wanna try this, but I only have the unheadered rom... -_-
Experienced Forum User
Joined: 11/28/2006
Posts: 16
...I've read your post several times. You have left me speechless with awe.
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Has anyone ever tried useing a leveled-up light jade? For all I know, those rooms could simply have a higher level of it needed to be lit up... It'd probably be quickest if someone could cheat it up to the max level or something.
Experienced Forum User
Joined: 11/28/2006
Posts: 16
I was thinking that, for "ignores semi-important goals", it could be split into 2 categories: "has sequence breaks", for things like the Megaman movie's skipping of the boss refights and other mandatory stuff, and the old "ignores semi-important goals", such as not collecting a map that tells you where a treasure is buried but isn't necessary to actually dig up/obtain the treasure. (In this case, you could simply dig EVERYWHERE until you find the treasure.)
Experienced Forum User
Joined: 11/28/2006
Posts: 16
Maybe there's a hidden path to it? It might even be a hidden set of stars leading from floor 1... Edit: Also, did you know that the only thing I've found that changes what you get from drops of protect / sources of power is killing enemies? I don't know if killing them on a different frame or anything changes it, but it should help a bit if you can get 3's from all of em. Edit 2: After some VERY quick testing, it appears that it doesn't matter what frame you kill the enemy on. I have a feeling that enemy drops and the bonuses use the same random number generator, which iterates when you kill an enemy. If anyone wants to do some quick testing/memory watching, it'd be nice to know for sure and stuff. If this is true, it means that it'd be impossible to manipulate enemies' drops, and you couldn't really get your jades up without doing a TON of killing. Edit 3: Yeah, I know this is a lot of edits in a short time, but I'm posting em as I find them, and I don't exactly plan on finding all this different stuff. :P Anyway, I found this one enemy in the path between toronto and the first town that drops an exp orb every time. He's located to the right of an archer, in a moderately-sized clearing, and which also houses another enemy. The path turns to the south at this clearing, and gets REALLY narrow for about the height of the hero. It's weird though, because once when I killed him, he didn't respawn, but when I left the area and came back, he started spawning again. Also, the other enemy in the clearing didn't respawn the first time I was there, but only the first time. When I came back, he respawned like normal. O.o