Posts for Mukki

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I've looked into the ending thing and I seem to have gotten an ending glitch. I've tried putting the final hit into Cortex at various points in the level, but the same thing happens. Crash is frozen in his position and you have to Start -> Warp Room to get out. Hopefully it is a game bug and can be worked around. I don't know what the stance will be if it is an emulation bug as the game has been 'beaten' (you can hear Cortex's "No"), it just doesn't 'end'. I should have picked up on this earlier, apologies. EDIT: Okay, I've looked into it and it seems to be an emulation bug. I've tried hitting Cortex at different places and having each hit take different parts of his life. I've tried leaving the fight and beating him again, but nothing works. I see the courses of action as follows: 1) Accept and publish as is with a subtitle explaining the emulation bug. 2) Accept and publish with an externally captured ending appended to the encode. (As this bug only affects parts of the game outwith that which is included within the movie file this shouldn't be a direct rules violation). 3) Accept and publish having found a code/RAM poke to force the ending, or some other bug fix (don't know how feasible this is). 4) Reject Thoughts?
Experienced Forum User, Published Author, Skilled player (1091)
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...just quietly wondering how/if this run is progressing? I know that I am not the only one who is bed-wettingly excited about it.
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bkDJ wrote:
Is constantly sliding on the ground, including the dead stop at the end really faster than just sliding once, jumping, and keeping the momentum just like with ice? Same should work for those speed-boosting arrow floor plates in some levels.
Perhaps momentum is the wrong word to use. Ice has the strange property that your velocity on the ice is the same on the ice as it is in the air after coming off the ice. Velocity on the ice is 15 and it is still 15 after jumping. When sliding on normal ground your velocity is 18, but when you jump it always reverts to 10 meaning that you will have to slide again when you hit the ground to return your velocity to 18. Ice terrain and ground terrain are different are are treated different. After jumping off the ice onto normal ground your velocity will be 15 and when you land on normal ground the game does a check and discovers that you are on normal ground rather than ice and reverts your velocity back to 10 accordingly. As I briefly mentioned in the submission text under 'gripping' the jumping flags are quite buggy in this game. In the above scenario it is possible to jump on the frame before the terrain check is done therefore keeping the 15 velocity rather than having it change back to 10. Therefore it cannot really be called momentum abuse as it is closer to an abuse of the terrain flags. Thus it does not work with sliding so as to preserve the 18 velocity as the game automatically reverts the velocity to 10 after jumping because Crash is on normal ground (jumping after a slide on ice will revert the velocity to 15 due to the terrain). The same thing happens with the arrows. An arrow increases your speed to 28 but it reverts to 10 if you jump. I hope that that explains it and sorry for any confusion.
bkD wrote:
Even if not, what about doing a really quick jump at the last instant instead of stopping dead?
The thing is that because you are sliding, and sliding is the fastest form of movement, there is no such thing as a "really quick jump" because a jump while sliding will always be a high jump. Despite what it looks like Crash's velocity while continually sliding is 18, it reverts to 0 for only two frames and then returns to 18 again. With sliding plus jumps it would be 18 for the slide and then it would return to 10 for the duration of the high jump. I did my testing on this months ago when I first started recording on the first stretch of turtle woods and it was faster, but not much faster only a frame or two.
bkDJ wrote:
Also I thought that the victory dance after defeating a boss could be skipped with triangle.
Yup, that only works in refights.
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This is an awesome piece of work. I can't believe how different it was from previous runs. I found myself being constantly surprised by what was going on. Voting Yes.
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Well, that was pretty damn awesome. I wonder if this should be published as either '100% kills' or 'playaround'? Both would probably work in this case, but they mean quite different things. The former suggests a higher degree of care by the author to get the fastest possible time while getting 100% kills (there are examples of this here), whereas the latter suggests many speed/entertainment tradeoffs (also quite a lot of that here). ...anyway, I digress, voting yes.
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That was pretty nice. I've not played through this game in years so I'm can't really comment on how optimal it was but you were getting cool results out of that jump glitch. Hopefully you are considering making a full run :-) I think that any% would be wise for a first bash at this game, 100% might become a little too epic from the planning perspective.
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It wasn't the most entertaining game in the world, but it was short and had a couple of nice little touches. The final couple of bosses were a little too long, but otherwise this run just makes the grade in my opinion. Yes.
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LazyKenny: I found the Metal Slug Advance part of your article interesting. I also know of the glitch that you are talking about. I think it has something to do with normal enemies filling the RAM address for the boss HP and by dragging them into the boss area and killing them they think the boss is dead. But I'm not sure it has been years since I've tested it. I remember that you PM'd me about it but I never replied because I was inactive on this forum and didn't get to read it until several months after you had sent it. I stopped working on it because someone (klmz?) said that the game was improperly emulated or something. Anyways, good to see TASvideos.org getting a good write up on quite a reputable game site like screwattack.com. Thank you! Hopefully you'll have another go at TASing!
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This was pretty great. I got 43 on my second attempt. I'll have to play it again some time and see if I can do better. I'm not a huge player of arcade games, but I was familiar with most of these titles from home console conversions. Now if there was a quiz well made as this for NES or Genesis I think I'd do quite a bit better.
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I never thought that I'd see a GTA game beaten in less than four minutes. That's pretty crazy stuff. I liked this as most of the glitching takes place at the beginning, which makes it easier to enjoy some pretty fine gameplay later on. Voting Yes.
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Tetris + Child Abuse = Awesome Run Very much yes.
Experienced Forum User, Published Author, Skilled player (1091)
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Nice run! I'm glad that the LB1 improvement was found as I thought that the last one was one of the run's weaker points. Oh, yes vote and best run on the site etc............
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I loved the Star Light improvements the most, but I haven't seen the old run in a while so the whole show was great for me. Yes
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:-D Just fantastic.
Don't expect any more WIPs until the run is finished!
Dude, watching this in small teasers is tough enough, an unseen run from Woodfall to the end without an insight will completely floor me. I look forward to it :-) Great work.
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It seems that you, like me, only have the motivation for plug-in-and-play games these days. The PSX does have some nice games that you can get into quickly. Crash Bandicoot 1 - 3 + CTR Rayman Tomba 2 Gunners Heaven Wild 9 Monkey Hero Oddworld series Those are the ones that spring to mind, but there are so many more out there.
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Wow, I thought that I was the only person that enjoyed this series. I'm not as familiar with this game as I am with its counterpart, but I was very impressed with the port. It was interesting to watch how some of the G:DCG goals would be incorporated and I thought that it was done well. The graphics were amongst the best on the system and the music was actually pretty good (which is rare for a GBC game). On to the run, I found it to be very entertaining. The creative use of the tail bounce made for some pretty good watching and dodging the fireballs in Lizard of Oz was great. Clear Yes vote here. P.S. If you enjoyed TASing this game you should check out 'Gex' the series' first installment released for the PSX and 3DO. I've been meaning to look into it, but won't have the time for a while, and TASing it would require most of the same skills you will have gained from this project.
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Very much so, but it's a secret project so shhhh!
Experienced Forum User, Published Author, Skilled player (1091)
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That was a pretty cool run of MML1, I wonder why it hasn't been submitted here? It's a nice game to watch, plus kicking the dog is one of the funniest things I've seen in a TAS recently.
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Very nice. I've been looking forward to seeing MS tased for a while now and I really enjoyed the results. Voting yes.
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I followed the WIPs and very much enjoyed the finished product. Voted Yes. Good work!
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Looked cool, nice work. I found the first half a little NES-heavy, but the greater variety in the later half made up for it. I think embedding this video in the Why and How would be best rather than on the homepage. The homepage has too much on it as it is and a video would overpower what I'd say is more generally relevant information. The video is aimed at new and potential users almost exclusively, whereas the content of the homepage as it stands is of interest to all users and visitors.
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For the record, in the real world I'm a year away from law school graduation and agree fully with what Warp has said. The video game industry is notorious for enforcing intellectual property rights (one that sticks out in my mind is the Chrono Trigger fan-remake). Making money at the expense of the copyright holder is always a bad idea, and even using them at all can be grounds for C&D (despite fair use it can often come down to bargaining positions). This website is swarming with copyright infringement, and the main reason we have not already been litigated against is because we are under the radar and have not given ourselves reason not to be. I personally find it unlikely that if we were to accept advertisement money that we would suddenly come under fire, but the risk involved is higher. The relevant question is whether the extra risk involved is worth the money gained. I'd say the risk is small, because it will likely become a youtube issue before it becomes a tasvideos issue. YouTube ads are on many videos and I'm sure many of them infringe copyright and few if any experience legal action. I'd argue that the main risk is in being made an example of (see Chrono Trigger example).
Experienced Forum User, Published Author, Skilled player (1091)
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Very entertaining. My second favorite CV run behind CV1 (NES). Clear Yes vote. As to the Nicovideo presentation; I liked it for just checking out the movie, but am not sure about officially implementing the layout at tasvideos. This is mainly because it does not accurately represent the nintendo DS and publishing movies that are not consistent with the hardware (even if for entertainment purposes) should not be made lightly. I'm not hugely concerned either way, but I felt it was worth bringing up.
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That run certainly had its moments. I loved the glitching especially. Yes vote here.
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Wow, that was a fantastic WIP, I loved every second of it. I hope you are kind enough to treat us to more as you progress. P.S. I noticed that you viewed the Deku transformation before rescuing the monkey, this is unnecessary. If you put on a transformation mask for the first time while wearing another transformation mask the small cutscene can be skipped. It may save a little time, but you'd need to shake around the item planning a little.