Posts for Priam

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Joined: 6/20/2008
Posts: 150
I always approve of better damage boosting, and this was much better managed in many ways than the previous iteration--and stylish to boot. Yes vote.
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Joined: 6/20/2008
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The interest held in a 2P run is quickly and utterly destroyed by identical output results with simultaneous timing. Maybe if you had one side go for the flashing, and the other side go for biggest combos possible, then it might be something to root for, but as it is this is an "Oh, I've seen this before. Ho hum" kind of TAS. Voting no.
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I was feeling wishy-washy on this run, and I couldn't figure out quite why, because for what this run is, it's actually pretty good--it just felt like something was seriously lacking. And I think mklip pegged it. Is there another way to play Flashing Columns? One that possibly has multiple levels? Perhaps it could be gimped into having multiple levels in a similar way to the site's Kirby Dream Course movie doing all courses. I'm actually going to vote No on this one, with the addendum that I'd really like to see something cooler done with this game and this idea.
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Wow, this game really is bad. But this TAS really is good. Voting yes. Also, thanks for the encode, Aktan.
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Joined: 6/20/2008
Posts: 150
I'm getting a desync on this movie, in between hitting the third and fourth counterweights on the first stage.
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Joined: 6/20/2008
Posts: 150
After having just watched Randil's publication, I can't vote anything but No on this with a clear conscience. Randil's movie shows planning, research, and precision, and his submission text reflects the depth of his understanding of the game. This one, on the other hand, doesn't show off at all, and the submission text refers only to in-game time--in fact, the word "frame" doesn't even appear in the submission. I'm not convinced it was TASed at all.
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My guess is that the improvements come at least partially from having been played in Hard difficulty, which the publication notes on the previous run notes is actually the easier setting for a TAS.
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Joined: 6/20/2008
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Thanks for the link, bossman. Run was quite entertaining for a platformer. I'd forgotten that the boss designs and patterns are actually kind of interesting, too. This movie definitely belongs published on the site.
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I think this is the first time I've messed with an FDS rom since FCEUX 2.x, so perhaps there's some sort of mystical ritual needed to get the thing to flip disk sides when it asks--because that's where the run currently desyncs for me. The link to get the newest FCEUX (currently I'm using 2.0.1a) in the Emulators heading on the site seems to be broken, as well.
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Faster AND less boring? You've got my vote.
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Joined: 6/20/2008
Posts: 150
I got a desync almost immediately on this movie. First time I've used 11a, though; any settings I need to tweak to get this to play correctly?
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Joined: 6/20/2008
Posts: 150
Goals: * Never wound something with a gunshot
According to the fish at the beginning of Duff's stage, this goal was not met. Obviously this can be improved in future submissions, but I think it can be overlooked for this movie. Afterall, the 2P Battletoads runs have a whole stage with just one player, right?
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I concur with basically everything already said here, collectively.
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I had some issues getting to the submission file, had to copy/paste the URL to get past a Bad Referrer error. Haven't watched the thing yet, but now that I have it I'll post again once I have. edit, addendum: Okay, having watched it, solid, interesting run. Early on I thought it was strangely similar to the C64 game of the same name, but midway through stage 2 I realized that's because they're made after the same material. There was also the key difference that this game looked...well...fun. Looked tight, looked good, interesting game with some interesting mechanics, used well. Thumbs up, yes vote.
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You kill a bunch of enemies that you don't seem to have to (and for whom killing them slows you down), and I second the deal about wasted frames underwater. Better spatial management overall would be good, really, and yeah, the game is pretty boring. This one is borderline to me. The TAS isn't horrible, but the game itself is subpar for TAS consideration. If there were a vote between Meh and No, I'd be picking it.
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Joined: 6/20/2008
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Oh man, this game. I grew up on the C64 version, which is eminently superior in just about every way. I was physically ill when I saw that you had to manually climb up Zuul's building, and that every single step along the way, every tiny movement, required a separate A button keypress. The horror. This game introduced me to ridiculously terrible game mechanics. I'll give you that the run is fast. It may even be optimized. But it is so bewilderingly boring despite this, and for that reason I can't give a Yes vote in good conscience. This site, as I am to understand, is about kicking the hell out of games in a marvel-to-behold way, and, well...No.
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Okay, non-techy question. I saw in a movie before that someone stood up and fired on Mother Brain during the "OH SNAPS BABY METROID'S REVENGE" bit, and was able to chip away at Mom Brain's hp for a while before the Color Spray Beam is activated. I assume you've done your homework and that it's impossible to do this in your run for some reason, but I'd like to know why, because it seems to me an obvious question to ask. Still a Yes vote from me in any case, and I echo superjupi's sentiments.
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I like this game a lot better. Better animations, more interesting environment (largely in the form of the enemies), good times in general. And yeah, that final boss went down like some sort of overwrought and obvious simile. You really ought to have a Start button input at the end, though, to get to the end credits; I've seen folks get docked points, so to speak, on that before. You might also play around a little more with the tools at your disposal on the occasions when you have to wait. Other than that, and really including that, I think this is an easy Yes vote.
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Oh snaps, hitting a topic that's not linked in the Submissions from the main page? Unheardof! I might just try that.
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Joined: 6/20/2008
Posts: 150
I wasn't that impressed with the music, but I'll give you that the graphics layering techniques were surprising and interesting. Also, it wasn't Magician; I dare not compare something that's actually captioned with something played on a system that does not yet allow for easy captioning. The movie I was referencing was Aqfaq's Faery Tale Adventure run (which I had thought, erroneously, had gotten published, but nonetheless is an example that I feel comfortable citing). Aqfaq, therein, notes the difficulties, the specific properties of crucial elements, and the reason for the long trudge towards the goal--and what those goals are. That's the kind of thing I'm talking about.
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Joined: 6/20/2008
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Bag of Magic Food: I don't think you'll have a problem; battles in that game are a more involved affair, and the system is generally suitably flashy to create something amusing, and the backgrounds have a lot of variety, visually--I don't see a Battle Network run having the monotony issues. I could always be wrong, though. maTO: A general description, possibly from wikipedia, would do the submission text well, I think, but even better would be a list of objectives to get to the end--I'm thinking of ketomei's Ultima VI run text, though there are probably better examples of games less meritorious of a novella--explanations why the gun is needed (or sought), why the well is a necessary stop--basically, why you can't go to the endboss immediately, that kind of thing. What was that game, published just a couple months ago, half composed of walking across the map to get to the necromancer final boss the hard way? Can't remember the name, but if someone else does, it's a really good example of how a very boring-looking run can be made entertaining by informative submission text.
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From one who's never seen this game before, holy crap was it boring. It would be far, far more entertaining if you explained in the submission text what the goals were, what you need to get and do, and what kinds of things are in the way and need manipulated or managed. As it was, it was just a dude, running, running, running, running, running, running, and smacking anything that got in the way--a very simple process, seen in myriad other games which have been rejected offhand for moviemaking because of monotony. I have no doubt there was significant route planning and damage management that went into this, but except in rare instances, I can't see it. I'll abstain from voting, in the hopes that submission text becomes more informative so I can give a more favorable vote than I would otherwise give currently.
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Wow, a Where's Waldo run. Wow. I knew this game was trash when I was eight and played it on a rental. I had C64 games that were immensely better made. Thanks for the movie, but No, for the same reasons as the others listed. Also, tangentially: "I had to find him on his pants" -- this made me giggle, and I thought it merited mention.
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Never did finish this one on my own, thanks to terrible timing of power outage. Good to see what happens, though I guess I technically didn't need a TAS for that. The run was amusing in appropriate dosages, and I can't think of anything to contribute as far as suggestions or gripes. The caption script was helpful in seeing some of the behind-the-scenes work, which I'm sure works to your favor, and breaks up the monotony of the game. Yes vote from me (though I do wish you'd put the emulator version number in the description of the movie).
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This does look pretty solid. I presume it's just an optical illusion that it seemed to me that you were going faster during the top heights of some of those pretty high jumps. It also looks like you lose speed when you stomp something. Or maybe I'm just really sleep-deprived. Tangentially, this run does not seem to use the "manipulates luck" label in the submission text, although, really, I want to see a run on here that doesn't manipulate luck. Is that even possible?