Posts for Priam

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Experienced Forum User
Joined: 6/20/2008
Posts: 150
This game is my "I can't believe someone actually improved on it" game. I am always, always surprised and amazed when there's a new run for it, and this is no exception. Easy yes vote.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Wow, people are saying good things about this? Maybe I'll actually watch this one. Instead of the SNES run, whose description text was essentially, "Don't watch this run. This game is crappy. This run is boring. God, why are you even reading this." Update: It's pretty interesting to watch this run; it seems you're learning more about how TASes go as you move through the game. Unfortunately this means the early parts are a bit dirty. Lag reduction could be a lot better, powerup acquisition could be streamlined a little, and it seems something should be done about your precision--at least once I saw you "just miss" a ledge and have to jump back up to it from the ground, which was some twenty frames of no progress. That said, I'm glad to see this get posted, and I think you have some good things to offer here--just be sure to watch quite a few of the other videos and learn some tricks. And hang out in the IRC channel, and take advantage of those who are gurus and know the mystical arts of the subpixel, among other things. Voting meh. Run's a bit under par, but it's a game that looks like it needed it, and it's not a terrible run by any stretch--just could use some improvement. That's what the site's about, right?
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Noob question. Why's the J version used?
Experienced Forum User
Joined: 6/20/2008
Posts: 150
It's probably because it's on SuperEasy, rather than SuperHard. edit: On further research, I am not entirely sure what changes between SuperEasy and SuperHard difficulties, besides password-saving and the like. I presume the bosses have more health, but I have not confirmed this with any sort of investigation. editAgain: Also, I wasn't able to find a (J) rom of this game, but pleasantly it works on (U).
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Awesome. Big ups, yes vote, then.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Man, I'm glad someone else played through this, because I could never get past how, as a whole product, this game simply doesn't measure up to the NES version. As for the run, it's very clean, though I'll agree that the bosses are boring (but at least they're also short-lived). I know in the NES run of this game, a large amount of the climbing-on-fences-over-pits was skipped by jumping into pits and respawning with a decisive gain. Is that a possibility in this version?
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I really enjoyed this movie, and several of the occasions where the speed was clearly suboptimal were, I think rightly, in favor of entertainment value. Namely, taking out one side of the rat cruiser with missiles, and the other with the guns; fighting the three bulls in different manners; and others. There were some interesting tricks in here, and some surprises too. I get that there are places where it could be further optimized without sacrificing watchability (such as the already mentioned spray-of-bullets problem), but I think it's pretty good as is, especially as goes for the sort of mission statement of this place. It was fast, it was fun to watch, I vote yes.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
It looks like he used the tags for code, which appears to be stretching the tables, and making room for the other paragraphs to also extend beyond the normal boundaries. Also, is there some way to append the movie file with a couple seconds of blank time? I tried "resume movie from save state" after giving the thing a little while to freshen up, but it advanced the movie playback that many frames too. Not exactly what I'd hoped for. edit: Having examined the input string, it looks like it's not a matter of your choosing a character being mistimed--you never actually chose a character in the input process at all. Kind of an odd choice, but at least it's not a desync issue. I don't know enough about this Input Splice function to correct this rather important omission, and getting directly into the file via a text editor has proven...prohibitive. So what I'm saying is I vote No.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
You'll probably also want to skip the bossfight intro-texts in any future revisions; you may note on here that the RPG runs absolutely blaze through the text as fast as possible--if you want to know the story, the community seems to hold a consensus, you can play the game yourself for goals other than speediness.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Augh....so.....boring....
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Pretty surprised at some of the things you did in (or, did to) that game. I was a little annoyed at the amount of "fighting yourself," but the results were amusing enough that I am willing to concede the point. Generally interesting combo action, some good variability in the way you used them, with just enough supers thrown into the mix. Also, you finished the thing with my favorite super finish. How can I not vote Yes?
Experienced Forum User
Joined: 6/20/2008
Posts: 150
This is more of a walkthrough than a TAS. The bomb usage is not close to optimized, even if it were necessary. I'm not a TASer, only a watcher, and I can still see and point out a bevy of things that can be done to improve this submission. #1 on the list is choosing a different game to TAS, because the point of a maze is in the erring and learning inherent in a human mind playing the maze--something a TAS, as a defining trait, eliminates.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I found it quite amusing despite the repetition. You demonstrated some very interesting move properties, both Cody's and the opponents', and there was a sufficient amount of toying with your victims to make it entertaining. On the other hand, I think you overused that one particular super combo, and the big long juggle--you know the one I mean, the one that usually ended in an air throw. You can throw in a few more projectiles, too--all fireballs is boring, but all melee is also boring. One knife and, what, four rocks? Not enough, though they were well used. So you get a "yes" vote from me, with those two things I'd note specifically as "room for improvement."
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I enjoyed the variety of movement methods, and overall the thing seemed very tight. I also think it's a very fitting game to be submitted for the first Saturn TAS. Yes from me.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I am rather baffled. Why not turn the rounds per match count to 1?
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I'm still not getting it to work, in either 001 or 002. I just end up with a "Press Start" screen from frame 1698 on, and I'm not seeing any hotkeys for input display so as to know how far "off" the emulator is from the intended input.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I second fruitbane's message. I can't get this sucker to run appropriately in FBA-RR v0.0.3.01, and I can't seem to figure out how to get v0.24.94.98 to read .fbm files.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I agree with Comicalflop. Fighting games are fun because of the mindgames, and TASing them, unless they contain interesting glitches--like the MK series movies here--or crazy-ridiculous who'd-have-known-it-was-possible combo-type action, is rather silly. I was going to say 'borderline masturbatory' but then I remembered I haven't mentioned the phenomenon of fighting against oneself yet.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Noted. I thought the threshold was further down than 1/4 HP, but that's what I get for not touching the game since 2001. Yes voted.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I expect good things from this run, though I currently lack the time to view it. However, I do have the time to appreciate the number of rerecords. Update: Not too shabby. Interesting to see some of the differences between this and the English-version prototype. I wonder, though, if there's a way to cut down on time by doing something more to increase Ana's HP enough so that it doesn't blink blue every second turn against Giegue? Edited because I suck at names.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Nothing so mind-breaking has happened since the Super Metroid X-ray glitchrun. Big ups, with comment that I will be using this to break the minds of all my friends.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Movie was excellent. And I love this captioning thing.
Experienced Forum User
Joined: 6/20/2008
Posts: 150
Can't quite figure out which parts of this emulator to fiddle with to get the movie working, so I will wait for an encode. If such a thing is forthcoming...
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I'm stuck, I can't tell whether to say that I'll wait for the encode or just go for the "too long, didn't watch" route.
Post subject: Troubleshoot
Experienced Forum User
Joined: 6/20/2008
Posts: 150
I've just been updated by PJBoy in IRC that if you have problems with periodic freezing with this emulator on a dual-core processor computer, you can right-click the process in Task Manager and change the Affinity settings so that it uses only one CPU (it doesn't matter which you choose, so long as you have only one checked), and I felt this was important information to have here.
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