Posts for Ramzi

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Joined: 3/25/2004
Posts: 459
There's so such thing as proper grammar. I use repetitive words to be true to how I thought the sentence in my head, which I feel to be more important than revision.
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Okay. Today I played LttP in one sitting. During my game, I had a few fairy revivals, but I never had a game over. At the end of the game, I had 000 for all areas of the game, and 000 for the game total. After reseting, the number on the data said 0. So, fairy revivals did not count anywhere, not even at the end screen.
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TSA has done lots for the Zelda community, and is an excellent player. That is all. Phil is an excellent TAS maker, and his Zelda 1 TASs were great. That is all.
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More interesting problems would be to assign different weights to the events of movement, left click, right-click, left-and-right-click, and keeping the right-button down while clicking the left button... and then minimizing whatever the desired goal is.
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Xkeeper wrote:
Ramzi wrote:
In Zelda 64, fairies fill up all hearts, and it does not count as a gameover. I'm fairly certain no Zelda considers a fairy use as a gameover.
Link to the Past counts a fairy revival as a "game", but not a "death". That is, it does not add to the file-select counter, but it does for the credit counters. (This has been verified by my roommate, who just finished the game again last night.)
I accepted this since you posted it. But today, upon beating Zelda 3, I discovered the contrary. That is, the number at the end credits was the same as the number at the beginning file selection, and I'm sure I was revived by a fairy in the game.
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I always preferred the blue potions, myself. They refill more than just 7 hearts, and I think using fairies still counts as a death in the final count...<_<'
In Zelda 64, fairies fill up all hearts, and it does not count as a gameover. I'm fairly certain no Zelda considers a fairy use as a gameover.
Messing around with RAM addresses. :p
I understand that there is enough memory devoted to hold 256 values, from 0 to 255, but this does not mean all values are achievable. Just like the bombs stop counting at 8 or 12 or 16, maybe the keys stop counting. Some games might have a money counter that stops at 500, or 999. But for 500, the smallest amount of memory they can allocate could hold 512 values. And for 999, the smallest amount of memory they could allocate would hold 1028 values. So they will have a little bit of waste, and put conditions in the game to make sure the more psychologically pleasing numbers 500 and 999 don't get surpassed.
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I just watched the video you posted on page 1. Once again, on 400% speed, and I appreciated it. As you said, it does more closely match my notion of 100% than your latest 25 keys run. You did leave some places unbombed or some trees unburned, if they were for gambling, medicine, or door repair. I was thinking more about what 100% means to me. I noticed, for example, that you don't even need to get the blue ring by my definition, because once you get the red ring it overwrites it. I don't remember if you can downgrade your ring, but if you can, you would still need to get the red one just so it simply doesn't show up in the dungeon. Hmm... Then you'd have to get the blue ring again, if you could downgrade, because that change could not be undone. This sounds very silly to me. Maybe I should change my idea from "do what cannot be undone" to "become as powerful as possible." However, this is speculation, based upon whether you can downgrade your ring. If you can't, I think I'll keep my initial definition. I noticed that you bought the meat the second time, because after you do that you can't get rid of it. Going along with the "that which cannot be undone" train of thought, if you can do A then B, or B then A, and the latter is the one that is unchangeable, then I would suggest to do the one that is obviously stronger. However, if the value is subjective, then it doesn't matter, so long as the final result is unchangeable. A good example I kept going back to was the idea of what should be saved in my bottles in Zelda 64. In case you don't know the game, you get 4 bottles which you can store a red, green, blue potion, or a fairy. The red fills up all your life, green all your magic, blue all of both, and the fairy will revive all of your life even after you die. I would say that it is subjective whether the blue potion is better than the fairy. While it does restore all the magic and the fairy does not, the fairy does work automatically after death. So you could fill your bottles with all blue, or all fairies, or any combination of both. But what is clear is that you should not have red or green potions, as they are clearly inferior. I am interested in the fastest run for 1) Zelda 1 with glitches, 2) Zelda 1 with "intended" gameplay, 3) Zelda 1 100% with glitches, and 4) Zelda 1 100% with "intended" gameplay. While the glitched runs may never be provably the best of their class, the intended 100% run is also particularly daunting of a task, computationally. There are just so many different routes and things to consider. It is unfortunate that after you beat the game, the second quest file erases your first quest file. It makes the conquest of 100% by any definition seem pointless. I suppose a 100% run is all the things I just described, but on the second quest. I think it's fair to "cheat" and consider the first quest as a mathematical entity of its own, for which we want to complete as thoroughly as possible. You said you can hold 255 keys. How do you know this? Maybe there is a preset limit, just like there is a limit for bombs. As you said, you don't want to be visiting the gambling game till the sun burned out. I think for this reason it is also okay to handwave away the gameover counter limit.
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4matsy: I just watched that on 400%. I appreciated it. I have the most extreme notion of what a 100% completion means, and that run most closely achieved it. My idea of 100%, essentially, is: do everything that cannot be undone. Collecting items or keys by killing every bad guy in the room is important because you can never get that item or key again. Same thing with visiting secrets to everybody and door repair guys. Preferably, all locked doors would be unlocked, and all rooms on a map will be visited. I'm not sure what inspired you to collect as many keys as possible, though, particularly because of the magic key. Also, you can buy keys, thereby surpassing the number you achieved. Had you not set this goal, I feel you would have entered the rooms you didn't. All that's left would be the door repair guys, and you would have done my idea of 100%.
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Way to make me feel bad, guys. Also: http://www.enigmasand.com/games/whitedwarf/
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Joined: 3/25/2004
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I found this great game. http://www.nekogames.jp/mt/2008/01/cursor10.html Although there is only one high score achievable, competition could still be had in terms of fastest time to reach the highest score. I was able to complete the game with 3 cursors left, but I believe 4 to be easily humanly possible, and an even greater number if tool-assistance was involved.
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I would be interested in an all red emeralds run.
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nfq wrote:
i ate 2 clementines today.
Woah, so did I.
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Joined: 3/25/2004
Posts: 459
nfq wrote:
so how can the universe be infinite even though it's not nothing? because the space where it is born is nothing.
Been reading a lot of the Zero Ontology, eh? http://www.hedweb.com/witherall/zero.htm
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I remember thinking I was very good at DKC when I was younger, but when I went to the blockbuster competition I chose to compete on a Sega Genesis game, I think it was about Alien or something. My reasoning was that since fewer people had heard of the Sega game, I'd have less competition. However, I didn't know the game either, so that plan didn't exactly pan out. Looking back, it would have been better if I played DKC. I realize I didn't have extraordinary DKC talent, but since, also, the rules of how to score points are not given to you, the competition cartridge really isn't fair for measuring skill. In conclusion, there should also be some Sega game with a special competition cartridge, I think.
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Kuwaga wrote:
They are not double counted. Every 6th number is divisable by 6, that means by 2 and 3. So there are enough '2' and '3' factors in the final number to be divisable by 7!. I don't see a problem there. I think it's half as complicated as it seems. o_o
So a corollary to this argument is, if you have three consecutive numbers n,n+1,n+2, and n and n+2 are prime, then n+1 must be divisible by 6, for n > 3. Edit: Yep. http://en.wikipedia.org/wiki/Twin_prime
Post subject: Wicky Woo 2
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My girlfriend likes this game, located here: http://www.freearcade.com/Wickywoo2.jav/Wickywoo2.html The goal is to run over the entire ground of the level while avoiding bad guys. Not a difficult concept, but with strange jumping and bad guy placement, the game can be very difficult. I'm looking for any way to cheat at it, or a video of it being beaten. I think there are 30 levels, and we've only seen a third of those. At this point, I'm just curious what the levels look like, and if there is an ending.
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Randil wrote:
Here's a problem I came up with when riding the bus today: Prove that the sum of k consecutive integers is divisible by k if k is odd.
The sum of k consecutive integers from an arbitrary start, c, is given by the summation: Sum[c+i, i=0, k-1]. Read: The sum of c+i from i equals zero to k-1. Since there will be k repeated c terms, we can pull them out of the expression. So we have: ck + Sum[i, i=0, k-1]. The second term in this expression is a simple summation equal to (k/2)*(k+1). After making like denominators and factoring, we arrive at: k(2c+k+1)/2. The part inside the parentheses is odd when k is even, and even when k is odd. So, the only way that (2c+k+1)/2 can result in an integer is when k is odd. From here, k clearly divides k, and the rest we know to be an integer. Thus, we know that k divides k*(2c+k+1)/2.
Post subject: Speedruns with speed up
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I had this idea for a while. Imagine a human speedrun competition, where the humans can only use speed up. No slow down or save states. This would allow for faster walking or text scrolling. Of course, you can't play too fast, or you'll die. I just tried this sort of run on Zelda 1. I usually walked at 200%, a quick 800% for text or triforce ceremonies, and battle at 150%. I "slowed down" back to 100% for the blue darknut rooms, and I found them to be a lot easier. It seemed as if playing at a faster speed improved my skill.
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Yeah, what's the point? Just make the game the union of both screens.
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HHS wrote:
I remember a time when I went down the pipe in 5-3 with the shoes on, and somehow I went down through the right side of the pipe and didn't come out on the screen below, but could move horizontally. When the time was up the game froze. I wonder how that happened.
That happened to me before, too. Kind of a bummer on a "play every level" run.
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There's a lot of Twin Galaxies stuff. Verification problems, that sort of stuff. It gave a look at pro classic gamers. The whole crowd is pretty nerdy and eccentric, but in sort of a charming way. In the beginning, you probably don't care about the Donkey Kong record, but as the movie goes on you really start to gain an interest in it.
Post subject: King of Kong
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There was a documentary made about the high score of Donkey Kong. I just watched it and it is very entertaining. I highly recommend everyone to see it. If anyone has seen it, what are your thoughts?
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Arguably I could see how making the hack, TASing the hack, and watching a video of someone beating the hack, could be enjoyable. But why oh God why would someone actually try to play it? It's torture. You might say bragging rights, or whatever. I know if I spent 100 tries beating a level I might get lucky and do it. I'll pass, though.
Post subject: Is it possible to beat this Flash game?
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http://entertainment.eprize.net/everyhour/flash/jenga.swf It seems pretty un-possible to me. Debugging it shows a winning screen is included in the Flash, but I'm not sure it's achievable. Any thoughts?
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FODA wrote:
United States (51 states)
I must not have gotten the memo for the new one.
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