Posts for Yoni_Arousement

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Vic Viper the "Gradius ship". Speaking of which, would a pacifist run on the Gradius section be possible? Still, it seems that Hourglass can't record mouse positions within the game window, or can it?
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I think the Virtual Pad can keep the buttons held, so that you don't have to manually hold them at the same time. Clicking on the buttons in the pad will toggle the activity of the button presses.
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One of the earliest TAS attempts I remember doing was in SNES Turtles in Time back in the year I joined TASVideos. I was trying to beat the existing record but gave up on it, so I tried 2-player attempts. Frame advance was never used and I could never optimize properly.
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I always felt like we were better off watching others play those IWBTG-type games, than playing them ourselves. That's probably just me. I feel guilty of creating a few of those games myself. I wouldn't try to learn them, but they're amusing at best. xplayerlol's review of this game was the best fangame review I ever read. As Boshy speedrunner witwix said in a marathon, "Don't play this game", or another game that Solgryn created, Wings of Vi. I recall Solgryn once saying that he regretted making most of this game.
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Post subject: Twinbee: Rainbow Bell Adventure
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In the game's overview, would it also be worth mentioning the English translation patch available for the Japanese version? I don't like the fact that they had to add the "Pop'n" prefix to the game's name in Europe.
It is highly recommended for viewers to try this game briefly before watching the TAS video, as words do not give the challenge of the game justice.
After trying out Rainbowbell Adventure a few times I agree with this. I can clearly tell you, it isn't an easy game. But that doesn't mean I don't like the game or think it's bad, I find it very charming and enjoy the soundtrack. Often times I find myself accidentally careening into hazards and taking too much damage. One would question how we're supposed to beat all the target times in each stage. Here's the encode from the submission text embedded here: Link to video
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Post subject: Vast Fame Bootleg
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At first, the game looked to me like Twinkle Tale, what with the wizard in the top down view. The HUD elements looked familiar with Digimon Sapphire. Taizou replied to me saying that the ROM dump of the English version won't take long. Hopefully it doesn't desync with this movie.
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Are April Fools Day submissions exempt from something?
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Post subject: Popoon Category
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What makes the category "100%"? The difficulty setting doesn't have any bearing on the percentage. % in the category name is mostly used for RTA runs where no other suitable category name can be used. Since Story mode is the only mode in the game with an ending (correct me if I'm wrong), I would just remove the category name.
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It's probably because in Puyo Puyo 2, you can have fewer opponents to fight against (8 as opposed to the 13 in the first Puyo Puyo game/Dr. Robotnik's Mean Bean Machine/Kirby's Avalanche), provided that you earn enough experience points from each of the first 5 opponents to advance a tier in the game's tower. Since you fight fewer opponents, the movie is shorter. On the other hand, in PP2, the first two floors use only 4 piece colors, while every stage in PP1 use 5 colors.
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Post subject: Hebereke's Popoon, a falling piece puzzle game
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Hello and welcome to TASVideos! I appreciate the efforts went into the movie. A good tool assisted speedrun or superplay can take a lot of time to create. So first, I got rid of one of the 5 Start button presses at frame 528 in TAStudio (my very first time using it! It really comes in handy!). When I did delete that Start press, it seemed to affect the piece RNG and caused the movie to desync earlier. So theoretically you can shuffle the piece RNG with different inputs to get the most desirable piece orders possible. Is there any particular reason the default difficulty setting (おさる/Monkey) was used over たつじん/Expert in a TAS? Most Puyo Puyo-like puzzle games I know increase the drop speed in addition to higher A.I. levels. At the first round, it looked like you built a few stairs (placing columns of the same color). Couldn't you setup chains from those stairs? The SFC port of Puyo Puyo 2 was the best version to use (in my opinion), due to the added ability to skip the opponents' defeat "animation". I would like to see this falling piece puzzle game get optimized further. Popoon could end up at Vault tier, as with Wrecking Crew '98.
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This pandemic stinks. I look forward to whenever it phases out, which sadly isn't any time soon. I hate the online price gouging of essential items including the hand soap I use regularly. It's very rare that I could come across hand soap in stores during the pandemic since people keep buying them up. R.I.P. Gamestop (for now). It'd be impossible to follow the social distancing rule at the Gamestop near where I live, one that is located at a sidewalk. I can't imagine the sheer amounts of customers who would have to wait their turn at those stores. I wear a yellow ninja mask that I bought for an entirely different purpose, either to shield my mouth & nose or whenever I go out.
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Didn't notice any glaring issues with the encode.
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Post subject: PAL Battletoads
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One time I created my own Battletoads fan game. It featured dash jumps and one character's physics I tried to make as close to the NES Battletoads as I could. I wasn't too happy with the finished product, though. But never mind that. I'd like to know which other bugs were fixed in the European version, besides the 2nd Clinger Winger being fixed by having both Clinger Wingers use the same timer (so Zitz isn't forced to use up a continue in a 2-player game). That might also include Terra Tubes' OOB glitch being fixed as well. I think it's important to consider the branches from a general audience's POV. What are other gameplay differences between the US and EU versions, other than the changes made to Volkmire's Inferno such as the logs being replaced with platforms? It's fine having PAL as its own category(ies) on speedrun.com, but while we're on the subject of TASvideos (I echo what EZGames69 stated), the EU version might not have enough interesting differences to warrant its own branch. But it's not to discourage you from digging deeper into finding differences with the EU version further.
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I like "Super Boy" going into his skidding sprite while airborne. Scrolling is so choppy! The entertainment isn't there in this Mario game.
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Post subject: Yoni's DS Wishlist
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A TAS showing off glitches in the US DS version of LEGO Star Wars II would be hilarious. It was one of the glitchiest games I've ever played. I ran into problems such as not being able to unlock IG-88 or Slave Leia, and I couldn't select Endor Han Solo in Free Play mode. I absolutely adore Koisuru Purin, an extremely underrated platformer severely hurt by its Japan-only status. You take control of Rina (?) who looks cuter on her in-game sprites than during the cutscenes, and you switch between different partners with their own abilities that you eventually recruit the further you progress. It features an in-game timer, and I was able to get through most of the game. I couldn't get the hang of a grappling hook mechanic similar to Bionic Commando or Toy Story 1. A partial English translation patch was in the works. I highly recommend you try it!
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Post subject: PCE wishlist
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I couldn't find the PC Engine Wishlist thread. One game I would be interested in is Fushigi no Yume no Alice, a short platformer.
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Miracle Girls is my favorite SFC game of all time. In this manga/anime licensed game, you make enemies leave you alone by tossing candy at them, and play terrible boss mini-games. 4th stage has the best music in the game. I would like its entry into TASVideos.
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CoolHandMike wrote:
Is 15 the highest chain possible?
The highest chain you can achieve is a 19-chain, by using an ability that debuted in Puyo Puyo Tsu where you can over-stack any column (besides the third one from the left). You can also rotate Puyo sandwiched between 2 columns. Link to video Link to video 4 colors is the standard for competitive play. And yes, Normal is 4 colors. 5 colors is too difficult to work with and very messy, but high chains from it can be impressive. Also, the higher difficulties start off at later levels, so I assume the intent was to score as high as possible from the earliest level.
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Has anyone tried their hand at the Genesis version of Battletoads & Double Dragon? It plays more accurately to the NES version than the SNES version (i.e. dash jumps exist, Billy & Pimple have their extra hesitation frames before they leave the ground when they jump).
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Its sequel, Puyo Puyo Tsu would be the preferred game for TASing purposes (as pirohiko demonstrated), since you can have fewer opponents to fight against provided that you earn enough experience points from beating the first 5 foes to advance to the next floors. This leads to a shorter movie. In addition, in the SFC port, you can skip the part of the opponent's defeat "animation" where they fall into the bottom of the screen.
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I've been waiting for this TAS's completion for a long time, too. Glad to see it finally finished! Sonic Heroes takes me back to that era when Sonic games had bad*** rock music like Team Dark and Metal Sonic's themes.
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Post subject: Sonic Movie Theme Song
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Link to video ♫Speed Me Up♫ I hate how rap music is so dominant these days compared to other music genres.
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Post subject: How I discovered TASVideos
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It's been too long and also difficult for me to remember how I found out about TASVideos. One of the earliest websites I started watching Gameplay videos was on Gamespot. I can't remember exactly what game had the first speedrun or TAS I ever watched. It might have been Rescue Rangers or a Mega Man game. Back then I wasn't quite able to distinguish between a real time run and a tool-assisted run.
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Doraemon: Nobita to Fukkatsu no Hoshi Link to video I would like to see more of the Doraemon games here. But really, this platforming game is quite straightforward, and the stage layouts could be better for speed running purposes. There are 2 alternate stages depending on which gadget is selected in Stages 2 and 4. I believe both Stages 2A and 4A are easier and shorter than 2B and 4B. Perhaps the game should be played on Easy, in which you take half damage, Stage 7 ends earlier and the Final Stage has a longer time limit before you lose one of your characters. This game is also available on Sega Saturn, but with much more slowdown, especially on console. The Saturn version also has more health items and removed two types of hazards from Stage 6, making this version much easier than the PSX version.
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I've played the Genesis version first, but I have no gripes about the Arcade version's voice clips. Link to videoI'm curious as to what voice clips in particular are annoying.
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