Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
There is no question that it is optimized but it doesn't seem that optimizing this game is very impressive. I find it a bit too simplistic and a not very entertaining. The teleporting this was cool, but that was about it. I vote a weak no. I don't think that there is much you can do to make it more "entertaining". Pacifist seems like a bad idea.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I'd be interesting in making the TAS of this. When you are ready, I'd like to see a vid of your speed run :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I reserve a 10 technical rating only when a run meets two requirements: 1) I believe it to be absolutely frame perfect (not even 1 frame of improvement) 2) That it is difficult to achieve this frame perfection. By difficult, I don't mean amount of re-records or what tools are/were available. I mean the number of game elements that must be balanced in order to achieve this perfection. For instance, donkey kong got a 9 because it is much easier to perfect as opposed to monopoly (wait frames), or smb (glitches). For those who care, I only have rated the following movies with a 10 technical quality: smb1 warped, smb3 warped, monopoly, mike tyson's punchout, and ninja gaiden. Notable mentions are: donkey kong - frame perfect but not enough difficulty in order to warrant a 10 ciruc charlie - unimprovable in the levels, but the title screen can be reached sooner mm1-near perfect except the energy refills which are extraordinarily difficult to do frame perfect.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
This game....well sucks when you are not a mouse or zipping through something. But it seems like the glitches could be abused far more (which also would make the game more entertaining). I agree with JXQ, there are times where being the most is likely not faster and you should test those areas better. Also, research the glitches more, I suspect this game could be abused far more. Also the boss fights didn't look optimal. I think this run could be improved greatly. I also think that a polished version might be published so I encourage you to work on the next version.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Level 3 finished. Please pick it apart :) I did the raphael up+down trick to get the missles and die quicker. That moment just looks like a complete breaking of the game :) The only downside was that the creatively orchestrated death I used last time had to be removed :( Total, I am 330 frames ahead.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Spider-Waffle wrote:
Looks pretty good.
Thanks :D
After beating the chain saw guy in the second sewer could you do an upward attack to kill the jumping thing instead of a jumping downward attack?
I don't see how that would be faster or slower than the downward attack. But I am pretty sure you can't hit him with the upward one (that is what I tried first).
Did you ever find out if attacking while landing saves frames?
I tested that extensively and never found a spot where attacking saved frames. There is a 1 frame slowdown on landing regardless.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
here it is. My first WIP of v2. I just got to the dam(n) section. I am 34 frames ahead of my first run. Oh, and I figured out how drops work. 03D8 keep track of the enemies you have killed. When it gets to 24 you have a chance of a random drop. The counter resets when you exit a building or sewer. So there isn't a good place to get drops until the 2nd level, and probably not again until the technodrome. I didn't figure out any of the randomization but it is because once you get the value of 24, it is very easy to manipulate the drop that you want. Everything you do affects it, and you have about a %50 chance of getting a drop.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Dromiceius wrote:
Hmm... well, my logic is that rejected submissions should figure into the final number. If someone has ten published movies, but fifty that suck, I think that's saying something.
It says that the used to suck but are much better now.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
FCEU? I forget what the default key is for frame advance but you can reconfigre it to whichever key is convenient for you under "map hotkeys". Frame advance is pretty simple, pause the emulator. Hold down the keys you want to press, and then press the frame advance key.
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adelikat
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Joined: 11/3/2004
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I know it is off topic, but I'd like to say I really like the luck manipulation in bisqwit's megaman movie. Each version has more and more optimized energy refill drops. I love seeing 3 energy refils fall down so quickly.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
holy crap, you are awsome :D Both of those will be siginificant time savers As for the "magnet glitch", I have not been able to recreate it in any place but the one on the .fcm. and it only works on the fcm when approaching from the right. EDIT: just a thought. There are several places where the scrolling glitch could be done except you can't get the turtle to jump high enough. Could using raph & the up+down glitch be used to get his y pos high enough to do the glitch? EDIT2: probably more of a long shot, but could this be used to boost the turtles y position up enough to make it possible to initiate the scrolling glitch on 1 tile width walls (with open spaces). Probably wishful thinking, but this would allow scrolling in just about every screen.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I already made on of those
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Zurrecco: explained in the submission text: moving down means warping off the screen faster (the game sends you down automatically) Extra lives are tallied onto your score before warping off screen. The less lives, the shorter that section is.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
In all fairness, those brain are bad ass, when not being attacked by a TASer :P They shoot out hords of flahsing balls that follow you around and take many hits to destroy. I just happened to destroy them before they could throw very many :p
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
1) I'm honored to see my name popping up on peoples list :D 2) I worry that a topic like this could go down the gutter I won't try to order my favorite TASers but I would like to bring up Zoizite's name. His TASes have impressed me greatly and I haven't seen him mentioned yet.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
NecroVMX, I feel similarly about %100 no damage as you do about heavily glitched runs (there are exceptions). I feel they are unecessary, imperfect, and boring. Yet when I watch one, I am still entertained somewhat. It doesn't make the run completely ruined. I might give it a rating of 5 in entertainment but certainly not 1. If it is a good TAS or a good TASable game then I won't be completely disgusted by it. I guess I am saying that even if I don't agree with the goals of a run, I can still find some entertainment value.
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
but mm4 had glitches.
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adelikat
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Joined: 11/3/2004
Posts: 4739
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It apparently isn't only the magnet that causes it. Notice the pizza on top of it. In that vid, lag causes the pizza to not spawn until you are being sucked into the magnet. It appears just as you glitch off of the screen. I think those 3 factors must be present for it to happen. Perhaps it isn't pizza specifically but any type of spawn (including weapon drops) that causes it.
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adelikat
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Joined: 11/3/2004
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Necro is saying it could be greatly improved (and closer to perfect) by not glitching. An opinion that I am greatly at odds with, but still.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I agree with you on the luck manipulation thing. I have been generous with that label in defining my own movies in the past because I interpreted it as just any kind of luck manipulation. Rather than that it should be reserved for significant manipulation such as critical hits, drops, tetris blocks, and other significant things and not for boss patterns, enemies appearing in a particular place or other minor issues. If someone could find a more eloquent way of saying "Skips significant portions of the main route." I would agree with that category as well. This is what I thought "ignores semi-important goals" meant originally. I think it should be reserved for things that are supposed to be manatory in normal play but are skipped by using glitches or perfect reflexes (such as the 1-item metroid run or the any% rygar run).
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adelikat
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Joined: 11/3/2004
Posts: 4739
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Yes, good luck on the improved run.
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adelikat
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Joined: 11/3/2004
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Well, if judged separately, I stand by my no vote. This game is very long and often very dull. It a "you have to have played the game to be entertained" kind of run. Unfortunately it isn't very popular. Not a good combination.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I tried to make sure I was ahead, or atleast tied with the current times of the previous speedrun at the end of every level. I ended up beating the last boss ~ 10 seconds faster than the previous run.
um, then why are you 2 minutes slower?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
http://dehacked.2y.net/microstorage.php/info/2662/TMNT%20magnet%20glitch.fcm Another glitch involving the magnets of level 4. The turtle immediately falls through the floor into the screen below. In this .fcm the screen locks up when I get to the screen below but in my first attempt I was somehow able to fall through the roof and walk around. I just wasn't able to reproduce it. EDIT: After a thorough beating in the head, I fixed the link.
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adelikat
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Emulator Coder, Published Author, Site Developer, Site Owner, Expert player (3602)
Joined: 11/3/2004
Posts: 4739
Location: Tennessee
flagitious wins.
It's hard to look this good. My TAS projects