Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Randil wrote:
I have one question though: I watched this with input display on, and I noticed that the second controller had the exact same input as controller 1... why was this? If you don't understand what I mean, watch your movie with input display on, and you'll see what I'm talking about.
hmm, I think what happened is that I had controller 2 configured to the same buttons as controller 1 (If I remember correctly I was playing double dragon 2 2-player and forgot to switch it back). The controller 2 has now affect on the game itself (and was made with blip FCEU so there was no input display)
Guybrush wrote:
One question: After you've destroyed the final boss, do you have to move around or does the game go to ending screen automaticly?
This question points to one of the problems I had with when to stop input. Once the boss is destroyed you can move around but If you don't the game will continue automatically. I had a hard time deciding when to end it. I ultimately decided to end it when I no longer had control of the ship.
So what do people think about replacing the full version with this run? Ultimately thats why I decided to make this. I think the full run is good, but gets repetitive eventually (its 38 minutes with basically nothing different that what you see in this run).
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
then vote no on the submission (i'd rather receive a "no" vote rather than the submission get ignored)
This game gets boring quickly. All the levels are the same, so whats the point in playing the other levels.
While I fell the one in que should be published in place of my full run, I will work on a full run improvement If I get enough feedback telling me to do so, so go vote :)
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
I've bolded the runs Arc & Randil mentioned
also Randil, linking them is a good idea thanks.
I'll try to keep this list updated, including links to new submission and removing published runs. Hopefully one day this list will be gone!
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
As of right now there is 0!!: [EDIT - began with 60]
05/04/2011 - This list was completed
Famtasia is an obsolete emulator. We now have new tools for greater accuracy such as frame counter, frame advance, read only mode playing, etc.
While these runs are not necessarily imperfect, it is likely that with new & better tools one could find improvements in many of them. I challenge every one on this site to take one or more of these game and attempt to improve them (especially those who are authors of some these runs).
Hopefuly this challenge will result in a higher quality site and greater TAS skills of those who participate.
Some movies have improved runs waiting in queue (go vote)and are marked with *. The bolded ones are actively being improved.
If anyone decides to take up this challenge post what game you want to work on! If you are already working on one, let me know and I will mark it accordingly. I haven't noted who is working on them so if you want to keep it on the down low, you can PM me). I want to see a bold or * by all of these soon! (or better yet a smaller list because they've been submitted, accepted, and published)
Bold movies that are actively being improved (to my knowledge)
Linked: an .fcm movie waiting in queue (please go vote!)
** + linked =in queue and accepted for publication
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
The boss fight is now bearable to watch! (*remembers genisto's first run...)
This run is very close to perfection (about as close as an RPG can get)
very nice (and of course a yes vote)
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Found an interesting bug today:
http://dehacked.2y.net/microstorage.php/info/765/DW4_Deadman_BUG.fcm
Unfortunately I don't see a use for it in my TAS but its interesting none the less.
This bug allows you to walk around as a ghost, you can't talk, search, cast spells etc. But oddly enough you can use the DOOR command.
If you try to use a spell it realizes that you are dead and doesn't let you move until you change party members. If you are in a cave at that point you are stuck and must reset.
I was thinking this might mess up situations where people come up to talk to you rather than you talk to them but there doesn't seem to be any at this point. If anybody has any ideas on potential uses for this bug please let me know :)
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Well for those who don't know Guybrush and I were working on an improved version of this game. Guybrush did the levels and I did the bosses. And again for those who don't know, Nitsuja submitted a run of this game. Its is faster than ours in pretty much every level.
I'm posting our run anyway:
http://dehacked.2y.net/microstorage.php/info/759/Kabuki%20-%20Guybrush%20%26%20Adelikat%20Area%205%20boss%
It might be a good point of reference for anyone who wants to do an improved run in the future
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Well, I now have personal experience with Nitsuja's TAs abilities and I am thoroughly impressed.
His kabuki quantum fighter submission (#963) is prime example of ninja material
The ninja rank doesn't come from accomplishing something that nobody accomplished before.
It comes from accomplishing something that nobody even dreamed of, creating something novel, new.
Well no less than 4 people worked on Kabuki Quantum Fighter prior to him and he managed to find huge time saving tricks that none of these people (including me) ever would have come up with. What fits that description better than that?
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
I needed to watch it and do some specific frame counts.
Nitsuja, all I can say is WOW. Someone please give him ninja rank!
He certainly found a few tricks/glitches that we were unaware of. Every level and every boss was done faster.
As the bosses are the only thing I know about in the game I'll just comment on those:
Somehow you were able to shoot during the cut scene between the level and the bosses. When the screen appears there is already a shot in the air. Good job finding that out, and of course this allowed a faster completion of the bosses.
In all levels and bosses it is best to have 1 energy bar left at the end to save time at the end. While you did this well and every level, it could have been done better on the bosses as well. Boss 5 in particular you could have taken more damage. When the thing on his head closed, I was able to take a hit without losing any time. I also timed so that I took a hit while delivering the final blow.
Also having minimal chips at the end is faster but requires some planning ahead. In the early levels I wasted all my chips after fighting the bosses. that saved about 20-40 frames after each compared with your run (and as much as 100 compared to walkerboh's)
While this means less chips at the end, we made up for by manipulating luck to get chips in the final levels.
I used the dynamite on the 4th boss, but by the 5th I was wondering whether it was worth it since it is pretty slow and has the same chips : damage ratio as the spread gun. Anyone who is going to improve this should look into that.
I can't comment to much on the very last boss since that was what I was working on the final form when I saw this submission!
I guess we are officially finished with this game too. It would have been nice to submit our work ;)
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Im very interested in this TAS, but I've only just watched it. From what I can tell it is damn fast and I know of no way to improve it.
As far as points go, its more than worth the 10 or so frames for more points. At the end when you face the last linda's you lose at least 60 frames by not having the elbow attacks at the beginning of the fight and you were only a few points away from having it.
243 frames just on the first level is a great improvement. The two shorcuts I posted a while back will save about 8 seconds total. Perhaps this can be a sub-9min run?
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
I just thought of something in level 10, though. I might be able to get the lemmings on the left of the structure closer to it by using blockers before the climbers start falling. This would depend entirely on how long it takes for all of them to be released. If it works, they might be able to get to the exit more quickly.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Im glad you made some progress on this!
Honestly I wasn't very excited watching the first levels, they are a little boring. The last 3 levels on WIP though are excellent and make me think this is going to be an excellent run.
Some of my favorite parts are when you were able to kill off all the uncessary lemmings without the "armageddon" tool. Finding creative ways to do this in future levels without wasting time is going to improve the quality of the run greatly.
Also there will inevitably be moments where you have to wait, how about using the extra "tools" that you get to have the "disposable" lemmings so silly or neat looking things or just to find cruel ways to kill them off.
In terms of speed, I didn't see anything in those levels that could be improved, keep up the good work!
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
I think this movie is just not quite optimal enough. While this is a 2-player run, Genisto's run does affect how this one is viewed. I hope that you attempt to imrove this run as I would really like to see a 2-player contra run published one day :)
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
Well I was entertained for about 4-5 holes, then It got old. This game has the same problem that a 99-0 tecmo bowl blowout does. It gets repetitive and boring.
I have to vote no on this, its just two repeitive and not interesting at all
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
(3636)
Joined: 11/3/2004
Posts: 4758
Location: Tennessee
scubed wrote:
Frame 17000:
Why do you swim all of the way around? That takes a very long time.
Here's how I would do it:
http://lingcog.iit.edu/~scubed/kiwikraz_1.zip
(I'm not sure if you can trigger the upper cloud guy to appear so you can just directly jump on his cloud.)
I had a long explanation here about how there's always hidden improvements in this level and I found all I could and that I didn't think blah blah blah. Then I watched your movie. You are a golden god. I didn't think jumping up there could avoid the water current...this throws my entire run into question.
Well I watched this run and voted yes. Then I read this, I highly recommend you improve this run and re-submit. Either way though, I think this is publishable. I was entertained. Towards the end I got a little bored but I can see how someone who has played would find it interesting as they are more familiar with difficulties and route-planning etc that would make the levels interesting.
I thought overall the game had a lot of route planning possiblities and nice glitches (?) going through various walls. The run seems good with no obvious errors.
Good job.