Posts for bkDJ

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what
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DarkKobold wrote:
I never knew that SSB butchered the LoZ theme! It repeats every 20 seconds, and is massively annoying.
When it came out it wasn't expected to sell millions of units. And Re Isai: holy crap, any match of his is a pleasure to watch since he has the most humiliating ways of killing people and he can use almost everyone. 1:05 into this, for example.
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Comicalflop wrote:
Climbing test 2
error
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Hazy Maze Cave's butt was sore after that. I'm surprised you didn't BLJ off of the shattering star pieces in the final battle, but overall that was kickass and I would vote yes to the m64 in the submission queue... (where I'm sure a lengthy discussion will bring up how to obsolete it and if this game warrants a playaround or multiple ones or one with all the wacky shit that can be done like smb3).
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Well I loved the way silly stuff was done at the explanation screen for each minigame furing the force wait (e.g. it's hilarious to see yoshi just spinning around before the burried treasure one.) But since one frame is tacked onto time every time a coin is collected and a few seconds tacked on for every extra life added during the coin countdown, a lot of time could be saved by not being so godly at the minigames. Though there's always the "Ignores delays caused by bonus effects" category. Sure, I played it and there's nostalgia, but in general it was entertaining and I'd also give it a yes.
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Encoded. You can download it here. A few notes: I tried mencoder and got less than stellar results but I'm not redoing it with x264.exe. Also the sound was unusably in-and-out of sync so I had to recapture a wav which of course was consistently out of sync so I cheated and use mkv's delay and stretch options to make it kind of seem ok. To make up for that, at least I included chapters so you can skip to your favorite part of the run easily or whatever.
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I'm posting from the afterlife to say that I vote yes. You see, I made the mistake of watching this movie with the lua script and my head exploded. Now I realize that there is a point to door transitions and item pickup pauses: to give your brain a rest from the mindfuckingly fast action the rest of the game provides. Don't make the same mistake I did, guys.
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Level notes: Low-G Labyrinth more like poisoin tubes with squawks the geiger counter. Kong-Fused Ciffs: I was just as confused as the cliffs, nice job making this level over 1/3 of the improvement. Floodlit Fish: around frame 121000 you were not dashing, and going to the left and you had to go up around something and then back down. couldn't you have done a dash there so that instead of having acceleration take care of Y speed, the dash give you a head start at 0 so it doesn't have to get less positive? Hope that makes sense. Creepy Caverns + Lightning Lookout: obviously nice manipulations! Overall: Very yes!
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Duksandfish wrote:
How's this? http://www.filedropper.com/nesstas
Oh no, choices! I like this version better, but that's just me.
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Duksandfish wrote:
EDIT2: Avi of ness and credits : http://www.filedropper.com/creditsandnesstoolassisted
nice windows live popup :D Anyway, it was entertaining (I chuckled at Ness trying to absorb the egg) but the star finish made it seem slower than it was IMO.
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alden wrote:
GuidMorrow wrote:
hackers
It was probably that nefarious "erokky" character you've warned us about
mmbossman wrote:
gems like this one: http://tasvideos.org/forum/viewtopic.php?t=6986
Hahaha holy crap guys. This is scripted comedy, right? Which one of you owns the GuidMorrow account?
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Bisqwit wrote:
nightmares
Why can't the SMV format simply be changed to something more sane like mouse delta instead of position? Seems smarter than A) having the smv writer deal with mouse stuff the previous frame or B) running the risk of eventually hitting the 32000 limit + not having a very human-readable smv.
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alden wrote:
Kirby Pikachu Ness Jigglypuff, Falcon Link Fox Samus, Mario Luigi Yoshi DK? First one would be a float fest :)
It would be silly to pit ness against 3 lightweight quadruple+ jumpers. (Not that I disapprove.)
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mmbossman wrote:
Would someone fill me in as to how this is not a fighting game?
this
mmbossman wrote:
it looks like a typical fighting game
Characters have a bit more move variety than a typical fighting game, and the extra high jumping adds something as well (especially adapting to other characters' jumps like yoshi's invincible double jump, and ness's loopiness, or link's complete lack of a good jump which is a cruel joke). Levels differ in more ways than a themed background what with tornadoes on link's castle, pokemon in saffron city, wind in kirby's level, pow blocks and moving platforms and blah blah. Also no such thing as a KO, only ring-outs (which means damage is only a means to an end, not the goal or even necessary, as alden touched on). Also more than just 1v1. I still think it's more a fighting game than an action game, but it's its own unique brand of it. Later iterations single-player modes are adventures. this version, no so much.
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Duksandfish wrote:
Probably just my video card (integrated intel x3100) but Glide 64 Napalm is probably the worst of all i've tried
The encode I made for blaze's other ssb submission used glide64 on a laptop. Though my graphics card isn't integrated, ouch. Anyway, it seems jabo 1.6 can do a fine job itself if you go to the advanced tab and put a check next to "copy framebuffer to RDRAM." (Napalm does this at real-time speeds, jabo does it slowly so I'd recommend only turning it on for capturing, not watching.) ..oh, and my favorite move in the run was the bat/spike combo for the final kirby.
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Flygon wrote:
Does anyone have a youtube link?
youtube only supports 30fps and this game is 60fps. Why would you want a youtube link when there are two encodes a page back. re stickyman05: I was in a plane so I didn't even know about this submision until a few minutes ago :P re people making an encode that might be published for this game: I understand why you might not want to crop the image so that the image is untampered or whatever (but really is all that black necessary) however PLEASE use video settings that are true to the N64, like Glide64 Napalm with "read every frame" on. That way more special effects work (like the transparent end-level scoresheet) re the run: I was entertained, moreso than the previous run but they are both publishly good imo.
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XIF wrote:
I think its a shame the run doesnt show all of the game's quirks, but that'd easily be an hour long run going through all the characters in the game (which is an idea actually <_<)
In one of the previous SSB submissions (or perhaps the main thread, doesn't matetr), someone brought up the idea of [A] the game being beaten with 4 "interesting" characters (i.e. where lots of move variety (nonstandard like yoshi?) can be shown) to unlock everyone. Other ideas involved using sram to have all characters. Like, [B] playing around with each character at least once in 2, 3, or 4 player vs matches. Or [C] beating all the BtT and BtP levels. I think any of these 3 game plans, if well executed, has a shot at being published.
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http://tasvideos.org/forum/viewtopic.php?p=176060#176060 and the whole thread in general (N64 Super Smash Bros): People keep submitting this game*, so it should be published. Or: Publish this so people can stop submitting this game. * That means it must be good
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I was excited at first. and then after about 5 yoshis died, I felt pretty meh throughout the rest of it. I will abstain from voting. @Derakon: nope, SSB had no tournament mode. EDIT: enjoy a rushed encode, 320x240.
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XIF wrote:
Should I grovel more?
I think he just means that asking doesn't serve any purpose because we encoders are aware of demand. Raiscan said he would do the publishable one, chaosv1 might do another huge one that's super sharp, and I'll do a high res one that might not be so sharp but won't be so huge either. None of us can/will go any faster or slower due to requests :)
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adelikat wrote:
Congrats on an unbeatable shortest submission record :P
The 9-game Barney run was even shorter.
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I'm sure there's no better guide than looking at any of the published (including obsoleted) tases of the game, slowing to frame advance near the points that interest you so that you can look at what buttons were pressed to produce the desired trick.
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For the april fool's section, I'm partial to http://tasvideos.org/1503S.html (Tetris min%). The amount of frame optimization to keep the possible avi as short as possible is stunning!! Anyway, it's much more entertaining than if input had ended on the first possible frame.
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Just watched episode 2. Phil, I don't think they ever pretended to be doing a first viewing. At the beginning they warned how quick it would be and that the intro would be skipped and various levels were talked about before beginning, like Storm Eagle's and the final boss rush. Besides, the question/answer format is a natural easy way to get information to the viewer :) As for the episode itself, it was great and seemed well put-together. Though for the "bonus" I doubt it took 1 month to verify its authenticity. After all, once the .smv is on the workbench, it can be tested and verified in 30 minutes by anyone. (I admit I didn't follow the history of that movie. I could be wrong and wouldn't mind some clarification.) Anyway, keep up the good work, and I look forward to seeing every pre-N64 zelda TAS in one episode. :P
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ElectroSpecter wrote:
Apo123 wrote:
collecting
coins
Anywhere up to like 70 coins does NOT waste time. When the level ends he has to take off his hat and brush his mustache. I don't know the exact number of frames it takes for that to happen but whatever that is multiplied by 2 is the number of coins it is safe to get in-level without wasting any time at all in the castle.