Posts for jlun2

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Done watching this. I got a question though. Why does sometimes, in the encode, the bottom screen flickers a bit? Most of the time, it's barely noticeable, but there's levels like 232 where it constantly flickers for some reason. Edit: I almost forgot, since at the end screen, it shows 100% completion, I think it needs a 100% tag.
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Cpadolf wrote:
It's still needed to trigger the escape sequence.
How so? What's the difference using Xray causes? :o
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I got a question. For killing certain enemies with very high HP or bosses, would it be faster to manipulate a trophy stand to objectify them?
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NitroGenesis wrote:
Oh, I've done some TASing of this game. Very little, mind you. Let's see how my small WIP compares to this run. EDIT: Ok, here's my WIP. It's faster by a bit. I think it mostly comes from instantly jumping on the bedpost. http://tasvideos.org/userfiles/info/15164847337259233 You should see if you can implement the improvements in mine. It's only like 20 seconds. Or maybe I'll just have to TAS this game again.
Nice! I wonder if there are other places this can be done that I've missed. Edit: http://tasvideos.org/userfiles/info/15196577471830487 Saved 159 frames. Thanks!
Post subject: Re: #4310: scahfy's A2600 Seaquest "fastest 999999" in 01:39.8
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Mothrayas wrote:
It appears the judge forgot that "maximum score" or similar is not a vaultable category. As we don't do unpublications on this site, this run has instead been 'corrected' to Moons. Just putting this here for clarification.
I think it's vaultable, since it was mentioned in that the game "ends" at max score:
After a few seconds, the seaQuest will collide with a fish, "Copyright 1983" will be shown, and the seaQuest does not despawn. To summarize, this max score TAS of Seaquest is different from Virtual Pinball because there is a clear ending point here. It is also different from Tetris because you don't need to die to win.
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Therefore, this run gets one ending displayed, what is usually considered by players to be the last ending (The Arena doesn't have a special ending), yet completes nothing, and doesn't show all the appropriate endings. As usual, this kind of run is problematic with its objectives and completions, and I dislike calling it game-end glitch. However it is interesting, and therefore accepting as whatever this branch ends up being called.
Well, since this is arbitrary code execution, can the input be extended for a frame or 2 to make it unlock everything?
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1. NES? 2. If no damage only means a couple frames wasted, does that really need a new branch? Having an entertainment/speed tradeoff seems more sensible. Edit: Also VicoV should be listed as co-author in the submission itself rather than just in the notes.
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Try hard mode. Since it's 2 players, wouldn't that shorten the battles?
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1. Agreed, although it would also be nice to update some existing playarounds. 2. It's really hard to make a good playaround that keeps the viewers entertained/interested all the way until the end. Even if a game allows many things to do, it can only work for so long before it gets dull.
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niamek wrote:
Eszik wrote:
Is 70 stars BLJless really arbitary? It just takes the fastest "intended route" and avoids a game-breaking glitch, it's not really arbitrary.
Why does it avoid a game breaking glitch? The authors decided to avoid them. That's why it's arbritrary for me. It's like "small-only" of SMW.
Well, yes. But most likely if that was made, people would complain that it's too similar to the 120 stars TAS.
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Masterjun wrote:
2 frames were saved by using the V-key for advancing textboxes which for some reason is faster than other keys
How'd you find that out? 0_o
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How much of the improvement was because of easier difficulty and how much due to optimization?
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As hilarious the dungeon sections were, the overworld walking was boring as heck. No vote sorry.
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grassini wrote:
https://www.youtube.com/watch?v=1GZJjBcw2ms Does this property of peach still exist?
Wait, does the mushroom only increase damage for items you generate, or anything you pick and throw?
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Kurabupengin wrote:
Health...?
Why does the enemies take longer? What's core the difference between easy and hard? I never played this game before.
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Kurabupengin wrote:
You take a long time to destroy the enemies in Hard mode and that seems pretty boring.
Isn't that the reason why it's "hard"? :P How much health does making it in hard increase?
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Experienced Forum User, Published Author, Skilled player (1709)
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I've been thinking about it so I'll ask here.
While the main focus is to complete Super Mario Bros. 3 as fast as possible
Can the multi-run TAS be improved by using the modified ACE route for real time runs? Or would the input needed screw over the other games progress?
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STBM wrote:
It's obviously improvable (and I think Kirby might be faster), but that sounds really fun. I think I will try to make a TAS of this ! Also, do we still need an A/V hack to encode audio ?
1. Is choosing Kirby faster for the long term? Is there any battles later that make choosing mario faster? 2. Unfortunately, seems so. That or editing the video.
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Warepire wrote:
Then submit a play-around that gets as high score as possible. I say play-around because watching the same route over and over for a very long time is going to be VERY boring. To counter that, add the speed/entertainment tradeoff that you take different destinations, and try to drive different + do different tricks to keep the entertainment. By the way: Loving the progress so far. Keep up the great work.
What is the max score for this game? Does it stop at $99,999, $2,147,483,647, or what?
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Wouldn't this technically apply to super mario brothers TASes that don't kill Bowser and instead jump over it since that skips the fight?
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Well.. [1199] NES Dungeon Magic: Sword of the Elements by FatRatKnight in 01:02.83 This sees the boss for 3 frames, and I'm not even sure what just happened, but I don't think it's intended. [1863] DS New Super Mario Bros. "warps" by adelikat, TRT, mindnomad & Y05H1 in 21:08.08 And then there's this movie, where the final boss is (sorta) skipped by jumping behind it. It's intended, but hey, there's no fight right? Edit: I just realized this applies more on here, since this explicitly states via glitch while the other thread doesn't.
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I just wish there was a 2p TAS of adventure mode (subspace emissary).
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Never played this game, but what's the difference between the characters chosen?
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Lorenzo_The_Comic wrote:
Apparently, running a MoleBox'd M.U.G.E.N. exe automatically advances frames even with Hourglass paused. Not sure why.
I got that problem for ""Ao Oni". I had to disable the ignore lag frame option for frame advance to pause.