Posts for mmbossman

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Cardboard wrote:
Same stuff happened all over again. SMB1 is not suited for TASing THERE WE GO I SAID IT.
I concur with Cardboard
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Yes for an improvement, meh for the stylistic choices used. I agree that the facing backwards was used entirely too much.
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Wolfman2000 wrote:
Tompa wrote:
Also, you should have killed Bowser using the fire flower as well, no need to make the avi longer.
A lot of the times I've seen on movies measure from power on to last input. I believe it is faster to stop the input and have Bowser take a lava bath than it is to burn him alive taking more input.
For reasons I've never understood, that suggestion always seems to be frowned upon for SMB. My best guess is "tradition".
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Larkin wrote:
I wouldn't say I lived a very simple life and I wouldn't lable it as incessant whining either. I think it's more than fair to be annoyed when a game you've looked forward to for a long time is announced to be more than twice as expensive than you were expecting, ESPECIALLY when it wasn't exactly cheap in the first place. Meh, maybe it is whining or getting too worked up, but why not vent in the post created for the purpose of discussing the issue?
I was referring to XKeeper's continual whining, in the forum in general. I too think a 100% markup for an already expensive game is ridiculous.
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Xkeeper wrote:
But I guess it's just easier to throw out badly disguised insults.
Or be incessantly whiny about everything.
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What is this? Did the quadratic formula explode? I see a "Strongba" in there. But it's getting eaten... by some linux or something. Alright Edgar, now drop a train on 'em. 999999999999999999999999999999999999 AAAH! That is not a small number! That is a big number! Computer over? Virus equals very yes? And the compy just peed the carpet. Sums up my thoughts. Yes vote.
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Integrated is just code for "When one thing goes wrong, we want to make sure EVERYTHING goes wrong" :)
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Most of the big mistakes I saw in the previous versions are gone, and the small stops, especially in level 4, have been minimized. I still would not be surprised if there was more optimization to make, but without trying it myself, I can't list anything. So since it's short, has some decent variety, and the quality has improved enough for me to consider it publication worthy. Voting yes.
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Well the first level is indeed faster (although I still don't think it's very close to optimal), but the second level with the fighting chick is 96 frames slower in this version than your canceled version. This is a prime example of what I was talking about with using rerecords to your advantage. Don't just be happy with making one pass through the game, or a level, or a segment. Try different actions, different strategies, etc, and always compare them to each other. That way you can always be sure you're as fast or faster than your previous work. You also seem to avoid taking damage in the third level, but it looks like if you took damage you'd be able to kill the enemies faster. Level 4 was noticeably better, although it seemed like there weren't as many large pauses, but a lot more small ones. The rest of the levels looked about the same to me, except for the large amount of missed shots on the last boss, and there's definitely still room for improvement with RAM watching to make sure you're hitting the enemies at the first frame possible after invulnerability periods. Actually, RAM watching would benefit this game a lot in all areas. Overall it's certainly better, but due to a lot of small things, and a very noticeable lengthened level 2, I have to vote no. I can easily see this going below 7 minutes, and I wouldn't doubt that 6:40 would be possible with very carefully planned health management. Learn some more about RAM watching and (this is most important) test things and compare them to previous results! Make sure whatever you do is on par with both versions 1 and 2. Keep at it though, I still think this has some pretty good TASing potential.
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Necrobump in the workbench!! It sure started off slow, but it picked up speed and turned into a fairly enjoyable game. Very reminiscent of Link's Awakening, except a little more fast paced. I probably would have enjoyed it a lot more if I'd played it before, but I could tell it was very well done, so I'll give this a solid yes.
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I concur with Cardboard
Although the old school gameboy graphic was kinda cool.
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It's an alright game to TAS, not the best, but it has it's moments. However this looked somewhat sloppy to me. In just the first minute, you jump with a bullet following you, but end up getting hit with it. You both punch and shoot the woman miniboss at the beginning of the second level, and miss several shots in the process (punching and shooting may not do the same amount of damage, so you should use whichever one deals more in a shorter period of time). Some times you take damage during regular fights, which can't save time, but at others you don't take damage when it could seemingly help you out (the ball and chains dropping from the ceiling). The fights are all decently fast, but it's pretty clear you just put the attack button on autofire and didn't see how many frames of invulnerability each enemy had. The same goes for when you're shooting; there's a lot of missed shots and clear use of spamming the fire button instead of making optimized attacks. All this, added together, makes the whole run look sloppy. As I said, I think this is a decent game for TASing, but this version just isn't at the level of precision needed for publication. I do think you should try again though, and use rerecords to your advantage to help increase your precision.
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Saturn wrote:
That's what I mean. Empty thoughts. Otherwise how about showing a at least 1-frame improvement demo for rooms like for example the landing one or my new OTES climb strategy with your subpixel fix already included instead, when you say that they were already planned out and truly achieved?
But that would mean spoiling the surprise for the viewers! But you're saying keeping secrets is bad medicine, AMIRITE? Oh wait....
Saturn wrote:
I realize that some people unfortunately don't believe anything I claimed in SM until seeing a smv-proof, but my goal was always to show a new and unique run with tricks never seen before, so I rather prefer to keep them private until the run is done, for a bigger surprise.
The hypocrite limbo bar moves down another notch...
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XKeeper, how have you been here for so long, and still manage to be so clueless about how things work?
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Post subject: I am mmbossman
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HappyLee, you are right to assume that aiming for speed is usually what we do here. However, there are some games that are meant to show more of a game to make it more entertaining. Tony Hawk 3 for the N64 is a prime example. So next time, try not to just aim for a "record", although that is important for many of the games here. Aim to make an entertaining movie that is enjoyable to watch.
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Or, it could just be a free thinking hunter. http://en.wikipedia.org/wiki/Maverick
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Post subject: Re: Updated fun pic (WARNING DEAD PERSON VISIBLE)
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mr_roberts_z wrote:
I know you must be practicing a Shakespearean play there, I just can't figure out which one.
I didn't have one in mind, but it does seem to be a bard-esque pose.
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Don't know if this has been addressed yet, but in 1.14 there's an option under "Key Mappings" for 'Save slot' 0-9, but no option for 'Load slot' 0-9. Is there something I'm missing, or do I have to try to get used to the quicksave system? EDIT: Don't mind me, I don't know how to use the quicksave/load system well. I got it figure out now.
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The only gruefood I've liked enough to keep on my hard drive is the CCC-less Mario 64 run.
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Because you touch yourself at night.
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Post subject: Updated fun pic (WARNING DEAD PERSON VISIBLE)
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Per request, here's a picture of me holding a human heart in cadaver lab last summer. I'm the one in the back, the dude in front is one of my classmates. And the person in the very back on the table is dead.
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A clip is generally thought of as a small segment out of a larger whole. So clip isn't the correct wording. As for video/movie, I've heard them used interchangeably, but movie tends to convey "entertainment" to me, while video tends to say "old school VHS". That may just be me though.
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I continue to be amazed at how broken this game is. *Insert generic complimentary statement and yes vote here*
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You've waited less than 3 weeks. Being pushy won't get it published faster, it'll actually have the opposite affect. Just have some more patience.
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Solon wrote:
Since your input ends before the score tally screen, you obviously don't clear past it, and the ending sequence doesn't come up on its' own.
Umm... the ending sequence came up for me just fine without additional input. Perhaps you didn't wait long enough? As for the run, all I ca say is you made one of my favorite runs even better and faster. The maniac pinball action around frame 39000 was how a Metal Sonic Spinball game should look, and the platforming antics were superb. Congrats on a great run Cardboard!
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