Posts for mmbossman

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Interesting game, and it was funny to see at least a couple of deaths:) Yes vote.
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Aqfaq, you sir, are my hero.
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Comicalflop wrote:
Mukki wrote:
I would certainly like to see a 100% run, although I wouldn't personally do it. The amount of planning required would be beyond any route I can presently think of, mainly because of all the events that require very specific arrival times (remember back to a few months ago when I realised I wouldn't make the ranch in time and the resulting redo, that was just one and a 100% would have many more). The brave individual who would take it on would have to be prepared for years of hard work and a lot of redoing. Having said that, if anyone wants to try it please do. I would certainly help out with the route and give support and advice every step of the way. As for myself, I'll stick to my beloved any%.
Mukki states it well. A 100% run would require someone who has way too much dedication.
And some crazy good route planning.
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Start > Middle > End My route kicks all yours asses. EDIT: And before anyone beats me to it, for a glitched run it goes Start > End. Massive creds for me.
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nitsujrehtona wrote:
Heavens, that final boss had a lot of trouble finishing you off after mupen's early input termination bug immobilized you... :)
I was afraid someone would have problems with that. The game finishes for me (and I assume most other people who have watched it so far), but I had a hell of a time getting the file to recognize where I ended input without adding 40 superfluous frames to the end. I apologize if you didn't get to see the end of the game, but I'm afraid you didn't miss much. It's one of the most underwhelming video game ending cinemas of all time :-P
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Two explosive shells are needed to take down the alien sentry, and if you take a look at the series of rooms right after the first warp in level 8, I take out two of them with explosive shells, so I'm nearly positive it's a random death animation. But I agree, it is a cool one. If I ever undertake a version two, I'll certainly take your comments into consideration.
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I never thought having the map present on screen would provide entertainment, to tell you the truth. I used it some in my testing, but never figured anyone would want to look at it during the actual run. I can see your point though, especially for some of the wall cannons/jumps. Many enemies in the early stages were spared due to ammo conservation (ammo spawns during bosses can suck at times, and going out of the way for extra ammo costs time), but in the later stages I chose to not shoot as many as I could because many of them need more than one shot to kill. The grenade launcher can produce 95HP of damage, but it sucks to shoot while strafe running because it fails to keep Turoks horizontal velocity, and instead instantaneously takes on the velocity is has leaving the launcher. So unless the enemies are standing still and are in a wide open space (close spaces causes damage to Turok), and have less that 95HP, it seemed somewhat pointless to just fire at them, even if it connected. IMO, the death screams are some of the more hilarious parts of the game, and shooting without getting to hear them was something I didn't see the point in. As for the alien committing suicide, I'm not sure what you're talking about. Some of the aliens will die via jetpack explosion, but it's just one of the random death animations in the game. Overall, I agree with you for the most part about many of the more entertaining parts of the game being skipped. I would have loved to just sit and watch the 6 different enemies at the end of level 4 battle to the death with each other. And a fight with one of the Triceratops would have been fun. But I tried to show off as much as I could without losing speed.
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Post subject: Re: #1872: mmbossman's N64 Turok - Dinosaur Hunter in 36:37.
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stickyman05 wrote:
NesVideoAgent wrote:
Any questions will be happily answered in the discussion thread to the best of my abilities.
mmbossman, what is it like to be god? yes.
I'm composed entirely of magnetism, which is the same thing as light, which is the same thing as mass, which is the same thing as gravity. *sigh* I miss nfq... ;)
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Ferret Warlord wrote:
Glitch demo Yutube'd for anyone who cares.
I'd heard mention of the select glitch (or gltich as you call it), but had never seen it in action before. That certainly produces some screwy results, thanks Ferret.
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Both Ecco and Flipper taste good with some mayo and a little mustard on two pieces of sourdough bread. Dolphin Free FTL.
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AKA wrote:
A couple of questions first Why use rom 1.2? Why did you not state the video plugins?
ROM 1.2 was used because there are some sync problems with the first two, according to nfq. Since I started this back when I was a newb, I took his word for it. As for the video plugin, it shows up when you load the movie. But I'll change it to specifically state which one to use in the submission text.
AKA wrote:
I find the movements throughout jerky and unoptimized. All I ever see on the input display for most of the time is <99>99 or not pressed at all apart from two C buttons. Having it not pressed all the way would have made turning smoother, more optimzed and more watchable.
This was definitely apparent in the first two levels, however it was minimized from the longhunter on out because I had learned how to use the tools better. And if I had restarted, it never would have gotten done, and I knew there were a lot of people who wanted to see it. Starting after the first boss, the movements become a lot less jerky, at least when I watch it. You may feel differently. Also, there usually is no need to do a long, arching turn, when a sharp quick turn will work just as well, especially on walkways, in tunnels, and in other confined spaces. Also, many jerky movements may be used to avoid corners and enemies, the later of which don't respond well to long, drawn out turns.
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Dromiceius wrote:
My only gripe is that you didn't shoot the monkeys. Was there a particular reason for that?
They don't die:( Or even get hurt. Unless you have the particle accelerator, which then blows them up into crispy little monkey nuggets. But since I don't get that until the last minute of the game, I couldn't show it off. I like how you think though;)
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Two of the original links are dead, so I figured I'd mirror some more for people's convenience. If a mod would like to edit these new links into the original post, that'd kick ass. Mediafire Rapidshare Sendspace
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Cpadolf wrote:
Ferret Warlord wrote:
Why don't we just do what's been done already, IE having the realtime run be on the front with the ingame run being mentioned in the description?
AFAIK that decision was made the second I submitted the run and has never really been questioned. (with the exception of the argument of having it as a concept demo)
It probably hasn't been questioned because we already had a 9 page discussion on the topic previously.
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Mechuyael wrote:
... Didn't I see a cross-system obsoletion when Wonderboy for the SMS obsoleted Hudson's Adventure Island for the NES? Edit: Wait, I'm confused, what's the difference between cross-system and cross-platform?
Nothing, but I think the point is that the Wonderboy/ Adventure Island obsoletion was the first of it's kind for a reason. If the gameplay of a game varies from platform to platform, a deserving run would be published for each system. It was judged in the WB/AI case that there was not enough gameplay changes to necessitate two different runs. That being said, I haven't played Snow Bros. on either system, but given that the current movie has an entertainment rating of 3.6, it's doubtful that another run for a different system would receive much support.
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That was packed full of awesome.
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*Sigh* Once again, I have no problems with ZSNES. I've never used it because I like SNES9x. But for someone who is new at TASing, I believe that feeback from many different viewpoints is important. And it's tough to get feedback on a movie if very few people watch it. Maybe I'm wrong and lots of people will be proactive and download ZSNES in order to watch a revised version of this run.
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Quoting from the submission text from your previously rejected movie: "Also, for this game, a warpless movie is the more entertaining choice and is preferred over a warped movie. Due to the lack of popularity/entertainment value of this game, it is likely that we will not have both a warped and warpless movies." Please reread the previous discussion to see why this one probably will not be published either. As for the actual gameplay, there are a lot of missed shots (as a result of auto-fire perhaps), along with some inoptimal movements. And the score tallying screen for the warps lasts a looong time. Voting no.
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Schnretzl wrote:
superjupi wrote:
Then again, this thread doesn't shoot the fundamental rules of spelling, grammar, and sentence structure in the kneecap while dancing with glee.
|\|07 Y37
FYP
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For our scripture today we shall be reading from the book of Saturn, chapter 3, verse 16. "For Saturn so loved the world that he gave his one and only perfect Super Metroid run, that whoever believes in him shall not be bored but have eternal entertainment." Now let us give thanks. Our Saturn, who art in teh interwebz, great are you at SM. Thy perfectness come, they awesome runs be done, on TASvideos as it is in your mind. Give us this day our daily AVI, and forgive us for our distrust, as we forgive those who make risky statements. And lead us not into unoptimal movements, but deliver us from stray frames. For yours is the greatest, the perfect, and the best, forever and ever. Amen.
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Flip wrote:
Which topic do you think was more pointless, this one or the one on SMB1 wall jumping
Both suck equally as much.
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It was much better than your last attempt. I still don't think autoscrollers make very good TASes, but you did an admirable job with everything, and I was suitably impressed with the amount of kills you were able to rack up. I think that a double obsoletion would also be a good idea, as this is both faster than the any% and 100% runs, and this game doesn't need 2 separate runs, imo. Voting yes. Also, although the lag was much much better than before, I agree with Pasky13 in that it may have been reduced further by using single shots instead charging the laser at some points, but that's a minor fault.
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Try looking here: http://jxq.skuzz.com/emu/
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I watched both of these runs today, and I could definitely see pros and cons to both. This one had some moments that had me chuckle, but I think Cpadolf had slightly better stylistic choices at points (I saw a lot of bomb jumping in this run, whereas he had some more varied movements). However the lag for this run was substantially less, and for some reason it seemed much, much shorter than his (even if it is only a minute and a half). Also, the goal of real time appeals to me so much more. Yes for a great improvement, and a very entertaining run overall. I just wish I could take everything from each run that I liked and smash into one hybrid run. Then we wouldn't need another one ever :)
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Yes for being entertaining, no for obsoleting the current movie (per reasons stated on your previous movie). But it sure was a fun watch:) I hope you keep up with more of these runs (especially if it's a low % run to get rid of that old old publication).
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