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I think IdeaMagnate was thinking of juggling for entertainment purposes. Position max at a point where two rocks fall, and where Goofy has one, and then somehow manage to keep all three in the air at the same time. It's a very good idea, and may be possible if the characters were as far away as possible from each other so that the throwing animation time wasn't the limiting factor. And who in the hell would program a boss to start with 44 (or something like that) HP, and then die when there's still 16 or so left? The rest of the game makes so much sense up until that point.
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Uh, I remember specifically looking at it in the SNES section not more than a month ago. And why is it rude to DeHackEd? Concept demos are just as much awe-inspiring as "speed only" runs, as this one is, it was just in the wrong section.
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Thanks to whoever finally came to their senses and moved this to the concept demo page.
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"Evaluation of orthopedic and athletic injuries" by Starkey and Ryan is pretty good;) Sorry, my time for reading for pleasure doesn't exist anymore... maybe once I graduate though:)
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Post subject: Re: My badass Zelda 2 run
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XP wrote:
Nobody can touch these m4dskillz
Flip wrote:
You know, it's not a Zelda II run if it's just the final section. It isn't that good to begin with, you wasted lots of time by fighting things you don't have to, and it's completely not what this site is about. In fact, the current glitched Zelda run on this site completes the whole game faster than you do that one section
Burn. Also, look at the upper-left hand corner of the site. There you will see a logo.
Awesome Logo wrote:
Tool-assisted superplay movies
I know, judging by your second post, you'll come back and say "But wait, I am a tool! I'm a huge tool! I made a super movie!!!11", but we use emulators, savestates, frame advance, etc. to produce as perfect as possible runs. Head over to SDA if you want to show off your "skillz", or at least make an effort to learn about what we do here.
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Hey Flip, any hints on getting stuck in the right loop on level 2? I've noticed it's much more difficult to catch the small lip on the outer ring than on the left side. I was curious if you had a method, or just used trial and error to get it to happen.
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Probably because you've submitted runs for the same boring game three times.
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Ok, I misread. There were not 4 unnecessary waits, but there were at least 4 periods of slowed (to a stop) action in the first two minutes. I don't think there is another movie on this site with a ratio like that. Even if this run were a frame perfect completion of the hack, it still is not a fast run because of all the pauses.
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mushroom wrote:
I'd have to see the unnecessary pauses dealt with before I'd cast a yes vote.
Um...there was only one. Or, at least there was only one that was really noticable.
Untrue, I counted at least 4 in 1-1 alone. Overall, this movie felt slow to me. Glitches, in my mind, are meant to speed up a game, not make you wait for the glitch to be possible. I can tell that this hack would be impossible in real life, and so from that standpoint, I would say that it is TAS worthy. However, the purpose of this site is to create entertaining movies, which this failed to do for me. A normal game with a multitude of glitches that are used to make a quick and entertaining movie is good. A game created solely to be impossible unless using every trick known while slowing down the action substantially isn't good. I think this would appeal to people who eat, sleep and breathe SMB, but not the average viewer. Voting no.
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Soulrivers wrote:
A question though. Around frame 53000 you use the bell to lure an enemy to a switch. Why don't you use Max to get the Hook gun, and Goofy at the door?
At that point, Max had the small key that was needed for the door in the room three transitions away (the next room with the locked door). I toyed around with having Max get the bell and leave the small key to pick up on the way back, but that would have meant Goofy would need to pick up the small key, and then pick up the boss key, since he would be the one with the open item slot. The only way around this would be for Max to initially grab the key, leave it for the hookshot, use the hookshot, grab the bell, exchange the bell for the hookshot, then return, pick up the key, and then have Goofy pick up the hookshot. However, since there is a delay of about 30 frames whenever an item is picked up, any time saved from having Max grab the hookshot in the room with the pirate switch would be negated from having to do several item switches. Goofy doesn't move that much slower than Max, after all;) Hope that made sense, if not I can upload a snipped picture of the level map and diagram it out... I like your thinking though.
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Canceling to improve, I hope?
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Post subject: Re: HappyLee
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HappyLee wrote:
Hello,I'm HappyLee!!!
Congratulations? Nice to meet you, but we prefer to try to keep posts meaningful around here.
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I think you need to collect 6 prisoners before the game ends, so whether you can glitch to the end doesn't matter cuz the game won't end. Unless I'm misunderstanding and you're referring to a glitch everyone seems to have overlooked...
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136 yes votes can't be wrong!
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Where the hell did this come from?? You're a machine Randil!
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Me a couple years ago at my parents place. Since I'm not standing up it's not really obvious that I'm 6'7" (2m for the rest of the world). It's not the most recent, but all the other pictures I found on my facebook need some sort of long explanation. Although the one of me holding a human heart in my hand is pretty sweet....
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There hasn't been any work on this for a little while because I was trying to test all the possible places for wall boosts and wall jumps. Ya know the walkway with the two cliffs on each sides? You can get to them with wall jumps, and on the right side there's a place to get stuck where you suddenly rocket up into the air so far that you can't see the ground. Using RAM watching I found the point where I stop moving upwards, and firing a shot causes me to shoot out. Unfortunately, even coupled with a perfectly timed jump it only gets me back to the start of the walkway. So at this point, I'll still do level 4 before 5 because the other route proved to be a wash, and I don't want to have a level, then a boss, then a level, then a boss, then 4 levels of running before the last bosses. Splitting it up some will keep it a little more entertaining I think. I'm almost done with all of my other projects (like 90% on one, 80% on another, and 33% on a short third one), and I'm not starting any others until this is done. I'm entirely tired of it staring at me from my desktop.
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Not sure if I'll get this done before Flip's submission get's published, but I've found the RAM address for the first boss's tail at 00FF84B3. It takes 54 hits (running from 0 to 54) for the tail to bust off, and anywhere from 3 to 6 additional hits to finish off the body. I'm not quite sure why yet, but I suspect it's due to additional hits on the tail during the delay between hit 54 and the time it actually blows off. I restarted my entire run, and managed to save some more time in the beginning of the level, along with faster suicides (the moving Robotnik in the bonus can be manipulated both by the tilting and the frame on which the last hit is delivered on the previous boss. As I said in the submission page, I'm currently 302 frames ahead, and I'll keep updating here I guess. But I'm going to put in a lot more trial and error with this as compared to last time, so it may take a while. EDIT: Bah, I'm stuck trying to get the second cork with the "stop in the loop" glitch, however I managed to save some more time by not swinging on the ledge after the second emerald. Overall, about 345 frames ahead, but this will take quite a while, especially since I have a feeling that the showdown emeralds might be able to be skipped by glitching into the rocket. However I have absolutely no proof of this, just a suspicion.
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Bisqwit wrote:
As a consequence, as of this instant, you are unable to post any more posts.
Damn. Does this mean I have to start believing in gravity and electricity again?
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I'm so torn. The glitch in level one is of course great, I was amazed when you first showed it off, and it sure makes that first dull level go by fast. The route change was very interesting, and it sure feels faster than mine. Also, the ending input when you still have 7 hits left is incredible, I tried to end mine earlier, but couldn't quite get it right (I think I ended it with 2 hits left). But I'm torn because when the level 1 glitch was discovered I made a very thorough first level, with probably 2500 rerecords to get everything as early as possible. But I didn't go any further because I wasn't sure what else you'd throw in your movie. My WIP is 233284 frames faster than this submission at the start of level 2:( Just goes to show how I just aimed at beating the original published movie's time, and didn't concentrate hard enough on frame perfection the first time around (shame on me for being a lazy TASer). I'm going to withhold my vote, I guess, and maybe try to bump this to the top of my list to see what else I can do with it. Still, awesome job Flip, many many props for finding some great new ideas.
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Post subject: Re: Discussion about 2007 nominees for various TAS categorie
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JXQ wrote:
Genesis TASes of 2007 [826] Genesis Sonic 3 and Knuckles (any) by Nitsuja in 34:22.02 (gmv,avi) [845] Genesis Vectorman (USA) by mmbossman in 11:41.75 (gmv,avi) [945] Genesis Gunstar Heroes (USA) by arkiandruski in 35:28.92 (gmv,avi) [958] Genesis Rocket Knight Adventures (USA) by Upthorn in 27:18.13 (gmv,avi)
One of these things is not like the others, one of these things just isn't the same.... Seriously, to be grouped in with those runs is a total honor. Thanks for just making my night JXQ!
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In a game that is able to glitch basically any item into your inventory, I don't see the point of a low %, mainly because the goals would be very fuzzy. If you don't use BA or RBA, then it will be significantly longer than the any%. But say you use the RBA just once to shave 15 minutes off, but it adds 1 more item... it seems like too contrived of a goal to me.
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Bisqwit wrote:
For example, in last Chip&Dale 2 publication, Deign named the AVI "chipndale2-tas-dragonxyk.avi", neglecting the existing publication which was named "chipdale2-tas-2p-alone-dragonxyk.avi". The new AVI should have been "chipdale2-tasv2-2p-alone-dragonxyk.avi". Deign's naming deviated from existing usage for no reason, and neglected the fact that it's author second run. The game name also deviates from existing practise. Existing run was "Chip 'n Dale ― Rescue Rangers 2", the new one was named "Chip 'n Dale Rescue Rangers 2".
I'm glad I'm sticking with my "fancy indexing", cuz I tried reading through that and I went cross-eyed.
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So it has something better than what we have now, but you don't know what it is? Ummmmm... ok.
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Does this provide some sort of improved functionality above and beyond what is already in use by the encoders?
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