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Well for some reason Microstorage wouldn't allow me to upload an .m64 loaded from an external savestate, but here's something interesting: http://www.sendspace.com/file/28ergp This is done in the first minute or so of level 7, right before the warp to the large open area with lots of aliens and raising pillars in the center. It may not be faster to do this route because it takes a while to raise all the way up the wall, but I didn't fool around with it too much, so I may be able to do it and save some time. And even if it's a tiny bit slower (ie more than 30 seconds), I'll probably keep it in just because it looks so damn cool. Unless I have some ammo management issues at that points. EDIT: Might be helpful if I included the savestate needed to watch. http://www.sendspace.com/file/z4x2v7
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EXACTLY why I like to aim for frame count, not ingame time, especially when there's no timer sitting right there in your face (at least I couldn't find one in any of Veysey's vids).
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Is it due time for anyone related to SMS rerecording development to get bumped up to rank of "Coder"? Or is the ranking overhaul still keeping anyone's rank from being manually changed (Although the overhaul seems to have been stalled for a few months).
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After restarting from the second humvee in the first boss encounter, I've made my way to the 3rd checkpoint in level 2 (the one right before the 2nd key), and have made some pretty good improvements. I saved 140 frames over my old run from the improved boss fight, and I've managed to improve level 2 by roughly another 95 frames, which was a very unexpected outcome. This is still obsoleting old work I did the last time I worked on this (about 4 months ago?), so I can tell my general skills and thought processes about TASing in general have improved somewhat even since then. So currently I'm 34.5 seconds ahead of nfq, 10 minutes into the run. I've also had some fun fiddling around with l-spiro's tool, and have found some helpful HP values. Both the Mantis and the Campaigner have 3300 HP, while Thunder the T-Rex (as Marshmallow calls him), has a whopping 6600. Thankfully, due to knowing these, I'll be able to better control damage dealt by "variable" weapons, such as the grenade launcher and the nuke. Any interesting point for actual speedrunners out there(and it may come in handy for me later): A normal Purr-lin has 210 HP, and a single explosive shell and a single tek arrow both deal 50 HP damage. So if you're worried about ammo conservation, jack him with four explosive shots, and then one shot from the pulse rifle (13 HP) or the pistol (10 HP) will put them down for good.
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Pekopon wrote:
I'd like the credits to roll. I know how to turn it off... The only problem with that is that Kirby can still move around while the boss' death animation is going, and during the fade out of the screen after he's died. If I were to end the movie on the final blow, Kirby would just be sitting there for a few seconds. Would this still be okay?
That's just fine, there have been several movies with that type of ending here (the one that pops into my head first is one of mine, which had the option of waiting 160 frames to press start to skip the end of movie score tally, or end the movie with the first possible frame where the game would still be completed if it was left to run uninterrupted. I chose to end it as soon as I could). That sounds like what you want to do. So, long story short, end the movie as soon as possible for the game to still be completed, and just let Kirby sit there for a few seconds twiddling his thumbs:)
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Read up on the various arguments for when to end a movie. Like I said, I'm a fan of option #1, from the way you're writing it sounds like you're more a fan of #2. There's no right answer, so just chose which one works best in this case. Hope this helps.
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Having never played it, I had no idea what the hell was going on most of the time, but I know I was entertained. I especially like the final boss, and the autoscroller antics. Yessir from me.
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If you're planning on doing back to back runs, I'd say the credits between the two runs can and should be skipped. They add unnecessary length and dullness. However if you're simply doing one run, my preference is to end the movie as soon as possible, and just let the credits roll. However, some other people will tell you that you should end the movie right after skipping the credits, so it's really personal preference, as long as you specify which you've chosen and why.
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Post subject: I am Jack's smirking revenge.
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You will not talk about Fight Club! You should watch it sometime Bisqwit, it's a very interesting movie.
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Bump for acceptance from a judge?
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Sorry, I don't think that abusing debug modes left in unfinished games are what this site is about.
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A well done run of a very meh game, but your submission text had me smirking and damn near laughing after watching this. God, what a horrible looking game, if only I had taken after the programmers and taken a shot of tequila after each transition screen. Anyway, yes vote.
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Fabian, You forgot: [ ] BASTARD And: [x] Yes, on the condition that you can help me stop running bad and can make me as awesome as you at poker.
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Aqfaq, is that a guinea pig in your avatar?
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I prefer to judge super heroes on the hotness of the women that they date, or have an unspoke sexual tension with. So batman is way up there due to Selena Kyle (skin tight catsuit cannot score below an 7), however I'd have to cast my vote for Spider-man (simply cuz Mary Jane is not only hawt, but also a fun drug). And because the thread would be worthless without pics: And yes, this is an attempt to derail a totally irrelevant thread with something a tiny bit more redeaming
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I always thought the idea of having a signature is so that you would have a place to communicate to other people your personal thoughts, without having to start a thread. A thread to explain a signature just boggles my mind.
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graviteh wrote:
I am angry at how much effort is put into something so trivial (Come on, 2 fucking seconds?) When there are other games that can be ran. I check this site every day for something new, and when I see something like this, I get disappointed.
Sounds like you have 3 options: 1) Run a game yourself 2) Pay someone else to run a game you want to see 3) STFU Oh, and I get disappointed when people post expecting others to always cater to their needs. So I guess we're both going to stay disappointed, huh?
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AngerFist wrote:
mmbossman wrote:
Overall, I found this to be a fairly dull choice of game, due to lack of variety in gameplay. Enter a door, leave, stroll right, jump some, open a door, fight a boss, Ghandi shows up, long points tally screen. Repeat as necessary.
Agreed but most games are like that :)
True, except for the Ghandi part;)
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Try making a separate savestate about a minute before the train level starts, and watch it from there. True it takes a minute more, but it's better than starting from the beginning of the run, and it's likely to be more successful than a savestate 3 seconds before you start new input.
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Just curious if there has been any progress in obsoleting the pimple on the face of TASvideos that is B.O.B.?
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The only problem with your path finding method is that unless you find some major break between run #1 and #2, they should be pretty similar. However, the level of optimization within the path may still be very low. If working on optimizing a route isn't fun for you, that's certainly fine, but both Comicalflop and I like to see things as near to perfect as possible. You provided me with a good route and some good ways to improve it, and I thank you for that. I'm just finding ways of improving your route on a smaller level (ie frame optimizations). You seem to have more of a true speedrunner mindset when it comes to TASes, because while I totally understand that the route in a game is important (and a poor route, not matter how optimized, will still be easily beat), I also think that the level of perfectness within that route is as important for TASing (while not so much for speedrunning). One other thing: Do you (nfq) or anyone know why the boost jump in level 6 near the exit works, or know of any other spots like that? It kind of looks like you get stuck between polygons and the wall seems to provide an ejection force, but I don't really understand why it works. I have this nagging feeling that at least one of the keys in level 2 can utilize it (probably #3), but I need to find out more about it to see where I can replicate it.
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Bug Chamale about it In all seriousness, I know it's been brought up several times (although that was the most recent link), but no one has actually gotten up the motivation to actually produce anything. I'd love to see a new one, but am certainly not the person to attempt the task.
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plusminus wrote:
If you didn't push the eject button when you were about to blow up, you would not only die but the game would erase all of your saved data.
That is one of the funniest things I have heard all week.
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nfq wrote:
mmbossman wrote:
However, the key to this is that turok needs to be standing still (or have his movement memory address hit 0 somewhere in between those three button presses). This takes roughly 90 to 100 frames to be accomplished.
i tested to run a straight line in the longhunter room and it seems like it was some frames faster. if it saves time in such a little span of time it might add up to 30 seconds in the whole run. 30 seconds is not that much though, considering how annoying it would be to constantly do those minijumps
I had to redo the swimming before the first key anyway (trying to optimize swimming is a pain in this game, but I've found that holding a direction for about 14 frames,
don't you think it's boring to try to do a run that is so Perfect? did you know that i did my TAS in one week and i used no frame advance?
I tested it in the same room, and found that strafing was faster than just pure sidejumping, but a combination of the two is the fastest. While Turok's speed is very high for the 20 frames that he's in the air, the necessity to slow to a stop takes too long, and would be very annoying to the viewer anyway (Turok the sideways hopping frog??) Also, sometimes it is boring to try and optimize a game like this (unlike a 2D platformer), because I know no matter what I do, there is probably something faster. But I also know that if I submit something, it had better be as close as perfect as I can make it (to the best of my abilities). That's why I went back to the Longhunter, because I realized I could beat him faster by a surprising amount. But the boring parts of optimization is why this has sat on my workbench for a year. On the other hand, the level of optimization is why I've scraped 30 seconds off of your run, and will probably be able to hit 2.5 minutes by the end. So, to me, that's worth it. EDIT: Meh, saved about 2.3 seconds from my previous version, with a couple extra explosive shells to boot. It was a pain trying to manipulate all boxes of explosives, but I managed to do it, however trying to manipulate the longhunter to follow me was a pain, so I lost some time between shots getting him to follow me. It's a tradeoff, either I have him follow me while shooting him (more entertaining), or I just run to the key after he's dead (dull). In any case, I'm 8 minutes in, and have saved 31 seconds, and am ready to start up level 2 again, maybe be able to find some more time savers now that I have some good memory addresses. Oh, the two humvees have 875 HP, and the longhunter has 1100.
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