Posts for scrimpeh

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Mazig wrote:
http://www.youtube.com/watch?v=TEvbt17b1T4
Hi, Mazig. Glad to see new people trying their hand at TASing. That being said, as Cronikeys pointed out, there is really no reason to stop for any enemy in YI-1. Don't be afraid to load earlier savestates if you have to. There's also the fact that simply running is not the fastest way to move, that'd be 49-Hopping. This pretty much requires watching memory though, the game's resource page should fill you in on everything you need: http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html#RunningSprinting There's also more arcane things to consider, such as fadeout lag, but frankly, I find these are too troublesome for a beginner to bother with. Best of luck in the future
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Amazing find. I'm wondering if it facilitates any even larger skips and sequence breaks, since that'd be seriously incredible.
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Well, that was over quick.
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Hi, Ploplo, and welcome to TASvideos. Hope you enjoy your stay here. Good Luck with your TASes, I was more than surprised to see that Zool doesn't have a TAS yet.
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Nice going. The cross only protects you from these rotating spirits, right? Could it potentially be skipped for the TAS?
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Ferret Warlord wrote:
I ᴀᴍ Kʏʀᴏsᴘᴀᴡɴ
Prepare yourself for hundred thousands of views and lots and lots of witty top comments
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I'm inclined to just say 'call it on case-by-case' basis, since such a case is pretty rare, and it's all just a manner of categorizing. I think however that damage taken after the input ends should count towards the movie as a whole. Therefore, a movie would also need to avoid taking damage post-input to be categorized as 'takes no damage' Extending input to avoid taking damage could be considered a speed/entertainment tradeoff in that regard, as it's essentially making the movie longer to pursue a secondary goal.
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I think the problem with such a strict category is that you rob yourself of options. In Wily 2, Mega Man is waiting for ages for the blocky things to move since he can't blast them with Elec Man's weapon, can't just take damage and fall right through them or glitch past the stage entirely. On the other hand, it makes for a nice demonstration that playing without robot master weapons is (for the most part) possible, and it's nice to see Mega Man dancing around turret shots. It also makes for a really nice change from the incomprehensible glitched run and shows more off the game, so I don't mind the category. That said, I do have a few questions towards the author regarding the optimization of the run: 1.Sometimes you seem to be taking jumps wider than they need to be. From what I know, jumping in MM1 and MM2 is slightly slower than running. 2.Related to the above, you avoid picking up item drops from enemies, but wouldn't it be possible avoid those dropping entirely? The corridor to Gutsman's room is a good example of this. 3.Also related to luck Manipulation: In Wily 1, you see the large stomping enemies start off with a big stomping jump that you just can't get through: Wouldn't it save time to have them start with a small jump instead? In general, some bosses might be manipulated in a way that you could start hitting them earlier than you do. Overall, however, I don't think a first version of a run should be rejected on things like these, and I generally enjoyed the superhuman playthrough of this brutally hard game. Yes vote. (On an aside note, I'm still really disappointed no way to skip the magnet beam has been found yet)
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Why is this topic still going
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Now things are getting exciting, I'm curious to see the new route.
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Those Speedkills, god dayumn
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Close to the bottom of a ladder, it is possible to walk off, falling straight down. Have you investigated to see whether it saves any frames to do it? (Frankly, I doubt it, considering you walk down ladders fairly fast as it is, but still) In either case, I love you.
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Indie Puzzle Metroidvania Platformer Simulator Adventure Thing Waking Mars has got a surprisingly memorable ambient soundtrack. Link to video
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Oh, this is wonderful. I wasn't aware you could turn around while swinging the whip like that. Can you use it to do extra damage to bosses? Because that would be seriously awesome. Great movement optimization and enemy manipulation too, I'm really looking forward to more.
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guys look im so witty
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Such is the way of the nerds. I find there is a fairly simple answer to the situation, one which can be summed up with three words: seriosuly who cares
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I don't believe you, Masterjun. Whatever you write in the submission comments, all that stuff before executing the glitch was probably just showing off, while you made the game jump to the credits using a magic wand. Yes vote.
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Watched the encode (thanks, Mothrayas!), and I must say, the run was quite insane. The Shinespark chains especially, it goes all over the place. Yes vote and easily one of the best and most action packed TASes I've seen in a while. /Mothrayas: The sound appears to cut off during the credits in the encode.
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In general, I don't think anybody who publishes their work on the internet qualifies as a child in this light anymore. Because of this, I doubt you'll have much luck finding art like this, though I would be curious as well.
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I made a blog that tell everyone why I hate humanity, [...]
Craaawling in my skiiin - These wounds, they will not heaaal
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OpenMSX can be set to automatically record whenever you start a game. (Do note that it has got a reverse feature, rather than traditional savestates) - you only gotta remember to save the replay when you're done recording.
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Ooh, I've never heard of this game before. It looks like a fairly simple side scroller, but the TAS seems fast and fluid enough. I'm looking forward to see more.
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MUGG wrote:
No, Stories is a different game.
They are so similar I figure it's okay to keep them in the same thread for the time being. It's like TASing two Editions of Pokémon.
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Warp wrote:
http://vimeo.com/63528500
But this is not a YouTube™ video, how can you post this here?