Posts for scrimpeh

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This looks really fascinating. I wonder how much of the game could be skipped using this.
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Ah yes, this was a peculiar movie. Lowest average rating for one thing, among the oldest unobsoleted movies for the other one. Let's see what you can get out of this game, Dooty, I wish you good luck. (I should point out, I'm not too familiar with either the game or the Arcade version, so I'm curious to see what happens.)
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Exciting stuff happening in regards to the route. I found a couple faster approaches in various stages, which should save several seconds. Unfortunately, I haven't found any major glitches since, and I haven't found any other place in the game where it's possible to skip the key to my dismay. Oh well, expect an improvement in the next couple of weeks. Link to video I found this one little thing in Stage 10. Using the Wing Powerup, it's possible to simply jump into the ceiling. Depending on your position, you can either jump all the way up or get stuck. If you jump through the ceiling, you end up in the screen below, unless there's water or a bottomless pit - in that case, you die.
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Phil wrote:
It's something that some tasers never try, but making the game to lag a lot causes strange things to happen sometimes. I did some testings with the lag in this game as I've noticed some things like this. Can something useful can be done, I don't know.
The game is quite suspectible to lag in some places with the crushing pillars screwing out pretty bad. It is also possible to make the game freeze when too much is going on:
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This thread seems a surprisingly easy way to inflate one's post count. Link to video I want my 1post/day average.
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I'd like to see an encode for the run to see whether it holds up. As for bad games in general, a game can be bad in several ways - it can still make a good TAS.
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Subpixel addresses tend to be kind of tricky to find, as they are rather volatile. I'm not sure whether it's handled any different from SMB1, so I think the best you can do is keep trying. Predict how the address behaves and search accordingly, you should be able to find it eventually.
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Knowing the game only from the AVGN review, I quite enjoyed watching the TAS. The constant rolling was pretty silly and the hijinks during downtime were very entertaining. I also was glad to see a few glitches pop up, too. Overall, this gets my 'Yes'.
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I'd imagine the SMB2u overworld theme as a far more fitting musical choice, thanks in no small part to various pony thread simulators. Incidentally, here is a reading of another article of which I'll just assume was meant as sarcasm.
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Patryk1023 wrote:
andypanther wrote:
So far the Germans couldn't do much against the portuguese defensive-tactics. They are actually lucky to not have gotten a second wembley-goal!
Germany actually won. 1:0 and nothing else. Goal author was Gomez.
Honestly, I would've liked the Portuguese to win. They simply seemed to be more motivated and more into the game, while the German players just kind of kept the ball between themselves most of the time. Because of this, I think the Portuguese did play better. Oh well, not that I'm much into football to begin with, but it was an interesting match to watch.
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It is an interesting run with quite a bunch of nice tricks and a lot of showing off. I particularily enjoyed how you made a Boomerang Cutter circle around yourself for several seconds. The hordes of extra lives were pretty nice, and completing the game completely without the Dash was very interesting too. However, using a glitched password feels fairly arbitrary, as, to me, it still counts as password usage. However, the movie is technically really well done and very entertaining despite not obtaining the Dash. It shows something different from the regular runs, and I'm really glad to see MMX get some lifeblood again. As of this, I'm inclined to treat it as a playaround and vote Yes.
Post subject: DO YOU LIKE NECROING OLD THREADS??? I SURE DO
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Who would have guessed that Plants vs. Zombies, of all games, would have quite a good soundtrack. Turns out, it does.
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This changes my entire plan for this stage. And optimizing this will be an utter nightmare. Link to video
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What a miserable excuse for a game. I tried TASing it for fun, but stopped it because it was simply too unsatisfying, as there was absolutely no way to keep velocity while jumping. The TAS was really nice, all things considered. ISM seems to have found a faster way to accelerate than I did, as he was able to get past the very first sliding Koopa in the first level without jumping. Additionally, I wasn't aware of the zips in the water stage, though I haven't TASed that far myself. In either case, they were a really nice surprise. From the looks of it, the run is pretty well done technically. While I can't judge on a frame-counting basis, especially with the horrendous lag, many of the situations don't look like they could've been solved faster. (Remember, jumping loses you all velocity). Lastly, the ROM I have lying around has some missing parts and is considerably shorter, for some reason. It simply ends after the World 4 castle, displaying SMW's standard "Thank you" screen. Oddly, I can't seem to find the 'proper' ROM anywhere. //edit: seems I'm not the only one who noticed this.
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I msut admit, the name got my curiosity. The fact that the rerecord count is unknown somewhat worries me, along with that the author refers to the movie as a speedrun, so I'd like to see an encode before I vote.
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Swamps of Forgetfulness Apologies for the huge delay with this WIP, but school projects kept me from working on the TAS the last few days. Also SoF-2 was a total nightmare to TAS. I'll try to keep comments brief this time around: The helicopeter is immensely useful, as it allows me to do longer jumps without losing speed. If you are close to a ledge or platform, pressing A now will instantly snap you onto that ledge, which comes in handy every now and then. Using your fist while helicoptering will instantly give you full falling speed. SoF-1: There isn't a lot I can do to speed up the demo at the beginning. In this level, you are supposed to use platforms you can plant yourself as stepping stones to escape rising water. The platforms have pretty weird collision properties when they are just rising, allowing me to take a somewhat... more direct route through the level. This trick will likely be useless in the PSX and DOS ports, as those parts are autoscrollers there. SoF-2: So many plums. The physics still apply like they used to, only I can give plums far more boosts using my fist, which don't speed you up, but can add slightly to your height and x position under certain circumstances, by using the helicopter to snap back onto the plum after having jumped. SoF-3: The plums in this level don't swing in your favor, so there's nothing I can do but wait at the first one. The rest of the level goes by smoothly. Finally a level I will not have to revisit a second time. Next up is Moskito's nest, which should be relatively easy to TAS. After that, I get the ring grab power, which adds another interesting element to the gameplay.
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Welcome to tasvideos Anch, hope you enjoy your stay. First off, yeah the site has been kind of behaving badly lately, so don't be surprised to get Internal Server errors. 500s are common these days. Also, I'd love to see more Shmup TASes, as I love Gradius games. I also think these games are a good way to get used to being as precise as possible. No worries about frame advance, by the way, you'll get used to using it.
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Best of luck, man. This is some really heavy stuff.
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I recall a similar situation happened with [1116] SNES Gradius III by Cpadolf in 25:31.40, though it was far easier to produce an alternative ending that does fight the final boss. To my recollection, there are two places where you can end input, which are both equally valid: 1.You can end input on the first frame where the game will complete on its own without providing it further input. Depending on the game, this can be several seconds from when the actual ending is reached. 2.The other way to end input is on the first frame where it is no longer possible to fail to reach the credits by post-movie input by the player. I personally lean towards the first option, as it is easier to verify and produces the shorter movie overall. What's just important is consistency - you can't end your movie somewhere in between. As for this movie, to my understanding, ending input early allows for a radically different final boss fight than if the boss is conquered normally, and I find there is some entertainment merit in that. It's already been a while since I watched the movie, but I fully support the input ending choice that was used. If this is really so much of an issue, perhaps an alternate run could be produced that fights the final boss properly.
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So, I gave the run a watch over the encode (thanks, feos!), deliberately making a point of not having played the game before. Instantly, I was perplexed, because of random items appearing and the main character being forced to wait for a while in the first screen. Reading the submission comments went a long way to clarify why this is done, which goes to show that it is always important to include them. That out of the way, the run was more enjoyable than I imagined it would be. It was a short, simple game, but at the same time, there is a lot of fluidity and elegance in the movement. Only rarely did you have to slow down and you dealt with enemies swiftly and precisely. Every attack seemed to be put to a good use, and while they were no insane tricks, it still was nice to look at. The closest thing to equate it to I can think of is the Warpless SMB Walkathon, which plays very similar to this run. Slow, but elegant. The run is only eight and a half minutes long, but it is one of the kind that makes you realize just how long this amount of time can feel. It was definitely repetetive, but at the same time, the game's visuals and music, which both are simple, but nice, as well as the afromentioned elegant movement kept it well on the side of 'Watchable'. Overall, the run has a lot of merit and looked technically very solid, if somewhat repetetive, and as I'm an inclusionist by nature, I feel this interesting and obsure game deserves a published run. Voting Yes.
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I've also been able to find a ROM named "Gain Ground (World).md", which might be preferrable. I'm can't verify whether it's a good dump, however. You could theoretically do a small test to find out more: Record a movie and see if it syncs on other versions of the ROM. If it does, then you basically have nothing to worry about.
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oneeighthundred wrote:
I have a similar question: If I have a dump marked (UE) [c][!], is that an OK dump to use? Gens auto-detects it as NTSC, would it be OK to run it as NTSC?
What is the game in question? (UE) indicates this version of the game was released in both America and Europe. This is rather rare to come across. [c] and [!] are usually conflicting, as [c] indicates the game is cracked - whereas [!] indicates a verified good dump. It really depends on the game whether it is good to use. In general, if there's already a published run, use the same ROM unless there's a clear advantage to using a different one. If not, simply use the best one you can find. It is kind of tough finding out the veracity of ROMs of obscure games. For example, I had a really bad and obscure Super Mario Bros. 3 clone on my hands which let you freely move on the world map without having to complete the levels. I was not sure whether that was a part of the actual game or a hack, because there's so little info on the game. And yeah, the game is good to be ran as NTSC.
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FractalFusion wrote:
Here's an example of what I can pull off using the ice platform glitch: http://dehacked.2y.net/microstorage.php/info/1343452478/Mega%20Man%20X%20%28V1.1%29%20%28U%29_test.smv In addition, I managed to move horizontally to the right inside the wall, but it appears to require the following keypresses over and over: I don't know why, but that's how it works. I think parrot14green knows about it as well.
Why on earth is X's maximum health so low in the smv? Aside from that, this is a really cool trick. I'm looking forward to see it in a full run.
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Ferret Warlord wrote:
I was at the Rite-Aid tonight, and decided to indulge my curiosity. They mostly had G3.5 coloring books, which caught me off guard. However, they did have some G4 stuff, when I saw something that almost made me laugh. Twilight Sparkle is not pleased with that cupcake.
I find it rather hillarious how they always use the same stock vectors, with the original drawings looking beyond awful. It makes for a sharp contrast to the quality standard of the animation of the actual show. I do wonder whether Twilight looking at the Cupcake this grimly has any context.
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Pointing out two things, first, we do skip the BIOS on systems such as the PSX. Additionally, there is at least one MSX game (The Cure), where all the all possible luck manipulation can only be done the MSX bootup screen (as input is already polled there). Therefore, it's vital to be emulated as well. Because of that, I think it's easiest if we simply make it dependent on the system if we include the bootup screen. If it's important to do so for the sake of the run itself, then sure.