Posts for sgrunt

sgrunt
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TRT wrote:
Edit: Oh, and I did use 0.9.2+ earlier in my run, but when I found out that there was a 0.9.4 that played the dsm properly, I switched to 0.9.4. It indeed played normally. There shouldn't have been problems.
Two questions: a) at what point in the run did you switch over, and b) were/are you using the plain 0.9.4, gocha's 0.9.4+, or something else entirely? Several of us tried playing back the original run with 0.9.4 and 0.9.4+ and it consistently desynced at 1-cannon (if not before that under some combinations of settings). Having more info about the setup of yours that plays the run back correctly would help immensely. EDIT: I also don't think the presence or absence of blank frames at the end has any impact on earlier syncing of the run.
sgrunt
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miseiler wrote:
Atma wrote:
This makes me wonder, has anyone watched the dsm successfully, or has everyone who commented thusfar only watched the wmv?
In the NSMB thread TRT mentioned he was using 0.9.2+ to do the run...try that.
It appears to sync in 0.9.2+ here... thanks! EDIT: It desyncs on World 8 tower 2 shortly after the checkpoint is hit... anyone sync further than this...?
sgrunt
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The improvement is obvious; yes vote. Side comment: I consistently could not get this run to sync properly (watched the wmv instead). I could watch as far as 1-cannon, whereupon Luigi would not make the second jump into the cannon and instead decides to slam into the side randomly. Any suggestions?
sgrunt
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Now that the run has been accepted... Suggesting frame 662 or 673 as screenshots (probably the latter), just before (as with old run's screenshot) or during the first line clear. Have some optimised pngs:
Suggested description wrote:
This movie plays the GBC version of Tetris, aiming to get the required number of lines as quickly as possible. Of course, the best course of action is to only get "tetrises" (four lines at once). This is a 4.02 second improvement over the previous movie.
(...which is pretty much the same - just edited for grammar and conciseness, and also gets rid of "this time" which is an artifact of the very first submission for this - the then-author also did an NES Tetris run.)
sgrunt
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So, we have relatively recent any% and 100% runs, but the current low% run is very old (and there's also the old "no miniboss" run). Is there any interest out there in creating improvements for the old runs? There are plenty of new tricks and strategies that have been developed since the old runs were published and I'd love to see more up-to-date versions of them.
sgrunt
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Warp wrote:
The days of command-line apt-get are long gone, even though most linux-prejudiced people won't accept that, and probably won't for another decade.
Show me a GUI which lets me carry out tasks as efficiently as I usually can from the command line, and I'll start using it... I personally rely on the command line much more than I do any GUI tools - given a sufficient level of familiarity with what you're doing you can perform everyday tasks significantly faster.
sgrunt
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Obvious yes vote for improving a run this short by this much. Encode: http://www.archive.org/download/VeupsGbcTetrisDxIn0035.18/tetrisgbc-tas-veup.mkv (wait a few minutes if you can't get there right away) DailyMotion: http://www.dailymotion.com/video/xba93s_veups-gbc-tetris-dx-in-003518_videogames
sgrunt
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For the record: I'll happily re-encode the run at a lower bitrate if the relative file size bothers enough people.
sgrunt
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Suggesting the following screenshot (frame 20210) (That's right before the Marble Garden 1 glitch, by the way.) Here's a description derived from the past few movie descriptions, as well:
Suggested description wrote:
Ludicrous-speed bouncing around. Completed without collecting any emeralds, with both Sonic and Tails controlled by the player. This run takes everything you know about Sonic and Knuckles and turns it upside-down. It extensively uses the "scroll objects offscreen to pass through them" trick to zip and warp to places that shouldn't be reached, break bosses, and effectively skip entire stages. This is the fifth iteration (four of which have been published) of a run that originated with nitsuja, who (along with Upthorn) did not directly participate in the creation of this run; instead marzojr spliced in several new tricks for a total improvement of 46.4 seconds.
sgrunt
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It's a substantial improvement to a run I liked in its previous form! Yes vote. EDIT: http://www.archive.org/download/RandilsNesKidIcarusIn2217.38_163/kidicarus-tas-randil.mkv
sgrunt
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Bisqwit wrote:
Hmm, this might be off-topic.
You're at least in the right place to be off-topic...
sgrunt
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This game weirds me out, but the run is well-played, by all appearances. If enough people can deal with the game choice I don't see why not... I do question starting at anywhere other than the normal start of the game, but I'm not sure doing so would help the run any (I'm thinking of the Lemmings run which skips the easier difficulty levels for precedent here, or perhaps the Arkanoid glitched run). EDIT: http://www.archive.org/download/RyutosSnesSuperGussunOyoyoIn0726.33/supergussunoyoyo-tas-ryuto.mkv EDIT2: http://www.dailymotion.com/video/xb8qvg_ryutos-snes-super-gussun-oyoyo-in-0_videogames
sgrunt
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Well, I liked it. Beats a very old previous published movie (someone care to compare the two in detail?), and is played skilfully (the game feels a little slow but the run itself doesn't). Yes vote, and taking a stab at encoding. EDIT: http://www.archive.org/download/BestiajerulessGenesisStreetsOfRage2In2755.53/streetsofrage2-tas-bestiajerules.mkv EDIT2: Dailymotion part 1: http://www.dailymotion.com/video/xb8q4a_bestiajeruless-genesis-streets-of-r_videogames Dailymotion part 2: http://www.dailymotion.com/video/xb8q7z_bestiajeruless-genesis-streets-of-r_videogames
sgrunt
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Let's count the problems: 1) no description whatsoever. 2) uses the (E) version of the ROM when there's a (U) version available. 3) uses the later GBA version of the game when there's an earlier SNES version available. 4) pretty much the same as this run. Kill it with fire. Under the circumstances, it's a well-performed run, and I'd encourage the submitter to review the rules and work on something a little more likely to be accepted.
sgrunt
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Yes vote, for improving the already impressive. I'm taking a stab at encoding this. Keep your eyes peeled. EDIT: http://www.archive.org/download/NitsujaUpthornMarzojrsGenesisSonic3KnucklesIn3219.38/knsonic3-tas-nitsujaupthornmarzojr.mkv
sgrunt
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The Metroid games are amongst the runs I enjoy the most here, and an improvement is always welcome, especially to the 100% runs. :) Yes vote.
sgrunt
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It's been a while since I've seen the Metroid v. Mother Brain cutscene as intended... heh. Yes vote.
sgrunt
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It's a silly game, but one that a lot of people seem to be curious about, and a good run for it. Yes vote.
sgrunt
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mklip2001 wrote:
[...]Alden and mike89 suggest some alternate tactics, and it's up to the judges to decide how much this run should be improved.[...]
I would like to see wwmarx's comments on the suggestions before any decision on publishing is reached - I personally feel the suggestions have merit, and at least one or two have been made since his last comment here.
sgrunt
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I have tracked the development of this run and am glad to see it come to fruition at last. Hooray for a run of the game which shows the Doomsday Zone... :-) Yes vote.
sgrunt
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Hooray! Being a former veteran of the game, I have long awaited this run! (If only for the chance to see a TAS of the Really Final Chapter...) Yes vote.
sgrunt
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I would vote yes if the run were submitted now. :-)
sgrunt
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Just looking at the listed run time you'd think this was slower than the previous submission. It's not - the added time comes from improvements in GH1 and SB2 causing the infinite score counter to rear its ugly head, but in-game time should take priority, dammit! :p In the absence of listing as such in the submission text, I decided to jot down the completion times for the levels and compare them to the TSC times (in parentheses): Green Hill 1 - 0:19 (0:18) Green Hill 2 - 0:22 (0:22) Bridge 1 - 0:25 (0:20) Bridge 2 - 1:53 (not tracked - auto-scroller) Jungle 1 - 0:28 (0:25) Jungle 2 - 0:27 (0:33) Labyrinth 1 - 0:34 (0:27) Labyrinth 2 - 0:56 (0:56) Scrap Brain 1 - 0:27 (0:27) Scrap Brain 2 - 0:43 + 0:14 = 0:59 (1:14) Sky Base 1 - 0:22 (0:22) Sky Base 2 - 0:09 (0:08) It appears that Bridge 1, Jungle 1, and Labyrinth 1 have significant improvements and that there's probably a way to fine-tune GH1 and SB2 to squeeze an extra time unit out of them. A more experienced runner than I will have to offer feedback to that effect. I'm going to withhold my vote until someone else can render input. Aside from that, I have a couple more side comments: As far as the Sonic games are concerned I have a preference for going for in-game time over frame time, and so I'm wondering if there are any points where stopping just before the end sign results in the loss of a time unit (any more experienced runners out there care to comment?). More relevant to the run - there's a segment in Bridge 2 around 0:40 where you roll over a bunch of bridge tiles, causing a lot of lag and looking very sloppy. Is it possible to jump over the bridge completely and avoid that? This is a run I've highly anticipated, and I look forward to seeing whether further improvements are possible...
Post subject: Missing submission discussion thread?
sgrunt
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Hey gang - I was going to post some critique of this submission but something seems to have eaten the discussion thread. It looks like TASVideoAgent made an effort to post this (the most recent workbench post URL points to an apparently nonexistent post). Did something hiccup, and can this be remedied easily?
sgrunt
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No vote, mainly because I have philosophical disagreement on the point of stopping to avoid a score counter, but also because of mike89's list of improvements above. This run has potential, though!