Posts for thegreginator

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Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
Posts: 267
Location: CO
I uploaded to video to Google Videos for anyone who's interested. You can see it at http://video.google.com/videoplay?docid=2165135536330390728 Unfortunately, the quality isnt that great, but I dont know a way to make it better.
Experienced Forum User, Published Author, Former player
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stanski wrote:
AKA: I think before even watching the video, based on the game, players, and the fact that this was a project that took forever to do, I knew it wouldn't matter what I voted because it would be accepted. Didn't you think the same? Votes really don't matter for projects like these, they will be automatically accepted.
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shallow wrote:
DeHackEd wrote:
At first I thought this was going to be another one of those dumb concept videos. But dude, you broke my head.
Same here. I thought this was going to end up being a lame movie with lame restrictions. But this movie really IS a whole different play through SMW. Yes vote.
stanski: clearly people were predisposed to not like the run based on the restrictions. But the quality of the run and its entertainment value swayed their opinion, which is what should happen. Really the opposite of what you're saying.
Experienced Forum User, Published Author, Former player
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IMO concept demos are only games that somehow break the rules because they start from a savestate, use a cheat code/debug code, or employ an otherwise unorthodox TAS technique such as multi-game runs with the same input. Hacks could also fall into this category or be given a category all their own. Concept demos are not legitimate TASes that just have different goals from the traditional "any%" or "100%." Examples of things that I would NOT consider to be concept demos are runs that have a different goals from "any%" or "100%" (such as SMW small only), 2-player runs (2 characters are controlled in the same game), pacifist runs, 100% kills, highest score, etc. Allowing two runs from a set game ("any%" and "100%") in the regular game section seems like an arbitrary restriction and would cause lots of clutter in the Concept Demos section.
Experienced Forum User, Published Author, Former player
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This is probably my favorite screen shot that I feel is most appropriate (frame number is 46226): My other favorites can be seen here. Thanks to PJBoy for compiling these. Of these, I like numbers 7, 10, 14, 18, and 19.
Experienced Forum User, Published Author, Former player
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Chef Stef's picture is kind of misleading because going into the wall to the key from that angle would not work because those side walls always kill you (we used the spring glitch to push Mario into the wall and test this). However, it should be possible to get the key from underneath the level when caped if you use the method DK posted above to get under the ground. The only questionable thing is being able to fly under that last long lava pool. DK, I actually discovered that going through the ground thing on my own when I was doing the level small. I wall jumped up there but then just fell through. Its weird how theres no way to get the screen to scroll from there even if you run around on the yellow block.
Experienced Forum User, Published Author, Former player
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Quick note: the massive submission text apparently doesn't all fit in the automatically posted message above so to read it all you'll have to follow the link http://tasvideos.org/1593S.html
Experienced Forum User, Published Author, Former player
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Just letting everyone know that the Small Only run is currently at the Bowser Fight. The run should be submitted either today or tomorrow.
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A lot of people have been asking about the Small Only progress so here it is: 1. YI1 2. YI2 3. YI3 4. YI4 5. C#1 6. DP1 key exit 7. DS1 Gate 8. DGH 9. DP3 10. DP4 11. C#2 12. VD1 Key 13. VS1 Key 14. SW2 Key 15. SW3 Key 16. SW4 Key 17. SW5 Gate 18. SW5 Key 19. Gnarly 20. Tubular 21. Way Cool 22. Awesome 23. Groovy 24. Mondo 25. Outrageous 26. Funky 27. DP1 Gate 28. DP2 Key 29. DP2 Gate 30. DS1 Key 31. DSH SW exit 32. DSH DS2 exit 33. DS2 34. VD1 Gate 35. VD2 Key 36. VD2Gate 37. VGH 38. VD3 39. VD4 40. C#3 41. CBA CM exit 42. CM 43. C#4 44. FoI1 Key 45. FGH FoI1 exit 46. FoI1 Gate 47. FoI2 Key 48. FoI2 Gate 49. FoI3 Gate 50. FGH FoI4 exit 51. FoI4 Key 52. FoI5 53. FF 54. SW4 Gate 55. SW3 Gate 56. SW2 Gate 57. VS1 Gate 58. VS2 59. VS3 60. VF 61. BB1 62. BB2 63. FoI4 64. FoI3 Key 65. C#5 66. CI1 67. CGH 68. CI2 Key 69. CS 70. CI2 Gate 71. CI3 Gate 72. CI3 CF exit 73. CF 74. CI4 75. CI5 76. C#6 <-------WE ARE HERE 77. SGS 78. VoB1 79. VoB2 Gate 80. VGH Key 81. C#7 82. VGH Gate 83. VoB3 84. VoB4 Gate 85. VoB2 Key 86. VF BACK DOOR CI3b is probably the hardest level in the game and it is done, so progress should be good from here to the end. :)
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Congrats on finally finishing this it is looking awesome! My favorite level was Misty Star World, you did some really inventive stuff there. A big hearty yes from me. Also, I found out that pressing 9 on your keyboard makes the dark room in Boo's Tower visible for everyone's viewing pleasure.
Experienced Forum User, Published Author, Former player
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I actually have the Game Boy cartridge of Pokemon Jade. I got it from my cousin like 3 years ago and had no idea what it was until just now, although I knew it was not offically affiliated with Pokemon. Is it weird that I have a cartrige of a hack?
Experienced Forum User, Published Author, Former player
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I think it is okay to keep improvements a secret for a while if you plan to make an improved version of the run that would utilize those secrets, and thus reveal them when the time is right. Ex: Fabian's old SMW 96 run has known improvements, but Fabian does not need to reveal these improvements because they would spoil some strategies from the new 96 run he is working on right now. These improvements, not currently known to the general public, will be unveiled when the time is right to maximize viewer entertainment. Disclamier: I have no idea what the situation with Phil and SMB2 is or whether or not he plans to improve it, I'm just talking in general terms.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
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SMALL ONLY: 1. YI1 2. YI2 3. YI3 4. YI4 5. C#1 6. DP1 key exit 7. DS1 Gate 8. DGH 9. DP3 10. DP4 11. C#2 12. VD1 Key 13. VS1 Key 14. SW2 Key 15. SW3 Key 16. SW4 Key 17. SW5 Gate 18. SW5 Key 19. Gnarly 20. Tubular 21. Way Cool 22. Awesome 23. Groovy 24. Mondo 25. Outrageous 26. Funky 27. DP1 Gate 28. DP2 Key 29. DP2 Gate 30. DS1 Key 31. DSH SW exit 32. DSH DS2 exit 33. DS2 34. VD1 Gate 35. VD2 Key 36. VD2Gate 37. VGH 38. VD3 39. VD4 40. C#3 41. CBA CM exit 42. CM 43. C#4 44. FoI1 Key 45. FGH FoI1 exit 46. FoI1 Gate 47. FoI2 Key 48. FoI2 Gate 49. FoI3 Gate 50. FGH FoI4 exit 51. FoI4 Key 52. FoI5 53. FF 54. SW4 Gate 55. SW3 Gate 56. SW2 Gate 57. VS1 Gate 58. VS2 59. VS3 60. VF 61. BB1 <-------WE ARE HERE 62. BB2 63. FoI4 64. FoI3 Key 65. C#5 66. CI1 67. CGH 68. CI2 Key 69. CS 70. CI2 Gate 71. CI3 Gate 72. CI3 CF exit 73. CF 74. C4 75. C5 76. C#6 77. SGS 78. VoB1 79. VoB2 Gate 80. VGH Key 81. C#7 82. VGH Gate 83. VoB3 84. VoB4 Gate 85. VoB2 Key 86. VF BACK DOOR Only 25 more levels to go! Progress has been really good lately so hopefully this will be finished soon.
Experienced Forum User, Published Author, Former player
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Um if this is not going to be published can someone please make an AVI out of it for me? Anyone?
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
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Saturn wrote:
I think this run isn't worth to be published anywhere else except as a concept demo eventually. I honesty was a bit bored watching it because of the too slow speed. But some small parts of the run (like shell-jumping) and the boss fights were once again very nice and entertaining performed, so because of it, I give it a meh instead of a no.
The intention of this run was to be published as a concept demo, not as an actual run.
Experienced Forum User, Published Author, Former player
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Bisqwit wrote:
Star World 3 was quite cool. It had lots of interesting things happen in short time. With one exception, I think this movie was very well made. There was no complaint. Except that one exception: Specifically, the last battle didn't quite look perfect. The delays between Koopa throwing the mechakoopas and subsequently getting hurt from them, were quite long. It looked like it could be made faster. I enjoyed this movie. My vote is "yes". However, I have not verified whether this movie actually honors the rules it sets, and whether we should publish it at all for whatever further creations it might call forth, good or bad, and hence, I won't judge this movie yet. At least, "walk at all times." is violated from the very first stage, as others have pointed out already.
For the Bowser battle, when holding the mechakoopa you cant press right or left (without violating the rules) which really limits what you can do. The rules of this run or more along the lines of "never runs" instead of "only walks" which would account for the hopping and underwater levels and SW3 etc. I can assure you that we never once "ran" in the run which is defined as pressing x/y + left/right at the same time, so it meets the goals it sets forth.
Experienced Forum User, Published Author, Former player
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I am going to attempt a non-assisted speedrun of this game using the newfound fading experience glitch to get the L100 Nidoking. I did a very informal run-through of the game on a plane with no maps, routes, or strategies at all really, just blazing through with the L100 Nidoking. I ended with a time of 2:11 and the current record is 2:28, but I think I can get sub-2:00 with proper optimization. I am wondering where I should differ from the TAS of this game. What things would and wouldnt be possible to pull off non-assisted? Should I teach Nidoking the same moves as in the TAS or would those moves make it necessary to manipulate max damage toward the end (which I couldnt do)? Also, where would be the best place(s) to pick up all the repels I would need? Also I have some stupid general questions: 1. Does the in-game clock run while the game is saving? What are all the instances (if any) when the in-game clock pauses or doesnt run? 2. What are the differences between repel and max repel? Is it level of Pokemon they are capable of repelling or the time/distance the repelling effect lasts for? 3. What does Rival's Eevee evolve into if you lose the first battle with him? I'm pretty sure (for the TAS at least) letting Eevee kill you with 2 max critical Tackles is faster than killing him with 3 critical Thunderbolts at the beginning, especially if you have to go through all that paralyzed dialogue. If you lose this battle, you regain health afterward and dont black out, so losing on purpose would be beneficial, although it would ruin the "no damage" aspect of the run. Thanks for the help.
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This run is aboslutely awesome. Whoever the authors are deserve some sort of an award for creating such a fine piece of work. I am voting yes and I suggest that this run obsolete JXQ's SMW 11-exit, Fabian's SMW 96-exit, the SMB Walkathon, and really anything else on the site. Excellent work! EDIT: Also, would anyone be up for the task of encoding this run in a manner such that it will fit on YouTube? Thanks a lot. And suggested screenshot: http://img363.imageshack.us/my.php?image=screenshothu9.jpg I dont know how to paste it in here its frame 37150.
Experienced Forum User, Published Author, Former player
Joined: 6/4/2006
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I just watched it and it looked very nice. I'm voting yes. I'm curious to hear the answers to all of Primo's questions and I have one of my own: When you do the trainer fly glitch, does it allow you to not have to fight that trainer if you pass by him later? If so, are there some places where this could save time? I'm thinking one of them could be when you fight Rival just after the last gym. If you did the trainer fly to Vermillion you wouldnt backtrack much and might be able to avoid that battle if this works. This might save time in other places if it doesnt work for the rival battle.
Experienced Forum User, Published Author, Former player
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Shaded Spriter wrote:
The starworld shell jump was amazing. I can't wait to see the full TAS run and when it comes up for the vote it will definitely be a yes from me.
The run you're referring to was done by jimsfriend on console. It is not a TAS and is not being submitted here, but is being submitted at SDA (as far as I know).
Experienced Forum User, Published Author, Former player
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I agree that doing a mimialist small run would be pointless because it wook look almost exactly like the full completion run. For those who havent seen it, here's a small taste of what you can expect from the Small-Only TAS: http://dehacked.2y.net/microstorage.php/info/3980/SMW%20-%20Castle%202%20small%20by%20thegreginator%20%26%20skamastaG.smv
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Scwizard, I am one of the authors of the currently in-progress SMW Small-Only TAS. This TAS will complete every level of the game as small Mario. Currently, we are at VD2b the second time through the world map after Special World.
Experienced Forum User, Published Author, Former player
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I agree that WIP was crazy. Definately looking forward to that run. Are you sure the sliding was frame perfect though? It looks kinda unoptimized in the tunnel. Also, is it not worth it to slide back and forth even when going straight? I know this was faster for MK:DD, but maybe not 64.
Experienced Forum User, Published Author, Former player
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Cool discovery. But I vote right now that we continue using the (U) version for all SMW TASes. Obsoleting a run just because of a different ROM seems like a bad idea to me, just look at the problems it created with SMB.
Experienced Forum User, Published Author, Former player
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I need Yoshi for DP1, so I dont want to jump off him here, since getting him again at DP1 would take too much time.
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Damn 37 speed is fast. ;) It's not quite the same as a walkathon though because pressing y+forward in the air is still a form of running, just not on the ground. Finished YI3 and the beginning of YI4: http://dehacked.2y.net/microstorage.php/info/3337/thegreginator%20SMW%20Walkathon%20YI3.smv
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