Posts for univbee

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Derakon wrote:
The thing I want to know is, what are all the labels on the staircase they climb/get knocked down after each minigame? I imagine they get pretty grotesque for the CPUs after awhile...
They're ranks that could be interpreted as the Salaryman hierarchy. There are too many for me to go through right now, but here's how it ends (my translations might be slightly off, there are definitely people on this board much more proficient in Japanese than myself): Player 1 (mz) - Multi-millionaire (not necessarily literal, can mean "extremely rich") Player 2 (CPU, just above last place) - King of pocket change Player 3 (CPU, last place) - Office Lady's enemy
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Bahaha, I read the completion time as 2 hours 14 minutes instead of 2 minutes 14 seconds. I never expected an RPG like this to be so quickly beatable.
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I had a weird idea, but whether or not it would work I don't know (and even if it did, I have no doubt it'd be insanely difficult to pull off). Does the graphics data for that dead space actually "exist?" Like, is there some way to code something such that whatever graphics would theoretically be there show up? If it were, and the movie was rendered that way, possibly with the 64-pixel middle space being at like 50% opacity or something, that would pretty much be perfect.
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I tried doing an AVI encode, but for some reason the video desynced when I tried recording (died at the boss at the end of stage 4). I might try again a little later, if I had a full-quality AVI, adding a 64-pixel split would be dead easy. EDIT: Looks like it's already under way. I'll hold off.
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Christ almighty, get some webhosting, guys, these expired links on free upload sites are embarassing. Managed to pull this from what I think is the only of the 6 links still working, and mirrored it on my webhosting. http://www.nihongowned.com/TASVideos/TASInputPlugin0.6.zip EDIT: Actually, come to think of it, there are a number of dead links lurking around (old emulator builds needed for some runs and the like). I could have sworn there was a thread about them some time ago but can't find it now. If I can put up other hard-to-get files for download I'll do so.
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Finished watching the run. I must say that I'm surprised that the early Square games (FFIV and FFV) seem to have the most issues with emulation, especially in the sound department. Personally, I'd enjoy a speedrun of the Japanese version of the game, since it has a few extra things that can be manipulated, such as Tellah's "Remember" ability which can result in a Lit-3 on Octomammoth. Also, it's harder and thus gives more cred. The GBA version might be interesting, but a lot of the glitches used in this run no longer work, nor does Square's D.Machin oversight (the Searchers now summon something else, considerably less generous with XP). Plus, the port is notoriously slow during Mode7 effects and there are some timing glitches in the game, which allow characters to attack twice in a row and make Rubicant comically hurt (possibly kill) himself. Unfortunate, really, because the new translation (as well as the new French and other European translations) is fantastic, it has great extra content. But enough derailing. I only have one "could be faster" comment, and it could be my childhood memories coming out seriously wrong, but I could have sworn it was possible to speed up the white-text-on-blue-background you get twice in Mysidia (the "one to be born..." text) by pushing one of the controller buttons repeatedly. I'll test this out later. I know for a fact this works in the NES FF1, and I'm quite sure I'm not just thinking of that, but maybe my mind is an international house of lies. Otherwise the run is fantastic and is getting my "yes" vote and will be linked to all my friends once it's inevitably published.
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Wow. And J-U-S-T before the DS re-release. Good timing. Going to vote after watching.
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This run is certainly something else. I would categorize it as Any% and warp glitch, personally. It's far too different from the other runs to obsolete them, I think. Super Metroid is a popular game and a popular series of videos for this site, and I really don't see the harm in having multiple videos if they're well-defined. I also figured I'd explain the RAM glitch (at least to the best of my ability, I could be wrong). "Warping" in this game only works if there's an actual path to follow. You can get through "blocked" paths (in the case of earlier in the run, the miniboss statue blockade) because the game's programming accepts that a pathway exists there. Normally, you can't do this if there's no door at all, though. Mother Brain's room doesn't register a useable exit there, and attempting the glitch without the save trick will crash the game. However, the game conveniently doesn't ever "wipe" path data, it only overwrites it as needed. So if you enter that room with pre-existing path data from somewhere else, then the glitch works. So using the backup save, entering that firefly room (which has the kind of path data needed) and then killing yourself conveniently keeps the path data in memory even after returning to the menu and loading a different game, and the rooms between the final save point and mother brain's room don't overwrite it.
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Submission#2000: AngerFist's NES Every single game released for the system ever in 34:22:10
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While interesting, it definitely doesn't complete the game. I'm not sure why they say "Final Zone," but you can just blow the door and go back out and continue from Zone 20 under the Nagoya keyword. This is kind of like getting the Whistle from the World 1 Fortress in Super Mario Bros 3 and then saying you completed the game.
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Pekopon wrote:
One thing I'm wondering though. I've never played to the point where I get the fairy spell, so I'd like to know if you're supposed to be able to go through locked doors with fairy, or if it's a glitch that needs precision frame work. Are you supposed to be able to go through them?
It's something you can very easily do in the original game; if I recall correctly, it was mentioned in Nintendo Power as "you flying through the keyhole." I can't recall if there's any indication in the instruction manual or townsfolk chatter about the trick, however. Also, it only works if you have no keys (if you have any keys they'll be automatically used when you get close enough), and depending on where you use it you could end up stranded, trapped on the other side of a locked door with insufficient magic to re-cast the spell and no way to replenish the magic via suicide or whatever.
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Ha ha! Well, that was certainly...fast. Although part of me feels there could be some super-funky way of getting to the end nearly instantly. In fact, I'd wager that doing something funky with the Japanese double-sided FDS version could yield interesting results. Regardless, this is awesome and nets an obvious yes vote.
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God damn how do you always make it faster Swordless Link you don't even have a sword yes vote, I don't think I have to explain why.
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Ahahahaha this hack is even weirder than its predecessor. Your run aimed for entertainment, which it duly provided, so I'm voting yes.
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While I found a lot of this run entertaining, I found there were far too many "slow" moments in the run to warrant a "yes" vote. A fairly sizeable chunk of the levels looked too much like a regular player just racing to the finish, particularly the Airships. Personally, I think what would have made things more entertaining would have been something that went into greater depth for the "slow" levels, getting into secret areas and the like. If you've read through the SMB3 Nintendo Power Player's Guide (the one that was released at the same time as the original NES version), I mean a lot of the stuff they mention as side-notes to levels. Maybe I'm in the minority, though. I DO think some parts of the run are awesome; I think World 6 is extremely well done, excluding the Airship at the end. I actually think the "best" way to do this kind of run would be to use the GBA version of the game with a "perfect completion" save file. In case you're not aware, it allows travelling on the overworld with impunity, and you can enter Toad Houses as often as you like for item accumulation. I'm not sure how that would pan out from a "cheating" standpoint, but IMO since this run's focus is on glitches and impressive play and has completing the game as "secondary" I think it might be worth investigating. Voting "no" with the hope that, whether this run is published or not, another (third?) attempt is made at this kind of run. SMB3 is awesome is awesome and I think the glitches could make a publish-worthy video, but I just think it needs a reason to keep watching during the slow bits.
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Well, this has obviously generated some contention. While I enjoyed the video, there were very few things that were substantially different from the other published SMW runs. If there were more tricks it might be a different story, but as the run stands it's basically an edited-down version of the 120-star run, and since it's intentionally slower, less entertaining to watch.
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Probably won't get much use, but I've mirrored the AVI anyway. Download away! http://www.nihongowned.com/univbee/TASVideos/SM64_0StarTAS.avi
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I will not be satisfied until you find a way to jump into that first warp pipe (the one Mario initially emerges from in the opening cutscene before it sinks back into the ground) and end up at the final Bowser fight. I'll wait another few years if I have to, dammit.
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Jesus, that's an elaborate glitch! Definite yes vote from me, and the screenshot definitely has to be a "G is dead" picture. Also, I refuse to believe the non-sensical script that occurs when you get your "fortune told" wasn't the result of NoA's mass-censoring.
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Well, for what it's worth, given the existence of official well-translated English versions (on PlayStation, GBA and probably on DS before long) I doubt anyone's going to make any new English Translations of the Japanese SNES version. Another thing to consider is that the European GBA version (the five-language version) makes some bug-fixes to the game. I'm not sure if the bugs are exploitable or if the fixed versions might even be helpful, though. The Japanese GBA version was reissued with these same fixes, as well. All that being said, however, I think some variant of the Japanese Super Famicom version would work best, given its higher volume of exploitable bugs: 1) You can skip the Sealed Cave 2) You can exploit leveling in the game using the sentry enemies in the Giant of Babel (The floating eye things). They summon Red Dragons, which give a colossal amount of EXP and can be constantly re-killed. The SDA run features some 20 minutes of grinding. When the battle ends with Cecil as the only survivor, he goes from level 20 to I think 60. The GBA version nerfs this by making the sentries summon something else with a much lower EXP earning. This is of particular importance as you need raw HP to stand a chance against Zeromus, unless there's some way of avoiding Big Bang. The only thing that comes to mind is perfectly-timed Kain jumping, but I don't know how possible that would be.
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This is a phenomenal improvement to the previous run. The fact that you go a considerable distance before even forming a party, as well as things like giving the Wizard a 10-level lead through the first Metal Babble fight made this a very entertaining watch. Yes vote all the way.
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I really enjoyed this run, but then I played the hack when it was first published and remember the general difficulty and linearity. I don't think I made it very far past the second quest. Speaking of, does anyone know what name you enter to go straight to the second quest? (the equivalent of ZELDA in the first game)
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Ooh, I like the subbing. Looks quite thorough.
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Here's a mirror for those with Megaupload issues (on my webspace). Enjoy! http://www.nihongowned.com/univbee/TASVideos/CCCless-pass3.avi
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Good to hear you're so close! I've been completely out of the loop because of a broken laptop that took over a month to fix. I'm finally finishing school within two weeks and look forward to the completed run.