Posts for zaphod77

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You know what would be an interesting version? A "Bad Luck" version of that where the number is manipulated to be in the worst possible location each time. (yet still be collectable) again it should probably be the extreme quest only.
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i believe game 2 and or game 3 would be more intresting because you could manipulate the random placement (game 3) and the bat for fun and profit.
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Well with optimal play (and heavy use of the ball splitting/8 ball powerups), the levels will go by really quickly. and beating levels quickly is entertaining, I think. :)
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or battle garegga at max rank. :)
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being an autoscroller is a bad sign for TASing generally. But boosting the difficulty to inhuman levels through your actions can make things interesting.
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Japanese Old arcade version (that says "HOW HIGH CAN YOU TRY") does have ladder glitch, and it was faithfully ported into Crazy Kong and all it's descendants. In theory, ladder glitch can beat the kill screen, but the screen after would probably be fatal then.
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well, i guess that does make it official, then. but it being called that in the SNES game didn't count.
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no, because there is no us title for the famicom version. That title is specifically for the SNES All-Stars pack.
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gamer89512 wrote:
zelda link to the past 100%
Seems reasonable. i presume 100% means all perm collectibles collected and all bosses beaten.
f-zero all cups/difficulties
That's just multiple runs back to back, and thus pointless.
star fox all courses 100%
Ok. Unless someone knows more than I do, this might be doable and entertaining.
mario rpg 100%
What does 100% mean in an RPG? I'm assuming it means all pickups on the map collected, all optional sidequests complete, and the main story fully completed.
super metroid in order 100%
So in other words without doing anything that actually makes it a TAS. You want the TASer to be a good little player and go where he's supposed to when he's supposed to, don't get stuff by wall jumping/bomb climbing unless that's the only way to get it, etc. If we are going to be doing stuff the way the creator intended then why are we even TASing in the first place? Using frame advance was not intended by the creator.
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Derakon wrote:
Each of the Super Mario Allstars games is just a remake of an existing game, and those games all have all-levels runs done for them already, so what exactly are you looking for?
Clearly he wants every game beaten all levels in the same run. He wants to know how fast it's possible to generate 100% clear saves for all games with all levels beaten. THe different save system may be possible to exploit as well
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Dwedit wrote:
And the word 改造 (Kaizou) has been dirtied by a specific hack of Super Mario World, and now refers to traps that trigger after you would have otherwise cleared the level.
No, that's a Kaizo TRAP. Kaizo on it's own on this side of the pond just means f*cked up level design in general, of which the Kaizo Trap is one example.
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This game predates wizard. :) Yes, wizard is heavily inspired by this game.
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most of these are chalelnges for challenge's sake. Yes, it would be very difficult to say, get a mario, a zelda, a megaman, a dragon warrior, and a final fantasy game, for example, to play back to completion with the same input, and not have any of them ave much wasted movement.
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Seems i lost my quote. i was talking to the person above you.
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Well, that's why its a challenge. You have to a) complete as many games as possible with the same input, and b) make them all at least look like that are played somewhat optimally.
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You cannot manipulate the piece sequence in mid game in this version. The insane luck abuse possible in the other version will not work, so you have to play this version honestly. SO a TAS will probably not be that entertaining, but i could be surprised
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Great idea, but why not a rickroll instead? ;)
Post subject: TAS Challenges
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Seeing some TASes gave me some ideas 1) Early end challenge. Some end when the game ending cannot be prevented with more input. other end when no further input is required to beat the game. Try and end input as many frames before the end sequence is actually triggered as possible. See GBA Link to the Past glitched TAS. Autobattling the final boss in an RPG would count, if the end s triggered upon death of the boss and requires no input. 2) multi game completion challenge. Try and make an input file that completes the greatest possible number of games. :) I think it' sup to 5 now? surely we can do better. :) Completing different types of game with the same input is very good form. :) And no fair sneaking in pauses that affect some games and not others. all games must start as soon as feasable as well. 3) Untouched input challenge. Try to complete the game while leaving as many inputs untouched as possible. The classic example is the no b button super mario bros. Each direction also counts as an input, and so do select and start. Sonic the hedgeog can probably be completed real time by only pressing start, left, right, and one button. But can you do better?
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Well if it skips the bios screen on real hardware, then of course there's no issue. :) Of course, out favorite console, the NES< has no bios to skip, and i'm confident the reset line is emulated perfectly, because games can detect using it.
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a 100% run would be a lot more interesting.
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This is in fact the same game as the c64 version. just different gfx. THe atari 800 version IS different. And, well, you really have to play the game to appreciate the TAS. It's a LOT harder than it looks, especially at fastest run speed. Some things, like the hatch timer, run in real time, and are independent of the game speed. Others, such as the speed they travel are synced to the game speed. This explains the strange behavior. This is a holdover from the original jumpman, where the robots of robots II move at the same speed regardless of yours.
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YOU'RE WINNER! seriously i think an attempt at driving the track as intended in reverse might be entertaining. MAYBE.
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hmm i've been able to make it run in xp just fine, as I recall. Try vmware player instead.
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Yup, that's exactly what I mean. If the entire ship is destroyed all at once by attacking the core directly no extensions are made. But the instant you destroy a gun or a section, you will get one next round. This is counterproductive to the 5 minute challenge, though, because it will almonst certainly resutlt in a lower score. You need chain or rapid destroy bonuses to score well. A chain is cutting off pieces by destroying their root. A rapid destroy is taking it apart piece by piece rapidly. the opposite of a chain.
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i think depending on the game, a run that makes as many inputs that affect the state of the game without loosing any could be interesting. POintles hopping and spazing, for example would count, as long as it didn't slow the run any. But hammering A during the downward part of a jump in SMB would not count, because it doesn't affect the game's state. But if these seemingly useless presses affected the RNG, then they would count. Any input that if it were removed wouldn't affect at all how the movie looks or plays would not count.
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