Posts for AKheon


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Editor, Experienced Forum User, Published Author, Experienced player (895)
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No, it is the shortest (easy) mode. Usually, in Mortal Kombat-games you can choose separately between A.I. level (very easy - very hard) and the amount of fights (destiny towers). In this game the two are combined into one. On hard-mode enemies become more ferocious spammers of attacks, but that doesn't matter too much because they still never learn how to block. I'm guessing a hard-mode run would look the same as an easy-mode run, although the luck manipulation would be different (in some respects harder), and the run would be nearly twice as long (due to more fights). --- The standards for fighting game speed-TASes are a pretty interesting topic indeed, with many unresolved questions remaining (after all, fighting game speed-TASes are still a relatively new thing here). If you can choose the amount of fights you'll fight, is it reasonable to choose the lowest amount in a speed-TAS? There may not be a perfect analogue to this option in other genres... Could picking fewest fights simply be compared to picking a fastest route through a game? Most people seem to complain that fighting game speed-TASes are very repetitive anyway, so for now I'm personally for the option of skipping fights where applicable. But I'm also thinking that it's useful to respect the default settings of a game to a degree, to retain a semblance of normal gameplay in a run, for example not choosing 1 rounds to win instead of 2 rounds, or making a 10-sec long round timer and winning through time outs. Enough of this kind of choices, and the run would become too cheesy, not that impressive to watch any more. And if difficulty could be separately selected, it should be the hardest. Eh......... I'm undecided. I'd need more case examples of different games to really know what works the best. As for why I chose the easy-mode for MK4. Most importantly, I worked under the assumption that watching any more of it than absolutely necessary would be unbearable. Second, the change in difficulty would've not influenced the gameplay in a too critical way since I damage glitch through the fights so quick. Third, it's a stretch, but you could say that easy-mode is the default mode for the game since the cursor starts on it in the tower screen.
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Like some twisted cabaret show. You'd almost expect to hear something like that in an Unexpect or Diablo Swing Orchestra song. Might be interesting to hear where the composition will go from there.
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"I fear not the man who has practiced ten thousand kicks once. But I fear the man who has practiced one kick ten thousand times." It looks like a mostly solid speed-TAS of Mortal Kombat II. Could go well in the Vault. But this is said with the reservation that I don't know Mortal Kombat II very well. I also thought the TAS length was curious. Could you end the movie at the point where Shao Kahn is killed, or is there some more necessary input after that?
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I listened to that 4.gp5. Sounds urban and shady. Do you have longer musical sketches available?
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Manipulating enemy A.I. can be pretty painful. Optimally a run would not have flawless victories at all... strive as close to that goal as it is possible. Can you take damage elsewhere than the start of a round, for example, between the repeated bicycle kicks?
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If you take damage during a round, it saves a little time at the end of a round when the "Flawless Victory" message is skipped.
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Indeed, try to find purely fastest tactics through the game and do some research on the glitches to see if there's anything there that can help you. As far as choosing destiny goes... well, for pure speed, I'd say it is acceptable to take the shortest path through a fighting game. That's what I was planning to do in a hypothetical Mortal Kombat 4 for GBC speed TAS. I like the idea of fighting the secret enemies too in a 100%. There's basically Smoke and Jade, both accessible without jumping through many hoops, and it would add variety to a run.
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Like any proper sociopath, Abe leads a very shallow emotional life. At one moment he's like "Oops", and at the very second (much Mudokon blood on his hands) "Heh heh". Maybe in some twisted way he really intends to do good, but he doesn't understand that other characters do not gain invulnerability from getting blasted to bits - they just die. And he is also really careless with explosives, meat saws, trap doors and waiting fellow Mudokons to catch an elevator. In short, he is perfectly unsuited for the task of rescuing 100 Mudokons, let alone more than that 1... This category is in some way more entertaining than the any% and 100%. Maybe we'll see an Abe's Exoddus maximum casualties TAS some day? Also, don't apologize as much, you've done no wrong.
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It's STILL going on? I never realized infinity was this long.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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A real smashing display from Goku®. Vegeto™ will certainly feel those punches tomorrow. Fighting game TASes that aim for fastest speed are the future! Therefore, yes for having this accepted.
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A very nice run. The action is starting to look more than a little glitchy at this point, which is always good. Can't believe you skipped the entire Paramonia...
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Hey, that Dolphin save state sounded awesome! Those dump files are pretty extreme, but retain musicality. Could be an entire new music genre... "Wintail" made me laugh, that's also quite an awesome find. Like abrasive prog chiptune.
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Well, if "Suspense" is basically a time trial-mode, I don't think it's a bad idea that the TAS is done on it. But I guess if you were really precise about it (and if I understood correctly), all the modes are quite different from each other, and would probably qualify as different categories... Jeez, this game...
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It's a speed-oriented TAS of Tekken Advance. McBobX uses the hardest difficulty and other options are at their default. All the rounds are finished in 5 to 6 seconds, depending on the cooperation of the enemies. He uses King as the character to perform this mayhem with. And... since I've never tried to TAS Tekken Advance for speed, I can't say offhand if this is a perfect strat (it might be) or how technically apt this run is. Nonetheless, on the surface it looks like a decent run.
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A decent run not spoiled by length. Admirable manipulation. Probably vault it.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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That Tjasha song was brilliant! What, link a video here? Let's see... http://www.youtube.com/watch?v=G-6eKroZeIg
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Generally it was a decent experience. Swanky music, and I've always been fond of digitized sprites. The game's ending was brilliant. The action was repetitive, though. Maybe vaulted?
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Very nice improvement. The late levels look quite crazy now... Yes vote.
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Interestingly apathetic response so far. Glitch-wise this is close to the maximum level of brokenness that is currently possible with this game, and in fact a "worldwide debut" for many of the big glitches (first time I've ever shown them). I don't think what I've done here is a small feat. Maybe it helps if you've played a lot of Deception before so you have a reasonable expectation of what should be and what should not be possible in the game... Go on.
Post subject: made a MK: Deception glitchfest TAS
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Bump. Informing you that I made a small-scale MK: Deception glitchfest TAS, and it is uploading on Youtube as we speak. It only consists of two-player fights and doesn't complete the game. For a playaround, that's acceptable, right? Dolphin worked like a charm while making the run, with the exception of one thing: after the last fight, the game complained that there's no MK: D data file available, although I made one at the beginning of the run to change the game options. Actually, the more I research it, the more it seems that a certain radical glitch in the last fight messes things up inside the game, including the saving. Very interesting... So it might not be the fault of Dolphin after all. The real run is supposed to end after I manually enter the "Kredits"-screen from the main menu, but I cut off the error message and credits from the encode above. I'll probably submit this run in a few days. It'll take some time to write the submission info, for one...
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TASVideos Forum Index = 1. dino farts, emus, vox dei 2. first vex idea, doom sun 3. ex-maid dossier fun, vot
Post subject: Tomb Raider: Legend
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I tried this game out after Zeupar mentioned it, and found this glitch from it: http://www.youtube.com/watch?v=skCYyPVExSw To put it short, using this glitch you can go through any wall to your left or right, jump a little higher than normal, jump much further than normal and zip towards foreground or background some lengths. Setting up the glitch is easy and it can be done nearly anywhere. Most obstacles in the early levels can all be skipped using it.
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The best TAS I've seen that is about interior decorating. Juste's elaborate, fast-paced movement is a joy to watch... an entertaining run for sure.
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This actually seems like a decent license-based game. Enjoyed watching the run, nice work.
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It would take quite a long time to handpick so many samples, considering that the most common sample rate 44.1 kHz holds 44100 samples per second. Maybe you'd need some number-generating algorithms to control and speed up the process. I dunno, the produced sounds could be interesting.
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