Posts for AKheon


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>>I rather meant a text input field, say, somewhere on the publication's rating page, where a user could do a write up Hear hear! Posting on the forum is one thing, posting a review is another.
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Don't know if it's just the RateYourMusic-junkie in me speaking, but I'd love the ability to post reviews on TASes.
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>> saved 2646 frames Cool how you managed to fix it so quickly. I noticed you missed a screen transition at frames 2401, 30935, 132667, 152230, 202629 and 247985. This should save some more frames. You can also speed up the credits roll by holding start down (relevant once you continue updating this run).
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Hey mtvf1. Thanks for making this run. At least to me this game choice is pretty interesting. I mentioned this in the submission's thread, but I'll post it again here. It seems it's possible to save a good amount of time during the run by holding down A during the transition animations where the screen flips over. This makes the animation go by quicker, saving about 17-18 frames each time, which amounts to maybe even minutes saved during the entire run. Advice for anyone who is considering trying to make an improvement to this run. Another big save is found in pressing start down during the first credits sequence. It makes them roll past almost 1700 frames faster. You speculated if Roll was the best character for this run after all. An additional reason for why another character (like Mega Man) might be better is that you get more Mb, and that in turn allows you to keep at least one extra attack in your Prg Deck between fights. Maybe you could skip going to edit your Prg Deck between fights a few times by using this extra Mb? Just wondering, what decides the order the characters do their attacks?
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I went and tried this game out myself to see what's all the fuss about. I found it's pointlessly luck-based, and as far as I'm concerned, deserving to be wrecked in TAS-conditions. In the run, it looks pretty crazy how lightly equipped the main character gets into fights later in the run, with sometimes just four attacks in the deck. A normal player couldn't possibly play the game like this. The tactic of failing Slot In to manipulate hitting the enemy was pretty cool. I also liked how the author successfully used barely charged Slot Ins (with a very low success rate), giving him an extra attack some turns. The RNG seems rigid and you need to manipulate it (long?) before a fight to make changes to enemy behaviour. Not sure how much the author paid attention to ensuring that enemies get paths with less/quickest attacks to use (or if it is even possible to influence the game feasibly on this scale). Or if you could somehow arrange your own moves so that you needed less trips to the menu in between the fights... just random observations. But based on the impressive fights where the author appears to successfully sabotage precisely the attacks the enemy is about to do before scantly killing them before the first round ends, I'd say that there is attention seen to these things. And that leads me to conclude, it's a really well made run. There's a general timesaver the author didn't notice. Each time you see the animation of the screen flipping around (as in transitions between scenes, etc.), holding down A makes the graphic go by 17-18 frames quicker. Might seem like a small thing, but you see it during this game A LOT. Already up to the first fight you've seen it 15 times, which means that by holding down A there's 255 - 270 frames saved... just like that. I like to think that this game still has hope! >>The run based on the submission text is obviously very well planned out, but I can't tell that watching it. The run looks as if there was no plan, just tons of blazing through the menus, which is hardly interesting. That kind of an attitude is pretty shallow. In an environment where you work in the precision-level of single frames, what do first impressions mean? There are runs where the entertainment of casual viewers and simple, precise perfection are not reconciliable, and I'd rather that a TAS-site choose the latter over the former.
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This song... music to my ears. Link to video
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Well, it's Mortal Kombat, and the run doesn't certainly fail expectations in that regard: there's a lot of insane combos and especially glitches. Genesis offers some different things from the SNES version (although it would help if the games were even more different from each other), and while the glitchiness is slightly tamed down from SNES, the action can still often get quite surreal. I had many laughs while watching the run, especially with the glitched fatalities, so I do think it's worthwhile in this way. Maybe it's a subjective thing, but I would've appreciated a more balanced use of characters. Mileena for example sees almost no use in the TAS while Shang Tsung (seen enough of those fireballs for a lifetime), Cyrax, Sub-Zero, Kabal, etc. steal the limelight. Of course, these are the characters that create the most interesting action sequences... just a small annoyance. Another was that towards the end of the run the ratio of glitches to long combos decreased, and the run became less surprising to watch. To me this run is as not as good as the SNES one, but it's still a funny run and one I wouldn't mind watching more than once. So, if only the categories allow, I will give it a yes vote.
Post subject: Nancy Drew - Message in a Haunted Mansion
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I've been wanting to do a storybook game TAS a long while now... this game would be a decent candidate. It's short and not too slow-paced, and it also has some time-saving exploits and TAS-relevant planning for cursor movement for example. One thing I'm worried about is that it IS basically a clumsy port of a PC game, remade and adapted to suit the lacking GBA controls and hardware. In my opinion the ports are too different to really compare (based on what I've seen of the PC version on Youtube), but someone might complain about it being a bad game choice for this reason... Who dare stand in the way of my dream?! Might try to do a WIP of it at some point. Also, I've seen a funky, apparently lag-based glitch effect in this game. While changing rooms, Nancy became lost in "minus world" for a moment before the game remembered what it was supposed to do and gameplay resumed as normal. These should be tried out more. EDIT: Here's a WIP of the game encoded. www.youtube.com/watch?v=sou8uJMH6t8 Some info. There's a number of exploits here for fast movement. Most noticeably, you can press A+shoulder buttons while pressing arrows in a room to turn twice or enter forward and turn on the same screen transition, depending on the situation. A+B when in corridors also makes the character step forward and turn 180 degrees on the same transition, which can sometimes be handy. The room system in this game is really messy, and sometimes counterintuitive routes turn out to be the fastest ones. Like when entering the Saloon. Instead of simply moving forward twice, I use A+B to step forward while turning 180 degrees before turning left. This is faster because turning transitions load faster than normal forward or backwards transitions... Putting cursor over things you can examine causes the game to load another cursor, causing a few wasted frames. So in cursor movement, you want to avoid hitting any objects in the screen you don't need, while navigating your way to necessary objects and arrows. The cursor moves pretty slow, so it can be faster to have an extra transition instead of dragging the cursor over large distances. You can talk to Rose from outside the Dining Room for some reason while stepping inside. It might not save time, but it looks strange. I realized one more thing at the chapter end cutscene, and that is that while the game is loading stuff, it doesn't release the button you last pressed. So it is necessary to alternate between A and B while skipping the cutscene messages or you lose a frame every other message. Note that this doesn't work in normal discussion scenes with characters. I think not knowing this trick wasted some frames in the game start-up screens... This WIP was to the end of the first chapter. It and the second chapter are the longest in the run, after which the remaining chapters are really short actually. I think the entire TAS would total maybe 7 minutes. ...anyone know what's up with the audio glitch at the end of the chapter? Could it be emulation-related? Could also be because I got through the level too quickly. Something like it can happen even when playing normally. EDIT 2: Went and tested hexing the file. I indeed wasted one frame in the first pictures of the game, but... alas, the way lag works in this game is strange, mysterious and possibly random. This game doesn't appear to be hexable very well. In this instance it appears I actually saved frames by screwing up because if you fix that one wasted frame in the first pictures, you get two extra lag frames by the end of the first corridor. So I guess I'll keep on going with the unfixed file for now. EDIT 3: I noticed something new concerning cursor movement which saves time, so I restarted the entire project. Now I'm back at the end of Chapter 1, everything fixed, and with a slight route change too, a total of 60 frames faster. EDIT 4: First and second chapters completed. Encode! The rest of the chapters in the game are quite short, so I might be as far as halfway through the run right now.
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I think the entertainment skyrocketed with this bout of improvements! Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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This topic is an endurance test. A very soul-draining one at that. For the sake of humanity, go exert your mental resources that are currently daftly spent into writing posts in this thread into something societally useful instead. Like making new TASes. To get back to the original idea about fixing the motto... sure, I guess it looks a little better that way. Now, just fix it so we can all go home!
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A really delightful run. Many memorable moments throughout. Quite nice how the abilities of the different characters complement each other... Julius excluded (but hey, it's his special mode, he can do whatever he wants). The bizarre, flashy Castlevania movement styles also make a return. Want more of this! Yes vote.
Post subject: Masters of the Universe - He-Man: Power of the Grayskull
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If someone wants a pretty decent TAS project, this game delivers. It's an action game from an isometric view featuring a really fast running speed. You can also use running jump to get past obstacles in the levels and skip huge chunks of gameplay. The only bad thing about it is a few (two or three) auto-scroller levels in between the fast-paced levels. Here's the results of testing in the first few levels. Level 1: you can jump past everything to get to the final objective early (freeing the guy from the cage). Then jump back to the entrance. Level 2: you can jump past lava rocks and the portal to get deeper in the level. You can do a really precise jump straight to the boss arena. Not sure about fastest strat against the boss, perhaps block and then do a jumping attack, but after dealing with him the level is pretty much over. Level 3: yuck, first auto-scroller. Level 4: so far it looks like you can't skip the electric gates in this level, forcing you to go out of your way to kill some spiders. Because I couldn't skip everything, I lost motivation to test further for now. EDIT: To defend and prove my not as much contested as ignored point, I actually did a test TAS through the first 1½ levels, and... I HAVE THE ENCOOOODE!!! Also the .vbm
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A splendid improvement to a splendid game! Yes vote from me.
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Personally, I've barely played Super Metroid. But this is one category I find consistently quite cool to watch. So, here's a late, needless yes vote to add to the pile.
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For a hero so chubby, he sure manages to save the girl surprisingly hastily. Yes vote.
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I feel like I should replay Tekken 3 at some point if I wanted to give any meaningful feedback on the WIPs. In the meanwhile, I recommend you research the game and the characters more to know exactly what you can do with them in the matches. Tekken 3 is a popular enough game that many people have already stretched it to its limits in the past, so your job of creating superhuman, all-around awesome and surprising gameplay is especially demanding. The expectations are high...!
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We should rather start a topic where we post good songs by artists that are not grotesquely, disproportionally known already? Beautiful message, though.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Location: Finland
Editor, Experienced Forum User, Published Author, Experienced player (895)
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>>Will you keep doing it AKheon? Sure, it shouldn't be too hard to finish since I'm already half-way through the game. >>is there a mokujin in this game? Nope, there isn't.
Post subject: Tekken Advance
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I was thinking of just finishing this TAS quietly, but guess I'll post a WIP to hear some early opinions - just to be sure. This was partially inspired by Cooljay's recent Tekken activity, also making use of the notes I had made about a year ago when I first stumbled upon this game... http://www.youtube.com/watch?v=957XoMffsfY Tekken Advance has some unique features that make it stand out from Tekken 3 for example. Most noticeably it has Tag-mode, which allows you to basically play through Arcade-mode using three different characters, and some unique glitches. After some research, I picked Yoshimitsu, Xiaoyu and Jin as my characters. Xiaoyu because of her stances and general versatility and potential for mayhem, and Jin and Yoshi because you can give them super movement speed. Comments?
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Nice job. Have only played this Spyro for a little bit, so there isn't much I can add.
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Sure, I liked the run. I can see how the game can be difficult when played normally with all the stuff that is going on. Man, Garfield's walking animation... at first I figured Garfield finally got so fat that he could barely lift his feet off the ground. But then you see him get super speed and jump three times his height. So what's a man supposed to believe in any longer in this confusing world? So to put it short, "yes".
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Glitching is mostly paying attention to (and testing) how the different game mechanics work together, and seeing if there are loopholes left somewhere. You don't need programming skills for glitching (although it can help), just observation skills and patience (and/or luck). For example, let's say going to menu is one mechanic. Hitting a level exit is another mechanic. If you make both happen at the same frame, a glitch might occur, because the developers don't always test after things like this. In general, the more rare the circumstances for two mechanics to overlap, the higher the chance it wasn't tested properly and you might find a glitch in it. Example #1: Winx Club for PS2. If you open menu the same time you'd hit a room transition, all triggers from the area become disabled and you can go out of bounds. Example #2: the glitched run of Contra 3. Getting an extra life during the fade-out to game over causes you to win the level for some reason. You need to learn to look at a game differently from normal and try to do things a player wouldn't normally do. Sometimes even counter-intuitive things lead to skips and new techniques to use. Example #3: in Mortal Kombat: Mythologies you can do a skip by luring an enemy and making him uppercut you to where you can't normally reach. In an action game, like God of War, I personally do a list of what moves cancel each other out and what are your options with (especially) air attacks. This way I can map out the highest and longest jumps that are possible to do, and can apply this knowledge to finding shortcuts in the levels. Finding potential new techniques from the character's own moveset is an integral part in breaking a game in my opinion... Example #4: in God of War III you can easily get over walls using high jumps. Example #5: in Castlevania: LoS, you can cut off a scene in an unintended way using a special attack, causing a severe camera glitch. After finding tricks that may have potential, it's just a matter of application. Each new technique or observation is another mechanic that can overlap destructively with other mechanics. Glitching is just quite complex work, and it helps to keep extensive notes about your observations and what they could mean in the larger picture. And... that's it. Repeat ad nauseum. Hopefully these tips are helpful...?
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This game is hilarious and depressing at the same time. It has to be art to evoke such mixed yet exhilarating arrays of emotion. It has it all, from frustration, excitement and dreamlike confusion to christmas-y warmth, schadenfreude and, well, ennui too. In a way, I am glad this game exists... "Congratulations, you have discovered my hidden warp. Brace yourself, as I warp you to the next great level." ...this remind anyone else of something? "CONGLATURATION !!! YOU HAVE COMPLETED A GREAT GAME." And I would not mind seeing this thing published. The run seems well made enough, and I actually did find it moderately entertaining. For example, Kevin's antics during the suitcase "boss" were amusing, and the run isn't too long. So 'yes' vote.
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Occasionally it felt like I was watching some Donkey Kong Country TAS with all the rolling around. Very good call to use two players. I found it pretty entertaining, so yes vote.
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