Posts for AKheon


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The problem with rhythm games is that achieving exact button presses is pretty trivial in TAS conditions. Just a normal platformer poses a much larger challenge to TAS than any sort of rhythm game I've seen, and the technical challenge is to a large degree what constitutes the meat of the TAS and gives it meaning to exist (at least as a TASvideos publication). Hey, this is a pretty interesting question... have to get back to it later.
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Some piano playing of mine. We used parts of this improvisation as the background music for a short film... http://new.official.fm/tracks/milg (Edit: updated the link)
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Sure, these Monkey Ball games make pretty cool TASes. Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Leviathan - Harlot Rises
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The run is fairly hilarious like this. It no longer features a blind accusation that is miraculously correct - instead there's a Villain Protagonist who confesses the murder she did to just get the mystery over with. A true speedrunning spirit. Yes vote from me.
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A few words about my experiment with BizHawk. I wanted to try to make a multi-platform multi-TAS for the GG and SMS versions of Aerial Assault. So while testing things, I made separate movie files of me casually playing through the two games, you know, for rough timing comparison later on, but now as I try to replay the movie files, they both desync. With GG it's at the third level, with SMS it desyncs at first level. I'm not sure what kind of problem this is... it could be that (at least on SMS) enemies spawned differently during replay? (this was on BizHawk 1.0) I proceeded anyway to see how it would work out to TAS on two emulators at once (with background input on). So I set the same movie file to record on both emulators and started (perhaps an unnecessary step? I mean, I could've used two separate movie files too, both end up with identical input in any case, etc... but I digress). Generally things went well, but I noticed that if I held frame advance down to go to normal speed momentarily, or just unpaused to let game run in real time for a moment, the two emulators' frame counts could become different from each other, mostly by 1 frame but sometimes more. I guess that's something noteworthy to report, and a likely hindrance for multi-TASing... (this was on BizHawk 1.2)
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Put Kotinäky's 2011 album (Kylmä Kivi...) into a single Youtube video. Now, to just await it to become viral. http://www.youtube.com/watch?v=-kxmuhbWFsE
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A sweet, fast-paced run. Yes vote.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Hadn't seen this before: http://www.youtube.com/watch?v=7J6fguRP-Rk Is is a glitch that the other Gemini Man's health depletes that fast before disappearing?
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Einstein
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Hey, that's pretty cool. You can share it all you want. I've actually been planning to make a big torrent of all of my discography, but that's still some weeks away.
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>> Fabian What you play on your vids seems more technical (despite the decepting smoothness) than anything I can play yet, so you get my respect. >> patashu I like how you try to add melody and unique sounds to "beatboxing". Not too far removed from some of my own more feverish ideas. It may sound impressive one day, but it will take a lot of work first. >> jerfo A very classy sound you have. Those one-man jam bands are an interesting idea... >> juef I think I've grown out of this kind of metal, but your bass playing sounded good. Fortunately the production makes it pretty audible in the sound. >> sonicpacker I like the song more when it is at its fastest (in the end of v2). It might defeat the purpose of it being dubstep, but that is when the song actually feels tense and urgent. Also, the high-pitched main melody instrument sounds friggin' annoying... maybe not rely on it so much. That's my single biggest critique. >> Meshuggah A curious soundscape you have there. I liked it. >>lxx4xNx6xxl Nice main melody and beat. But I know so little about rapping that I'm physically incapable of giving a better comment. >> feos "Shocked" is a pretty broad word. Want to elaborate? I personally like to think that being shocked leads to positive results in the end, though.
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- Forbidden Siren (the insane physics glitches in it would make it perfect for TASing) - Siren 2 - God of War I & II (again, insanely glitched) - Silent Hill: Origins (This is my favorite of the PS2 Silent Hills as a TAS candidate because of the possibility for very precise wall clips and other glitches like teleportation) - Stuntman (maybe) - what others have suggested.
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One category that I'd like to see for God of War II is "pacifist". You'd start from Bonus Play and do all you can to keep the inaccurate and unfair kills counter from rising. For one, the counter counts some unloading enemies or enemies killed by environment as kills made by you. Some of these instances can be got around by using different routes that don't make enemies spawn. In a TAS, you'd also manipulate luck to not have enemies die in places like Atlas' innards. It would be a pretty interesting run to see in my opinion. I recall the final kills count would be "only" around 100-150 when being pacifist - a pretty good day for Kratos I guess. I had written a bundle of notes regarding this run type, but those notes are long gone now...
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So it varies between areas? Interesting. I guess I'll call upon "weakyes". It wasn't super exciting to watch, but a decent first edition TAS, and a RPG to boot.
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Just wondering, why do you avoid battles in some cases by waiting and in some cases (mainly later in the game) by going to the menu? It would seem that the latter way is slower. (I don't feel that the submission text explains this perfectly). Cool music in the game.
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Viewed this. A fine improvement, so voting yes.
Editor, Experienced Forum User, Published Author, Experienced player (895)
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I thought it was pretty fun. Yes vote.
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I went and tried out this game on VBA-rr v24. It runs much better on it, with at least three times less lag. So, once I finish this test run (wonder when that'll be?), I should start anew on the v24. I guess I feel slightly more motivated to continue now that I know there won't be as much lag awaiting as before.
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It's generally a visually impressive run, lots of colour and lots of nice screenshot possibilities. For example when both Nightwolf and Shang have purple attire (happens twice at around 23 minutes).
Editor, Experienced Forum User, Published Author, Experienced player (895)
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Editor, Experienced Forum User, Published Author, Experienced player (895)
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This is a pretty interesting action RPG, with many story paths to take and a neat fighting system with a lot of different special attacks. I think it'd make a great TAS. With skippable cutscenes and fast action, what could go wrong? I've tried to find some glitches from it, by using the stone wall move to get pushed through collision for example. But so far, no interesting results. Well, in one spot I managed to push the main character through a treasure chest, but it didn't help. The trap treasure chests also fly in air like rockets after they're defeated. Tried to shove my character between it and the ceiling as it flied away, but no glitches occurred. Anyway, found one very cheap tactic that allows you to deal damage quick and safe. It's of use in normal playing at least, and probably in a TAS too. The trick can actually be done a lot quicker than in this vid, by using a normal attack to launch the enemy instead of the unblockable grab. Gravel is a beginner's special move that can be learnt from normal enemies near the start of the game. It's normally almost useless, but if your opponent is right above you, it turns a deadly weapon instead. It's great that you don't have to go out of your way to a shop to get it... maybe you don't even have to visit a shop at all during a run of this game. EDIT: My first playthrough was using Hibito. Now I've started another playthrough using Guy. He has one interesting asset Hibito didn't have, and that is a very quick dashing air attack - you can glide the lengths of many, many screens in mere seconds using it. But, in a cruel twist, this dash might not come in handy too much. It has a slowish cooldown and the game doesn't have many long stretches where you can use this skill to its full potential (too many invisible walls and fights interrupting things). I think it might work well somewhere where there's uneven ground that makes normal dashing slow, at least.
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Has its slow moments, but it's a decent run. Yes vote.
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If only there were some nice MK3-only glitches that would set this game apart from UMK3... This TAS was surprisingly good. I liked watching it, but I feel like there is still some improvement possible. I enjoyed the details and tricks you used that I hadn't seen in the UMK3 runs and I would've liked to see even more of them. All those animalities were pretty cool, but I always prefer glitched finishers over regular ones. The randper kombat and 2p Shang Tsung matches were a slight disappointment. Those matches have the potential to be the craziest and most memorable ones, but here they didn't fulfill that potential. Overall, I'm gonna go with 'meh', but keep improving and it might be a 'yes' next time.
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(replayed from the start a bit) Sorry, it was the second cutscene after gaining control that I meant after all (where first fight begins). You can see that Mario automatically takes a few steps closer to the center if you run into the cutscene from the upper or lower edge of the pathway. That walk is skipped if you visit the menu at a correct moment. Since going to the menu is so slow, this trick likely won't save time by itself. But if in some point in the game you are forced to enter the menu (because of having to switch character for an upcoming fight for example), it'd be most convenient if you could leave the menu opening for a situation like this where you also skip a little bit of walking for example.
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