Posts for Aaron_Haynes

Experienced Forum User
Joined: 2/3/2006
Posts: 69
Obviously the planning is all on you guys, but just as a personal thing, I'd much rather see tight coordination between the games than overall speed - a moment where all four games kill a boss on just about the same frame would be awesome and worth even several seconds of additional time, if it could be managed. Probably preaching to the choir here, though, I'm sure you'll do whatever you can manage. Looking forward to this and good luck. :)
Experienced Forum User
Joined: 2/3/2006
Posts: 69
JXQ wrote:
Experienced Forum User
Joined: 2/3/2006
Posts: 69
I dunno, I think it'd be a fun and possibly informative debate to have sometime.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
This was a pleasant surprise to find after 24 hours of last-minute final project panic. Great work, looking forward to seeing any of the other runs you speculated (well, maybe not the speedwalk :P).
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Well done, that was great.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
It's almost more interesting to hear someone who doesn't know the game in and out be surprised at the same spots you are, and conjecture on how certain sequence breaks were done or damage was avoided. Also, the MST3K effect of poking fun at games that weren't designed with speedruns in mind, which was my favorite part about this. Listening to the author talk about specific glitches and route planning on a TAS wouldn't be as easy or as fun to listen to in my mind; the comments allow them to write as much as they want about any specific point without having to say, "okay, this part riiiiiight....HERE, that millisecond jump" and then explain it for two minutes. YMMV of course, that's just where I'm coming from. I think commentaries might actually be more fun for traditional speedruns, because then there was an actual play session the author could talk about, specifically mistakes, close calls, distractions that happened during the session, I think it'd just in general be more interesting to hear about. Expanding on the MST3K idea: Imagine a site that had people run games with the cutscenes left in, and other people would go in later and give the game itself the full MST treatment. It'd be a game demo site, just geared toward showing off as many of the neat things you can do in a game rather than solely aiming for the fastest time. Imagine the riffing a game like Metal Gear Solid 2 would bring upon itself.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Fantastic. Little else that hasn't been said. Very much yes vote.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Sorry, I forgot all about this. Anything that isn't horribly force-timed like the lake fight would be great. Basically I'd just like to see a few segments to get an idea of what an extremely precise run of a Legends game looks like, as I'm doing an SDA run of MML2. So whatever two or three segments you think are the most interesting and varied out of what you have. Thanks in advance.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
I broke my gameboy over either this one or Mega Man 4 when I was eleven. Whichever one it was, I'm pretty sure I at least threw it at something while slogging through this one. It was fun, but damn it was hard, especially when I was young. Very nice work, you kept it interesting for the entirety of the run, which isn't easy, especially with a slow-paced gameboy game. I stared in disbelief at the second-tier boss stages and the final stage -- they were as cruel as I remembered. Sliding in time with the music during the Wily fight was hilarious and awesome. Hell of yes vote.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Ahahahaha, loving this commentary. Ocarina of Time is treated with such wide-eyed reverence that it's refreshing to hear what's basically an MST3K treatment from JXQ. You are a hero, sir. ;)
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Ugh, I'd forgotten what a horrible game this was. X and X2 are fantastic, yet this one is so bland and joyless. Great run, though.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Do you still have the AVI copy of your last WIP anywhere? I'd like to see it.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
This could be an interesting way for people to create commentaries for speedruns.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Thanks for the comments, guys :) I'll get a WIP up when the second level's finished. SXL: The link to the final WIP from my run in April is still up if you haven't seen it, you can find it on page two of this thread. It's alright for a first full game TAS attempt, you'll notice rough spots in a few stages that would probably get the run more no votes than yes, but it's pretty entertaining.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Hahah, definitely understandable. I'll probably watch your TAS in conjunction with the SDA run, to get the quick story run-through and then see the machine-precision shortcuts and luck manipulation.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
This got shelved for a long time when finals, a job, and a few different SDA projects took over. Upon returning to the run, I realized it was pretty subpar and probably wouldn't be accepted if I submitted it, so I started over. I recently finished the entire second level in one sitting, but it felt strange, because I was hitting the final stopwatch at about the same time as I did in my previous run despite several areas in the level being a lot better. So I timed the big dirt-crawling section and realized that it ended up being 210 frames slower than in the first run. This means the fantastic boss fight I did the other day gets scrapped. However, I just spent about two or three hours on the early sections of the level and I think I've FINALLY figured out the intervals at which the dirt breaks. I don't understand it precisely, but there's something of a pattern to when the dirt gun works: 1-1-1-2-1-3-1-4-1-5, where you press Y, wait one frame, press Y, wait two frames, etc. If you simply hold Y, you end up losing a frame or two in the chain at regular intervals, which adds up over time. It's still a huge matter of trial and error and planning where to stand, which direction to shoot, for how long, and in what order to set you up to proceed when you clear enough to clip through the ground, but I don't mind slogging through it if the end result is going to look as good as the first ten seconds of this level. I have a feeling I'm going to cut the total time down by a third here. Edit: Just timed three seperate runs from the beginning of level 2 to a certain point where Jim breaks through the dirt and lands. If I can keep to this level of precision, this run is gonna be a blast. The frame differences are: Final WIP from April: 437 frames Run from two days ago: 375 frames Current run (done today): 307 frames Anyway, I'll hack away at this as I get a chance to over the next few months. Hope people are still interested in it.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Wahoo wrote:
Earthworm Jim 2?
I finished one, but didn't submit it because it wasn't very well optimized in several stages, and hex editing looked nightmarish. At one point or another I regained interest in it and started over from scratch, beating my time for the first level and finished the second a few days ago. I hadn't posted about it because I wasn't really making a lot of progress, and I wasn't sure if interest would be all that high with the garbled sound on the SNES rom. Someone mentioned a ZSNES update that would enable movie recording, so I was gonna wait for that, then I kinda forgot and started on it with Snes9x again, it's basically a transient project while I look for obscure PSX games to run and submit to SDA. :P
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Speaking entirely for myself here, but assuming the text was at least skimmable as it was skipped by player input, I'd be more likely to check out an RPG speedrun if it was in English than Japanese. It's usually a mild point of interest, but when the run is upwards of four hours long, there's entertainment value to be had in maintaining a tentative grasp on the story as the runner is also manipulating the game and finding shortcuts. It's also a neat way to quickly breeze through the highlights of an old RPG without having to play its ~20-40 hour length (or play its ~20-40 hour length again). The Star Ocean run is a good example for me: I've never had a chance to play it, and don't have much interest in getting into it now in 2006, but the speedrun would be a neat way to get a 1:53 overview of where the series started if an English hack had been allowed. As I said, though, this is just my personal observation. It's your site and your rules, Bisqwit, but if you're looking for a good argument to allow translation patch runs, here's my attempt. :) a) The game must have no current translation projects being worked on. b) The translation patch being asked about must be fairly well-known and accessible. i.e. the definitive unofficial translation patch for the rom. c) If possible or it seems necessary to make sure conflicts won't arise in the future, the translator could be contacted to confirm no updates are in progress or would be likely in the near future. d) All these checks should be confirmed before the run begins, to avoid misunderstandings or wasted hours of work. On a case-by-case basis, I think this could work pretty smoothly. Obviously, it's up to you, but that's my suggestion.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
In all honesty here, the 120-star run on SDA is the best non-TAS speedrun I've ever seen, including segmented runs. Arguing that TASes are inherently better is kind of silly anyway, but especially in this case, because the level of control over the game is so consistently high. I have as much respect for that run as I do TAS runs of extremely high quality. Going by the WIPs of this run, I think we'll have just about the best of both worlds for this game.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Man, I thought the last one was incredible. I mean, it was, but two whole minutes, wow. Very well done. :)
Experienced Forum User
Joined: 2/3/2006
Posts: 69
I have two copies of this rom and neither of them are the right checksum. Annoying. :( Edit: Okay, it's the [U] [!].smc and I just didn't have it. Watching. Edit2: That was great, even though the game is kind of tedious and unimaginative ;) They kind of exhausted all of the best possibilities the first time around, so this one goes for overkill. Still, a good watch and a good run.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Man, it's like they managed to make the on-foot sections even more tedious than in the NES version. They really should've just waited until GBA or DS to port this. Very well done, though, the upside-down hover glitch is great fun. Something about the fact that you can't move diagonally was amusing, in a kind of pathetic way. Yes vote from me, sir. Congratulation!
Experienced Forum User
Joined: 2/3/2006
Posts: 69
That was incredible. Great work.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
Hahaha, I love how the child Link WIP ends with Gandondorf laughing and saying THANKS KID YOU JUST GAVE ME EXACTLY WHAT I NEEDED. The End! Seriously, though, great stuff. A couple of things I wasn't clear on, but then I haven't read the whole thread and don't know the game extremely well. The bombchu stuff is excellent.
Experienced Forum User
Joined: 2/3/2006
Posts: 69
The (U) [!] version, with the improved 9x. It should keep all the same settings, but in case it doesn't, use WIP1 timing and Fake Mute desync workaround.