Posts for Ace_Of_Hearts

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Let me open by saying that I already have quite a lot of respect for Cpadolf, given his numerous high-quality Metroid runs, and there are few things I enjoy more than a good Cpadolf run that really rips a game a new one. I also appreciate his good grasp on English grammar, making his submission descriptions a joy to read also. Actually, more or less, that's really about all that needs said here; it's a Cpadolf run, it's clearly a quality TAS, and it's a Castlevania game. Granted that I could complain that this is a Julius Mode run that quickly elects to utterly abandon Julius himself as soon as feasible, but there have been other TASes that don't really use the main character designated in the mode name, and since Alucard moves the fastest, it doesn't exactly surprise me that Yoko is also all but entirely abandoned the moment he joins the party. Whatever. None of this changes my verdict. * Voting Yes * Respect for Cpadolf +1
1/60 of a second is important; every frame matters.
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creaothceann wrote:
Ace Of Hearts wrote:
it uses pauses for restoring energy from reserves
This happens automatically though. (don't know if it's faster/slower)
Yes, the Reserve Tank(s) will activate automatically upon Samus's hitting 0 Energy. However, (and correct me if I'm wrong), since auto-reserve-fill takes place during play (not while the game is paused), the in-game timer still runs while it happens, as I recall. So pausing the game to do it manually saves in-game time, even if it would otherwise be slower in realtime.
1/60 of a second is important; every frame matters.
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I liked the improvements made to getting around in Maridia without the Grapple Beam in addition to being without the Gravity Suit, and since this is an in-game time run, it uses pauses for restoring energy from reserves and other things that require the game be paused (like different charge combos and stuff), saving in-game time in little ways throughout. It is clear to me that much effort went into this run, and it is interesting in ways different than the RBO run by Taco & Kriole that it will obsolete when approved. This is a no-brainer: my vote is Yes.
1/60 of a second is important; every frame matters.
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Location: Lawn, PA
I can see that you put considerable effort into this run (your luck manipulation was very good, and you demonstrate that you clearly have a deep understanding of how the game's mechanics work by manipulating certain actions out of the AI and producing counterattacks). Your run clearly is not lacking in the "does he know what he's doing?" department. However, it is generally relatively slow-paced compared to other fighting game runs I've seen, and uses a character whom I understand has very little variety on his own. The morphing-into-the-opponent thing was far less interesting than I thought it'd be, given that you don't have access to many of their moves (not to mention that you made a predictable thing of doing it in every second round). I'm afraid this run just didn't entertain me; given its aforementioned traits, it was rather boring and became very repetitive very quickly. So...I'm sorry, but I'm going to have to vote No. I agree with TheReflexWonder's assessment, however, that this game could definitely make for a more interesting run if a character with much more variety were used; I'd be interested in watching another TAS of this game by you, if you choose to make one. (For my future reference, I have also taken note of Mothrayas's pointing out that Third Strike does not allow for inserting second-player challenger matches between single-player matches in the usual sense; it's disappointing that you can't use that feature for 2-player matches to liven up a solo run, but oh well, there's naught to be done about it.)
1/60 of a second is important; every frame matters.
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First off, I understand how pacifism runs are supposed to work; minimum kills possible (save for bosses, who must always be killed to proceed). I did not include bosses in what I considered "kills" for each stage. I counted minimal or no kills in most stages, and understood the reasons for a few of your kills (particularly your single kill in stage 1 I knew was necessary; I know that if you take damage while climbing a wall, you get knocked off of it). For most stages, this run seems pretty well-done. However, I have problems with this run insofar as I counted 11 kills in stage 4, and FIFTY in stage 7. With kill counts like those, I don't care what reasons you claim to have had (even with stage 7's enemy population problem, I'm certain you could have managed to kill less than 50 enemies); from my point of view, this is entirely unacceptable for a pacifist run. I would MUCH rather see you wait and/or dance around as (little as, of course) necessary than "happen" to use a spike-bypass fire wheel (which I agree is fine in and of itself) to also kill enemies. That would much-better fit the spirit of a pacifist run. As my knowledge of Ninja Gaiden in general is mostly lacking (despite having played this particular game the most), and also since I am sure I did not catch all the kills having watched the run only once, I read the posts made at the time (particularly Kwyjimbo's was useful) to hear of any kills I missed, and to discern some of the reasons why you may have killed what you did - only to discover there is another run that manages to avoid more kills (and as possible takes more damage rather than killing/waiting in several cases) and that I was not the only person who felt a need to cry foul on those stages. Therefore, overall, the only conclusion I can possibly come to is that this run is obviously not fully-optimized toward its overall goal of pacifism. Failing to fully-optimize toward a branch goal (especially when, as in this case, it is quite obvious) is a fatal oversight to make when shooting for a special branch as you are. For this reason, I not only am technically obligated to vote No, but due to the grievous blatancy of your ignorance of your goal in stages 4 and 7, there is no way I can vote either Yes or even Meh on a personal level, either. I would, however, be interested in seeing an improved version of this run. If you re-optimize and re-submit with less kills, I will reconsider.
1/60 of a second is important; every frame matters.
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I watched this on the YouTube encode. It says there's supposed to be 20 minutes' worth of video, but I only saw 9 minutes, at which point I looked for (and did not find) any kind of second-half video. I was strangely charmed by the gameplay, so what I saw was entertaining to watch; so far I'm compelled to vote Yes. However, I find presently that having only been able to see what is obviously only the first half, I am currently going to withhold my vote, because where's the rest of the video?? o.O (Will edit this later if/when second half gets posted before formal judging.)
1/60 of a second is important; every frame matters.
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I'm voting Yes, because: * There is not already a TAS for this game on this site. * By default, we need more playarounds. * The run is quite entertaining (as a playaround should be). -> Several close matches. -> A couple draw matches. -> Lots of pretty hyper combos. -> Maxes out the combo counter several times, but does not cross the line into "okay, this is getting old." * Uses a wide variety of characters and shows off lots of glitches. -> That lockup was awesome, and I loved how it was resolved by HERE COMES A NEW CHALLENGER! rather than resetting. -> Bonus points for this run showing Sakura kicking some ass for a bit. Actually, I take that back, because mostly she gets horribly, horribly owned. I'm all for Sakura kicking ass. (Yes, I'm a Sakura fan.) * This run owns bosses. -> First occurrence of Mecha-Gokui, I love how he's right about to get KO'ed, then suddenly - HERE COMES A NEW CHALLENGER! I laughed SO HARD. Personally, I thought this was fun to watch. I don't really play fighting games all that often, but this TAS just further proves to me why I love watching them so much.
1/60 of a second is important; every frame matters.
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There's something about this game that kept my attention throughout. It was probably that spear. Still, it was somehow mesmerizing, and it doesn't already have a publication on the site, so Yes, put it up.
1/60 of a second is important; every frame matters.
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This is a well-played run. I didn't think it was possible to fight against Ganon (or even get into his tower) as young Link, but yet again a TAS has proven conventional sense to be incorrect. I say Yes to this video because: * It uses different sequence break tactics from the US version TAS currently published. * It weasels into Ganon's Tower as young Link, and kicks Ganon's ass. * It does it in roughly half the time.
1/60 of a second is important; every frame matters.
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Boss screen transition time seems to be longer than the average boss fight was in this TAS. o.O Voting No because the bosses are too weak. Also, the boss lairs could have done with some...I don't know, variety? They're all the same! But I digress on points of lazy development rather than points pertinent to a TAS. I don't even really know what's going on here, plot-wise, but somehow, I found this TAS so adorable to watch that I couldn't/wouldn't pry my eyes away from it. Being an improvement to a previously-submitted run, and being so cute, this is impossible to say no to. Voting Yes.
1/60 of a second is important; every frame matters.
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First of all, let me say that this run is indeed more interesting than the SMB1 minimum-presses run. I'd also like to say I've rethought what I think of such runs after watching this, including the usage of the DDR Lua, because it's necessary for those viewing this category in order to understand how the presses are being played out. With these things being said, I did watch this the entire way through (I did the SMB1, also, but stopped really caring halfway in; this actually kept my attention throughout), and although the Lua script was no 13-footer, it was also more entertaining to watch than it was in your SMB1 submission. This is probably the most entertaining minimum-button-presses run I've seen yet; however, the fact remains that this is, indeed, such a run. I can't deny that some people might want to watch this, and I wouldn't want to deny them the opportunity in this case, but a minimum presses run can only be so entertaining per game. This'd be a new category for SMB3 on this site. Unlike SMB1, we don't have a zillion categories for this game already, so I'd be alright with its addition. Having said what I have, I cannot vote No on this submission. However, this did not leave me so greatly impressed that I would beg for its publication, as so many submissions around here do. Therefore, I'm forced to vote Meh for this submission. As that one neutral guy in Futurama said: "I have no strong feelings one way or the other."
1/60 of a second is important; every frame matters.
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Voting Yes because this game, which I myself played years ago, is so difficult and the author finishes it so fast you barely have time to comprehend what's going on. I remember this game being very unforgiving when it came to crossing gaps (many are barely less than you can jump distance-wise) and getting in and out of places you need to go to (if you kill certain enemies the wrong way, it becomes impossible to clear the room; several are necessary stepping stones). I'd evidently gotten quite far, but couldn't clear the last two rooms. So that's what the ending looks like.
1/60 of a second is important; every frame matters.
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It's easy to vote Yes on this as an improvement to an already impressive-to-watch run. Sonic Spinball remains one of my favorite Genesis games, and if you've played it before, you know how unforgiving it can be at times, making this run all the more impressive. However, though my vote remains Yes regardless, I'd like to request completion of the bonus rounds. I couldn't do it half the time myself (mostly because, despite loving this game, I suck terribly at it), and I'd really like to see them completed, even though it would make the movie longer.
1/60 of a second is important; every frame matters.
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I haven't seen the 120 Stars video, but I've seen a couple iterations of the Starless category. Anyway, this run is incredibly impressive throughout, and in doing things most players must pick their jaws up off the floor after seeing, it thoroughly proves that Mario is a ninja. Furthermore, it proves he doesn't need to make any Bacon Lettuce and Jelly sandwiches to do it. I've not seen the current 70-Star video, but surely this obsoletes it. It must because it is awesome. Voting Yes, because yes.
1/60 of a second is important; every frame matters.
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As is pretty usual with Sonic games, the sheer speed with which the author goes through the run only makes its jump accuracy more impressive. This is a cool and clearly thoughtful improvement of nearly an entire minute, and is even more entertaining than the previous run, so the obvious vote is Yes.
1/60 of a second is important; every frame matters.
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Puzzle games don't usually hold a grey-zone for me when it comes to watching a TAS. Either I'm captivated, or I'm not. Somehow, this game holds an adorable charm that makes the gameplay itself easy to continue watching. I enjoyed watching this run despite having never played the game myself. There's no question it would obsolete the present publication as an improvement, so there's nothing to discuss on that front. I'm going with Yes.
1/60 of a second is important; every frame matters.
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I viewed this using the replay file. I'm going to vote Yes on this, for multiple reasons: * There is not a Rosenkreuz Stilette TAS on this site yet. * This run demonstrates a clear knowledge of all the weaponry at Tia's disposal, and does not merely use one or two convenient weapons on everything that gets in the way; it is clear that every available weapon was considered for use against every enemy in order to eliminate opposition in the smoothest way possible. -> As a result of watching this TAS, I have gained newfound respect for the Geisterwand and the Leibes Sturm; I will never look at them the same way again. * This run gets and uses the Call Lilli ability (and the choice of where to use it made me smile!). * This run does the Freudia stage without stopping time (granted, this was the first stage played and therefore Tia doesn't have that ability yet, but still). Any run that does a force beam segment without stopping time gains points in my book. * It also accesses the alternate route in Freudia's stage (I knew it was there, but never managed to figure out how to get to it). * This run does a ton of impressive things with sliding and jumping on unit 2 (Zwei). * This game is just really sexy and well-made, and more people need to know about it. This is an extremely well-made and impressive run, in my opinion. Not only would I say Yes, publish it, but I'd also say it should be starred as Recommended viewing. In summary: Yes, yes, YES!!
1/60 of a second is important; every frame matters.
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Location: Lawn, PA
What can I say, this run was very well-done and the puzzle solutions/bypasses were ingenious. Seeing this game, which holds many fond memories and frustrations both for me, defeated so soundly and swiftly, is impressive to me (I always had a hard time finding my way around and solving the puzzles when this game first came out; I only wish I knew then what I know about this game now). I very much look forward to a 100% run, which I'm sure will be done at some point. I have got to see all the gold cards collected in the Rainbow Palace, as well as how a TAS will approach beating the minibosses in a more proper manner when it actually needs their gold cards. If I could vote, I'd absolutely say Yes, which would be made even easier by the fact that there is no Bomberman 64 video on the site previously.
1/60 of a second is important; every frame matters.
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Location: Lawn, PA
I'm a stepartist, and I think that this is one of the most boring stepcharts I've ever seen. A minimum-presses run does not make for a very captivating input view; watching a stepchart only keeps attention when there's a reasonable amount going on. I'm inclined to believe the only reason this particular lua script was chosen for input display is because the run itself, while it does follow a clear goal, is mostly boring. The fact that there is, of course, nothing of note going on in the stepchart when Mario's standing against a wall doesn't help matters any. I respect the concept behind the run, and it is clearly well-done for what it is, but that is not enough to believe it warrants adding yet another new category to the several already present on the site for Super Mario Bros, especially since for the most part it is not very entertaining to watch. I'm sorry, I really am, but if I were able to vote, I'd have to vote No. On another note, somebody needs to add this script to a run that presses buttons a lot. I'd be very interested in seeing that!
1/60 of a second is important; every frame matters.