Posts for Aqfaq


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Thanks for the votes! I'm more proud of my GMVs than my STDs. Upthorn got my vote. Acknowledgements to maTO too! He is the true Genesis master!
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Derakon wrote:
Stupid falling rocks...
In the console speedrun, the player was clever and used pause to check where the unfairly fast rocks come from.
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Looks funny. Welcome, jerfo!
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superjupi wrote:
I'd rather see the Sega CD version
I think there are no other versions than the Sega CD one, which is the one that nitsuja is talking about. (There is a SNES version, but it seems to be a different game.) I suppose the forum name is a bit misleading and should be updated, because all the Sega 32X and Sega CD games are talked about here.
Post subject: Re: Popful Mail
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Yup, I'm very interested in this game. It is suspiciously similar to the Genesis Wonderboy/Monsterworld games...
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The dancing was neat and the ending was exactly the kind of surprise I expect to see in a good TAS, very funny. I hope this gets accepted for publication. Good job, Kirkq!
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Ten Canoes - This is hilarious and very easily missed. Brazil - This was hilarious too and I had never heard of it until I saw it a few days ago.
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Xkeeper wrote:
Well, it's fine if you have something else like HDD Health. Actually, I recommend installing that regardless. It gives a good indicator of how badly your HDD is doing :P
Thank you for the link, Xkeeper. I just tested running the program and it said that the drive health is critical: 27%. I don't quite understand what that means, though. :)
Post subject: Todd's Adventures in Slime World
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This game is so bad, that I can only like it. It is about a guy who shoots water and fights against slime monsters in a slime maze. The clumsy gameplay has action, puzzle and exploration elements. Here is what it looks like: http://dehacked.2y.net/microstorage.php/info/1538880173/toddslimeworld.gmv This is some old test file. I lost motivation before I got it finished. The mission called "Suspension" can be completed in about 2 minutes by using a jet pack to skip almost the whole level. Touching water with jet pack kills the player, so the trick involves jumping out of the water and then immediately activating the jet pack.
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Oh, my stupid joke got mentioned. I hope it doesn't offend anyone. I'd like to bring forth these three quotes that brought me joy this year:
    "Accepting as an improvement to the published movie." - mmbossman "Hi! I am a robot. I took a few screenshots of this movie and placed them here." - NesVideoAgent "Processing..." - ShinyDoofy
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Once again, thank you very much for the nice comments!
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Oh, I thought it was obvious that it should be fixed. Well, maybe not. :) Here's more feedback to consider: - The game halts before the "stage clear" message. The final level is not completed. - If the halt state is the same as completing the game, then why not halt in the first boss? - The ending introduces a halting glitch, which has uninteresting and meaningless content: the game standing still. The ending credits have interesting and meaningful content, even though some people might disagree with that. - Imagine the same thing happening in SMB: Bowser falls into the lava and then the game halts, Mario standing still. No princess is saved, no ending fanfare is heard and the game does not return to the title screen. In Super Metroid, the equivalent situation would be the game halting when Samus enters his escape ship. - There are no audiovisual signs of any kind that would indicate game completion. - Defeating the final boss is not the same thing as completing a game.
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:) The movie is super hilarious, especially during the first two levels! Good job again, adelikat! One problem is that the movie does not complete the game, it just halts. It should be fixed.
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Hello there, Ti! My experience tells me, that the best way to see a movie is to make it yourself! :) Oh, you might want to check out maTO's TAS page. There seems to be a partial movie of Granada. By the way, there is a shortcut in the upper right corner of the final level. (Check out the map here.) You can fall out and die. Then, use the invulnerability period to go over the short gap. This saves a lot of time, because you don't need to go around the lower part of the level.
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Thanks for the funny movie, Twisted Eye!
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alden wrote:
;)
;)
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Thank you for the answers, moozooh.
pirate_sephiroth wrote:
Super Metroid is an anagram of More Stupider.
And you are the hairiest_prophet with a horsehair_tippet! :D
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Larkin wrote:
I ask once again kindly, what's the issue with another link to click on the site?
A slippery slope related arguments are not my favorites, but one could argue that the question is not about "another link". Rather: "a yet another (Super Metroid) link". Besides, the links are already there to click. See the 6 rejected/cancelled ones here, for example: http://tasvideos.org/Subs-552up.html (Ka-Ge-Ki, Madou Monogatari I, Rolo to the Rescue, Starflight, Street Smart, Ultimate Qix) Those are very good links to click, but the content behind them is probably disappointing to many, just like this 14% run was for me. Not everything needs to be on the front page. People who have the urge to see the rejected runs will certainly watch them. There is no need to clutter the site for those many who are not interested in watching 6 Super Metroid runs. Also, the random movie link gets less useful, when some game pops up five times more often than the others. :)
Saturn wrote:
* Any% * 100% * Low% / 14% * NBMB (glitched any%/low%) * RBO/Suitless
moozooh wrote:
a suitless high% collectathon
That makes six categories. * How about the playaround movie, which has the freedom to show various tricks that are not seen in the speed-movies? What extra would it offer? * Has anyone attempted a pacifist run? What is the lowest theoretical kill count? It might not be interesting, because the enemies are already quite weak against the TAS player, so avoiding them is probably easy. Anyway, for me it is initially a more intriguing concept than the 14% run, but I don't know the game well enough to imagine what the pacifistic movie would look like. Maybe lots of time would be wasted, because of the reduced amount of item drops from enemies. What would be the tricky parts, if killing enemies was disallowed? * Also, a no-damage run would be quite different from the current categories, because all of them use damage boost strategies very extensively. Right? * A missile-only run / no beam weapons run? Is it possible? If not, what is the least amount of beam shots needed? * 100% kills run: kill every enemy in the game at least once while completing the game as fast as possible? This would require a very different item planning than seen in any of the other movies, right? And it would be a very action-packed run, I assume? Are these discussed somewhere before? I would be interested in hearing the pros and cons of these five categories from any of you Super Metroid experts.
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Bablo wrote:
They're the same anyway, so it shouldn't matter.
The movie desynchs with the (U) version, so they are not exactly the same. There might be no other difference than the intro timing, but I don't know for sure. (To me it seemed that the Japanese version has faster intro. Just a guess based on how the movie desynched.) Maybe the version shouldn't matter that much, but ignoring the versions can cause problems in the future, when comparing movies to each other. Even minor graphical differences have caused interesting discussion here. I would recommend editing the file to pass the (U) intro, just for fun and testing. Playback with different versions can sometimes result in surprising findings about the game. Oh, my initial reaction is that this (SNES) version is better suited for TASing than the Genesis version, in many aspects.
Bablo wrote:
I often tend to download the Japanese version instead of USA.
That's interesting.
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I don't know about you guys, but this movie had a bit too much testosterone for my taste.
Post subject: Maybe Gruefood is a good place.
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Saturn wrote:
But maybe the old 14% runs used different routes and older techs that got massively obsoleted by the new, never seen before ones in this run? Maybe that was enough of a reason to call this a "completely new run" even though the run mode was the same? Probably too hard to realize.
Yes, actually it is a bit too hard to realize for me. Remember that there are not many people on Earth who know as much about Super Metroid as you do, so some things seem obvious to you, but are hard to realize for someone like me. I hope that is not too hard to realize for you. By the way, I think many of my rejected submissions present a type of humor, which is "too hard to realize" for the major audience. There are many things in this world that are too hard to realize without serious effort, but it is completely OK. Personally, I can't always get much out of some highly philosophical paintings, for example. Same goes here, I can't get much out of this highly technical and delicately categorized run. It is a bit obscure to me at the moment. If I studied the game more and fully understood every detail of the route and the tricks, then I might get more out of it, but even then my personal enjoyment might have something to do with TASing in general and not so much with the AVI content. Funnily, even TASing itself is something "too hard to realize" for some people. Generally, things that are too hard to realize provide no good content for websites that aim for wide audience. That is why TASVideos does not have 1 000 000 000 million visitors each day. There are many other things out there, which are much easier to realize no matter what, so the viewers are lost "there", if you know what I mean. JXQ's input animations in the obsoleted 100% run were a "big thing" and even "sexy" in a sense, because they presented something that everyone could realize no matter what they knew about Super Metroid. The same kind of easily realized awesomeness is not presented here, even though it is true that some of the tricks are hard to perform, never seen before, very well optimized etc. You have mentioned many times yourself, that some community somewhere knows very well what you are talking about, when you use words like "legit" and OoBRORol or whatever that abbreviation was. That does not mean that everyone thinks they are awesome stuff. As a side note, my ex frowned at TAS movies! And guess what? That's why she's an ex! (Just kidding, she liked a few of them, the popular ones.) The TASer himself always sees more in the movies than anyone else. Try to live with it and enjoy what you have!
Saturn wrote:
Aqfaq wrote:
The question is about meaningful movie content. The case here was that the movie was considered not meaningful enough addition to the other movies.
By who, by one person who didn't even notice (as it seems) what's going on in the run due to not knowing the game very well by itself?
By who? Three judges, maybe? How many you need? If it is truly so, that even the judges didn't notice what was going on in the movie, then how could it be a good idea to publish such a movie?
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Xkeeper wrote:
I have never, ever, ever understood the whole stigma of THIS GAME HAS Y CATEGORIES WHEN IT SHOULD ONLY HAVE X REJECTED.
It is not about the number of categories per se. The question is about meaningful movie content. The case here was that the movie was considered not meaningful enough addition to the other movies.
Xkeeper wrote:
Then again, my publishing guidelines would mostly fall to "Was it well-played? Yes/no"
How is this idea consistent with your idea of accepting more categories? First you would need to define "well-played". If it means "perfect time", then only one category would be accepted. On the other hand, even if you broaden the meaning of "well-played", it would still be possible for somebody to submit a movie with a category choice Y. The category Y itself would include something, which was considered not "well-played". The category Y would then be rejected. Thus, you would still be limited with X categories.
Larkin wrote:
Im my personal opinion, the run is different enough to warrant it's own category once again, the 6% glitchfest is miles different from conventional boss to boss approach.
I don't quite understand why you selectively compare it to the 6% run only. The 14% run is not miles different from the three other movies, which all avoid using the same glitch.
Larkin wrote:
I would have thought they'd find more interest in watching the games bosses being demolished as fast as possible in the way they remembered playing the game instead of watching minutes of the X-ray Scope.
That's exactly what the three other movies already do. Also, "I would have thought they'd find more interest in watching the items being collected in the way they remembered playing the game instead of watching the items being avoided."
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Yet another good SNES submission. Why the Japanese version?
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Heh, even though the correct sync settings were mentioned in the submission message, I still accidentally watched it with wrong settings, because I had been used to them being set automatically. Great run!
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OK, I'll try to give more feedback to help judging it. I wouldn't know what to do with it myself, even though my initial reaction was that it should be published. I have no clearly formulated arguments available, but here are some random thoughts from my wandering stream of consciousness: 1. The movie is significantly different than any of the other pinball movies. Compared to the others, High Speed is a bit more traditional pinball game and offers opportunities for cool "trick shots", especially when three balls are at the table simultaneously. The action itself might even be a bit more fast-paced than in the other pinball movies. 2. On the other hand, there are still many pinball games available that might produce a same type of movie, without the unnecessarily long cutscenes. However, all of them will not provide a sense of progress, like High Speed does with the sub-goals of completing the set of minigames (which are rather entertaining by the way). The game even congratulates the player for "beating the system", which gives the feeling of completeness to the movie. 3. Anyway, pinball games like this might be better suited for playaround type of movies, if there were enough funny things to do with the balls. I don't know really, since I haven't seen any such movies yet. 4. I watched it again now and the only thing that made me bored was the cutscenes. However, the author has shown extra effort to help the audience by providing a lua script to skip the cutscenes, so that should not be a serious problem. Besides, almost all games have some unskippable stuff, like Wario Land 4 with about 45 seconds of waiting between the levels, which was equally tedious. These games have probably much more than twice the average cutscenes. The effect is more profound due to the games being completed very effectively. High Speed was clearly not designed to be watched like this. I actually find it quite hilarious that the super cool cutscenes (which are designed to make playing the game more enjoyable) have the result that the game is more boring to watch as a TAS. 5. The movie offers what it is expected to offer: good pinball action. Pinball fans will likely enjoy it a lot regardless of the cutscenes. Most of the people will probably get bored at some point, though. 6. No big harm is done, if the movie gets rejected, unless the rejection discourages the skilled new author from making more movies in the future. I hope that helps even a bit.