Posts for Atma


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Experienced Forum User, Published Author, Former player
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GuanoBowl wrote:
Here ya go. v1.2 OoT Its an RAR format so.....there ya go. -link went here-
I would've thought that practically everyone knew rom linking was pretty much a bad thing to do. Guess not. In regards to the actual run, nice stuff, although you could've just swung your sword to keep the deku sticks, as a sword swing puts them away, even if they're on fire.
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from me, a yes vote gets this, as this game is rather evil when played on a console, and you completely and totally made it your servant :)
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The main thing that got me in that video is this: why the hell did allmost all ? blocks that gave coins give 2? Seems someone forgot their generic mario info.
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I give this one a yes vote for the stages that you didn't glitch through the entire thing in (ice climbing, water, autoscrollers), for some of the music, and that boss that duplicates your moves. The glitching got rather dull fast in my opinon, for a reason I can't really describe. Also, I dont know if its just me, but I noticed that in the autoscroller, whenever you did the left+right thing and jumped from one side to the other mysteriously, the game stopped horizontal movement for a very short duration, but long enough that I was able to notice it almost every time it happened. perhaps not using this during the autoscrollers might've saved a little bit more time?
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A .cfg would be infinitely more useful for this stuff I would agree. An unusual bug that just started happening to me today is this: any new movie I create isn't created in the same directory as snes9x if i specify no path, it's created on a completely different drive in a program folder (wtf?). I wonder if it'd be possible to hack the snes9x source some more to make it use a config file vs registry, it'd be a ton easier to work with I'd imagine.
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mike89 wrote:
Quick question: what's the point of switching to Heavy for the final boss?
at 32:45:45, before the final boss, I swap partners to allow for faster completion of the boss.
I believe Upthorn said that Heavy was more or less immortal, thus why he leaves it standing there sometimes and it gets hit with no visible effect on it, but damages the boss.
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This is a rather tough question. I have very little that I watch more than a few times. Rockman & Forte - GigaFrost Sonic The Hedgehog 1 - JXQ There are a few runs I'm anticipating, but I wont bother listing them out of laziness (none of my own, because the games cause me to hate them after TASing them).
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Saturn wrote:
Atma wrote:
do you think it'd be possible without the monotonous levelling sessions present in the one i saw?
No, it definitely is impossible to skip this leveling parts even if you get the Enbu Pike of Mu Island. However you could try to reduce the leveling up time to go through the game with a lower level.
I think the fair amount of levelling could well be reduced if you can lessen the damage in a timely manner (defending for the frame you would otherwise take the hit directly?) while otherwise being unletting of an assault on the enemy.
I'm really not sure if the Enbu Pike (althought it has awesome strenght) is worth to take (in a TAS at least) because it costs you around 1-2 minutes to get with long waiting animations and you can get it only late in the game where it would be useful only in later quests (from the Great Lake Caverns on).
Really? I always found it to be invaluable on that incredibly annoying boss in that dudes fortress, with 3 legs. i always did like 1 damage, and with the enbu pike i recall doing like 100+. I think the high output from it would be well worth the time spent getting it, but i guess the only way to find out is to test a battle with/without it and see how much it saves. Regardless of which way you look at it, bloody mary is still going to take a while, so maybe some spell rings might come in handy. the only one I recall actually having any sort of effect was the one that made a giant orb of light. So maybe 9 of those if plausible for a faster fight.
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do you think it'd be possible without the monotonous levelling sessions present in the one i saw? with the pike you get from Mu it could be (on the weird effect that the moment before you take a hit if you cant avoid it you change weapons to give the highest possible defense), since it sacrifices defense for damage output, which would be quite convenient, although you dont get it for arguably the worst boss in the game (DIE BLOODY MARY!).
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Warp wrote:
Yet there are people who walk to the south pole.
please do tell, when did these people get a mysterious power to walk on water?
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Hardly so, it was rather minimalistic. you could probably find the link in his sig, but i dont recall if he was actually going to tas it.
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saturn did a test run of this a while back, I think the final length was somewhere around the 4:30-4:40 mark, with only a few monotonous levelling sessions. I personally didn't get that much enjoyment out of watching it, but it was by no means badly done.
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but its a crappy game. Earthbound without Ness != Earthbound.
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YOUR RATE FOR AWESOMNESS IS 1337% yes vote.
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ledauphinbenoit wrote:
Looks really nice for a test run. I'll be excited to see the best ending when the full run is made.
Who said I was finished? :P I got an ending, if only the bad one just because I said i'd give anothergamer an update at around 1,000,000 frames and it happened to be close to it. here is the final thing. Final time of 5:35:13 (why would I say 'currently at xxx time if I was finished? :P).
It doesn't appear that the township tenants will be all that useful. This surprises me in a way because I thought that items the cook could make would make a significant advantage, but I guess not seeing as you got to end without them.
Indeed, i think if i get any tenants, it'll be daiye if he fits into one of the houses ia lready have since he sells fish, so i can make some wise balls.
At whale cape, after getting the whale bell, you can summon the whale by walking straight down to the beach and pressing A instead of exiting to the world map and pressing A. You might know that and have tested which was faster, but it was something I noticed.
nope, I didn't know that one :P Now since this is finished, whether or not I actually do a proper one I haven't decided. I personally think it would quite likely be the longest and more boring movie on the site, so I have my doubts on whether or not to actually pursue it. hence test.
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so, uh, hey, I'm done. currently about 4:53 or so (roughly 1,050,000 frames).
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ZubatIsConfused wrote:
There is a trick to save some more time on the first boss. When you suck his feet out, he'll wobble and fall. If you stay on the same side, it takes 4 wobbles (away, towards, away, towards and fall). If you walk to the other side, he'll only wobble 3 times before falling (away, towards, away and fall).
A bit late, since I finished that part a long while ago, but I'll see if I can incorporate that into the run somehow without too many desyncs that'll it'll almost certainly cause.
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Same for me, Ifrit battle desync. I like the usage of desperation attacks, as it not always using the same one (and even more so multiple in one battle!). You lose points though for not using Shadow when he's available though. Other than that though, looks great. Keep it up! Also, does kupan have a desperation attack?
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/*- wrote:
so it'd take at least 25 seconds within each battle for them to be able to pull one off.
hmm, that's a little bit of a downer, but hopefully that would mean we could see (at least) one (preference to a different one) more or less every boss battle.
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Highness wrote:
Actually I don't see the point in not using vanish/doom trick. It will just be pain probably to watch longer battles. It would be fine if it's not used against bosses. But against enemies it would be OK to use it just to make it quick. Since regular enemy battles aren't that fun to watch anyways. Well.. I'm not going to say too much because maby you've got an ace up your sleeve which makes it more interesting. But I'm very doubtful. Please prove me wrong. Either way it's grate to hear that someone is taking this game up again. All credits to you Erim, good luck!
Maybe always low health for continious desperation attacks? that'd be awesome to see. desperation attacks pwn.
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Graveworm wrote:
I had beaten JXQ's escape in January. (With 49.03, but remember Saturn had 48.99 even before that.) And it's possible to beat JXQ's "up to Ridley" part of Ceres station by at least 6 frames. Ceres station is lots of fun.
Out of curiosity, is that with or without the arm pumping (that you beat his time)?
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Fuzzmosis wrote:
Yeah, I figured that out, twas just a joke comment. Although as a weird side note, if crits are manipulatable, can he crit himself?
Yes. I did so in the very first battle against the beak, even. Mmy guess at your desync problem is that you're not using snes9x improvement, as this movie uses wip timing (which isn't selectable in snes9x 1.43 normal). Anyways, new wip. Currently about 3 and a half hours, and finishes up just after I finish cleaning out the queen.
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AngerFist wrote:
Its absolutely outragous that there is no rerecording emulator for Master System! Because, thats where allll the good Wonderboy, Alex kidd, Kenseiden, Mickey Mouse - Castle of Illusion, Slap Shot, R-Type, Teddy Boy (<--- very cute game!) and Psycho Fox games are :(
Somehow I'm offended that you didn't include neither Sonic the Hedgehog or Sonic the Hedgehog 2. Those are by far awesome games, if not a little unfair to the player at times. Anyways, in regards to the topic, I'll probably check this out a bit later.
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Sabikage wrote:
The torches on his way up the elevator, specifically. He has to move, attack, collect, and move back. As for the enemies bit, I'd have to have someone instruct me on how to identify the current frame and watch it so I could identify the specific occurances.
While I dont particularly care to watch it again right now, I'm fairly certain that was to regain enough mp to use manticore+giant bat, as manticore takes 1mp/2 frames, and giant bat takes 1 every 5 or so frames iirc. Also, those attacks, or lack thereof are for manipulative purposes. This game is rather picky on what forces the item/soul drop to change. I voted yes on this one, because despite the fact I still think normal mode would've been a better choice, this was definitely still impressive. Thinking about it though, I'd almost say the text tradeoff in terms of hard vs normal would almost make them a similar length (he encountered 5 conversations during the run), so the tradeoff for normal+no sram vs hard+sram would roughly equal out. normal+sram would of course be faster though.
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Danny wrote:
Did NTSC games run faster than PAL games on the NES too?
Not just NES, SNES, Genesis etc. up until current gen, running in 60Hz on a pal system wasn't even an option, in current gen its only an option in some games, and I'm not even sure if that's across all 3 systems.
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