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BigBoct
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A few more ideas while I'm stewing in boredom at work. Various people have suggested we try Gradius again at various points. I would also like to see it tried again. I'd also like to see the 4-CPU Monopoly run if it can be made to sync.
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BigBoct
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Patashu wrote:
any% is also arbitrary in games with multiple endings. For example: Symphony of the Night has multiple endings, and all of them play the credits. Defeating Richter, getting to the second Castle and defeating Dracula, defeating Dracula with some extra requirements (Like high map completion). Despite all of these 'beating the game', the 2nd ending is what any% is required to beat.
In the case of SOTN, I think playing the Inverted Castle as part of "any% NMG" makes the most sense because all of the endings play the same credits, and as far as I'm aware stopping at Richter doesn't make any appreciable difference to routing, so "Richter 1st Castle" runs would basically just be the same thing as the first part of a run playing the Inverted Castle too.
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Regarding the LEDs for the extra bits, I don't think having them share a color with the face buttons (the A button specifically) is a good idea because then if someone's doing ACE how can you tell if the A button is being pressed or the unused bit?
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I don't know that I like the thought of leaving a key pressed after "end of input." Is that a standard thing in DOS movies?
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I agree that this mode of Stadium is more a strategy game, but I also agree that "Heavy Luck Manipulation" is a fitting tag, because isn't every attack used a one-hit KO attack with about a 33% chance of working?
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Something to be aware of. When judging a movie, the judges look specifically at the improvement in the gameplay. Omitting lag frames by turning off the music is not "improving the gameplay" and thus would be discounted when judging the v2 run, no matter how much time it saves. EDIT: A comparable situation is text speed in (J) rom vs. (U) rom. Faster text in (J) due to Japanese being a more compact language would also not be a gameplay improvement. I don't remember your v1 run, so I don't know how much the music adds to the entertainment value. At the end of the day, it's your call.
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I wish I could say I was looking forward to the final product, but unfortunately the UFO Glitch™ just bores me. Mad props though for as much time as you've saved.
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Based on the comments, "Heihachi can't hit someone laying down and not moving" has happened before, but damned if I can remember where. Anyone feel like cluing me in? Also, was there much luck manipulation required before ending input to find a Heihachi pattern that failed to inflict sufficient damage?
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I tend to not play more recent games as a function of not being able to afford current hardware. Right now I'm working my way through Fallout 3 on PC (ported to New Vegas's version of Gamebryo with A Tale of Two Wastelands) and also playing Deus Ex: Revision. Both of those games allow a large degree of freedom in how you play, which is something important to me in a video game, and it has been even since Super Metroid taught me about the concept of "sequence-breaking." That was also what drew me to Mass Effect back in 2009, and despite the sequels becoming progressively more linear, the first game sowed the seeds that kept me hooked for the whole trilogy.
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You are welcome to use any emulator you want to make movies, and share those movies on the forums. Emulators only need to be approved by the process Mothrayas mentioned for submitting publication candidates to the Workbench, and (I think) for using TASVideos Userfiles to upload ones you don't want to submit but would like to share.
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Something I'm curious about. If you had bet all 16 Keno numbers and hit all of them, how much would that have won you? I feel like making that miracle happen would be even more impressive from a luck manipulation standpoint.
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Awesome watch, easy Yes vote. ...or it would have been if I wasn't a born-and-bred Clevelander. GO CAVS!
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scrimpeh wrote:
...I don't know the low% route well enough to understand the exact missile and health requirements the run has.
As far as ammunition, you need a total of 18 projectiles to fully break Mother Brain 1's glass case, and then I think she has 6000 health, so once the glass is at least opened, enough of your missiles/Supers need to hit her directly to drop that to 0 by the time the glass breaks. For energy, Mother Brain 2's Rainbow Beam does 300 damage, and there is no way to pause during it to manually trip your reserve tanks, so you need at least 1 energy tank, and then any combination of 2 more energy tanks / 2 reserve tanks. Both of these apply to all categories.
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scrimpeh wrote:
I don't understand the exact situation or what has happened to the game as of late. Can someone give me the cliff notes, please?
A glitch has been found which allows you to underflow your ammo count from 0 to a very large number. Lots of disagreement about whether it should be used in low% runs that collect the proper items to do so.
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I see this issue in a very similar light, Invariel. To a casual viewer, ammo underflow will be impressive because it removes the runners' need to manipulate ammo drops, and it speeds up the rest of the game because you can just spam Supers. But to a TASer, it's probably going to be boring to them for the exact same reasons. So it comes down to whether we want to cater more to the community, or the Internet/public as a whole. When it comes to TAS production, I'm a dilettante at best, but I've watched enough that I can usually tell when a TAS is making the RNG work in its favor. I love being able to spot it, and for me it's one of the biggest draws toward watching low% runs of any given game. Take that away, and those movies bore me.
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Here's my thing with the ammo under/overflow glitch: It makes the rest of the game trivial. If your ammo is an arbitrarily large number with no chance of depleting it, then you use that ammo for the rest of the game for all possible purposes. To me, that's boring. It also removes a large chunk of luck manipulation and ammo management, which to me is also boring.
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Here's my take on this debate. TASVideos, first and foremost, is a repository of tool-assisted speedruns. We have The Vault™ for any% and 100% runs that are speed records, but not particularly entertaining; we have the Moon Tier™ for most everything else, including esoteric goals; and we have the Star Tier™ for the elite of the elite. As far as Super Metroid getting preferential treatment in terms of categories allowed, I do agree that it has happened. I never minded, but I've loved SM since I first played it around '95, so I'm biased. Samsara has had harsh words, no denying that, but I acknowledge that sometimes being blunt is the best way to get your point across. Something I have said repeatedly with regard to branches and routing is that if a given route or branch provides a distinct viewing experience from other routes/branches, it is worth publishing. I have to admit, though, that my tolerance in this respect is strained by the idea of 4 or 5 13% Super Metroid runs. My view is not as harsh as Samsara's; what I would personally like to see is the fastest 13% routed to avoid underflow, and any% routed to exploit it. Also, I'm fairly sure it should be called "underflow," as the numbers go below 0 and jump to a very high number, similar to horizontal zipping off the left edge of the screen and appearing on the far right of the level in the Sonic games, which has always been called "horizontal underflow." "Overflow" would be when the number goes too high and drops to 0 or goes negative, such as when you kill the Lavos Core with an Elixir as in [1285] SNES Chrono Trigger "save glitch" by inichi in 21:23.98. EDIT: Something else I will say is that the underflow glitch bores me personally, but I'm very familiar with Super Metroid; it would most likely elicit a much better response from a casual viewer.
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I don't know that I agree with Samsara on only having one low% run, but I definitely think it should be the no-underflow if that's the direction the site goes in. The underflow route removes all ammo management after the underflow (and with it a huge chunk of luck manipulation) and I would think that it boils bosses down to "spam Super Missiles," both of which make it less entertaining (for me, anyway.)
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I was surprised how much I liked this. I would personally liken it to [2593] Genesis Sonic 3 & Knuckles "Knuckles, ring attack" by TheYogWog in 1:14:55.91 insofar as you do things and go places you normally wouldn't. Enthusiastic Yes Vote.
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I did indeed find a mirror of v1.3 at http://hyper-princess-pitch.en.uptodown.com/ and I have also synced it on Windows 7 x64. Oddly, I can't get the movie to play properly on my Windows 7 x86 machine.
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After a bit of discussion with dwangoAC on IRC, I am nominating [2529] Windows Hyper Princess Pitch "Reallyjoel's Mom difficulty, best ending" by Tseralith in 15:40.48 to be shown at AGDQ 2017. I feel like it's a good candidate on the ground that the ReallyJoel's Mom difficulty is completely impossible under unassisted conditions. Currently poking around for a mirror of the v1.3 Tseralith used for the run; will update this post once I find one and then again if I can sync it on W7.
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Back when I was trying to sell dwangoAC on pitching the "20 Trinkets in No Death Mode" run for Summer Games Done Quick, I was unable to get VVVVVV 2.2 to run via Hourglass. The process VVVVVV.exe appeared in the Task Manager, but the game window never popped up. To be fair though, I was testing on Windows 7 (both x86 and x64.)
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What exactly makes the bosses easier in the (J) version? If you're intending to submit the run once you finish, specifics on that will be helpful for the judge. If the differences result in significantly different fights on (J) compared to (U), that might make both worth publishing. Additionally, do be aware that the "faster text" from using the (J) version is not considered to be an "improvement" by TASVideos standards.
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Lord Tom wrote:
FractalFusion wrote:
Now that I got around to watching, this TAS was merely "OK" for me. I wish it wasn't possible to skip so much.
The various ways the skips are accomplished were a big part of the fun for me, but I can see the appeal of a 'no game-breaking glitches' type run for this title. If there were enough interest, I might do something like that.
I would definitely watch such a run.
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Additionally, if memory serves, the glitch that allows access to the item-box cloud is usually disallowed in any% runs here because it's an "arbitrary code execution" exploit, and if you're going to do that you may as well just jump to the credits, as [2926] SNES Super Mario World "game end glitch" by BrunoVisnadi, Amaraticando, Masterjun in 00:41.81 does. For an exception to be made, it would help for your movie to show something different from the currently published any% warps run while still beating all known records for the "any% cloud" category.
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