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BigBoct
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While initially I agreed with the TC, having thought about it, I think sgrunt's right; the audience of a given TAS will generally be familiar with the game anyway. For those who are not, watching a longplay or reading/watching a Let's Play would do them better.
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BigBoct
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Started doing some test SMVs of my own; here's Stage 1 with Atomic. http://dehacked.2y.net/microstorage.php/info/923861241/boct1584%20-%20SuperEDF%20Hard%20-%20Stage%201%20Atomic%20Test.smv I get fewer kills than you did because the mid-boss's second part inexplicably took way too long, resulting in some of the enemies not spawning.
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BigBoct
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Definite yes vote. I'm impressed with how well you were able to manipulate the RNG, considering how non-volatile it is. (Is that the right way to put it?)
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BigBoct
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I've recently been reading Stephen King's 7-book series The Dark Tower, and am currently about an hour or two from finishing the fifth book, Wolves of the Calla. So far, the series is very good. I'm also an avid manga (Japanese comic) reader; though the only series I'm following is Sakae Esuno's Future Diary, which is about a war of sorts between twelve people whose diaries can predict different aspects of the future.
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BigBoct
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Glad to hear you've completed this one. I'd say include the extra battle in a supplementary GMV.
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BigBoct
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IMO, this is in the same vein as the Phantasy Star II run Zareon did some years ago but never submitted; very good technically, but not entertaining at all. No vote.
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BigBoct
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Maybe even a Sand Worm encounter or two would be enough to get him Nafoi; are they vulnerable to Diem? I've never tried it on account of never encountering any in my most recent playthrough (aside from The Ranch Owner at which point Rune didn't have Diem) and also not being able to get Infantworms or Mini Worms (I don't remember which does it) to turn into one.
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BigBoct
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I forget, does Rune have Nafoi by that point? If not, you could fight an encounter or two at the Vahal Fort to get it for him.
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I believe there's been some people to do it, but there's no TAS of it.
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Post subject: Re: Redoing R-Type
BigBoct
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dave_dfwm wrote:
Anyway, after winning the game in Hard mode, you can keep missile upgrades (I don't pick up missiles in the current TAS anyway), and you can keep speed upgrades. You cannot keep your force pod or bits. Thus, you could start PRO mode and play a bit faster in the first couple of levels, perhaps increasing the entertainment value at the beginning of the movie.
There is a precedent for this (Specifically, TheAxeMan's NES Metal Storm run; the run starts from a password to skip to the second quest, and also starts with the fireball weapon) but I disagree with it, on the grounds that I think anything you use in a TAS should be gotten in that TAS, not in the setup.
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Kriole and NameSpoofer have both finished RBO runs, with NameSpoofer's the faster of the two. They're both in this thread somewhere, but I don't remember where.
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You need to download the savestate at http://www.mediafire.com/file/ytizfewmiuw/marzojr-hypersonic+tails-sonic3k-gens11a.7z, extract it to your Gens folder, and choose it from the savestate dialog box in the Movie Play dialog box.
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My vote is for Megaman 2 as well, with the glitched Chrono Trigger being runner-up.
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Another possible improvement if you go with Raja: You could take Demi for long enough to unequip her SonicBustr and give it to Wren. It would be a 40-point or so improvement to his attack power.
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:( Couldn't even watch five minutes of it before Mupen became unacceptably slow, so I'm waiting on an encode.
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BigBoct
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TASVideos Megatokyo (Webcomic) Nuklear Power (Home of the 8-Bit Theater webcomic) Bemanistyle (Rhythm gaming fansite) GameFAQs (Obvious) Three Panel Soul (Three-panel webcomic from the creators of MacHall.) AnimeSuki (BitTorrent link compilation site for anime that is not licensed outside of Japan)
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BigBoct
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I was doing some testing of my own a few nights ago with the Photon; you can definitely 100% Stage 3 with it, though I was mostly using the charge field as a battering ram, instead of firing it. I also found that fighting the miniboss with it, you can hit him with the charge field and block his dual machine gun shots with your gunpods if you position yourself perfectly. I wasn't able to manage to block a whole volley as he moved, though, but I wasn't really tool-assisting.
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I'll attempt to watch this tonight, but given how slow Mupen64 ran for me in the second half Sami's Banjo-Kazooie run, I'm not optimistic.
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marzojr wrote:
Now a teaser: early tries show that Launch Base 2 can be brought down to 0:45::23 and possibly slightly less. I'll leave you to try to puzzle out how until I finish the intervening 6 levels :-)
I'm going to guess either by horizontal underflow (which would involve a death to eliminate the X-position lock from the Act 1 boss,) or some generic zipping.
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I had been considering running this game, but still haven't completely adjusted to SNES9X's lack of an analog to ZSNES's Rewind button. Anyway, I watched your WIP through the end of Stage 1. It doesn't look bad, but some suggestions: 1. Until your weapons are at least level 3, use the S. Laser. It'll make it easier to kill every enemy, which will then be a second 100,000 point bonus at the end of the stage, which should get you level 3 by the end of Stage 1 / beginning of Stage 2. 2. Don't be afraid to use different formations for your gunpods/Options; they're invincible, so you can use them as battering rams. 3. Regarding #1, killing every enemy (or as many as you possibly can; watching Stage 4, it looks like the blitz of enemies around frame 51500 is too intense for you to get all of them) is generally considered mandatory for an autoscrolling shooter, unless you're doing a playaround (like adelikat's Gradius run.) 4. You don't necessarily have to kill enemies as soon as they appear on-screen; let them fire occasionally so you can dodge around their shots, which will help the entertainment value, which is important in an autoscroller, as you can't really aim for fastest time. 5. You might also consider using the Atomic weapon. If memory serves, it can destroy enemy shots. EDIT: Finished watching. 6. I just remembered, while charging the Photon, you can block shots with the charge field. It takes a while to charge up, but it does very good damage. 7. Why not use a different weapon in every stage? IMO, the variety will also help the entertainment value. (See 4.) 8. Miss as few shots as you can. The fewer you miss, the more "professional" it looks. 9. I think I saw you take damage in Stage 5 and Stage 6; you should avoid this unless it would directly save time, or you have no way not to; otherwise, it looks sloppy.
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BigBoct
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Relatively easy way to level (if you need to) occurred to me when I was screwing around in The Edge last night. Encounter single enemies while you're on your way to The Profound Darkness, and luck-manipulate so Elsydeon's insta-kill kicks in on all of tem.
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BigBoct
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Okay, my thoughts. 1. For a 4-megabit game, it's mediocre at best. The music is earbleedingly painful, and looking at it for too long hurt my eyes. (Though that could just be due to me trying not to blink.) 2. Mario seems rather slow (at least compared to Sonic) most of the time. This is obviously to do with how the game was programmed. 3. Maybe I just wasn't paying enough attention, but I didn't see any spots that looked overly sloppy. You pretty clearly know what you're doing, but the game itself just doesn't look that good. Weak yes.
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Okay, watched the full runs of VIP1 and VIP2, both of which were awesome. One thing I'm not clear on: While using a P-Balloon, how do you get into a wall without dying? Every time I've tried it in SMW or TSRPR, I die immediately upon entering the wall. EDIT: You can get the MD5 with NSRT.
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I laughed like a maniac at the fourth wall break in the subtitles. Beyond that, it looked very good. Yes vote.
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BigBoct
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v17 crashes when you try to start it if it was in fullscreen mode when you closed it. The only solution I've found is to delete the .cfg file. Just throwing this out there in case another revision is done.
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