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BigBoct
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I think Radiant Silvergun would be a good TAS because of the challenge which would arise from trying to chain through the whole game. (Explanation: RS has three colors of enemy; red, blue, and yellow. Killing enemies of the same color consecutively rewards you with score bonuses, which get progressively larger the longer you hold the chain.)
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BigBoct
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There are some that'd make for fantastic TAS's. The ones that come to mind quickest are Ikaruga, Radiant Silvergun, any of the Strikers 1945 games, and any of the Raiden Fighters games. As for Touhou...though they'd be great TAS's, I have no idea how you'd implement input recording/playback and all that good stuff into a Windows game.
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BigBoct
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I was aware of that, actually; that's the reason for the reference.
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BigBoct
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That was fantastic. Lots of spots where I wondered if the movie was desyncing cause of the crazy stuff you were doing. I haven't seen flying that whacked out since the Area 88 anime. Major yes vote. I have one minor gripe, though; personally, I wouldn't call this a 100% kills run, not because you skipped two stages, but because on the forest stage and Project 4 HQ bosses, you didn't take out all of the components. But of course that's just my opinion.
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BigBoct
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Update: I did a second run through Stage 1 with Jason, ending at 15724. Then, I decided to try fighting the boss normally instead of using the repeated jumpkick-to-backflip. Doing that, Kimberly ended at 14513, and Jason (2nd run) at 14953. May need to put it on hiatus, unfortunately; my laptop's power converter is giving out and I have no idea how much longer it'll last.
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BigBoct
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Update: I'm not so sure of Kimberly anymore. It turns out that at the point where the character runs off-screen for the boss transition, I was only 540 frames ahead of where I was with my Jason run (about 300 at the morph point), and most of that is probably due to optimizations I made with Kimberly that I saw in Deadstick's SDA movie. Furthermore, I think Kimberly's jumpkick actually does somewhat less damage than Jason's; I used the same strategy with her as I did with Jason for the Stage 1 boss (repeated jumpkick-to-backflip, occasional jump-slash to aid repositioning), and I ended up almost 1,000 frames BEHIND my Jason run (at the moment the character poses for beam-out.) I'll do another run through Stage 1 with Jason tommorrow, and if I can achieve similar results (framecount-wise) to my Kimberly run, then I'll stick with him for the whole thing. I also plan to see if I can get faster results on the boss by comboing him. Last: I'm just about convinced that the 4-hit combo is the fastest takedown for Putties, UNLESS you've needed to hit them before starting the combo (i.e. to get them positioned for a multi-takedown.)
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BigBoct
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Nothing much that hasn't already been noted here; I think my most significant find was the jumpkick-to-backflip. I've only watched Deadstick's run to Stage 2 so far, but what I've seen was very informative...a few tricks I didn't know about, (Putties on the truck being the biggie), and after timing a partial Stage 1 run with Kimberly (to the morph point) I think he's right about her having the fastest run speed; I reached the morph point in at least 600 fewer frames than with Jason. (Though that could just be me doing things better.) When I get home, I've got a couple things I'll be doing. First, frame-checking to see just what the fastest way to kill the stronger Putties is. Second, timing if it's faster to use Kimberly's bow to kill weaker Putties, or if the jumpkick-to-backflip will work better. Lastly, a question to NekoMan: What were your frame counts when you cleared Stages 1 and 2? For Stage 1 (as mentioned earlier), I was at 16,000, and Stage 2 would have been around 36,000 if I had figured out how to keep it from desyncing. (Both of those were with Jason.)
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BigBoct
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JRL_ wrote:
Did you watch Deadstick's console run? http://speeddemosarchive.com/PowerRangersSNES.html
Haven't yet because I've been (VERY) short on drive space since reinstalling Diablo II. Picking it up now. I don't quite see how that's going to help, though. EDIT: I stand thoroughly corrected. Looks like all those optimizations I was going to wait on need to be moved to the forefront.
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BigBoct
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Update: My run is up to the Stage 2 boss without desyncing, but he's giving me a huge amount of trouble. So far, I've beaten him five times and every time I've watched my run back to there, it desyncs almost immediately because he appears somewhere different from when I recorded it. Anyone know something I can do about this?
The rules page says 1.42, but I'm not sure if that's because of 1.51 incompatibilities or a non-updated rules page.
Presumably the latter...1.42 doesn't have frame-advance or rerecord support, so I imagine using it for TASing would be an exercise in futility.
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BigBoct
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My guess is that you should have backed up the ZMV file too.
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BigBoct
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1.87 is the latest, right? I check the thread at GF regularly (you'll know me there as Boct1584) and that's the most recent one I've seen.
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Post subject: Super Metroid: Dependence (HACK)
BigBoct
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Yet another SM hack, by Bloody Excrement from GameFAQs. http://www.freewebs.com/blacktelomeres/Super_Metroid_Dependence_v187.rar (IPS patch only) I've played and beaten it, and I think he did a great job making it. It really caputres the nonlinearity that was the hallmark of the original Super Metroid. Discussion topic at GameFAQs for anyone interested: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=588741&topic=33877002
EDIT on 08/07/2015
https://www.mediafire.com/?d8cz2gzax2g9816 - Link to IPS patch for v2.00, according to filename. I can't find the readme for it.
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I'm doing a TAS of this (my first, actually) and I've got a couple observations. 1. Jump-kicking the weaker Putties definitely seems quicker, but when you're not in Ranger form, the hit causes some loss of momentum, so it's best to hit as late in the jump as possible 2. When you ARE in Ranger form, you can hold back when jump-kicking and you'll backflip off the enemy when you hit. This is a tremendous time-saver, especially when there are enemies coming from both sides. I also use this to smash the Stage 1 boss's face in instead of repeatedly positioning to combo him. (Except for his final form, because a combo is all it takes to finish him.) (I finished that stage at about 16,000 frames.) 3a. I'm not quite sure how to manipulate luck to get the Stage 2 boss to appear where you want him to. I'm about 80% sure it's to do with where you're standing and what direction you're facing, though. 3b. Once he starts flickering around the screen, it is indeed a good idea to Bomb him. He flickers 23 times before becoming solid, and the bomb will go off perfectly if you fire it the 6th time. It does take a few more attacks before it'll kill him, though. Here's what I have so far. Some critique would be nice. http://fast.filespace.org/Keita-chan/Mighty_Morphin_Power_Rangers__U_.zmv Yes, I know SNES9X is the emu of choice here, but I cannot stand it. I used ZSNES 1.51 for this. (The movie desyncs sometime in Stage 2, don't quite remember where, only that it was before the boss. I think this is related to use of rewind and state-load.)
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BigBoct
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You can also reach the username/password area by taking the "Gate of Air" back to 1-1 where the death is in Genisto's movie as Super or Fire Mario, then doing the aforementioned brute-forcing your way through the Goombas. Also, in Loop 1 as Small Mario, you can just wait for the Spiny to zoom by, then drop in behind it and take the pipe back to the beginning. This also resets the coin boxes; I picked up a full 49 coins doing this, before deciding the timer was running too low. As to the video: Very nicely done. I'm a tad bit confused at some points, mostly where Genisto walks through blocks as if they weren't there without (apparently) doing anything special. As to the hack: Also nicely done. Really showcases what can be done with the SMB1 engine.
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BigBoct
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...wow. Freakin' incredible. A quick question: How does encountering the L16 Meowth set up catching Mew?
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BigBoct
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This is a terrific run. I've been playing this game on and off ever since I discovered emulation back in '98, and I didn't know you could do half of the crazy stuff you do. And one player/two characters is always impressive.
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BigBoct
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(lol first post) Very impressive run from what I've managed to see, but I'm having a lot of trouble downloading it via BitTorrent. Could you upload it to Rapidshare, please? As to your question: I don't think it should be considered as a 100% run since you didn't collect Zero's parts.
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