Posts for Burning_Death

Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
That's right, "Y", the japanese guy has also reached his goal and broken the 3000 hits barrier for his high score run.... simply insane. Remember that you can find all the best SF64 videos, console and tool-assisted here: http://www.superplayers.de/other/StarFox64/ I would like to do a run or individual level runs on expert mode, but for now I am just too lazy to play through all 15 planets in normal mode first on mupen to unlock the expert mode ;) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Hey Mahrla, you finally registered here ;) . Yes, it's his DKR run which is in the queue at SDA. Well, I would really like to do a speedrun of Blast Corps myself, or maybe just individual level runs with all the glitches and hard tricks and so. This game would make a very entertaining TAS, so I hope that Hacktarux can fix the emulation problem in the near future.
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Nice to hear that you resume your high score run :). Btw. I am currently doing some Star Fox 64 tool-assisted speedrunning and a low score run just for fun. Oh, I've done a nice Excel table just for fun of all 25 possible routes and their max. high score for each planet (3 tables: usa, europe only / japan only / worldwide combined). Tool-Assisted scores are not included right now! To prevent confusion: I calculated 40 hits for the SX -> SZ route and 20 hits for the ZO -> SZ route off from the current record. Simply because there are no high scores for this routes, just round about. Here's the link: http://www.superplayers.de/other/sf64/sf64_highscores.xls
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
That's right! This game is, unlike the NES version, very slow and can't be speed up at all. I am just playing through the game, it's a good and relaxing game to play but boring to watch a TAS I think.
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
AngerFist wrote:
From save-state but that shouldnt matter. The plugins Im using are: Video Plugin: glN64 v0.4.1 Input Plugin: Jabo's DirectInput7 1.6 Sound Plugin: Jabo's DirectSound 1.6 RSP Plugin: RSP emulation Plugin Raw data not enabled.
Same settings than me but I got the same desynch as AKA, grabbing a ledge after bombing Dodongo's entrance...
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Watch Kazooie's deku tree run, he performs the endless sword glitch by opening a chest: http://www.youtube.com/watch?v=uEdi7iqFi6k
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Yes, it's a shame that no predefined saves are allowed für N64 games, since they are a bit larger than NES/SNES games there should be change in the rules for N64 games where you can only enable a harder difficulty or other characters/tracks/... after 1 or more playthroughs. I think there would be more N64 runs by this time if we are allowed to use a predefined save :/ . At least I would have submited 3-4 racing games too.
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Another example by me :D : The yellow coins in Super Mario 64 vs the mumbo token in Banjo Kazooie. They are both needed until a certain amount, and there is no way of knowing how much are exactly in the game if you don't know about it or try to get all yourself. And why doesn't FODA collect all yellow coins for his 100% 120 stars run and just activates all 3 cap swtiches (similair to the 3 cheato books in BK)? It would be all fun to watch getting EVERYTHING but pointless for a 100% definition/run I would say.
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I say a 100% TAS should be counted as: 100 Jiggies 900 Notes 24 Honeycombs 3 Cheato Books The first 3 things are obvious by now I think and 3 Cheato books because it is an upgrade. For example: Super Metroid 100% TAS, where you need to get all missile containers to get the 100% ending :) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I haven't read all posts yet nor download the plugin but is it also possible to program a button to be pressed every second/third/... frame, an auto-fire option?
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I've played some 1080° recently and calculated the perfect score for Air Make, here it is: http://www.superplayers.de/danielviebrock/1080°Snowboarding/1080°_snowboarding_-_air_make_-_103507.avi :) It's possible to pull off this combo on a real console too, because the WR is 103250pts. 250pts + 200pts tricks at the end instead of 2x 250pts tricks, I guess. You wouldn't risk the extended Indy Nosebone at the end on a real console, though ;) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
If you want to compare your times, there is a thread at gamefaqs.com: Official Time Trials Topic: Worlds 1, 2, and 3: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=920787&topic=28226878
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Torrents for such a popular TAS game should be never down or 2kb/s slow, there must be something wrong with your TorrentClient settings I guess. If you still have trouble getting the AVI's, just use these mirrors for Mega Man 2, 5 and 6: http://www.archive.org/download/rockman2-tas-morimoto_and_finalfighter/rockman2-timeattack-morimoto_and_finalfighter.avi (Mega Man 2) http://www.archive.org/download/megaman5-tas-baxter/megaman5-tas-baxter.avi (Mega Man 5) http://www.yuko2ch.net/rockman/megaman6-tas-angerfist&adelikat.avi (Mega Man 6)
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Just wanna say that I don't have any problems with the movie. It plays correct until haunted wastelands. I've used v1.0 with raw data checked. The movement looks smoother now, keep it up like this ;) !
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Yes, it does desynch for me at the door before the first tower. The door does not open and you keep shooting the door. I've also tried different settings but it always desynch at this point, with RAW data turned on it desynched right at the first enemy because you doesn't hit him. Hm, I don't know what could be the solution for this desynch...
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
You can't enter the door at the bottom of Cool Cool Mountain, pwned ;). But yes, it would be possible to crawl all the way back to the top I guess. For the very hard CC-less star in Jolly Roger Bay you can also reach the platform if you double-longjump from the ship at his highest point. It's a bit easier than the mylestyle (Myles Bukrim found the method which FODA also uses in his run, same goes for the latest 114th star in WF). I don't think that would make an entertaining run after the 120 star run gets published. Most of the run would be the same except dodging some coins, getting stars a bit slower with maybe 3-4 new tricks like how to reach the island in BBB CC-less, the chuckya glitch or how to get the pyramid puzzle star without touching the coins... well you could find single videos for these little tricks at youtube.com for example. It's a funny challenge to do but not for a TAS :) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I just tested the 'new kid menu' glitch for the NES version, it doesn't work :/ . You can't move or do anything while in the new kid menu.
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I am proud to be the first non-american on that map ;) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Current status: Level 01-50 re-done :). I improved about 5-6 levels by some frames to 2 seconds. YES, I've also got the chance to add a glitch to save time, keep level 45 in your mind ;) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Hi, there is an english FAQ with solutions for every puzzle over here: http://www.gamefaqs.com/computer/doswin/game/918504.html I just watched into your zsnes movies, guess I have the wrong version (1.42 or 1.36 doesn't work) because it desynched after a while for me :( . What version have you used to record your runs? Hm I have to test the european version because the timer runs 20% faster than realtime/EU version in the NTSC version. Hm, looks like this game was orginally programmed for europe only?
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I would like to see an UMK3 run, there are lots of funny glitches and combos to do. You guys know this site allready?: http://darktemplarz.com/combovids.php There are a lot of useful UMK3 combo/glitches videos and one MKII video as well (MKII - Deconstructed).
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
Thanks, cool site :) . I've noticed that level 98 is also 1 field (to place dominoes) bigger in the DOS version and has another starting position (the platform above the trigger). Catching tumbling tumblers again...hehe you will be surprised how I've used this trick in another level too ;) . Sorry but I haven't started the final TAS yet, tomorrow I will :) .
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
That was done before on a console and captured on video too :) : http://www.angelfire.com/linux/hue21692/smk.html
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Experienced Forum User, Published Author, Former player
Joined: 7/16/2004
Posts: 108
Location: Germany, Bremen
I have some very good news for all Pushover fans out there :D! I've started working again at this TAS after a one year break. That's not all, because I've just finished planning the fastest solution for level 100, the last level. I've spend A LOT of time for the last levels because they are very complex, long and ..of course.. with a dozen different solution possibilities. For example level 96 has driven me crazy, after 5 hours I am still not 100% sure if it can't go a second faster. Tomorrow I'll start to record the game from reset and try to save some more frames that LLCoolDave has lost in some levels. I've estimated a final time between 84-85min.
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