Posts for Cardboard


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Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I can have an encode up and running in a few hours (Will probably be done when I wake up tomorrow), if I find someplace to upload it to. My dropbox is kinda out of the question as it commits suicide when there's too heavy traffic, and I'm not gonna bother to register at some site for this to work. Yes, lazy. EDIT: Give me 3 more hours with this. By 3, I probably mean 4.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
adelikat wrote:
It started off fairly tame, but as more balls entered the picture it sure got a lot more entertaining.
And now there are two genres of motion pictures that adelikat has used that description for! /me ducks
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
AKA wrote:
An unfourtunate yes vote for me.
How is your yes-vote unfortunate? Because you wanted to vote no on a run made by adelikat, but it was too entertaining so you had to vote yes? The word "unfortunate" feels very misplaced here... And no, I don't buy that explanation you had in your post.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
This was good enough to warrant a yes-vote. The action was solid throughout, and even though the game lacked "LOL-moments" (except for maybe the "WHITE T-SHIRT"-commercials), and this is what we need on this site.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
That is very much awesome :) Thanks a lot!
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
We fire a lot of shots which sometimes miss their target for the sole reason that a lot of shots on the screen can prevent enemies from spawning, which is really, really, really helpful in this cruelty of a game.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Did I enjoy it? Not in this lifetime. Does it bring less evil to the site? Yes. What do I vote? Yes. And yes, I find voting on accepted runs hilarious. Har, har, har.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Man, you are kicking some ass with this game :o Keep it up.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Much better than the previous run. Still not good enough to be published. Awful game not making for a particulary entertaining TAS. If you like a TAS with repetetive music, go for Back To The Future. That game should have as much novelty as this one. Voting no.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
jprofit22 wrote:
Cardboard wrote:
I didn't really like the run, like I do with most LoZ-runs it seems, but it was very well executed, and I enjoyed the concept, so yeah, I'm all for this. Yes-vote.
Out of curiosity I was wondering if you'd be willing to elaborate on why you didn't like the run.
Overall the game is kinda slow-paced, the screen transitions takes way too long time (And a lot of the run is just screen transitions, glitched or not) and for the love of all holy rocks in the universe, that almost-dead sound could make Elvis spring to life. It's not the run I dislike. It's the game as TASing material.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I didn't really like the run, like I do with most LoZ-runs it seems, but it was very well executed, and I enjoyed the concept, so yeah, I'm all for this. Yes-vote.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
C0DE RED wrote:
When you said "swordless", I thought you were going to beat the whole game where you completely ignored obtaining the sword. I foolishly believed that. I stopped watching the run after you beated all 8 castles, heading into Ganon's lair. [N]
Submission Text wrote:
This is technically not a "swordless" run for the obvious reason that you have to collect one of the three swords in order to hit Ganon and complete the game.
Knowledge is power.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Warp wrote:
Lord Tom wrote:
Warp: A max of 4 rollers can be onscreen at a time from that spawn location. But an item counts as a roller until it is collected, so a max of 3 rollers can be spawned while an item is onscreen.
I don't know if I'm just being obtuse, but I don't really get it. There is only one roller at a time on screen. Or do you mean that the run is actually spawning 4 rollers at the same time, all one on top the others, making it look like there is only one? (Which, in fact, would be rather cool...)
That would be perfectly correct, sir. There are 4 Rollers overlapping each other when I'm killing them. 4 seem to be the maximum amount which can be spawned as well.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Warp wrote:
Cardboard wrote:
Warp wrote:
When killing the rolling monsters, why do you wait for the stars and bottles to appear to take them, before respawning a new rolling monster? Why not respawn the rolling monster first and then take the star/bottle?
If I'd do that, one less enemy would spawn for me, making me lose time in the long run.
Could you explain in more detail how/why that happens? (I want to understand it fully before I vote.)
Like Lord Tom said, the star which spawns from a dead enemy occupies that enemy's place in the memory, therefore making one less enemy spawn, and that would mean that I'd have to kill a full set of Rollers again to be able to kill Ligar with this TONE that I estimated to be the fastest. Lord Tom: It would not have been, I tried doing that and there was no luck. As long as the enemies are overlaping each other, lag is reduced enough to make it worthwhile. I dunno about the E-ROM though. I haven't made any comparasions.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Warp wrote:
When killing the rolling monsters, why do you wait for the stars and bottles to appear to take them, before respawning a new rolling monster? Why not respawn the rolling monster first and then take the star/bottle?
If I'd do that, one less enemy would spawn for me, making me lose time in the long run.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Lord Tom: Do you think there is any hope to be able to pull off the overworld glitching on the U-ROM? Since battling is faster, wouldn't that make the U-ROM faster for any%? DrJones: As stated in the submission text, jumping is faster than walking in the U-ROM, but not in the E-ROM
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Lord Tom wrote:
On screen 2, isn't it slower to drop straight down to the door, instead of dropping off the earlier ledge and pressing right while descending?
I tried it, but only got away slower than if I had done like you did in your TASes :( I am either doing something wrong, or just suck.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
mklip2001 wrote:
Couple questions though: 1) Why does the any% run use PAL, if the jumping height makes the (U) version better for 0%? I recall Lord Tom's submission comments said something about getting a bunch of lag with the ammolums, but I didn't really see any lag from them in this run.
Hi! This is an interesting question. The rolling thingies do indeed cause lag, but not enough to make up for Ligar. In the current situation, I have to hit him 76 times, making for at least 38 jumps. In both Rygar PAL and NTSC, a jump is 60 Hz, but in PAL, that's more seconds than in NTSC. This makes up for the extra lag created by the rolling thingies. I am however interested in if the NTSC-version can be used to improve the any%, since Lord Tom removed the river crossing.
mklip2001 wrote:
2) Why do you jump away for a bit to respawn the ammolums? Does wiggling like in the any% not work?
This falls back on jumping being faster than walking :)
mklip2001 wrote:
3) The first enemy you kill is a dude who jumps off Gran Mountain. You seem to wait a while for him to jump. Couldn't you have just killed another flying creature on the way to Eruga with less delay?
This here game is quite a bit random. If I had skipped the rat man coming down the mountain, I probably would have missed something else between him and the forest. I really needed 32 TONE as fast as possible, as that increases the damage from 3 to 4, hence, I stopped to kill the rat man (Splinter?). That's that!
arflech wrote:
Cardboard used an SVN build:
He sure does :)
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
I'm gonna go ahead and vote no. The gameplay itself wasn't particulary impressive due to the game's lack of goodness. I ended up watching the TAS at 300% but I was still unimpressed. The action/downtime-ratio was very low and the action itself, when happening, was meh at best.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
In Area C, I only take damage twice near the end. By the first dude-in-a-pipe and by the second one as well. Three hits, and the Power is gone. For the Beta-powerup, I smashed the crate so I could land earlier, due to this game's incredibly goofy physics. And for the submission text, one is on the way, which even explains the lame auto-scroller! Stay tuned!
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Wikipedia wrote:
Steve Hermann, a young police officer from the Bronx, ends up losing both of his arms during a skirmish with members of Metal Command. After the incident, Hermann is offered two specially developed cybernetic arms developed by the Law and Order Regulatory Division (L.O.R.D.) to replace the ones he lost. Hermann accepts the offer and becomes an agent codenamed Shatterhand, who is now tasked with the mission to defeat Metal Command
Also the J-version is slightly different from this... I might whip some stuff together to show how it is. It has a different hero (A robot dude) and a completely different, and less homosexual, Area C.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
This was pretty good. Poor bosses never knew what hit them. Yes vote.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Foone wrote:
Nope! I just tried it to be sure, it's a frame slower. There's a frame where you don't move when you bounce off the low ceiling, and the gap isn't wide enough to let you land and jump without stopping horizontal motion, so you have to stop anyway.
Alrite, sounds reasonable enough :)
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
Experienced Forum User, Published Author, Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
Question! At around 3:01 you fall down a hole, stand still for what seems to be a few frames, then jump and start to move forward again. Could you not have jumped before the edge of the platform, dropped earlier and through that been able to jump faster? Or has this game such goofy physics that any planning ahead doesn't help?
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!
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