Posts for Carl_Sagan


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I'm really not already committed. Doing 4 levels of this one was just for fun, as I know someone who had tried TASing it before and thought they might like it if I gave it a try. If a Kamek's TAS without 5-E would be acceptable, I'd certainly consider that.
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More was demanded, more shall be provided: 1-3 100% http://www.youtube.com/watch?v=oCjv95O_bTY 1-4 100% http://www.youtube.com/watch?v=o36IY_BSLlY I would totally switch and do some Kamek's Revenge if I had any idea if it would be acceptable/finished anytime soon :P
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Hmm, shall I do 2+2, which is complete and certainly a well-made hack, but maybe not as interesting, or KR? :P I can't decide. Maybe for someone who knows more about roms than I do: If I did start on Kamek's Revenge, and a new version with 5-E was added, would I be able to continue on my video from that version? I have no clue. I did the first two levels of 2+2: 1-1 http://www.youtube.com/watch?v=x173zLmE5z0 1-2 http://youtu.be/ij1f6PUBYhM
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boct1584 wrote:
I remember glitching myself into 6-E, and after 12 rooms, I got dumped to the sky (like when you level glitch vanilla YI) every time.
Heh, was that on the newer version? yikr196.ips? (1.96)
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I wonder if it's still being updated though? It says "YIKR2 is on indefinite hold." I do believe all of the levels are working fine except 5-E, as speedruns of them exist.
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Hmm, so despite what I said earlier, I am thinking of starting up one of these YI hacks on the side, either 2+2 or KR I believe. There are a few issues I was wondering about. Current YI TAS's use snes9x 1.43 because there is a lot less lag. I was wondering what people's opinions would be for continuing to use 1.43, which, while not accurate of lag on console, allows for a lot more action since I wouldn't have to limit myself to prevent lag. Also, I don't know the specifics, but I hear one level in Kamek's Revenge 100% isn't actually complete? Does anyone know specifics, or if one unfinished extra level would be a big issue? It's 5-E I believe.
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Kaedenn wrote:
This may just be the most amazing run ever done on TASVideos, ever. My only gripe so far: awe, no void-pound after the 2-8 boss? Trihex is famous for that! He's also famous for screwing it up in one of the most hilarious bloopers of all time! Why no void-pound? Other than that, woah.
I think it was not included because it had already been done in my any% run, and pretty much every real time run does it as well. If it had just been up to me, I probably would have done it again though ;) EDIT: I shouldn't respond to posts late at night :> I think our new ending (different from the old WIP) is a pretty good alternative to the void stomp.
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Edit: I've started TASing this game when I get time. Current progress: Finished world 1! Starting 2-1. Youtube updates available at: http://www.youtube.com/user/CarlSagan42 World 1 smv: http://dehacked.2y.net/microstorage.php/info/993334063/KR1-8_Done.smv IPS Patch 1.96: http://media.smwcentral.net/Zeldara/yikr196.ips
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Canar wrote:
I don't see how completion using the goal sphere is less entertaining that completion using the Yoshi wings (or whatever they're called). Both completely bypass the level. I don't see why people find the wings acceptable but the goal sphere significantly less so. Both are about equally boring, IMO.
Two obvious differences are excessive traveling back and forth across the world map with the orb, and the fact that obtaining the orb is exactly the same every time, whereas yoshi wings are unique to a level. I personally find the orb far worse than yoshi wings in terms of entertainment.
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I think posting the test run was a great idea. My opinion on backtracking is immediately "no way" after watching that. The overworld time, and repeating the same orb grab over and over and over really kills entertainment, imo.
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kaizoman666 wrote:
Well, we're planning on minimalizing the Chuck glitch to only what lies ahead (aka no backtracking of any kind for it). Mostly what we want to know about is the stun glitch or the Yoshi Wing glitch, which few of you seem to be discussing (possibly due to the small number of levels either glitch is used in, but...). It'd really help to get a firm answer on these as they're usable right from the beginning of the run.
My apologies for not reading very clearly before giving my opinion. I am fully in favor of using interesting glitches especially since they only appear in a small selection of levels. My opinion is to go with whatever the people making the run want to do :P
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marzojr wrote:
Bobo the King wrote:
I'm of the opinion that a 96 exit or 100% run should show the game more completely than a shorter, more glitched run would.
Even the most glitched 96-exit run possible would show more of the game than a completely glitch-free any% run would by the simple fact that it involves showing all maps and all levels at least once (and most levels multiple times), so this isn't a good argument for making it low glitch.
To be fair, it doesn't sound like Bobo was saying a 100% should simply have more content than even an any% with no glitches. He was saying it should have as much content as possible. I agree with seeing as much of the game as possible, rather than orbs farmed over and over (there are only a few reasonable levels to get them in, I believe...) though the small-only run certainly does deliver a lot of this so I would be happy either way. The route for a full-glitch run would surely be interesting as well.
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Mothrayas wrote:
Very nice to see that there's still progress being made on the run, even after being well over two years in production by now. Keep it up!
By Yoshi, this run will be finished! *lightning flashes*
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Wow, I just noticed people were actually voting for me. Thanks a lot everyone who did, I'm glad people enjoyed the Yoshi's Island TAS :) <3
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As someone who was once a casual viewer of TAS's, I really love this idea, as the game resource pages were usually incomprehensible/useless to me.
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Very nice work Dunnius :D
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You'll have to ask Nxcy to be sure. I think it's just a matter of doing a forward spit on the frame you hit the gate, around the middle of the gate. If it doesn't work, alter your subpixel position like in a walljump. I don't know for sure though.
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Great work Zvsp! :) Comments: Aw yeah, the spike Baxter in 6-2 /drool. Super baby mario walljumps in 6-2 would've been a bit faster I think, even with getting the red coin. I liked a lot of your antics, like the ground pound trap in the foam in 6-5. 6-7 was very awesome, with many tricks I never thought of. Glad you got the gatehack to work! I'm also wondering why you took door #1 in 6-8 :P Very nice run ^_^
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Thank you! =D
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New screenshot? :(
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Kles wrote:
Do you lose any frames on the score screen for collecting more than 10 stars?
1 frame per star. I mostly tried to avoid stars wherever possible, but since red eggs produce stars, that was often impossible. Red eggs are made from ricocheting eggs and catching them, and I think the run would be a lot more boring if I avoided throwing eggs everywhere.
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Let's go with frame 58441 :) The gusty shot.
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Awesome. Not too sure what I think about that screenshot though. Don't really like how the action is so far to the right of the screen. Would probably prefer a lava one, or the lined up gusty egg shot.
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mklip2001 wrote:
I finally managed to watch this. WOW. You've made pretty much every autoscroller interesting, you juggled eggs and enemies without losing much time (if any), and you had some really nice route changes and sequence breaks. That's incredible. This absolutely gets a Yes vote. I believe there was previous discussion about whether a 100% run should obsolete this any% category. Before this run came out, I would probably say the 100% should obsolete any%. However, this run has showed off major skips that a 100% run couldn't do, so now I support having them as separate categories. Also, in terms of screenshots, I really think the screenshot should have some juggling, as this run exemplifies enemy juggling. Some possibilities include: * Anything from the beginning of 4-1, which shows juggling occurring while still running at full speed * 4 dead lakitus in the wall in 4-2 (when Yoshi bounces on a spring) * The beginning of 6-1, juggling skeleton Goonies into the shielded jungle guys * 6-egg juggling in 6-5, near the fire shyguy
Thanks for the kind words :) Only a handful of times did I ever slow down to keep a juggle (egg or enemy) going, and it was only like reducing Yoshi's speed from like 760 to ~700/730 for a few frames. As I got better at it I didn't need to slow down at all. It's totally doable to do 3 enemies, or at least 4 eggs without slowing down. As far as a screenshot goes, I never found a good one with juggling, since by definition a still-shot isn't going to capture what makes a juggle cool. I'll look again though.
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CoolKirby wrote:
Thanks for providing an encode and level by level comments. I finally watched the whole thing, and it is really amazing! It's hard to pick a favorite level, but I liked all the glitches and skips, especially tongueing the key through the wall in 6-6. Technical quality and entertainment level are both really high. I haven't played this game, but I am surprised how many enemies in Paper Mario are from this game. Also, I like the first screenshot with the sprite overload, but I think the Potted Ghost screenshot would be great for publication. Yes vote!
Thanks for the nice comments! Just so credit goes where it is due, I did not do any of the encodes. I'm leaning towards one of the lava shots simply because the lava shots require absolutely zero knowledge of the game to look cool. I do really like the lined up gusties, or the glitched chickens though...