Posts for Comicalflop


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asteron wrote:
Does the gender of someone on the internet whom you will never meet make any sort of difference? Maybe I'm the only one who tends to think of everyone I see online as sexless avatars.
Seconded. I tend to see forum members as only avatars and the words they say, because it goes just beyond gender- you might have a 10 year old playing on his dad's computer, or a 40 year old playing in his mother's basement. It's the TASes they make that matter, not the people behind it.
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Bramble Blast This was actually more fun than I thought it would be. I discovered a major shortcut, in the huge barrel room with the bonus at the far bottom on the left- I simply let Diddy take a hit, and let Dixie roll over there. It might possibly be faster to do what I do and take that bonus for the Any% run- but I doubt it. However, because I take a hit then there are two small shortcuts that Sami takes that I can't, because you need Diddy for the first and Dixie for the second due to collision detection size (I have Dixie and Diddy, respectively. Diddy has a smaller profile to try and get the first shortcut, and Dixie's hair makes her profile bigger so I can't get shortcut #2.) I don't lose much time not being able to do those shortcuts, so it's no biggie. I just realized (actually I realized at Slime Climb) I am farther than I have ever been in any previous version. I'm going on to fight Kudgel!! And then (if all goes well) I'll finally get to play in Krazy Kremland! The first thing to test in Hornet Hole is whether to use Dixie or Diddy. Overall how does world 3 look?
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Slime Climb I was very apprehensive about this level, but with a little help from Sami's run I was able to get through this. I applied the team-throw-up glitch here, saving frames to get to bonus #1. The climbing looks very nice I think, and even though I have to go out of my way to get to the bonuses I tried hard to find new, faster ways to get there, as well as improving the bonuses. Time for the other level in this world (besides Glimmer's Galleon) that I hate: Bramble Blast!!!! It will be easy on my fingers since it's all barrels, but I have to have a pice of paper telling me which direction to go because otherwise I will get lost. There also seems to be some interesting invincibility glitches going on in this level too, so I'm going to have to memorize where all the DK barrels are and test that out. Edit: Except there's like only one DK barrel, and I already have one place where Diddy takes a hit to save time... ARG I guess not, if anyone can find out if there's more DK barrels and where to purposefully hit the vines to get to barrels near the ground accross the room let me know, I will study this level and see where I can find shortcuts
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FODA wrote:
No, the wips are the real thing. The testrun was made in december, i think, it's way back in the pages of this thread.
oh woopsie.
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A goal switch is where on the first few possible frames to enter the area of the goal target, when you'd switch if the area where the kong would appear is on the target goal, the characters switch with no delay and you head to the next level. Also it works at any height without triggering the song sequence, which is it's best feature- you can do it froma great height, or if you can't quite reach and it and would normall have to do another jump- the other being a great way to switch characters when one kong is better for a particular level, because a normal switch in a level is 66 frames. In the case of Arne's Any% a goal switch at almost every level saves time, at least for world 1-2. I use goal switches only for very strategic decisions. Black Ice Battle is from playing as Diddy to playing as Diddy, so no goal switch. I do have goal switches for the rest of the game don't worry- I have every single goal switch already figured out, as well as where I'm going to let Dixie take hits. The only part where I don't know when to do a goal switch is at parrot chute panic and web woods, but I'll let it be open for discussion when I get there. and after 15+ avatar tries, most of them getting removed, I'll stick with this one. If I really could have a choice I'd have a DCK2 animated avatar, but such is life. I'm sure all my picture changing caused headaches (sorry Bisqwit), so meta knight stays for now.
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Alrighty I'm in total agreement with everyone here. So FODA all those great WIPs was a testrun? wow I can't wait to see the actual work
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here Bottle Adventure This is a link found in the OoT Any% improvement topic.
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if the controller is causing desynchs, I think switching to the keyboard and using an analog stick is worth it.
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Black Ice battle 196 frames saved This level is VERY fun and really easy to TAS. I think Diddy spends more time rolling than anything else (at least it looks that way.) Tried to avoid stopping to jump over bees as much as possible, rolling more, and finding shortcuts lead to 3.267 seconds saved.
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Lost World Level (Black Ice Battle) I'm going to see if I can have the longest Roll extend in history :P There's room for little improvement there, since it's mostly a go down level I think there'll be small changes that will accumulate to at least 1 second saved but I'd be suprised if more.
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Rattle Battle 169 frames saved The hardest part of this level was easily bonus #3. I did it so causally in V7, and I spent 4 retries trying to get it right in V8. But it was slightly faster in the bonus, and much faster in the level itself by trying to make Rattler jump and hold Right and Y as much as possible.
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Anaconda wrote:
comicalflop wrote:
FODA's work is far superior
It's a TAS, idiot.
yes I know, this IS a TASwebsite... But I found that, with all single segments, that they are great because it's done in one sitting but that having no mistakes and glitches in a TAS makes it more entertaining to watch. (at least for me.) The SDA run (like the 70 star) does have the guts factor going for it- being really risky in a single segment run where a fatal mistakes causes a restart. I was impressed with the SDA run. But, I feel like comparing it to the 102% DCK2 run at SDA- I decided to make a TAS of it (mostly because there's no DCK2 102% TAS) but even though there was great techniques, bold moves, it still had a death and a lot of non-optimized, defensive playing. The 120-Star is great- but the mistakes, coupled with the perfection that only a TAS can provide will make me in the end like FODA's more than the SDA run.
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That would explain it. Could possibly a new Mupen patch be created for games that require the expansion pack?
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I watched the SDA run, and it is really great but FODA's work is far superior
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I haven't had any graphical errors when watching this
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Krochead Klamber 124 frames saved there were slight differences in smoothness of level that saved a few frames, but the biggest time saver was getting the DK coin and most importantly the bonus. I thought what would happen if I did create a web platform to hit the last bee earlier and saved a lot of frames from it.
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The only downside I noticied is the exclusive use of the charge-targeting laser for all enemies. While it is the fastest way to defeat many enemies at once for points, at the end of the run it will seem a bit repetitive. The boss fight was spectacular though, with Frame Advance powered lasers (haha I have never seen the shields go down that fast.) One big improvement here: I watched the complete as fast as possible run at SDA of this game (only using boost and killing his friends not very fun to watch), and he skips all the intro texts (Sgt. Peppy giving the mission and whatnot.) on the emulator is this skippable? if so that's a lot of potential saved time
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I'm downloading it now, the 70 star was jaw-dropping and I'm hoping this looks as good and daring of a single segment as the 70 star was. Waiting patiently for FODA's next WIP, this SDA run will keep me occupied (plus my own run) for now.
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16, 70, 120 star?
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Sami had to wait a little, and I have to wait. it's only a few frames waited, and negligable compared to the 231 frames saved already. I might have avoided it somehow in V7, I'll take a look and see if I can improve it (it's so near the end of the level no harm in changing it.) I'd need to find a way to make the Fish in the middle blow up sooner, because it's his spine (the first blows up early, the third doesn't go at all.) Edit: I tried improving the end of Glimmer's Galleon, by going around the Lockjaw near the bonus and trying to avoid that puffer projectile just before the goal. In fact, in V7 I was able to avoid the spike because I was slower, same with avoiding the fish. I haven't had any luck changing those while being faster, so I'm leaving it as is and moving on to Krochead Klamber. I most likely won't finish it tonight I have now gotten into the habit of playing with 2 emulators open, to compare my old V7 (and know what it is I do, to do the level and try and beat it) as I'm making my new V8. I might use 2 emulators to play the same level at the same time as well, once I get past the V7 end point (slime Climb.)
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You can backwalk onto a flower and enter it, but the spinning motion and redirecting motion inside (that sends out a puff of gas while tilting the angle to aim in the direction you want) can possibly screw up which direction your facing. I suppose you could point the direction opposite of your desired direction and fly backwards, but doesn't landing reposition you to face fowards? someone would need to test this
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I did not notice the improvements, I should have read them before I watched it. I was so busy doing 711 rerecords on my latest level that I couldn't look at this earlier. 2.3 seconds is a good improvement, keep up the good work I can't wait to see more from you.
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Glimmer's Galleon 231 frames saved Rerecord #: 711 This is by far the most rerecord intensive level I've done. Testing each possible frame to round the corners reeally saved a ton of frames, as well as mentally drawing a straight line from corner to corner and following it as close as possible. This took a looonnngggg time, but I'm very proud of the results (and it's my least favorite level!)
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Post subject: Re: tatata
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GuanoBowl wrote:
Well, I just discovered a trick and named it the Super Backflip which allows Link to backflip at the same height but at a great distance. Kind of like the Superslide but there is no motion after Link lands the backflip.
I think Tub explained that it's technically not something new, just doing a backflip at the end and you look like you jump longer but it's just because you start a higher height. Keep looking to see if it relle is something new however.
pirate_sephiroth wrote:
Hey guys, there's a compilation of useful tricks of the game here. Noobies can't miss it! And Pros can help by telling us if there's anything wrong there!
These tricks are merely an updated list of the tricks contents of Guanobowl's submission for the 2:30:00 OoT. The most notable additions being the superslide and the Bottle adventure.
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Ach this is the second time in a row where I forgot the DK Coin. Good thing I hadn't gotten very far in Glimmer's Galleon, but still.... this is why I'll never be good at single segment runs. WIP coming today when I finish this level. I might get some Krochead Klamber in as well.
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