Posts for Comicalflop


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watched it, I liked the flying antics, despite being more used to 64's MUCH better graphics. is this 100% kills? if it isn't, it should be, as it's been proven many times how a fastest completion is not as good/entertaining as a 100% kill goal.
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the .fla file I was mentioning in IRC is more of a problem on my side, not as much for Linux viewers. This is specifically for me (when watching from the very beginning): I have to delete the .fla file in the mupen save directory beforehand, play the movie, and let it desynch at the menu. after it desynchs, replay the .m64 again, letting a .fla file be generated. This is probably because I use windows and not Linux. it probably works differently for Mac and Linux users. DeHackEd's mention of rejecting it has been mostly resolved, since it was more concerning if the movie started with SRAM. I think that's the gist of it. AKA's currently trying to hex everything to make it work, today I might try and review the entire thing from scratch to see if everything synchs up from the beginning. keep up the good work!
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I do have a question; if you shoot a guard, at what point is Bond able to walk through him? during death animation, or afterwards? I see some spots in RT's earlier vids where he gets stopped slighty by a guard standing in the way.
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yeah, otherwise a certian Sheik will be standing right on top of the place where the master sword is supposed to go. I remember being bummed about that, since when I played when I was younger I decided I wanted to be a kid instead since I couldn't find the hookshot, and there was the androgenous one to deny my access.
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great improvements better angles better entertainment yes, you should mention in the submission text where exactly you saved time; people like to see that to know what to expect. Of course you get my yes vote.
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MUCH better. it really looks more smooth, and that the fastest possible method for each section was sought/used. great improvement, and best of all it is pretty varied in Link's moves, which is an added bonus. No more need to do this particular section ever, you nailed it. :) go and finish the second cycle now. bkDJ: hm... those segments... lemme take a close look. I think they are good, but lemme see at the parts that you mention... 1:31- that's the angle that gets around the snoball and a rock ledge perfectly. and it makes it so that Link is the perfect distance for a roll in the right direction, with it ending with a jump to the first invisible block. 1:25: I'm guessing yes. 2:30- possible... but the goron and gaps are in the way, it'd be a very short superslide.
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not only that but... shooting the gun into the air and the elevator music at the end both pretty funny moments, in addition to the one you mentioned.
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Spider-Waffle wrote:
I belive a certain 'Rising Tempest' is working a full 00 TAS; however, he's been on facility for the last year almost.
my guess is they're making these short AVIs to keep us entertained while RT makes the actual run; and it can never hurt to have a TAS'd level already present to optimize, and similarly to TAS a level to discover what is possible in that level and what projected finish times can be.
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Bug guts! Goo flying everywhere! CERULEAN MADNESS! ok, Cerulean. It's not THAT much of a massacre, except for the tunnels part. For those itching to see drones dying in great numbers at rapid speeds, see next level, Ichor base. I'm kind of regretting getting the grenades, and wishing I had the plasma shotgun. BUT, I make do without, and Lupus picks up the shotgun and more importantly, many shotgun upgrades, and I have plenty of explosives now. Cerulean is big, and I had to run around to get the three gold bars. I thought I'd play around with the music. it came out not perfect, but still not terrible. Unfortunately I could not write words with Floyd. I was strafing, which messed up a lot of where shots were supposed to be in the sky. So no Floyd writing, for now or I think ever. sorry. There were a lot of shielded drones in this level, and I constantly had to think of ways to kill/get past them, with conserved rations in mind. What I have is good, fast, and varied. so I'm keeping what I have. once inside the caverns, I saved the 8 tribals and got the yellow key pretty fast; it desynched just before that room leading so far to only 2 desynchs in the entire game. Pretty good, I'd say. I go and get the homing missiles; unfortunately, this doesn't have a crosshair either, like the tri rockets. (maybe I chose the wrong video setting? shrug can't cahnge that now.) I also thought how the hell am I going to kill those flying drones that fly so close to each other; but who can shoot in a rapid, straight line? a certain flying robot of course! (it looks pretty when all the flying drones fall and die in the same place real quick.) The tunnels. OH GOD. it took an entire day of TASing for this segment, a solid 6 hours for 2-3 minutes. It was so hard straferunning inside, and shooting everything, making sure everything dies, and not bumping into anything/keeping a fast pace. I'm exhausted, but I hope the results are impressive. So this level has a few tiny flaws (the music playing, but I don't play any instruments so I suck a bit, tried to get it as close as I could) and very small/few places where I bumped into something. so I'm keeping it, and moving on to: Ichor! imagine the Tawfret castle; think an entire level like that.
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The only part I wish I did in Sekhmet was skip the grenades and get the plasma shotgun, since I've only thrown two grenades so far, and they have a tendancy to make me slow down to throw them. I think the plasma shotgun could be very useful in a TAS, if used correctly, and I'm at a part in Cerulean where I wish I had more guns with oomph, and the grenades won't cut it since they really slow me down despite their exposiveness. Vela's Machine gun was not skipped; concentrated fire+ Floyd does wonders. I did stop for the machine gun door; even if Floyd was perfectly aimed, even while moving, he still needs to hit the target a certain number of times, or else it won't open. I did the best that I could, by sttarting to run on the first possible frame. I love the room before the green key. Ordinarily I would've used Floyd turbo and aimed randomly, but I wondered if every other frame Floyd can aim one shot at a different enemy, and use Floyd to get them in order and for Vela to shoot at ones Floyd's not aiming at, and it turned out very nicely. perfect use of two characters. the SS Anubis mission? yeah. not looking foward to it. although I asusme Floyd's turbo firing can be put to good use there.
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tribal that I slayed with Floyd was intentional, for shock value and because I'm not penlized since I'm going back to rescue them later; I did hear one die or get hit off screen, which was due to enemy fire and not something that I A) could control or B) need to be concerned about. Neither of them are mistakes. The Floyd Missions I at first was excited about TASing, but now I dread them. The Mizar's Palace one was the easiest of all to play; yet difficult to do because of fine controls. It required a lot of slowdown and rerecords because the controls are so responsive. thank god I'm required only to do 3 missions for ship parts. zdk1: I'm nearly done with Cerulean, I think I need Ichor and spawnship maps for Vela and Lupus
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bomb hovers. ok, excellent reason. thanks for quick answers JSmith and AKA.
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aha and aha. but, don't you get the bomb bag once you become an adult anyways?
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I do have a question about Dodongos cavern: in the previous run you simply used two bombchus, and the fish in a bottle trick, leading to the whole dungeon taking a very short amount of time to complete. here, you get the bomb bag, and used two bombs to activate the two eyes. why are these things done? Is it something to do with bottle adventure?
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which platform? there's two seperate rooms with platforms, it's hard to know which one you describe. I think the one you mean is where I watch it go up by holding R? the one that goes up and spins around some? yes, I booked it over there and couldn't catch it. it's definetly because of the huge time saver I did in room #2, where I jumped across the huge gap and skipped two platforms; if I didn't take that shortcut, that platform would've been in a closer position. Vela can jump higher than Juno (I think, aesthetically it seems so) but I couldn't reach that platform as it went above me. The platforms are very fast moving, so it's not as bad as the 30 second wait for the one in SS Anubis.
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I was suitably impressed. I think that A) this game is TASable, especially since they tried to remove the "fastest way is to fly through everything all the time" which lends to more creative ways to get around the levels (SDW had this too, but not enough, I felt like flying through levels all the time was possible in SDW as well) and more importantly B) you did a great job, especially as a first attempt! No hopping glitch, but still very good.
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it would be cool, but very, very unlikely. Myself and the authors doing on the runs you mentioned (Guanobowl, Mukki, Sami, Rising Tempest) all work at different speeds, and playing with games of different length. I think that Link's different jump animations- side flip, foward flip, boosted jump, etc.- are all situational. I don't think that every single jump off of the egde could be exactly the one that you describe. I think that the camera angle, the distance that needs to be covered (some of the flip animations is based on how far away the nearest ledge is, and calculates what the proper animation to do in that instance is) and other factors make so that no animation can be done every single time. I also am not sure if that foward flip is the fastest of them all, I think they have the same speed.
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I'm not sure, since I don't play Genesis and ergo have not played those versions. My initial guess is that it would be, but that's objectionable. Also, for those who feel an urge to do N64 First Person Shooters but feel that its already taken with Goldeneye... I found 5 more that would work really well, and are as blindingly fast, if not faster than Goldeneye. Hint: think classic PC ports.
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I bring you Sekhmet goodness! phew stage finally done. over 3 in-game minutes saved, and some non in-game seconds saved as well. On to another very long level: Cerulean! and guess what? it's there that I'm going to attempt to write some words with Floyd, since I have some wide open places to run in with nothing to do. specific notes about Sekhmet can be found in an earlier post. as always, I can answer any questions people might have. enjoy!
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ok excellent. That means that I can skip the grenades right next to that area, fire off one homing missile, wait a little for the death sequence, then rush right in. and inside, when you shoot the *organic* pipes that are everywhere, they make metallic sounds. makes me wonder...
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zdk1: excellent thoughts/testing. edit: answered. I skipped Vela's plasma shotgun, especially since there are precious few capacity upgrades in Sekhmet. However, I am going to get Lupus's plasma shotgun in Spawnship, since it is right next to the machine gun, and there's lots of capacity upgrades for the PS in that level, plus more tough enemies to shoot. the plasma pistol has 7 shots before it needs to cool off. I use it more to snipe weak drones. the shotgun is unique among the handheld weapons in that it works like Floyd- turbo Z for fastest fire. the reason is because you need to hold Z to charge it up, and releasing Z to launch the charged shot. turbo z of course makes the shotgun run out of ammo extremely quick, and doesn't pack as much punch as a fulyl charged blast does. for these early stages, weapons with oomph: Juno has his tri rockets and sniper rifle, Vela has homing missiles and tri rockets, and Lupus has shotgun and tri rockets. Later on, everybody should have everything that they need, so it won't matter too much. Shadow Byrn: Floyd + machine gun cannot absolutely kill everything. But yes, no more weapons than required. Plus, I'm going to be picking up weapons to add variety- it'd be no fun if all I did was kill drones with the tri rocket and Floyd, now would it? I can find a use for the shotgun with Lupus, and the sniper rifle has been pretty good, as well as the tri rocket and homing missile, plus the machine gun and plasma pistol. and some grenades, but I hate using them because they slow me down and can't be thrown far. and now, some Sekhmet updates: this is taking me a while to do, but I'm nearly done. The level is turning out very well, and I've found some funny tricks/glitches and great shortcuts. the firefights are fast, intense, and totally one sided, so they should be aesthetically pleasing. Vela is about the same as Juno, with a slightly higher jump. speaking of jumps, I made her do one very daring leap of faith which saves 30+ seconds in one of the rooms with rotating/moving platforms. more walking on midair that was taken out of SS Anubis... Vela is a sex object (not mine, she's not my type but someone might have the hots for her), and in frame advance I can see her undies slightly, which disturbs me a little. So that the audience can enjoy it too, I make her transparent and look straight up, so that everyone can see right up and through her undergarments. Enjoy! also, drones in MIzar's Palace and here can walk into walls, if only Juno/Vela?Lupus could do that... they also can jump accross distances, but not before getting machine gunnified by Vela hehe... final glitch: when opening a chest with the green key, I activated it weird and made the sequence take a much shorter time. very cool, hope it works on future chests. One more big room in Sekhmet that I have to plan carefully and then a WIP will be ready!
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Take out the N64 bias now! or ye shall feel the wrath of the combined might of the next generation of TASers, who are more brave then the 2D dwelling neophytes.
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I think you should skip it. my guess is that, as a TAS it'll be fast enough with extreme gameplay and more sequence breaks; and yes, you should be able to play the song near the end if you start to get short on time.
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I think there is some stuff in the way in this section; I don't know for sure. returning to the village and hitting the owl statue then; I see no difference in time. You're hitting it, just at a later time. seems right to get it on the way the first time around.
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Oh, and I tested rolling before all jumps. you do get a boost, so they definetly should be used; if not at the invisible ice blocks then definetly in the future.
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