Posts for DK64_MASTER


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Batman song is pretty fast paced "Here comes Peter on a clothesline but his name's not Peter it is Spiderman, Spiderman" http://www.i-am-bored.com/bored_link.cfm?link_id=14847
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Zurreco wrote:
bkDJ wrote:
Are you sure having a bunch of the same notes together is a good idea? wouldn't alternating notes be better so you can activate them on consecutive frames or something?
That, and it would be more interesting to hear something cool. I propose you try to do the Power Rangers midi.
Mario Bros Jingle or die trying. Glad to see you have a plan to fix desyncs Mukki! :)
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mwl wrote:
A restart with the Song of Time takes 37 seconds; I just timed it.
Funny, I got 35 seconds. Can't you speed up the cutscene also? (the part where link is twirling and losing all his money)?
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bkDJ wrote:
good news :)
I just saved a bunch of money on my car insurace by switching to GEICO.
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bkDJ wrote:
Mukki: what I was trying to say is that your first didn't desync and so I'm hopeful that your future wip won't desync either, and I'm skilled enough to get a decent quality avi at about 3 to 4 MB/minute
<3 bkdj Looking forward to future WIPs of my favorite zelda game :).
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spezzafer wrote:
here's an archive of saves for the 120-star run collection of save states at the beginning of each world
He speaks! :) Great run so far, FODA. You have my yes vote. Tough question: Out of the 110 stars you have completed, how much unoptimization do you feel exists in the whole run. I know in HMC, you can pound abd not get hurt, which might save a few seconds. I wholeheartedly believe that barring a different route, you have no more than 20 seconcds of unoptimization. Which is VERY damn impressive for this long of a run.
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I expected a bit more out of UMK3. No animalities or friendships. And more importantly no Liu Kang Arcade Fatality :(. The MK2 submission is a lot more glitched (probably due to the game engine) but I won't hold this against you. Taking damage was bleh. And the fireballs got a bit repetitive. However, the scrolling screen fatality was a great WTF moment, the flow was nice, and it was very fast paced. I'm conflicted on giving this a VERY strong MEH or a weak YES. I will hold off voting for now. I prefer your Killer instinct run!
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swimming in this game is very counterintuitive. I hate how the controls are reversed when you face the screen. Good luck, and great run so far Sami.
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You need a Gradius ship blowing up Arby's and flying toward a restaurant called "Joes."
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As soon as I saw this topic, I got a boner. Watching the SMV made me orgasm. 10 times. I vote yes, like a pornstar! YES!!!!!!!!!!!!!!!!!!!
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<3 you Mukki! I'm looking forward to this run! Good luck!
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SpiDeY wrote:
DK64_MASTER wrote:
Yeah, SMW world small, max% (all possible exits) run. I won't spoil it for you. Prepared to be rocked.
mmm ok i'm looking forward to it are there any public WIPs?
None yet. It's up to greg and skamasta to release them :).
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SpiDeY wrote:
DK64_MASTER wrote:
Vatchern wrote:
Is there really a point to a small only run? I don't think i would want to see one, sorry.
<JXQ> seen castle 2 yet, adelikat? <DK64_MASTER> it makes all the other runs look like concept demos <adelikat> so I have something to luck foward to in 2010 <JXQ> awesome quote there DK64 <DK64_MASTER> c#2 is great
Castle 2? WTH?
Yeah, SMW world small, max% (all possible exits) run. I won't spoil it for you. Prepared to be rocked.
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Vatchern wrote:
Is there really a point to a small only run? I don't think i would want to see one, sorry.
<adelikat> I am skeptical of the entertainment value of it, how will small only differ from the regular run? <adelikat> I guess no shortcuts that involve the cape <thegreginator> there is a very significant difference <adelikat> I am a smw noob so I guess I can't imagine what the run is like very well <adelikat> are there any cool glitches/shortcuts/coo stuff that you can do that you normally couldn't in the normal run? <thegreginator> well being small makes the game much more challenging because it makes it very hard to access certain areas and requires crazy new methods to do so <adelikat> so certain exits SHOULD be impossible small but you show off your mad skillz and get them anyway? <thegreginator> right :) <adelikat> ok, that is more interesting <adelikat> but more esoteric, you have to know smw enough to know how impossible it is <adelikat> I see why you are worried about it being a concept/demo <JXQ> it will depend on the level <adelikat> it has much in common with bisqwit's walkathon <JXQ> some will be way differnet and much cooler <JXQ> some will be hopping versions of cape levels <thegreginator> adelikat i just PMed you 5 minutes later: <adelikat> hoyl fuck <jimsfriend> it eats through invisible blocks <adelikat> thegreginator already has my yes vote shortly afterward: <JXQ> hahaha <DK64_MASTER> LOL <jimsfriend> yep <jimsfriend> it's that good <DK64_MASTER> adelikat, it's an awesome run <mrz_> yeah! <DK64_MASTER> from what I've seen <DK64_MASTER> concept demo my ass <JXQ> seen castle 2 yet, adelikat? <DK64_MASTER> it makes all the other runs look like concept demos <adelikat> so I have something to luck foward to in 2010 <JXQ> awesome quote there DK64 <DK64_MASTER> c#2 is great <JXQ> jimsfriend, I'm thinking.. <adelikat> luck=look <adelikat> it won't be a concept demo but the only reason I can think of compared to bisqwit's walkathon is that this goal is bad ass <DK64_MASTER> heh A small run will blow your pants off. If you like the current SMW runs, you'll love the small run.
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Very nice demonstration. Voting yes. I never knew that "Fight hour" was the chant at the end of each vs screen. I thought they were saying "fight hard".
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asteron wrote:
Yeah 120 and 16 is enough (though a 1 star run would be even better :-) ) I dont think the different overworld route would be all that interesting but the optimal star selections might be... the problem is that the ingame stars would be too similar to the 120 run.
Honestly, a 1 star would be great just for completeness's sake. Should it obselete a 16 star TAS. Logically, it should, but I wouldn't like it. I wouldn't find a 1 star run very entertaining after I've seen it the first time. A 70 star run would be interesting. The overworld route would probably interest me the most, as the same star strategies would (or should have been) used in a 120 star run.
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thegreginator wrote:
I'm willing to stare at a black screen for a few more frames if it means the levels are more entertaining.
Well I'm not. You wasted 5 frames of my life. I want those back immediately!
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Spinal's manual skull throw was awesome (and probably quite simple to do). Great run so far! Is there any way you could end an ultra combo with 5 consecutive manual skull hits, and then something else? Greatm entertaining movie so far. I didn't realize that Spinal can last so long transformed (esp glacius). Oh yeah, I'd love to see Spinal transform into Spinal and stay in that form: "Hey BITCH, I'm black and white, and you're just a puddle of bones!" I was reading something online about "Ultimate" combos. Is this in the arcade version only?
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I have said at least 3 times on the IRC channel that he should run SMW2. Hell, I bet the Ninja could rival JXQ and Fabian in their SMW runs. :D
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laughing_gas wrote:
Actually, you can make it to the star in the cage using a triple-jump + wall kick Here's a video of it. http://download.yousendit.com/8A30FA7D6341AFBE So what you can do is a triple-jump + wall kick to get to the green platform, then use another triple-jump + wall kick to get the star.[/i]
I suggested this in the topic a while back... In fact, over a year ago! See:
DK64_MASTER wrote:
Hmm, this begs the question, in Whomp's fotress, is it faster to reach the caged star by tripple jump wall kicking (right near the spinning bridge) onto a spinning green platform, and then triple jumping into the cage? That skips opening the canon, but then you have to still open it for the break the wall star. Is it even possible to triple jump the spinning green platform (I can't really test this out, since my keyboard hates Mario, even slowing down). If getting to the caged star by triple jump is faster, we still have to open the cannon, so triple jumping has to be faster than the time lost by the cannon opening and flying through the air. I'm not sure how likely that is... It might be a stretch.
From here: http://tasvideos.org/forum/viewtopic.php?t=1621&postdays=0&postorder=asc&start=140 This was before the discovery of the "break the wall without breaking the wall" trick.
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laughing_gas wrote:
Sami wrote:
And AKA you should buy some glasses :D
What does that have to do with anything?
Oh, if you only knew :D.
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Yes Yes Yes! Great run, great execution!
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comicalflop wrote:
I could, but as with all things that are small mistakes, will be addressed in V9. Also Clapper's Cavern is many levels behind, and with an entire run out, all these minor mistakes are known beforehand so they can be addressed then. Good news- K. Rool Duel is complete!!!!!! K. Rool Duel I can only offer hints- Very little am I standing still, mostly in order to set up Dixie's endless rolling (a wait period of 21-22 frames, or sometimes longer if the situation calls for.) Got even more hair-raising close calls with hit detection than even the Kudgel fight, keep Dixie moving pretty much throughout the enitre fight, differentiate from Sami's methods while still a few frames faster (because luck manipulation, again pure random but in my benefit) one of the spiky balls next to K. Rool turned into the cannonball, and best of all, everything is done on the first possible frame. And the ending- well, to say the least, it puts Arne's final Kleaver's Kiln getting the coin glitch to shame. See for yourself :P I record fully the reset of the game, so from now on in order to watch you need to have the rerecord patch that's in my signature. Animal Antics, and The final boss rematch may in fact be done by tomorrow, fingers crossed!
Great! I was just pointing out the mistake just in case you didn't notice it. Going back to Clanker's Cavern just to redo the level would be borderline suicidal, right now. :) I'm looking forward to getting an avi of this great run :).
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In Clapper's Cavern bonus level with Enguarde, you end up leaving the bonus level on top of Enguarde. This causes a delay when you pass the no animal sign. Could you dismount off of him, to save some frames? Could you even do that while in the bonus level?
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Me being too lazy to TAS, I tend to give input in other areas that TAS runners can use. Most of my productive input comes from watching other WIPs and giving feedback. Sometimes, I even discover the occasional trick/route revision too. So don't beat yourself up, if you just don't have the motivation to TAS. I felt bad intially (all I did was watch, and critique), but any input often helps the most determined speedrunner. Giving moral support is helpful too :). That being said, I am considering improving the Kirby's Avalanche TAS (probably not going to do it, though), but that's beside the point. Welcome to the forums, and enjoy your stay. I know I am.
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