Posts for DrJones


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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
I was watching this run wondering all the time how could you get all trinkets without dying, and got surprised when you reached certain trinket screen and some spikes were not there. Then I read the description and found that you played in "no-death mode" which probably makes changes to allow for 100% completion.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
I had to stop at the five minute mark, but I will watch it again if I ever have trouble with imsomnia.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
1. Canabalt is a notable game. Among other things, because depending on interpretation it either was the inventor of the genre, or the game that popularized it. 2. Unlike games like "Flappy bird", there are clear differences between what's shown on this TAS, and the experience you get with a normal playthrough or speedrun of this game. 3. The C64 port features a "killer screen" reached by running too fast that you get out of bounds; "killer screens" count as an acceptable end for otherwise infinite games. Note that the killer screen in Pacman is created by integer overflow, which is likely what is happening on this case.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
If you don't know what makes this game special, learn more about canabalt.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This is not a crash, it's a kill screen that can only be reached by moving at superhuman speeds, faster than the game can generate new buildings. Kill screens are accepted as finishing a game in otherwise infinite games such as early arcades. Not only this game feels like Matrix, it also breaks Matrix in the same way it does in one of the Animatrix short movies, by breaking a world record speed that wasn't believed to be achievable. Also, while you say it's a trivial TAS to do, it still requires planning and backtrack because jumping at the wrong point or length may make the next jump impossible; plus, the faster you move, the less control you have on your jump.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This is not only fantastic and unexpected, but also an incredibly polished job. Color me impressed. I talk about both the TAS and the C64 conversion.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
I prefer the second one.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Bored to tears, stopped watching after second stage. No vote.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Saw a gameplay of this game a few months back, and your TAS looks much more fluid. Yes vote!
No.
Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This is probably the first atari TAS in which I got genuinely entertained, and that was thanks to your antics and the terrible aim of the enemy tank. Yes vote!
No.
Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
In DDII (Amiga version), if you hit the enemies with your fists two times, then wait a bit for them to recover before hitting them for the third time (the long fist that throws them to the ground), you get to hit them 5 times before they fall. I don't know about the genesis version, but if it worked it might speed up the run. I remember that the move that did the most damage was a roundhouse kick, but probably that one was only on DDII. Surprised to see many enemies survive, specially the clone boss! Also, good use of the elbow to throw the dude into the pit, very stylish. Too bad it looks like you couldn't get to use that move in the palace to save time. I vote yes, though it feels as if the movie could be improved further.
No.
Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This one was totally unexpected and better than the old one. A great accomplishment!
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
I hate this game so much, and I hate you for beating it so easily.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
It's the same of the Ultima Series (from VI onwards) and Faerie Tale Adventure, though not as pronounced in that game.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This is a fun fun-ruining movie and it's far faster than previous one. I found it to be a fit filler for forty seconds. Voting yes!
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Yes and Super Star.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
This run is hilarious.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
True wrote:
Tried console verifying, but desyncs at some point during the countdown - the countdown doesn't match the run, and a damage boost fails.
From what I've seen, it looks like there are two different cartridges of Super Metroid, with the glitch working in half of them, and a different glitch working on the other half.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Usage of codes should automatically disqualify this run by this site rules. In my opinion, the players should act as if the code of cheats and debug features wasn't inside the ROM, as using them artificially lowers the game's difficulty AND also allows you to finish a game sooner than if you played it straight. Once you use one of these codes, you are no longer competing on the same ground as the other people, and you are not doing what you are supposed to do, which is beating a game in its most difficult form (as intended by the game creators) in the fastest "legal" way. There's an exception to this rule, and it's when the run is done for entertainment purposes or as a proof of concept. In that case, it no longer aims for fastest time, and shouldn't obsolete the current %any run. I enjoyed this run, but I can't call it a "legit" %any run.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
feos wrote:
FractalFusion wrote:
You guys are expecting too much. Though, I guess with stuff like [2513] SNES Super Mario World "arbitrary code execution" by Masterjun in 02:25.19 around, it can't be helped.
It's not about expectations. It's about applying ideas and how people like them. Some games allow more, some allow less. But for me, what happened in SMW was more of a technical killer than visual impression, while your previous Pi submission was both. Though it doesn't mean the same idea should be reused. Now more and more people are interested in some kind of a rickroll, because it was FREAKING NEVER DONE inside a game.
Listen carefully to Chrono Trigger's Robo's Theme. And watch this: http://www.youtube.com/watch?v=fM_bCP7rGr0
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Too bad chasing Jaffar the proper way causes lag, as I think it would be more entertaining if you were avoiding his traps instead of just running in front of him. I vote yes because I really enjoyed the first two levels. It looked like the guard was player-2.
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
The improvement was impressive, more so when the previous TAS was already quite crazy. YES vote!
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
The point of this TAS is that you can play the games yourself after watching it. I love it!
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Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Sorry, but I found this run boring to watch, and didn't see any merit in TASing a game of this type. Voting no.
No.
Experienced Forum User
Joined: 4/3/2005
Posts: 575
Location: Spain
Not exactly the same situation. The currently published run does actually beat the game, and in the video showcasing the bug that Adelikat aims to replicate (by using a specifically tailored emulator) the player does destroy the boss (probably because of another bug that cannot be replicated this way).
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