Posts for Ferret_Warlord

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mklip2001 wrote:
In addition, it looks like you have some wasted steps and extra unnecessary motion in a few stages. (I saw questionable parts in stages 8, 18, and 20. I stopped watching in stage 21.)
From what I can gather by watching the video, and assuming I am seeing the same thing you are, think of the movement in this title as being like a classic Final Fantasy: if you press a direction, you immediately move in that direction. This would mean that sometimes, in order to plant a bubble on a given square, you will have to move away from it in order to give yourself room. I don't see any strange moves in 20, though.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Y'know, now that I think about it, Wizards & Warriors 3 might be a good candidate for some gamebreaking bugs, whatwith how the levitation staff seems to occasionally screw things up some.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Did DeLancie ever voice Uncle Pennybags?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Double posting for scrimpy's benefit
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Hmmm... That looks familiar... Oh yeah. (cross posted from another forum)
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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More DOOM! Link to video
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Samsara wrote:
I vaguely remember Ferret Warlord was working on StarTropics 2 and had some progress up, but I'm not sure where that was going.
It's still going, but slowly. I was almost finished with it before I realized I committed the mistake of failing to read the topic, forcing me to restart since there were some tricks in there I didn't know about. Having to undo several months of progress on a 53 minute movie does a number on one's morale and motivation, y'know? Right now, I'm about halway through the pyramid, and I'm already further ahead of my previous run than my first run was ahead of Sami's, so it's shaping up very well. Incidentally, thank you, Samsa, for posting this, as it gave me the incentive and motivation to push past a room that stumped my for nearly a month now.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Does weapon ammo carry between levels? Otherwise, grabbing the sub in level 2 seemed pointless. Pointless Story Time! In a weird way, this was the game that lead me into accepting the idea of tool assisted speedruns. When I was a wee lad - I forget if it was eight or ten years of age - I remember being at school and thinking, How fast can a person beat a video game? My initial answer to that question was along the lines of, Well, as a person gets better and better at playing it, the time it takes will gradually get smaller and smaller. And my internal dialogue continued, That's absurd! That train of logic would mean a person could complete a game in zero seconds if the time it takes to complete it would "get smaller and smaller." And we know that's absurd because, for example, there are rooms in that Robocop game for the Nintendo that takes a few seconds to traverse, no matter what you do. So whatever happens, there must be a hard limit on how much time it takes to complete a video game. And thus my young self ended up back at square one with that thought. I didn't dwell on it much after that, but if we fast forward about ten years after that, Morimoto made that Mario 3 speedrun, and my younger self started thinking he just found an answer to his question...
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Maybe I'm missing something here, but are there no mushrooms or fireflowers in the rest of the game? Was it truly necessary to run through the final level twice to grab a flower?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Okay, just watched the opening to that episode. No way a ferret would sit still through all that!
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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And where did the original music and extra frames of animation come from?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Am I among the few in the world who believes that a Doom speedrun that doesn't cover the secret levels is incomplete?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Samsara wrote:
Yeah, it's not like we've ever allowed an in-game time run with virtually no difference to the real-time run to be published based solely off of the fact that it's what the game's community cares about. That's just not something we do here on this site.
Except I'm talking intermissions and menu screens here, not in-game timers. It's not like that run lingers on the menu screen every time it gets opened up.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Re: #4609: Akse's DOOM Ultimate Doom "Episode 2" in 04:43.6
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Fredrik wrote:
Scepheo wrote:
Submission text wrote:
Aims for in-game time instead of real time (doesn't care about score tally screens)
Mind if I ask why? It's not like skipping the score tally is detrimental to your in-game time, so as it is it just looks sloppy to me.
By convention, pretty much no one has ever cared about real time in the 20-year history of Doom speedrunning (including 15 years of TASing), and viewers/other players generally appreciate being able to see the individual level times and scores.
Then we might be on the verge of a cultural clash here. To me it looks sloppy.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Yes, TAS timing standards are based on the last frame needed to complete the game. It'd be preferable to end input with the last shot instead of dancing around. Is this run compatible with Vanilla Doom? I personally think that Vanilla should be the standard for this, in order to bring it as close to what the developer's created as possible; it's sort of like how our emulator developers are chasing after console accuracy. Note: Read the submission text first. Also, let me throw my hat in for testing between starting with rockets and starting with plasma. Either way, the last shot ought to be from right next to Cyber.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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No secret level?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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"You cannot conceivably conceive how inconceivably inconceivable how inconceivably large this number is."
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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I haven't read much about what you're talking about, but this seems appropriate.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Having watched some other videos of this game, I think that maybe it's for the best that the sound effects didn't survive.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Anybody remember that one episode of Star Trek: The Next Generation that involved that bizarre video game involving getting these tuba like things to eat these discs? Remember how inexplicable the whole thing was? This game is giving me the same vibes as that episode? What the devil is this? What's going on? What are the rules? All I'm seeing are a couple of random balls floating around while things disappear, then suddenly, level over! I guess what I'm saying is I'd appreciate an explanation of how the heck the game is played.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Post subject: Re: A Bot That Plays Doom - AutoDoom by Printz
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Aqfaq wrote:
The bad thing is, it seems to be obsessive–compulsive.
Do you mean, it appears to be madly in love with that one teleporter pad?
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.