Posts for JXQ


JXQ
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Joined: 5/6/2005
Posts: 3132
1. Any% (does not use murder beam) 2. 100% 3. LOW% (14%, also does not use murder beam simply because there aren't enough beams collected to do it) 4. RBO
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JXQ
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Posts: 3132
Saturn wrote:
I found a way to 1-wall jump up even in water (slow but still) which will cut some time in Mt. Doom because I won't have to freeze the crabs that often this way.
Gah, I found out about this idea awhile back and totally forgot to mention that it would probably help here, sorry! But as usual, you found the trick anyway :)
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JXQ
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Jimsfriend if you can pull off a console run with those tricks, I will be thorougly amazed / impressed. Good luck man!
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JXQ
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Torgen wrote:
What's the nature of the one-way gate that stops you from entering lower norfair through the back door? If it's possible to use a crystal flash to get the Spore Spawn super missile, is it possible to use one to skip the huge lava pit blocking the front door?
The 1-way gate has the green target to the right. Only ones that have the target to the left can be gotten through backwards. (I am referring to the green gate that leads from the right side of the green Norfair bubble room to the secret area of Deep Norfair..hopefully this is the same one you were talking about)
Bag Of Magic Food wrote:
I think you can reach a point where people have seen enough kinds of playthroughs of a game that it isn't worth making a new movie for. I would rather see runs for new games or improvements of old runs than more "let's think up a silly restriction" runs.
Prime example of this for me is the Super Metroid NBMB run. To be blunt, I think this run is just retarded. The "rules" were just pulled out of thin air. It's neat to know how many items are accessible without fighting the bosses in theory, but a run of it is boring to me, and it doesn't even finish the game. In contrast, Saturn's RBO run is definitely an out-there goal, but I think it will be more of a complete and entertaining run (although it won't be without its slow parts). I'm not sure how entertaining I'll find it until I watch it.
Angerfist wrote:
I completely dont understand why you would figure most of the time saving tricks in a Mega Man game can easier be performed on a console compared with the tricks of Super Metroid, which is complete bs.
Who cares whether the tricks are possible in real time or not if we are comparing TASs? To me, the two games fall into different categories of glitchiness. Mega Man games seem more "broken" (at least the first 2) to me than this game, but that's probably the difference between NES and SNES. Angerfist, I don't think anyone is trying to insult Mega Man or say that your runs didn't require hard work. I always thought that Super Metroid was unique in the amount of glitches (real-time possible or otherwise) that saved time, and in the complete freedom of exploration and route taking. (To be fair, Mega Man has some of the route-taking element because you can visit the stages in any order you wish) About stars: I think too much emphasis is placed on them. We all have our favorite runs on this site based on what we find entertaining. Not to take anything away from Bisqwit, but these stars are (mostly) his favorites. Why should his favorites be more important than anyone else's? Everyone's got their own star list. Some people will include Mega Man, some Super Metroid, some both, and some neither. I'm not sure what my point was, I just wanted to hear myself talk on the subject (well, at least I'm being honest).
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JXQ
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I always thought that as difficult as it is for one person to make a 2-player TAS, it would be much more difficult for two people to do the same. I suppose it depends on the game. I should watch this run, I like 2-player runs.
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JXQ
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m.r.bob wrote:
My movie is slower then viper's and it's because the stupid random fadeout takes 1 frame longer.
Frustrating, no? If you feel like correcting it, the only way known is to try different things randomly through the level (like collecting different coins) to see if it changes. One easy test to compare it with getting the stars at the end of the level. Sometimes this does the trick. Personally, I don't like messing with it, it's usually not worth it, and no one notices when watching in real-time anyway.
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JXQ
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The SNES run actually grabs another feather in Star World 4, but the result is still the same.
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JXQ
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It's used to get the Super Missle behind Spore Spawn without fighting him. By rolling into a ball and using it in the passage, Samus is ducking and can shoot the Super Missle barrier from the other side.
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JXQ
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Yay! Someone finally made the birds appear on the robot introduction screen :)
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JXQ
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A good way to learn strategies to games that have existing runs is to watch them in the emulator with "show controller input" turned on (default button is the comma). The way I think of a certain level is to draw a path where you need to go, then think of the path as a string of sorts. When this string is tightened, it will hug all the corners. Try to follow this same path as precisely as possible.
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JXQ
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While it is fun to discover what can be done, most of the levels in a full run would be very similar to the existing 96-exit run, just without flying - only a few of them would have these types of tricks in them, a couple of which have already been recorded. But who knows? It might be done someday. If you want it done faster then you could always give it a shot yourself (that's how I started TASing).
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JXQ
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Fabian wrote:
you made it a lot easier to perform on console too.
Maybe, but still very close to impossible. Even if the super-speed and jumps are done up to the final jump onto the koopa, there is about a 4 frame window to release the shell, and you can't be too close, because Mario won't bounce off the shell immediately after he kicks it. Now I'm interested in how many exits are still possible in SMW without any powerups, switches, or Yoshis.
I thought the pipe leading to the coin bridge from the key room was a one way pipe.
That is a 1-way pipe (behind the brick). When you go through that pipe and are in the room with two pipes and a flying-goomba (sometimes, silly sprite overload), those are both 2-way pipes. The way to get down there without breaking that brick is by entering the rightmost (but still vertical) pipe in the same area with that brick that is cape-breakable.
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JXQ
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hanzou wrote:
As a street fighter expert, you're probably familiar with these videos which are much more entertaining.
I didn't know of this site, but I just watched the Akuma video, and I thought it was lame. Maybe it was the presentation's fault (having random color lines across some of the screens, having tilted and mirrored screens), but I personally enjoyed this run more than a bunch of long combos pasted together, many of which were vs. Zangief (since his gigantic body is easier to combo). The appeal for this run to me was "How will Shakespeare make each fight interesting?" and for most rounds, my question was answered.
Hanzou wrote:
I sure hope noone goes through with that Killer Instinct TAS idea.
I bet if you picked a character with a deep enough diversity in combo, it might be alright. Related funny.
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JXQ
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Answers to various questions: SDW PSW: You can take a different route by entering the last pipe next to that block, then you will be on the bottom and can form the coin bridge, and enter a nearby pipe to end up on top of it. The brick is just a shortcut (and the way to the key). Or you could backtrack and bring three shells through a pipe, the first two killing pirahna plants. SMW DP1: You don't have to be at full speed for a walljump, but you need a platform that is at least two blocks high (so you can catch ground in-between those two blocks), so it won't work there. Is this the only challenge left for small Mario in an 11-exit run? SMW SW4: If there are too many sprites (objects) on the screen, a koopa sometimes won't come out of the shell, instead he'll vanish. If it doesn't work with the one on the platform, get rid of it and try the flying red one next to it like my example did. Also LOL genius? Nah, I just play SMW too much :) Edit: Case in point. Despite this, an 11-exit is absolutely impossible with small Mario alone. (Today's riddle is - try to figure out why)
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JXQ
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I may do SMW no cape someday down the road, but mine wouldn't aim for fastest time, because I hate that damn hopping glitch. So it would end up being a demonstration run, trying to show how much stuff is possible in the game without getting a cape, maybe without the switch palaces, etc.
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JXQ
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sp0n wrote:
This run should definately not try to beat "every level possible" because that is just sloppy. It should go for the fastest route to Bowser possible without the flying.
I disagree, I think the 95-exit would be better. When we are adding so many stipulations to the "beat the game as quickly as possible", why make such a short video? An 11-exit run would have the first four levels be the same. The next four would be slightly different, the next two would be very similar, then SW4 would have the trick (or a faster variation), and then Back Door. I see so much more potential with this type of run, myself.
Walker Boh wrote:
Ya, I know that, but I thought that with tools it might be possible to manipulate ghosts to appear where you want them to and jump upwards, but perhaps it's still to high.
You can't spin-jump on these ghosts at all, you'll just take damage and won't bounce.
jimsfriend wrote:
Hey could someone make me a nifty picture/screenshot sequence of JXQ trick?
I can describe it: 1) Take a green shell to the right of the entire area above the key and drop it on the first platform after the last pipe above the key. 2) Jump on the Red Koopa on the next platform when he is at the extreme left of his platform, and also so he bounces out of his shell to the left, onto the first platform where you left the green shell. Pick up the red shell. 3) The koopa will hop in the green shell. Green Koopas walk off the edge of platforms, so when he walks off, fall with him and bounce off of him to the left. (This part requires perfect timing to make it to the platform) Then use the red shell you are holding to get the key.
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JXQ
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LOL nah it's just my birthday so I'm allowed to find one cool trick today :)
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JXQ
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Turns out it is possible, though the timing needed is ridiculously precise. It looks cool, though. Did you get that thing I sent you?
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JXQ
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LOL That article calls for a signature update.
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JXQ
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The only crazy idea I had was to throw a shell from the right side down there, and hope it will land on the platform, hit the key block and bounce back, then you can fall down there to bounce off of it. It's a longshot.
Fabian wrote:
And the key in DP1 is reachable simply by jumping off Yoshi too, isn't it?
Yep, forgot about that. So what are you trying this for anyway? Will it be somewhere in your 96-run? Because I think you'll have the RSP by the time you get to this level.
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JXQ
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Inzult wrote:
Perhaps also no star roads should be taken? I would watch that video.
Yeah, I should have put that between the two goals: 1) Does not collect feathers 2) Completes all possible exits 3) Aims for fastest time Technically, it wouldn't be 11-exits. You need the GSP to get the secret exit in DP1 without a cape, and you probably need the RSP to get the secret exit in SW4 without a cape.
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JXQ
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For the curious: I've decided to use turbo mode. If nothing else, it definitely looks cooler. It also will probably make it less work on me (being that the run is so much "shorter"). However, I have dropped the "aims for fastest time" requirement altogether. The reason for this is because I found out that the number of enemies in a given room is not a predefined constant. I was working on a room and based on my movements at the end, I could either make three enemies walk out of the left door, or ten enemies walk from the top. In both cases, killing the three (or ten) enemies resulted in a completed room. Now, I don't know how far this technique can be stretched. It may only work at the end of a room, or it may be applicable all over the place to reduce the total enemies fought. Honestly, I just don't feel like adding that to the already complex equation of this run. This way, I can focus more on killing enemies in different ways throughout the run in an effort to avoid repetition without worrying about if it is the fastest way possible. Don't get me wrong, the run will still be fast. But this will be more of an entertainment run at the core (with extreme speed as a side effect). I'm doubt I'll be posting any progress. It will be a slow-going run anyway, as I'd like to place more emphasis on Super Metroid for the time being (and use this run as something to do when SM frustrates me (which is quite often, so far)).
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JXQ
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josh l. wrote:
the point I'm trying to make is "Bisqwit really needs to stop skipping over every single submission that isn't Megaman, Mario, or Castlevania".
Runs of games like this have the advantage of being widely familiar. Even if there are other equally entertaining runs, if they are not as well known, then not as many people will share that opinion. I would suggest to try not placing so much emphasis on getting a run published as just doing it for the fun of it. Otherwise, it can be disappointing, and that's not a good reason to have a hobby like this. Whether or not it gets turned into an AVI on the site doesn't mean the run is any better or worse than any of the runs that do get published, and it doesn't change the amount work you put into it or how proud you should be of it.
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JXQ
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For now in Super Metroid I'm just making sure to save only on frames when L is not pressed, but that just adds one more thing to keep track of.
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Post subject: Loading a state doesn't change the screen for 2 frames
JXQ
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When working in frame advance, and I go to load a state, I usually need to know what state I'm loading (I'm not good at keeping track of this). In order to see, I have to load the state and then advance two frames. Furthermore, these two frames are still recorded, so I can't be sure what it is I'm doing until I see what the state is, then load that same state again and blindly press the buttons. (This would be handy in Super Metroid, so I know if I should start pressing L/R on the frame I load or the next frame.) Is this an adjustable option? If not, can it be changed to show the loaded state immediately (similar to FCEU)?
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