Posts for JXQ


JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I don't like the some of the style during this movie. I think the two-players-become-one is overused, though it may have to be to get optimal hits on some bosses. Correct me if I'm wrong, but did you get three different musics to play during the final boss? Either way, this run is quite good.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Apparently others were pleasantly surprised by a Knuckles run. At first I thought it wouldn't offer too much difference, but I was wrong about that. I also fast-forwarded the bonus stages, but the rest of the run was top-notch.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
1. Stay in your goals 2. Play for entertainment, not ego
mwl wrote:
If the sole purpose of this site is for so-called "entertaining" movies, my hope is that in the near future, someone will create another TAS community in which objective, easily-measurable standards such as time and score are regarded as highest priority, and "entertainment" comes second, not as a fundamental requirement for a run to be published.
Making this site no more than "SDA + tools" seems to be something that people from SDA want. Maybe you should talk to the people at that site about having a tool-assisted category if you want to host boring movies. Edit: Rearranged for clarity.
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JXQ
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Posts: 3132
Raiscan: My suggestion is to avoid TASing games that aren't suited for it. psychoticworm: Making excuses for what?
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JXQ
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Posts: 3132
Mukki wrote:
However, if the game were not famous and well known by many, would anyone sit through 4 hours of FF6 or Chrono Trigger, or even 2.5 hours of OoT? They wouldn't, nor would anyone bother to make the movie. Size of fanbase can be a considerable incentive in making movies.
You're right that it can be an incentive, but it shouldn't be. Going for the "glory" or whatever doesn't really makes sense around here. That's for console speedrunning. </opinion>
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JXQ
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Posts: 3132
comicalflop wrote:
so 4 out of 14 stages were boring because of suck and swallow, and that alone makes it unworthy? Despite that two of those stages are faster than the Fox run?
I also said that generally, the run was repetitive (which you even quoted). For a fighting game to be interesting, it needs variety, and this does not bring it. Being faster than some other run in a fighting game means absolutely zero, especially when you aren't even going for fastest time.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Mukki wrote:
[the game] has such a large fanbase
Another bad reason to publish a movie.
And I'm not arguing that the fact that there is repetitveness in other runs is a reason to publish this, I'm saying that the repetitiveness of this run should not stand in its way.
I'm seeing no difference in these statements, especially after you've compared other published runs on the site that you find repetitive. It sounds like you're saying "it's ok to vote yes on a repetitive run if you liked it, but not ok to vote no if you didn't like it'.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
This game does not make a good TAS. It's repetitive, and the "suck someone in and fall with them" is boring. I see no reason to vote yes on a run that is repetitive like this, even if it "has to be", or if there are other published runs that are repetitive. (stupid reasons btw)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I wondered this too, but I don't know SMB mechanics at all. It seems like both can move to the right at top speed, but the lower path that is taken pauses forward movement slightly to do the through-the-wall trick. Is it slower to jump high, or something like that?
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
There are still people on dial-up? Bummer. They should expect slow internet. Or have an image blocker or something. Oh well, 5.7k is still pretty small and within the rules.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
moozooh, Nice work. I do not envy you. Stealing Fabian's style, JXQ
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Bisqwit wrote:
(Without resizing, I could still make it 2926 bytes, but I won't give that to you :P)
I will! Original height and width of 80x80 and new size of 5.7k, both within avatar rules (though the 6k rule certainly seems deprecated by this point). I wasn't able to paste compress it any more than that, but who cares! Also, it's on image shack, so if you want, just host it from its current location. Boo-yah! Edit: Come to think of it, what's the point of the 6k rule if images are hosted off-site anyway? Edit again: Word correction
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
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Posts: 3132
How do you guys record a console run together? Do you each have certain levels you practice on, and hand the controller back and forth?
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
No frame rules at all in SMW. Just go as fast as possible always.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Wow I suck. 12-something.
<Swordless> Go hug a tree, you vegetarian (I bet you really are one)
JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
XIF wrote:
I do have a question about wily1, when you pull out elecman's weapon, it seems to lag caused by the shots you use... whats up with that?
There's blocks in the way, and shooting them offscreen reduces lag. Common question. (I remember asking it myself once)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Ooh some competition :) Go for it!
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JXQ
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Joined: 5/6/2005
Posts: 3132
nitsuja wrote:
It might be possible, but if it is it's slower. 7 invulnerability periods of that boss > 2 seconds.
The glitch must be different than I thought, or require Tails or something. I meant you could perform the glitch, jump in the little Robotnikmobile, while Tails kills Robotnik as fast as he can (hopefully as fast as Sonic would), saving real time and getting the same game time.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
JXQ says: "Game Boy, the official name of the Game Boy handheld video game system."
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Why do people insist on calling it DMG when Game Boy is much more clear to the majority of people, and it's also the actual name of the forum?
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
Syreeta, I don't know, I've only seen very very minor differences between different emulators, not compared to the hardware. It's equally likely that we are handicapped compared to the console. But any large bugs that would cause an extra glitch would cause other problems as well, and be bug-fixed through improved emulation, most or all of which happened before TASing really got going. (Unless you're talking about N64 games, then we can include glitches like frozen white pause screens, because no one has the patience to wait for proper emulation)
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I believe what FODA is saying is that if there is behavior caused by faulty emulation, the chances of it only introducing one inconsistency are quite small - other things will be incorrect, as well (most likely). I believe that the major glitches found here are not due to emulation, however there are instances of differing luck manipulation on different emulators to very small degrees. So the type of issue does exist, but not to an extent that would falsify the content here. I think.
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
wiihaveaproblem wrote:
"And just like women tend to do, our girl Race rambles on for several pages. Go ahead and read the full version here if you are growing a beard or waiting for a glacier to pass by."
<3
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JXQ
Experienced Forum User, Published Author, Experienced player (750)
Joined: 5/6/2005
Posts: 3132
I really thought I remember reading in some official book, like a Nintendo strategy guide, or maybe even the instruction booklet, that a Link to the Past happened before Zelda 1 and 2. This split timeline theory is retarded, by the way.
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JXQ
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Joined: 5/6/2005
Posts: 3132
In the process of improving my old run, and I came across a way to put Sonic in the wall of Labyrinth 1, with (so far) no practical application. Zipping to the left runs him into a switch, crushing him. You can also fall below the floor and into a long pit. Zipping to the right is demonstrated here, but tests in debug mode show that the spikes to my right aren't zippable, and the wall to the right of that is only to a point, then halts progress. It's also possible to glitch into the area below those spikes. This leads to either being stuck, ejected into the normal area, or falling on the ceiling spikes and dying. It's also possible to jump up into the upside-down T shaped piece of land near the beginning of the underwater area, and zip right from there, but this is pretty much the same as zipping right from the initial position. Bummer. If anyone has any ideas though, that'd be great. GMV = here.
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