Posts for JoLiKMC


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Post subject: Battletoads "Maximum Score" Conceptual TAS
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Joined: 11/20/2004
Posts: 236
Location: United States
So, I had a stupid idea at the beginning of last year. And I kinda made it happen. Link to video This is, by no means, either optimized nor does it adhere to the TASVideos format. (I should've leapt off the stage until I ran out of lives, for that.) However, I just thought it'd be a fun idea to try and hit 999,999 as fast as possible. And… this is what I came up with. I probably won't continue it and if I did submit it officially, it would be with the intention of getting the ball rolling rather than be anything truly spectacular. So, for now, it's probably best to just leave this here as an "unfinished" video I never intend to pick back up. Someone else can most assuredly do it better and make it more entertaining. That's the hope, anyway~! And to think, this came about because I wanted to see how many points I could squeeze out of just Level 1 - Ragnarok's Canyon…
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Ah, that makes sense. The website seems to run on a kind of Wikimedia API, now, and I can't imagine JavaScript is inherently compatible. Thank you very much!
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Posts: 236
Location: United States
Hey. Long time no post. Where in the world did the Password Generators go? They were a part of the site before the redesign from 2022. Even if they weren't strictly helpful for tool-assisted speedrunning, I'm sure someone found them useful (other than me). Goodness knows that plenty of sites – like some parts of the Speed Demo Archive – linked to it. Seems odd that it would just up and away without a trace or explanation…
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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If there's one thing that this TAS has taught me... it's that X's weapons, in this game, are severely more broken than I ever thought! Like, who knew that a charged Ray Arrow was literally every boss' weakness? I sure didn't... Anyway, amazing TAS, Rolanmen1! It was very entertaining and almost made this game look, you know... good! Cheers!
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Good news, Mothrayas. I finally took notice of the avatar situation (this is one of the few places that I'd left alone, apparently...) and have remedied it. Thank you for bringing this to my attention, via bulk-action!
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Posts: 236
Location: United States
This version of the game has always been the strangest one, in my opinion. Rohan was just a generic adventurer in the original, but here, he appears to be a monk of some kind? They also did away with the Shoppe system at the end of levels, but kept the coins... which in turn give you access to silver and golden armor -- the latter of which can make you completely invincible to damage (but you still get bumped around). They also changed the Eye-Key to a game of Concentration/Memory. Other than that and the music taking a dive in quality (sometimes significantly), this is a very faithful port. Totally paraphrasing myself from my edits to that Wikipedia article... In any case, it's great to see this game in any of its forms finally TASed. All things considered, this one is certainly the most TAS-friendly, since you have to grind for coins to buy weapon upgrades in the other versions and whatnot, so there's that. Quite an entertaining tun, too! Thank you, maTO!
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Whoa... Your run-thru looks a lot more optimized! There's one thing I'm not entirely sure about though... and that's where the boss stage icons on the actual map place you. See, for those who don't know (since I didn't explain this and neither did anything else I've linked), on the map screen, you do have access to the boss stages. Zone 1-A, Zone 3-C, etc. etc. are there. Problem being... if a particular zone has "duplicate" boss rooms (such as Zone 1 and it's A1, A2, and A3), there's no way of telling, at a glance, which of the boss rooms you'll end up in if you click the icon on the map. Not without actually doing it, I mean. Logic says that you'd probably end up in the first version of a "duplicate" boss room (A1, B1, etc.) by using the map. However, I never actually bothered to test this myself. For all I know, it could randomly pick one, or maybe just use the last boss room you ran through instead. So... that's one thing I didn't take into account that you, Dan, seem to have. To answer your other question, I'm sure some stages can be completed faster than others due to varying factors (some areas in Zones 4 and 5 have landmarks that must be destroyed to continue, for example), but from what I've seen, if you're speedrunning the game, you can generally rip through most any zones in about the same time as others. Still though, it's definitely not a bad idea to put this into practical application and test the swappable stages to see which ones work out the best under the most ideal conditions.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Post subject: [Research] Super Bomberman 5 and the Shortest Road to 100%
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Warning: This post is very lengthy. Please bear this in mind when quoting the post in replies. The frustration you spare may be your own! Alright, so... I've been on a bit of a Super Bomberman 5 kick lately. As such, I've been going through various map sources to try and figure out how to make a 100% run as streamlined as possible. I think I might have it... but I'm not complete sure. Either way, I figured I'd post my findings here for all to peruse and discuss. First and foremost, have a data map of the levels. (And my text chart, just for good measure:)
ZONE    POSSIBLE EXITS          ZONE    POSSIBLE EXITS
1-01     - 05, 02, 07           2-01     - 02, 03
1-02    - 03, 01                2-02    - 04, 07
1-03    - 04                    2-03    - 07
1-04    - 06, 09                2-04    - BA
1-05    - 04, 06, 08            2-05    - 03, 06
1-06    - 04, 08, 10, 12        2-06    - 10, 08, 07
1-07    - 08                    2-07    - BA, 08, BB
1-08    - 06, 14, 13, 12, 15    2-08    - BB, 07, BA
1-09    - 11, AA, 10            2-09    - 06, 10
1-10    - 09, AB                2-10    - 06, 08, 11
1-11    - 09, AA, XA            2-11    - XB, BB
1-12    - AB, 13                2-12    - 10, 13, 14
1-13    - 12, AC                2-13    - 11, 14
1-14    - 08, 15                2-14    - 13, 11, 15
1-15    - AC                    2-15    - CA, 11
--------                        --------
1-AA    - 01, 05                2-BA    - 02, 03, 04
1-AB    - 09, 12                2-BB    - 04, 05
1-AC    - 12                    2-CA    - 01
1-XA    - 02                    2-XB    - 13
--------------------------------------------------------------------------------

ZONE    POSSIBLE EXITS          ZONE    POSSIBLE EXITS
3-01    - 06                    4-01    - 08, 02
3-02    - 07, 08                4-02    - 01, 09
3-03    - 08                    4-03    - 09, 11, 10
3-04    - 08, 09                4-04    - 11
3-05    - 09, 10                4-05    - 12, 13
3-06    - 13, 14, 15            4-06    - 13, 07, 14, 15
3-07    - XC, 11                4-07    - 06, 15
3-08    - 09, 11                4-08    - FA
3-09    - 08, 11, 12            4-09    - FA
3-10    - 12, 13                4-10    - FA, 11
3-11    - DA                    4-11    - 10, GA
3-12    - EA, 13                4-12    - GA
3-13    - EB, 12                4-13    - GA, 14
3-14    - EB                    4-14    - 13, HA
3-15    - EB                    4-15    - HA
--------                        --------
3-DA    - 02, 03, 04            4-FA    - 01, 02, 03
3-EA    - 04, 05                4-GA    - 04, 05, 06
3-EB    - 05, 06                4-HA    - 07, 08
3-XC    - 02

--------------------------------------------------------------------------------
ZONE    POSSIBLE EXITS          ZONE    POSSIBLE EXITS
5-01    - 09, 10, 02            5-16    - 24, 25, 17
5-02    - 01, 03                5-17    - 16, 18
5-03    - 02, 10, 11            5-18    - 17, 25, 26
5-04    - 12                    5-19    - 20, 27
5-05    - 12, 14, 13            5-20    - 19, 27, 28, 21
5-06    - 14, 07                5-21    - 20, 28
5-07    - 06, 22, 15            5-22    - 29, 30, 23
5-08    - 15                    5-23    - 22, 30
5-09    - 10                    5-24    - IA, 25
5-10    - 16, 18                5-25    - 24, IA, 26
5-11    - 10                    5-26    - IA, 25
5-12    - 19, 13                5-27    - JA
5-13    - 12, 14, 19, 21        5-28    - JA, JB
5-14    - 13, 21                5-29    - JB
5-15    - 22, 23                5-30    - JB
--------                        --------
5-IA    - Good Ending           5-JA    - Bad Ending
                                5-JB    - Bad Ending
--------------------------------------------------------------------------------
NOTE: Lettered rooms always lead to the next zone except where otherwise noted.
As you might notice, this game is not linear by any stretch of the imagination. (You might also notice I label my boss stages with letters instead of numbers, but that's not important right now.) See, the galaxy of this game is made of us four "abridged memory" zones, which are made up of 15 levels using enemies and assets from the first four Super Bomberman games, 3 unique boss zones, and an extra stage in zones 1-3 for special battles with Honey and Kotetsu (a couple of Hudson Soft mascots). Zone 5 is completely new and houses 30 levels with three boss areas. Altogether, this makes 108 playable stages (though, I can't see the difference between some of the boss areas...). The current "any%" TAS by Ryuto uses the following route:
Current TAS route (for comparison):
STAGES TRAVERSED: 021/108		COMPLETION RATE: 019%
 1-01 -> 1-05 -> 1-06 -> 1-12 -> 1-AB -> 2-09 -> 2-06 ->
 2-08 -> 2-BA -> 3-02 -> 3-07 -> 3-11 -> 3-DA -> 4-02 ->
 4-09 -> 4-FA -> 5-03 -> 5-10 -> 5-16 -> 5-25 -> 5-IA -X 
In doing my research, I've found that the absolute shortest route with no repeats in the game sends you through 18 stages and puts you in the bad ending:
STAGES TRAVERSED: 018/108               COMPLETION RATE: 017%
 1-01 -> 1-07 -> 1-08 -> 1-15 -> 1-AC -> 2-12 -> 2-10 ->
 2-11 -> 2-XB -> 3-13 -> 3-EB -> 4-06 -> 4-14 -> 4-HA ->
 5-07 -> 5-22 -> 5-29 -> 5-JB -X 
... while the longest path with no repeats puts you through 34 stages and gives you the good ending:
STAGES TRAVERSED: 034/108               COMPLETION RATE: 031%
 1-01 -> 1-02 -> 1-03 -> 1-04 -> 1-06 -> 1-10 -> 1-09 ->
 1-11 -> 1-AA -> 2-01 -> 2-02 -> 2-07 -> 2-08 -> 2-BA ->
 3-02 -> 3-08 -> 3-09 -> 3-12 -> 3-13 -> 3-EB -> 4-04 ->
 4-11 -> 4-10 -> 4-FA -> 5-01 -> 5-02 -> 5-11 -> 5-10 ->
 5-16 -> 5-17 -> 5-18 -> 5-25 -> 5-26 -> 5-IA -X
I also determined that the longest possible single-session playthrough with repeated levels would run you through 38 unique stages with 2 repeated stages and give you the good ending:
STAGES TRAVERSED: 040/108               REPEATED STAGES: 002/040
   UNIQUE STAGES: 038/108               COMPLETION RATE: 035%
 1-01 -> 1-02 -> 1-03 -> 1-04 -> 1-06 -> 1-08 -> 1-14 ->
(1-08)->(1-06)-> 1-10 -> 1-09 -> 1-11 -> 1-AA -> 2-05 ->
 2-06 -> 2-10 -> 2-08 -> 2-07 -> 2-BA -> 3-04 -> 3-08 ->
 3-09 -> 3-11 -> 3-DA -> 4-04 -> 4-11 -> 4-10 -> 4-FA ->
 5-01 -> 5-02 -> 5-03 -> 5-11 -> 5-10 -> 5-16 -> 5-17 ->
 5-18 -> 5-26 -> 5-25 -> 5-24 -> 5-IA
You actually get the same results aiming for the bad ending, though I ended up going through one more repeated stage there, somehow. Might need to research this a bit more... In any case, to get to 100% in this game, it's necessary to play it multiple times. The smallest amount of "passes" through the game that I could figure out was six passes: Three complete games from Zone 1-1 to Zone 5-I/JA/JB and three partial-passes that start from a logical point to get to a new stage and end after all possible "new" stages have been visited. Oh, and two "clean-up" mini-passes to reach two really out-of-the-way zones that didn't fall into the other pathways. You can see that chart right here:
KEY:
#-## Level/area   ## Can be 01-15 or start with a letter
             AA-JB = Boss room, XA-XC = Mascot boss room
-> = Next level () = Repeat level -X = Move to next pass
----------

STAGES TRAVERSED: 138/108               REPEATED STAGES: 031/138
   UNIQUE STAGES: 108/108               TOTAL COMP.RATE: 100%
_PASS 1_________________________________________________
 1-01 -> 1-02 -> 1-03 -> 1-04 -> 1-06 -> 1-10 -> 1-09 ->
 1-11 -> 1-AA -> 2-01 -> 2-02 -> 2-07 -> 2-08 -> 2-BA ->
 3-02 -> 3-07 -> 3-11 -> 3-DA -> 4-03 -> 4-11 -> 4-10 ->
 4-FA -> 5-01 -> 5-02 -> 5-03 -> 5-11 -> 5-10 -> 5-16 ->
 5-17 -> 5-18 -> 5-26 -> 5-25 -> 5-24 -> 5-IA -X
_PASS 2_________________________________________________
(1-01)-> 1-07 -> 1-08 -> 1-14 -> 1-15 -> 1-AC -> 2-12 ->
 2-13 -> 2-14 -> 2-15 -> 2-CA -> 3-01 -> 3-06 -> 3-15 ->
 3-EB -> 4-06 -> 4-07 -> 4-15 -> 4-HA -> 5-08 -> 5-15 ->
 5-22 -> 5-23 -> 5-30 -> 5-JB -X
_PASS 3_________________________________________________
(1-01)-> 1-05 ->(1-06)->(1-08)-> 1-13 -> 1-12 -> 1-AB ->
 2-09 -> 2-10 -> 2-06 ->(2-10)-> 2-11 -> 2-BB -> 3-05 ->
 3-10 -> 3-12 -> 3-EA -> 4-05 -> 4-12 -> 4-GA -> 5-04 ->
 5-12 -> 5-13 -> 5-14 -> 5-21 -> 5-20 -> 5-19 -> 5-27 ->
 5-JA -X 
_PASS 4_________________________________________________
(1-11)-> 1-XA ->(2-02)-> 2-04 ->(2-BA)-> 3-03 -> 3-08 ->
 3-09 ->(3-12)-> 3-13 ->(3-EB)-> 4-04 ->(4-11)->(4-GA)->
 5-06 -> 5-07 ->(5-22)-> 5-29 -X
_PASS 5_________________________________________________
(1-09)->(1-AA)-> 2-05 -> 2-03 ->(2-07)->(2-BA)-> 3-04 ->
(3-09)->(3-11)->(3-DA)-> 4-02 -> 4-01 -> 4-08 ->(4-FA)->
(5-01)-> 5-09 -X
_PASS 6_________________________________________________
(2-11)-> 2-XB ->(3-13)->(3-EB)->(4-06)-> 4-14 -> 4-13 ->
(4-GA)-> 5-05 ->(5-14)->(5-21)-> 5-28 -X
_CLEAN-UP PASSES________________________________________
(3-06)-> 3-14 -X 
(3-07)-> 3-XC -X 
So... that's what I came up with. Again, I'm not completely positive that this is the absolute shortest road to 100%... but it's certainly quite a bit shorter than my first attempt by several areas. (Less repeated rooms/backtracking, too.) Now... I should mention, these routes do not take into consideration how long it would take to defeat the enemies within a given area. The same goes with the boss battles. For example, I didn't put any Mascot Boss rooms in my paths (aside from the "absolute shortest" one) as, while they generally do does let you skip an entire stage... it might actually take longer to beat Honey and Kotetsu in Zone 1 than it does Bomber Woof, since there's only one of him while there's two of them. (They may also have more Heart-Ups, but I didn't really check...) I should also note, I'm releasing this to the forums in case anyone's interested in making a go at a better route or TASing the game 100%, themselves. I'm not sure I'm patient enough to try and TAS it 100% myself... With all the repeated playthroughs, it's still a pretty long game! Cheers, and I hope this is helpful to someone other than myself! (I actually made this to reduce redundancy in my causal playthrough... Go figure, right?) Oh! And just for laughs, here's the color-coded list I was using to keep track of already-visited areas: (I typed it in SeMagic and don't feel like trying to do HTML-to-BBCode right now, ha hah.)
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Post subject: [VBA-RR] Recovering TAS Data from PkMn Crystal *Resolved*
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Joseph Collins (originally on 2016-08-03 18:58:29) wrote:
Mantidactyle wrote:
Saying VBA is a little iffy for DMG and GBC is more than an understatement. VBA is utter crap. VBA is so bad that it causes random softlocks / crashes in a few specific games (Dark Duel Stories for example, randomly softlocks after a duel due to a memory timing error, which also randomly causes card ID 0x00 Blue-Eyes White D. to drop from every opponent). It also loads the wrong opponent's data from time to time in a GBA game, Reshef of Destruction (confirmed by several people).
I did not know that. All I knew was that it wasn't the most accurate emulator for Game Boy stuff. It also likes to hiccup while playing Game Boy games, for some reason. But it's certainly good enough for casual stuff like I'm doing. Usually, ha hah.
(and the emulator you're thinking of is BGB, not GBG :P )
Noted and fixed! Anyway... who would've guessed that real-time clock would have an impact on input replays? I mean... other than everyone who knows a thing or two about tool-assisted videos. If the time in-game is different in the replay than when you actually recorded it, chances are, you're not going to be able re-create the exact same circumstances... I genuinely have now idea how I made this work before, other than probably doing like I said and recording after the time was set. A little five-minute recording I did today, where-in I recorded from a snapshot after setting the time, seemed perfectly fine! So, yeah... gonna have to restart. But at least I learned something, right? Thanks for the input, folks!
---------- Quick update for the curious: Starting from a point after setting the clock did indeed fix my desync issues completely. I'm back up to five parts (of the original seven) without error!
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Mmm... is MediaFire alright, instead? I don't want to waste server space on something that's not even for the site. I uploaded it over here, if so. I also included a text file that has the hashes and stuff (obtained from ROM Hasher) within the ZIP.
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Pokota wrote:
As far as salvaging the VBM files... am I correct in assuming that recordings 2-7 play back correctly when you have no SRAM file?
I hadn't thought of trying that... and unfortunately, it seemingly made no difference whatsoever. They punch in a seemingly random time, seem like they play correctly for a little while, then usually during the first random battle, the movies just go full-derp. Slowing things down, it almost looks like the input is running a little faster than the game, or something... And playing back the same movie often returns different results for random encounters and even setting the time. Even stranger, though... I just noticed that if I stop the movie prematurely, the in-game time radically shifts (which can be pretty funny, but not very helpful). But I think you're right. Making these recordings and tying them to save states is probably the better way to go, given the mechanics of the game. Not sure if I can figure out how to associate current movies with newly-made save states, though... Thanks for the input! Oh, and...
I still wince when your Endless levels come up.
I'm sorry. Hee hee hee...
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Post subject: [VBA-RR] Recovering TAS Data from PkMn Crystal *Resolved*
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Emulator Information Emulator: Visual Boy Advance Re-Recording Emulator version: v23.6 svn480 Problem?: De-sync due to SRAM/clock settings...? ---------- I have a rather odd scenario which I'm not sure can be helped, but I figured if anyone could, it'd be the guys who modified the emulator. Long-story short? All but one of my recordings in Pokémon Crystal de-synchronize upon playback. And I'm 100% sure I know why. Recording 1 was started using the "From start (power-on)" option which clears the SRAM. Recordings 2-7 were started using the "From reset (SRAM)" option, which does not. In using that choice, however... apparently, certain counters, variables, and whatever else didn't line up right when trying to play the footage back. I'm a little irritated this happened, though I understand why. If I'd started recording using the "From now (snapshot)" option after setting the time, everything would probably be fine. Live and learn. On top of that, I know Super/Game Boy/Color emulation in Visual Boy Advance is a little iffy compared to a lot of other emulators, such as GBG BGB and BizHawk (using Gambatte's cores), so I guess I'm not terribly surprised... Anyway, to get to my my point, I was wondering if there was anything I could possibly do to salvage these movie files. I'm thinking not, but maybe someone out there knows something I don't which would be helpful... Thanks in advance! (And if anyone's curious, this isn't for a TAS project. I just like Re-Recording's movie options more than vanilla VBA's.)
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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Watching this movie on its own was pretty hilarious. Watching the Awesome Games Done Quick version, however, was phenominal. I'm still laughing!
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You know.. there's one thing... one sole thing... that keeps this run from being almost unwatchable. "U-u-u-uy-u-u-uy-uy-u-u-u-uya-u-u-uya-u-u-u-uya" Seriously though. This was expertly done. I didn't see anything even remotely resembling a mistake! Definitely a Yes vote from me, despite the noise pollution. Now if we could just find a way to shove Julius into the Chaos boss rom...
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So... did anyone else notice that this run was done using the older shareware version of this volume? You can tell because the CMF engine doesn't play certain songs (like SEVEN.CMF during the ending) right and the liquids (water, lava) don't animate at all. Just tossing that out there.
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So, uh... not a single post mentions that this game is running at something like double speed. ... why is the game running at double speed? And why was this not mentioned anywhere? I retract... everything... about that query. Apparently, I've been playing the European copy of the game... for over half my entire life. I even did a boss run using the European version. I've never felt more stupid than I do now.
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That's all I wanted. *bow* Thank you.
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You know, I do have a problem with this run. It uses previously saved data to allow the player to skip all cutscenes and buy items that wouldn't normally be available as early as they are. But this isn't classified as a "uses passwords/save data" or "Replay Mode" run? Why? And why has nobody mentioned this before now...?
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I just happened to find this at random after watching a Goddess of Explosions non-TAS run. I am so glad that I did... Jumping Jack Flash, this is insanity!! The only thing that would have been more insane (and probably computer-killing) would have been turning on the excessive explosions code. Easy Yes vote here.
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keylie wrote:
I've made several tests with Naija, to see how she can be controlled with TAS tools. Here is an example: http://www.youtube.com/watch?v=tZJ6S9KSRXs
... I think my brain just broke!
However, a full 106% TAS requires making Hourglass much more robust.
Aww... that's kind of a shame! What would need to be changed, exactly?
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After watching this run, I can't help but wonder how utterly game-breaking the secondary characters would be under similar circumstances... Naija in particular would probably wreck this game worse than she already does! (It'd have to wait until World 3 unfortunately, due to the sizable 50-bandage requirement.)
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Bisqwit wrote:
I can honestly not see what makes this such an anticipated TAS. Sure this game presents an optimization problem -- how to navigate a maze in the fastest manner... But it gets boring after some manner of time. Undoubtedly the movie presents a style of play that is really difficult for an unassisted speedrunner -- things often go a little too fast in this run to even think --, which may appeal to people who have played this game though.
1. You can adjust the gameplay speed manually. (Not sure if you knew that or not... ^_^;) However, this game was played at one of the higher speeds (if not the highest possible speed), likely to make things go faster than they would if a person were playing. Surprisingly, it works well enough for this kind of game. You lose track of the player once or twice, but you don't really lose focus on the actions for too long! 2. I personally got really excited when I saw this was posted -- so excited, in fact, I immediately shared it with the folks over at the Jetpack HQ, home if the up-and-coming game Jetpack 2! I just hope they'll appreciate it as much as I do... I know not everyone sees a TAS and understands it's not "a cheater movie". (I actually put a header on my forum post pointing this out and linking to this site's "About" section for that reason, in fact.) I'll give this a watch soon. I'm already watching something right now, but man! I'm super excited about this! X3
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Posts: 236
Location: United States
As fast as this TAS is, I believe it can be faster in at least one area: I believe the start of Mega Water-S' stage could be improved upon. It seems extremely slow, and I'm pretty sure there's speedier ways through that area. Other parts of this TAS coule be improved upon, as well, I think. I'm not sure if it would be significant, though. Regardless, this still gets a post-publication Yes vote from me.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Experienced Forum User
Joined: 11/20/2004
Posts: 236
Location: United States
So... not trying to cause trouble and such, but... why is there a category for movies the Angry Video Game Nerd has reviewed? Is that really necessary? Or useful? That aside, I really like the re-refined rating and categorization system! It's easy enough to understand now and works pretty well. I like the fact there's a separate listing for new Vault entries, too, since they don't show up under the "Latest Publications" list anymore. Heh.
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
Experienced Forum User
Joined: 11/20/2004
Posts: 236
Location: United States
Wow. This new site arrangement is... very um... Confusing. Very confusing indeed. I skimmed the proposal and such, but even after doing that, it's still confusing for oldbies like me who "grew up on" starred entries being super awesome and moon entries being extraordinaire or really unique in some way. Now, it just looks like every video on the site is worth watching. I guess I'll have to get used to it. Your site, your rules. I'll probably get the hang of it within a few days or so...
I'm not that hard to find... if you know where to look. -=( http://jolikmc.tumblr.com )=-
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