Posts for KDR_11k


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Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
That was nice except for the bosses, it's boring as hell to watch the player ignore the boss and shoot random targets.
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Joined: 1/23/2006
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Location: Germany
Can the Julius fight be reached and left without invoking a cheat device? In that case a Julius mode all-boss run might be interesting.
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Joined: 1/23/2006
Posts: 352
Location: Germany
Comicalflop wrote:
Bablo wrote:
Rayman would make of a good TAS.
I downloaded some of them, and they don't seem to be as fast paced and interesting as Rayman and Rayman 2: the great escape (which has a TASable N64 version) were.
Rayman Advance is a straight port of Rayman 1 AFAIK, a game I'd really like to see beaten. Oh how I hated that music world... The watchability might suffer from the need to open all the cages which would probably kill some shortcuts that might otherwise exist.
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Posts: 352
Location: Germany
Nice. Didn't get boring for me. What would have happened had you picked that third bit in level 5 up? I suppose the missiles would have lagged too much? I only played the Gameboy version back in the day but it seems they changed the levels a lot for that, 1, 5 and 6 were cut, 4 was altered heavily, between 4 and 7 a new level was inserted that had enemies that built walls as they moved and all bosses except the first and last were replaced (some with HUGE things that fill almost the entire screen and then move around, if you don't know their pattern by heart you get crushed instantly).
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Joined: 1/23/2006
Posts: 352
Location: Germany
I guess Scurge could get a bit boring to watch due to the limited variety in actions (on the other hand there's pretty fast movement, no idea how it will turn out in practice) though it would make for a good route planning challenge with the keycards you can get in any order and the save stations you have to visit regularly.
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Location: Germany
IIRC there's not much backtracking in the 100% run of SMW, the player switching animation has been identified as a huge time waster and I'd wager that even without that the pathes you have to take twice because both players use them would add more time than the route change would save. Anyway, it'd be silly because the difference is trivial and using more players should only be used to save time or add awesomeness, neither of which would happen in a 2p SMW run.
Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
I thought it's impossible to walljump off a mushroom because it triggers by standing on a tile that's part of the wall and mushrooms are only one tile high?
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Joined: 1/23/2006
Posts: 352
Location: Germany
R-Type 1 looped once after you beat the final boss and had you repeat the game on hard, the level numbers suggest that if you don't skip to pro difficulty the game wouldn't end properly on the first playthrough anyway?
Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
Is there a mem address that shows when the button can be pressed?
Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
Wow, now that was something completely different... Instead of seeing Soma hobble through many rooms it looks like he's just running errands ("kill Lubicant twice, check. Kill Erynes, check. ...")
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Joined: 1/23/2006
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Location: Germany
I haven't checked (and don't remember the levels anymore) but is it really faster to use the Macro Zone autoscroller?
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Joined: 1/23/2006
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Location: Germany
Can you do a 100% without pressing B? (I'm aware there was some big hurdle, I wonder if you could cross it)
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Joined: 1/23/2006
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Location: Germany
Yeah, it's overdone. Also I felt the movie dragged and dragged on, got boring at times. Might just be the game though.
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Joined: 1/23/2006
Posts: 352
Location: Germany
TASes aren't just about records, that's what's different to regular speedruns. A speedrun is so the player can prove his skills, a TAS is so the audience is entertained, breaking a game and completing it absurdly fast is often entertaining, especially for games the viewer played before and considers hard. However, there are often ways to break a game that get boring because they use a trick to skip all the challenge and end up looking like anyone could do it after performing the glitch. There are other cases where the fastest approach isn't interesting, e.g. in Super Metroid it's possible to skip all the bosses by performing a LOOOOOOOOONG glitch. It's faster but most of the time is spent jumping up through a wall and that's no fun to watch. People come here to see amazing things, not to see the player chicken out and take a stupidly simple route. Cheats are faster than regular play too BTW but they make it look like it takes even less skill. Anyway... Did you like watching this movie? (Vote after watching!) How would you vote on this if your answer was "it's technically better but no fun to watch"? The question doesn't ask for technique, it asks for entertainment.
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Joined: 1/23/2006
Posts: 352
Location: Germany
So I guess using the bullet bills to alter the flag animation wouldn't save time?
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Joined: 1/23/2006
Posts: 352
Location: Germany
I loved the run but I have to say this is one of the more horrible hacks I've seen, completely butchering the game and seeming impossible to play without TASing it.
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Joined: 1/23/2006
Posts: 352
Location: Germany
Did you watch the latest run? It uses this glitch.
Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
Heh, I loved the 8-2 finish. 21 frames? I take it most levels didn't benefit from the glitch since that would mean only one had a frame-rule cycle saved? Or does the rule apply to some step of the flag anim that's being skipped so each level contributed a few frames? What are the current frames needed to get one cycle ahead with the frame-rule for each level?
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Joined: 1/23/2006
Posts: 352
Location: Germany
It (v12beta8) just freezes when I start it (starts in fullscreen with the menu visible, doesn't react and has to be killed with the task manager), am I doing it wrong?
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Joined: 1/23/2006
Posts: 352
Location: Germany
Hm, just wondering, that zipping glitch with the moving platform in SBZ2, why do you have to wait a whole movement cycle of that thing before you can do the glitch, is it not possible to do that when you arrive?
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Joined: 1/23/2006
Posts: 352
Location: Germany
Just wondering, what was the Catoblepas soul for?
Experienced Forum User
Joined: 1/23/2006
Posts: 352
Location: Germany
Once it gets down to 0 stars the next question would be if there's a way to skip the Bowser stages. Is it somehow possible to introduce memory corruption into the level data to e.g. make the game think the bowser 1 entry point is really the bowser 3 one or that you have jkeys you didn't collect?
Experienced Forum User
Joined: 1/23/2006
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Location: Germany
Voted meh, it starts off very interesting but takes too long. Seeing more bosses was nice but since bosses in this game are just bone targets they didn't make the run much more interesting either. Not sure a run with this goal can be made interesting over the whole length. The planning was impressive but it wasn't that much fun to watch it play out. I think the other two GBA Cvs are better suited for 100% runs since HoD has loads of bosses that get skipped as well as much faster movement and AoS has that soul collecting deal.
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Joined: 1/23/2006
Posts: 352
Location: Germany
I voted meh, while the run seems to be of high quality and a good improvement it was awfully boring to watch with most of the time spent moving slowly through random areas with nothing really interesting going on or waiting for the day/night cycle to advance. No interesting battles, nothing that looked like an insane stunt. I haven't played the game so that might make it uninteresting to me but I often found myself wishing this was over soon and unlike other TASes wasn't worried about missing anything if I took my eyes off the screen for a moment since the game is just so slow-paced.
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Joined: 1/23/2006
Posts: 352
Location: Germany
Looks good but I don't understand what the potions do...
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