I spent over a week playing through MI.
I spent more time escaping the exploding fortress than this playthrough spends on the whole game...
This is a fantastic playthrough!
ZXA is one of my favorite games. I'm glad to see another run of it.
Some of the collectables are a pain to get. Seeing it done quickly should be educational.
My only complaint is that you sped through the Aquarium Park too fast, limiting the time I could spend chilling to the tunes.
The angles you pull with the laser wisp power are crazy.
I noticed that the BGM mutes when fighting Ice Girl in the youku link. Is there a reason for this?
This is true. Anyone interested in owning this game can purchase it at http://www.dlsite.com/eng/work/=/product_id/RE051185
The TAS speaks for itself as to how enjoyable the game is.
I don't only mean that.
Consider the beginning of the very level, where the play has to avoid the goal. There is not a single level in SMW where touching a goal is not desirable, but here it's lethal. It's an entirely new use of the object.
Proceeding is not obvious. The player has to jump to the left, land on a bullet bill, and bounce back to the right on a ledge beneath the goal, and walk underneath it. The original SMW requires nothing similar.
The next obstacle requires the player to spin-jump off a pokey as it falls into a pit, after actually realizing that they need to do this. It isn't obvious; you can finish the original game without ever spin jumping off an enemy. You never have to purposely jump in a pit, either.
Kaizo is an unrefined hack. It is nearly an unplayable difficult hack. None-the-less, I think that its new and creatively counter-intuitive use of otherwise familiar gimmicks is too notable to ignore, and the influence this hack had on future hacks and games is evidence to that.
I believe TAS should accept this Kazio TAS, if it should accepts TASs of any hack.
I think the Kaizo Mario hack should be accepted. It is cleverly designed* and is well known and notorious among hacks. It has influenced not only other SMW hacks, but the creation of other games entirely.
*I'm not arguing that it isn't ugly as sin, but it uses gimmicks and concepts from SMW in innovative ways. It requires the player to think and react in a very different manner.
I think you should state what BLJ stands for in the description.
While most Mario 64 enthusiasts know it means, anyone else who reads the video description will be confused.
Nope, it would not be identical (the direction and magnitude of effect would be difficult to estimate), because the starting conditions for each mission would not be the same:
* First mission starts with 12 missiles
* Other missions don't have missiles, but have carry-over credits from previous episode.
* Alien generators can't be hit with missiles
E.g. If episode 1 and 2 would be swapped, the final time would likely be at least 10 seconds slower (because grenades, which are key to quickly destroying alien generators would not be quickly available).
I hadn't considered that; I concede the issue.
However, my comment about it being mistaken as a seasonal TAS still stands. :)
Samus goes to planet Zebes to destroy the Mother Brain, putzes around for a while, and then leaves without destroying the Mother Brain.
Mission Completed Successfully!
Since it said "preview" you could mistake it to mean that it wasn't the full TAS.
I agree with Hoandjzj's decision to skip unnecessary boss fights.
The bosses in the hack love invulnerability frames, and differ from the original fights mostly in the environment they're fought. Fighting them would kill the momentum, and the fights wouldn't be much different or more exciting than in a vanilla Super Metroid run.
This run could be better optimized only in the manner that a razor can be sharpened.
This is fantastic, Ilari. Some kids grew up with the Nintendo; some kids grew up with the Genesis; I grew up with the 486. It's a thrill to see old Apogee games be TASed. Alien Carnage was a particular favorite, since it was a game I had the complete copy of, not just the shareware version.
I'd also like to add one benefit to the Photon weapon that I remember: it can interact with objects through walls.
franpa wrote:
1) It seems to use Turbo mode (I at least don't remember the game being that insanely fast)
2) It's not Halloween Harry with the more logical episode progression.
I disagree.
Turbo mode is an actual in game option, so I can't imagine why it's use would not be permitted, and the sum length of the game time would be identical with any episode progression.
Also, if this was played with the original Halloween Harry title, it might be mistaken as a seasonal TAS.
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