Posts for Kirkq


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Experienced Forum User, Published Author, Player (208)
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I originally started with: Banjo Kazooie Donkey Kong Country 2 "102%" Earthbound A Link to the Past "glitchless" Chrono Trigger "glitched any%" Super Metroid "any%" I'd like to say, all of these runs made this year great. It's a shame most of the great runs this year are pitted against each other. After much consideration, I will vote for inichi's Chrono Trigger. Years in the making, hours trimmed, conceived by one TASer, Chrono Trigger was probably the most technically insane run this year.
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ArukAdo hit 13 runs of 8 games across ~5 systems, 4 of them Castlevania games. Adelikat hit 12 runs of 10 games across ~4 systems, 1 of them a Castlevania game. Each of them teamed 6 times, mostly with each other ironically. The poll states "Nominate the author(s) you think most deserve the prestigious award of best TASer of 2009." I know this isn't a formalized statement or anything, but it got me to thinking. I'm going to stray from the ordinary thought process a bit. Amidst being a site administrator and implementing rerecording into emulators, adelikat produced a very competitive amount of material. I think if I consider strictly by TAS material arukAdo has a very slight edge. Considering a larger picture, I believe adelikat has made the most significant contribution this year as a TASer to TASing. I think it is worth noting that without adelikat's contributions to emulators this year, arukAdo couldn't have done 9 of his runs. My vote is for adelikat for his contribution of not only a significant, highly competitive amount of runs, but also for his emulator and site contributions to further progress TASing. (It's fine if people don't entirely agree with this criteria.)
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ArukAdo hit every system in this category but Arcade, with numerous runs.
Experienced Forum User, Published Author, Player (208)
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ArukAdo hit 13 runs of 8 games across ~5 systems, 4 of them Castlevania games. Along with working on various teams with various individuals. While I am not really a fan of Castlevania, I commend the amount of material produced. Voting arukAdo. (don't let it get to your head.)
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I did actually laugh at all three of these runs. Some of the glitches in UMK3 were quite amusing the extent to which they broke the game visually. I also think walking out of the court room in Chrono Trigger was one of the most 'WTF LOL' moments I've experienced watching a TAS. I do have to vote Family Feud though. It can be appreciated by people who aren't familiar with TASing. ArukAdo brings up a fair point that it may not translate well over language barriers, but I think it's safe to say it was utterly hilarious for most of us.
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This one is tough. Cpadolf made 4 movies total and obsoleted 2 of his previous movies. I'm going to vote Sami for producing 2.4 hours of unpublished material for a difficult to plan game.
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Voting maTO for producing 5 varying, original runs.
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(I should point out that In NES TASer, HappyLee has a movie he obsoleted (walkathon), and Aglar does not have listed a movie of his which was obsoleted: 1316M - NES Donkey Kong (JPN/USA) by Aglar in 01:08.97 ) I will give my vote to HappyLee for relentlessly destroying nearly every NES Mario run on the site. Almost everyone in this category produced improvements to existing runs, if someone had produced multiple interesting runs of new games I probably would have voted for them, but I think HappyLee wins the 'best NES run improvements' award
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Chrono Trigger is fairly similar in concept to gia's Pokemon Yellow run, so I believe that removes some of the "innovativeness". Voting Family Feud for reasons stated by others.
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While Megaman 2 has some great, entertaining, innovative glitching, I think inichi's Chrono Trigger definitely deserves it as a run years in the making slaughtered to the highest degree.
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I made a tiny bit of progress on the Nitros fight tonight. Easiest way to deal with Nitros's towers in real time: - Hold straight up at the beginning, throw two bombs as fast as possible while still holding up. -The third tower will drift off to the right, throw a bomb just out in front of it. -Assuming this hits you'll obviously want to follow it with a throw at Nitros. If you haven't figured it out by now, the easiest way to fight normal Nitros seems to be standing about two hexes away from him (in particular on a gray square), laying a bomb, and getting him to run on top of it/near it. Hopefully I'll make some substantial progress this week. (Best time should be 8270.)
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1: Try a different game, maybe you have a bad dump. 2: Try redownloading the binary in a new folder so it doesn't use the same initialization files 3: Try downloading an older binary (VBA21 or VBA19.x) and see if that works fine. It's hard to troubleshoot with such generic information.
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Progress I've made up until now: http://www.youtube.com/watch?v=Wo5Wl2srOYA I can talk theory on the other stages, but I doubt I'll be TASing them until a month or two from now.
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I have purposefully avoided examining any form of save glitching in order to preserve the integrity of the run. This run was undertaken to destroy such a grind heavy game through luck manipulation, not to find a cheap way to beat the game. I have looked for other methods of glitching such as examining poison deaths and other related ideas, but nothing became of them. If Lux was glitched to max power you would be watching a walkfest where the bosses are slaughtered. It would be roughly 30-40 minutes faster, and it would magnitudes less interesting. I have no interest in doing a glitched run even if the possibility exists, unless it involves something more interesting than walking through the game as fast as possible.
Experienced Forum User, Published Author, Player (208)
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I'll try to get that up in the next couple days I suppose.
Experienced Forum User, Published Author, Player (208)
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Nach wrote:
I don't think we should start calling certain types of humor innovative.
I suppose I can agree with that. Last year the Glitchy TAS was considered Innovative though. I'm not sure how one defines this category really. Do I say that HappyLee's walkathon was the most ridiculously innovative time saver to win a frame war, or do I say that Megaman 2's NMI study to screenscroll to OHKO the mech-dragon was ridiculous? I suppose I don't see anything entirely ground-breaking about any runs this year to call them 'Innovative' in any other sense. I'm not sure why you could consider the next generations of Super Metroid runs to be 'Innovative' other than the fact that they found unique ways to be faster, much like many other movies on the site. Feel free to disregard my previous nomination, but I hope someone can come up with a better argument for what makes a run this year 'Innovative'.
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I'm still mildly disappointed that the ground was touched at one point in Wood Man's level for about a second and a half.
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Megaman 2 gets my nomination for most ridiculous improvement to an already optimized movie. The improvements by themselves were very impressive.
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On top of what's been mentioned. (Banjo Kazooie, Super Metroid, Chrono Trigger, DKC2) 1269M - SNES Legend of Zelda - A Link to the Past (USA) by Tompa in 1:16:11.05
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I would say Heisanevilgenius deviated from the norm in order to give TASing some new, fresh humor. 1248M - SNES Family Feud (USA) by Heisanevilgenius in 06:46.28
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Cpadolf produced 3 movies, one of which was Super Metroid. Easily a nomination. http://tasvideos.org/1270M.html http://tasvideos.org/1259M.html http://tasvideos.org/1366M.html Sami O. finished a great 2.4 hour movie on Mupen 64, which I believe deserves a nomination. http://tasvideos.org/1277M.html
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I wonder if this would be a semi-effective way to memorize the digits. I'm sure I'm not the only one here who has memorized digits for no apparent reason. (I have 50 memorized, I'd bet multiple people on the site have over 100 memorized.)
Post subject: Andrewg is mad good, yo.
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http://dehacked.2y.net/microstorage.php/info/1766978743/Wart%20Glitch%20Recreation.fm2 (Published movie with modified, slower ending.) Upon the glitch occurring, byte 0469 rolls over to 255. This is what happens when a normal enemy in that slot is killed by having something thrown into it. Since Wart has been killed like a normal enemy, his sprite is flipped upside down. Since his sprite has 3 parts, they are each individually flipped upside-down, yet kept in their original positions, so it looks glitched. The glitch only occurs when the second vegetable collides with Wart during a very specific time interval of his death animation. This seems to be roughly 95 frames after the first vegetable hits. This is during the third time Wart shuts his mouth during the death animation. Note, this is exactly when byte 0460 rolls down to 0 the first time. Typically when Wart gets hit by an extra vegetable, his death animation takes even longer. Since we're hitting him right in between the two phases of his death animation, something strange occurs. This glitch does not work the second time that 0460 rolls over to 0 in his death animation. This glitch does not work at the end of stun time for a normal hit. Wart's stun time will increase, the attack/vegetable timer will remain the same. Based on the current published run, this ends the game roughly 80 frames later with my best attempt. Note, I only tested with toad. It probably doesn't matter what character you are, though I may be wrong. The only way I can think of to make it work is to manipulate Wart's attack pattern with the vegetable pattern. If these are both on universal timers it is not possible under the circumstances. If the TAS gets to the final room earlier, circumstances may change. There is roughly a 3 frame window that this glitch could possibly occur in. Andrewg TASes reality.
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andymac wrote:
Fortunately, it is Andrew G who is doing the tool assisted run for this game, and he is probably well aware of the glitch that he performed.
I'm pretty sure he wasn't aware at the time. =p My best attempt was ~60 frames slower than the published run. I could upload the fm2 if necessary, I just threw the final vegetable in the published run such that the next vegetable spawned before the first hit Wart. (Edited incorrect stuff out.) Unfortunately there is a pretty good chance that it may not be possible to save time at all. It is definitely worth looking into though. EDIT: (To clarify, it is a faster Wart kill, but you have to wait for and throw the next vegetable which cuts off most (if not all) of the time that would be saved.)
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I do agree with moozooh's last post for the most part. I just want to clarify one thing. Is this run faster or equal to the published run in all comparable segments, boss fights, boss fadeouts etc? If there are parts improved and parts that obviously lost frames by not using tricks from the published version, I will have to vote no. The run shouldn't take a step backwards. If this run is entirely a step forward from the published run based on the knowledge available in 2008, I vote yes. I think publishing this with the explicit statement that it was created in late 2008 should rid any stigma from the publication. I'm sorry your hard work is providing controversy, Glitchman. Your run is good, and we all appreciate seeing it, we just have to form standards to publish runs by. This run is a bit of a strange circumstance, because no one (to my knowledge) has ever submitted a run so late from creation after so many new techniques were discovered. Regardless of whether or not this is accepted, we're all looking forward to more of your work in the future.
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