Posts for Kles


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Experienced Forum User
Joined: 7/28/2005
Posts: 339
Oh wow, I remember playing this game as a kid and also finding the exact same glitch... but I couldn't remember the name of the game! Anyway, the run is a little boring but there's really no way around that. I still like it. Voting yes.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
I misclicked on voting and didn't vote for Dooty. If you could add one vote for him on my behalf, I'd appreciate it.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
OmegaWatcher wrote:
Yes for the movie, of course. I'm curious about something, Happy Lee. Why do you don't wanna TAS any other game? Your SMB movies are, for lack of better word, perfect, and would be great seeing this "perfection" in other movies. Why don't you give it a try?
Super Mario Bros 2J? I'd love to see that. Anyway, good job on improving this TAS. :)
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Also... what's wrong with just using PrBoom for this?
Experienced Forum User
Joined: 7/28/2005
Posts: 339
ShadowWraith wrote:
Any TAS made for this site would be done on the Nightmare difficulty as it is the highest one, so the times wouldn't really be directly comparable even if the strategies and routes would be mostly the same.
I disagree with this. Nightmare is more of a gimmicky difficulty that actually gets in the way of certain high speed strategies and would probably wind up being less entertaining to the players and more frustrating to the TASer.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
adelikat wrote:
Kles wrote:
Hmm, looking at it again, it seems like there are already clock-stopping glitch runs on the site.
But no clock stopping glitch movie has been published, only submitted.
Oh, really? My bad for not reading a little more closely. If those runs were submitted but not published, I don't see any reason this one should be published.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Scepheo wrote:
I think this should obsolete the other run that aims for in-game time. First and foremost I already think it's silly to aim for in-game time instead of real time. So having two in-game time categories seems way too arbitrary for me.
This is the in-game time run, though.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Hmm, looking at it again, it seems like there are already clock-stopping glitch runs on the site. For the sake of precedent, this video should be published. If not, the whole category should be removed (have we ever removed videos from the site? I don't think so).
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Soda's time is 31.82, not 32.48. Anyway, I'm not so sure this deserves a separate category due to the large similarity to the currently published video. I enjoyed the new strategies in this run, but I skipped the rest of the video.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
What in the world happened on Mayhem17? My Japanese skills aren't good enough to understand the explanation.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
You need to completely stop looking at rerecords.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
sonicpacker wrote:
I recommend ignoring wimbledonswirl, as he/she/it is just a troll from the SM64 community looking for attention. You could probably tell from the grammar and info he/she/it gave, that he/she/it has no idea what they're/it's talking about.
The singular they isn't a great crime, you know...
Experienced Forum User
Joined: 7/28/2005
Posts: 339
It'd be nice if bsnes had some rerecording support. I'd love to see some of these glitches on a fully accurate emulator.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
I think this run falls into the same vein as the Chrono Trigger or Pokemon runs - exploits a glitch to allow memory corruption in order to advance. Anyway, voting yes.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
mklip2001 wrote:
Waiting 10000 frames for the debug menu is annoying, though fast-forwarding isn't too bad (there could be a subtitle in a published encode explaining that people should fast forward, maybe...).
I believe the currently published run has a subtitle at the scene where you have to wait under the waterfall for five minutes, so there's no reason this shouldn't.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
I love a good frame war. Voting yes.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Crazydude1 wrote:
Well 'i wanna be the guy' is a pc exe game, but i think its pretty bad that big ps1 and n64 games can be tased but a simple 2d game like i wanna be the guy or pinball for windows xp can't. :(
You have to understand it's not just the graphics or size that is an issue here. Windows is much harder to emulate because the system requirements to do so are a lot higher than any currently-emulated console, and in addition to emulating Windows itself, you would need to emulate a wide variety of hardware and software. With the PSX or N64, they all run on the same hardware, and the instruction sets that need to be emulated are vastly simpler compared to PCs. This makes actually creating and manipulating save states that can be played back in a manner which is precise and reliable extremely difficult. Furthermore, there's really no reason to emulate a PC on a PC, so no one is going to put together all that time and effort in order to make some silly video game videos.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Warp wrote:
In fact, I think that TAS authors should be given the opportunity to reply to any objections that viewers or even judges have against their submission, before it gets rejected. There might be a reason why the TAS seems to do something badly or break some rule, and the author should be given the opportunity to explain himself (if he didn't think of doing it in the submission text).
This is probably the best solution.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
I highly, highly doubt that something like that would be published, but feel free to go ahead and make it anyway.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
You shouldn't think of it in those terms. Yes, the video processing power of the DS is only slightly better, but there's also two screens, one of which is touch-sensitive, and other various things which make it harder to emulate as efficiently as the N64. A Pentium 4 is definitely too slow to use a DS emulator well.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Voted no; cannot vote for a TAS of a game that spells "colossus" wrong
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Doom has been TASed often, but there really hasn't been an updated one. It could be interesting to see if the current TAS records could be beaten by this community.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Goodness, this game's sounds are hideous and the screen runs at such an awkwardly low framerate that this is really difficult to watch. Still voting yes because it looks good and I don't presume to judge what others should find entertaining.
Experienced Forum User
Joined: 7/28/2005
Posts: 339
Please do not link to my atrocious attempts at using Japanese. ;)
Experienced Forum User
Joined: 7/28/2005
Posts: 339
andrewg wrote:
Mister wrote:
I forgot to mention that there was a crazy idea at yi2, but it was unfortunately a bit slower. I don't know details of this glitch, and all I can say is that too many sprites could give such a strange thing. ISM has uploaded a sample of the glitch.
weird, how could that be slower? That seems like it should save time honestly.
It is about a third of a second from the goal. It takes longer to grab the shell than that.
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