This is one of my favourite runs; it's my #13 as a matter of fact. The best part by far is the deflected shot in the B-ball game. It's so great, I love it. The song in the castle is great too... and... what's with the little martian humping the spaceship all the time? Is he screwing something together? Oh he's screwing alright. :P
Anyway; bisqwit, I don't know why you're commenting on the front page that they have a robotic boss in pre-historic time... they clearly travel into the future to rescue their pets Dino and Hoppy.
In my own very limited speedrunning experience I've found that I've been frequently needing to write things down on paper.
It dawned on me last night that if one was to improve upon someone's previous .smv, and they wanted a guide of what was pressed that it could be done like this:
-Take a lined 8.5 x 11 sheet of paper and draw 4 or 5 lines down it vertically and spaced evenly.
-Write out the last 3 digits of each frame on each line with a little space beside it for the button presses.
-Go through frame by frame and write it down; if there's in fact anything to write.
This is of course for something more like a platformer speedrun where there is a lot of intricate button pressing; I'm thinking like the Umihara Kawase, or MMX series speedruns.
Can anyone inform me of a better or improved method?
I'm gonna be frank here...
I don't remember the last time I've seen anything so damn beautiful.
The ending fight with Bowser is like... the most humiliating thing for him... could you make any lighter the supposed danger you were in. :D
In-freaking-credible. A must see, and IMO, should be marked as a recommended vid.
It is a nifty game... not at all fast though. Still, I'd watch it, if only to see how it ended... it TOTALLY held my attention for like... an hour... which is pretty good.
This is an interesting little game, and it seems to be pretty well made too despite not too many people (apparently) being familiar with it. Lots of interesting gameplay physics at work here, I'd love to see it done. It's pretty clear what the fastest method is, the floating helicopter blades... but you can't just drop... and if you jump you'll use it again... it's weird... if there was just a way to cancel the helicopter it would be a lot easier to use.
Anyway, there's just my two cents. Thought I'd throw that one out there...
In the summer of 2004 I toted this game around frequently as being impossible to beat in it's cartridge form.
In the summer of 2005 I beat it in cartridge form.
Rock.
I would EASILY watch this speedrun if it's ever completed.
It's both obsessive and beautiful to see this kind of detail in speedrunning... it is a visible depiction of the challenges facing beautiful minds that attempt speedruns but it's sad to think that someone would painstakingly rerecord a video taking into account formulas this tedious.
Good luck to any who attempt it; definitely not my cup of tea.
Well, I'll go back to trying with sound, but it'll likely desynch. My other speedrun I've been working on is in like... 16, 17 minutes and is fine so it's not my cpu or snes9x I guess...
I'd be surprised if it isn't audio related because this game does have a unique sounding sound-track with a lot of filtered samples and what-not.
But yeah, I'll try again and get back to you in a few days.
Another weird unrelated issue I've faced lately with a different game is that my input display stops working once the game starts... it works at the beginning but mysteriously stops working. Any idea what that is?
Maybe you hit ',' (the comma key) which is the default hotkey to toggle the input display?
I'll try looking into some of this other stuff at some point. (I hadn't noticed any new posts after BoltR's last one here for some reason.)
-_-;
yeah... tried comma. It wouldn't turn BACK on regardless of whether or not I turned it off in the first place.
I asked these questions over in the other smrpg published movie thread, but I figured I'd ask them here so that they'd be more likely to be answered.
Keep in mind, they may only pertain to the previous movie:
Got a few questions I wrote down... and of course now I can't completely interpret them completely, but here they are:
1- Before the Mack the knife fight I notice you didn't timed-hit Mallow's lightening and you used Mario's hammer. Why?
2- Why listen to the starfish's lullaby melody in monstro town; I thought that only helped with Toadofsky, who you didn't even visit.
Got a few questions I wrote down... and of course now I can't completely interpret them completely, but here they are:
1- Before the Mack the knife fight I notice you didn't timed-hit Mallow's lightening and you used Mario's hammer. Why?
2- Why listen to the starfish's lullaby melody in monstro town; I thought that only helped with Toadofsky, who you didn't even visit.
Is there a way in SNES9x to see some sort of live hex code that's determined by the sprite positions or something, because frame numbers/counting isn't always a reliable method since they move around a lot with different modifications.
The quality of the picture is nice though but the sound seems to be weird sometimes (if the dog sniffes or if the boy swings his weapons) however the music is OK so it's not that bad.
I watched it with the smv and I likely know the weird sound emulation you're talking about. It isn't really a big deal.