Posts for Michael_Fried

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Isn't Viper doing something like what I described for his SMW run? No matter how good you are at making entertaining movies, 20 people working together will be able to come up with cool moves that you didn't think of.
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Ok, I added in the poll, so now we'll see how anticpated Deviance's DKC run really is.
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Redoing the whole run and try finding with your help, some different moves that are entertaining . I think this idea is the best. Post your progress after each level and everyone will try to think of ways to make the run more entertaining. As a general rule, choose the move that would require the greatest accuracy and where you would have the fewest possible number of frames to press. For example, when you jump over the pit with 2 coins under it, if I remember correctly Pom got only 1 of them, and that's harder than jumping under both of them.
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Btw, Michael Fried, what's your opinion? AFter reading your text, I am not sure what you are thinking about this video. I voted meh. Finishing 8-4 at 317 was cool, but there were a few cool things that Pom did that you didn't like alternating between facing left and right as he went up the stairs. I think there were a few other things I liked better about his video but I'm too lazy to watch both videos again to refresh my memory about what they were.
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So if enough of you can peer pressure me into doing this, I'll probably push for the WR once again. Maybe there could be a poll that asks whether or not you should finish your speed run. When I click to edit the first post in this topic, I see an option that lets me add in a poll, but I'm not sure exactly how it works since I've never used it before. There's a box to type the poll question, there's a box where I can type a poll option and a button to the right of that that says "add option" (does anyone know what this does?), and a box where I can type how many days the poll will last. Is there any way to make choices for what people can vote for in the poll?
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Phil's is faster. I think it should be published. If they were the same speed, I'd vote for Mr. Pom's, but according to the basic guidelines, I'm gonna go with Phil's. When you say "basic guidelines", are you talking about your contest to see who can use their superior save state movie making skills to claim $100?
$100 Bounty Event Event One: 'Mushroom Trip' Time Attack Description: From the start of the game to hitting the axe after Bowser, tear through the game as speedy as possible and don't stop for anything. Study up on the basic glitches - you'll need them.
http://www.nintendorecords.com/games/supermariobros/supermariobros.html Or are you talking about the guidelines on Bisqwit's site about how to make an entertaining movie?
Play for entertainment, not for ego. We want movies that are entertaining to watch! We don't want people whose sole priority is to get their name/work in the list.
I also remember a quote from the nesvideos site that said something like this but I can't seem to find it so I'll paraphrase:
Often a movie that is a few seconds faster will be rejected if it is less entertaining
http://tasvideos.org/Guidelines.html
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And if it was to control randomness? The level still starts the same time anyway. Isn't it better if the startup screen is readable for a longer time? Does the 21 frame rule also apply to pressing start at the title screen? If so I didn't know that, but it still looks a little sloppy so you should ask him whether or not it was to control randomness.
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I think there was some delay before he pressed start, so that should be fixed.
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Are you positive you have the right ROM version? This is not the same ROM as Phil's 5:00 movie. Yes it is, both submissions list the same rom name, and I was able to play both movies with the same rom.
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I have version 6. >>Open the emulator and open the rom (must be same version used to record the movie), then go to: Edit>Movie>Play As Lezard said, There are no options like this. rom works fine. But replaying the movie is problem. You need version 5.1. http://tasvideos.org/EmulatorHomepages.html
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What if it times out? At 5 seconds? At 10 seconds? At 60 seconds? Do you mean that the name entry screen will go away after the amount of time and the ending will continue anyway? Then you should enter your name because it's only when you enter your name that the "definite amount of time until certain events in the ending" bit is flipped.
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But where would Ninja Gaiden fall? Is it better to cut out the story sequence for the want of a shorter AVI? What about a name entry? I've never played Ninja Gaiden so I don't know, but for games with name entry, if it's necessary for the ending to continue then you should enter your name.
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You miss my point. There are no universally defined "game ending now" bits, you just picked those two conditions arbitrarily. They're intuitive choices for game endings, but they're neither more or less "correct" than any other alteration of memory in the course of playing the game. That it's your opinion that the 'bowser is dead'-bit is more important than the 'koopa on inevitable collision course'-bit is largely irrelevant, both can be used as goal posts for the game if you feel like it. I think you missed my point. It's not about which bit is more important in my opinion. It's about which bit the game uses to decide when to start the ending. The game isn't programmed to have the princess start floating down a certain amount of time after the koopa is on an inevitable collision course.
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If it's just any normal play through I don't think people will be interested, but as Deviance mentioned, if you have good ideas for strategies or routes, or if there are some cool tricks you want to demonstrate, then go right ahead.
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Your two examples are intuitive, yes, but not indicative of any magic "game ending now"-bits being flipped in memory. I could just as well say that the ending of SMB starts when the final Bowser room is no longer in view or that the ending of SMW starts when the velocity and position of the last launched mecha-koopa is irrevocably defined in game memory to values that will result in a dead Boswer. These definitions are perhaps less intuitive, but equally valid. Even you you consider the ending of SMB later on, the "game ending now" bit is flipped when you touch the axe, and once you touch it the game decides that there's a certain amount of time before the ending starts. In SMW, even if you threw the koopa already, the game isn't like a chess program and it doesn't look ahead to see whether or not it's going to hit Bowser. Once you hit Bowser the "game ending now" bit is flipped and the game decides that in a certain amount of time the ending will start. I think the point where the bit is flipped would be intuitive for every game. Can anyone think of any examples where it's not?
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I just thought of an idea. How about stopping the movie as soon as the game knows that it's going to have to start playing the ending. For example, if you start sliding down a hill, and when you reach the bottom of the hill it changes some value in the game's memory that tells it it has to start playing the ending, then you stop the movie when you reach the bottom of the hill. In SMB this would clearly be when you touch the axe. In SMW, even though you can still move after hitting Bowser the final time, it's at the final hit when the game decides that a certain amount of time later the ending will start. I think this would work pretty well for every game.
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It looked like you could have gotten the mushroom slightly faster instead of going farther to the right and curving to the left in the air. Edit: First class. One thing though: At one warp pipe, you hit the pipe, then jump, then return to the pipe to swoop down. Is it impossible to go down it on the first try? I just tried it out, and he had to do that to prevent an alternate pipe glitch that would have taken him to a coin room in 1-2. Edit 2: Why do you land at the bottom of the flagpole in 4-1?
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Do you know about this site? http://www.mrfixitonline.com/fzerohome.asp I think they have WR charts there, so it might be useful for comparison if you plan on making a save state run.
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Truncated wrote: Oh, and is this the longest thread ever yet? Nope. Still ~80 posts behind. Hehe, should we call it a competition then, SMW fans? Come on, Zelda fans, we need to post more in the LoZ topic so we can stay ahead of this one! We should boycott the SMW topic. This is war! *pretends not to notice my hypocrisy*
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In the part of 1-2 where you go on the ceiling, would it be possible not to go up there and just do some lip jumps on the pipes?
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I used to use 2 deaths, but someone who I was competing with in this game and trying to beat my time suggested something slightly different, so here's the strat that I'm currently using. First I get the first 4 landings, then crash as soon as possible after entering level 3 to get some more fuel. On a good run I crash at about 22 seconds. Then I go to the next landing. What I used to do is get that landing as I crashed, and then go over the sign and fall down to the final exit. Now instead of crashing I just go to the right under the sign and fit through the small gap (with lots of practice and luck you shouldn't need to slow down too much) and land on the final landing. I'm pretty sure this strategy can't be improved any more. Once you have the right strategy, it's just all about practicing for hours getting everything perfect and pressing buttons for exactly the right amount of time.
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I practiced some more and switched to a better strategy, and now my best time is 35.08. That run had a tiny mistake in it, so I think I can get sub 35 if everything goes perfectly.
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Even if you never get a 43 minute run, you should still send the 44 minute run to SDA. I'm sure there are many people who'd like to see it.
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How are your DKC speed run attempts going, Deviance? I haven't heard about them for awhile. Will you ever be sending a video to SDA?
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Are you sure it's faster too? Three walljumps versus 1 jump + 1 walljump Probably not but it's worth a try.