Posts for Michael_Fried

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Joined: 3/8/2004
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Why no fireflower? I guess there were no tricks that he wanted to do that required a fire flower.
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I think the etiquette is to only submit what you've done yourself.. I submitted Yy's SMB run and Bisqwit didn't seem to have any problems with that. Otherwise the submitter and the author in each submission wouldn't be listed separately. Edit: I submitted the tricks video: http://tasvideos.org/queue.cgi?id=387
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That's why I enjoyed Crazygodtechnique - it wasn't a speed run, it was just a total ravaging of the engine. Crazy god technique was boring. I downloaded an SMB tricks video from some site awhile ago that was much better than Crazy god technique but I haven't gotten around to submitting it to Bisqwit's site. In fact I think I'll submit it today since I'm tired of hearing about how cool Crazy god technique is. Btw, this tricks video stops when he reaches 8-1, is that ok? Edit: I also have a vid of some guy beating the game with only 500 points, should I submit that one also?
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I don't know enough about this game to judge how good the movie was, but this game seems extremely boring so I voted no. Besides the game being boring, I also noticed some inaccuracies that could be fixed by playing at a slower speed and by re-recording much, much more often. 239 re-records isn't nearly enough for a movie of this length. Phil's 25:29 LoZ movie had 38433 re-records. This game doesn't look quite as complicated as LoZ, but I'd say that anything under 5000 is definitely way too little.
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In Ghosts 'n Goblins, are the first quest and second quest identical?
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Is it possible to get to the green pipe even sooner by bouncing off the shell after throwing it against the wall?
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I think Up+A should be used. Remember that this won't be any kind of official record so you don't have to follow the same rules as most speed runners. Just do whatever is most entertaining, and I don't find watching someone going through the same area over and over entertaining.
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I am not as solid at timing jumps as Arc That's what slow motion and save states are for. If you know how it's done (and there's no reason why you shouldn't), you should be able to pull it off.
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Good thing about the game is that it doesn't allow you to skip (most) plot sequences. I can follow the plot while watching this movie without pausing the video every few seconds. It might be good for first time players, but it's rather boring for speed runners who have already played the game many times. However, unskippable plot sequences do give speed runners the advantage of being to take breaks without it affecting their time which is especially important for long games like OoT. I say very assuredly that a sub 5 hour clone of that run is possible, indeed, I believe I could do it without much trouble. I'd like to know what your definition of "much" is. Edit: Btw, I have a question for you, TSA. Sorry for my extreme offtopicness (is that a word?), but I was wondering why you haven't joined the MK64 site. I was looking at cyberscore.net and noticed that you have some pretty good times. Maybe you could even become world champion in a non-Zelda game for a change if you make MK64 your next project after ALttP.
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Planning X Playing quality = Overall entertainment Both are important, and if either one is poor (which in the case would be the playing quality), the entertainment value suffers a lot. These movies are supposed to look perfect, and this one was too inaccurate for me to find it entertaining.
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Does roll-jumping save time in this game? Edit: In Barel Bayou in the area where you keep getting shot out of the same barrel, time jumping into the barrel the first time so that the last shot out of the barrel is as far left as possible and you just barely reach the ground.
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Are you sure doing that doesn't waste a few frames? Anyway, even if it doesn't I don't think it looks cooler than just running. Maybe there's some glitch you can do like getting the P-switch stuck in the pipe (though I don't know if this is possible, it's just an idea).
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I just can't manage to be as fast as Bisquit What's the problem? Just play perfectly. That's what save states and slow motion are for. What speed are you playing at? stomp on both P-block and yellow switch (~20 frames slower, but more entertaining - Bisquit voted for keeping it) I vote for not keeping it. It looks sloppy and like you were just careless, and jumping as close to the top left corner as possible is faster and looks cooler. Even Bisqwit said that you shouldn't do unnecessary actions, and stepping on the P-switch in that room doesn't do anything. Maybe what you could do is throw the P-switch up just before you step on the switch, that might look, or even better throw it up way before the switch, then jump and land on the P-switch as it comes down (while still going right at full speed) and bounce off it and land as close to the left edge of the switch as possible. I'm not sure if this would be possible but it would look very cool. Edit: Never mind, it's not possible, so just throw it up before landing on the switch, and get it to land in the exact same spot in the box of text every time, that would look cool. Edit 2: On second thought, you can stick with throwing the P-switch on the right side then jumping on the left side, that looks pretty cool, but definitely stay away from throwing away those 20 frames. Edit 3: You can get to the door in Donut ghost house at 285. Fly up on the left side of the platform.
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@Dan_: I doubt you could do Tubular without either feather or blue yoshi, and in Star World 1 you need to get the mushroom to be able to smash the blocks, so you'd have to go lose it somewhere before starting the next level. Can't think of any other levels where powerups are absolutely needed, but in general feather is almost always faster, and therefore needed to achieve the absolutely best possible time. Can't you just use the P-balloon to beat Tubular? However, as I already said, starting and ending with small Mario is just stupid, and the fastest way to beat Tubular is to ignore the P-balloon. Concerning the switch palaces: I did the yellow one simply keeping the p-block in Mario's hands, and the green one throwing the p-block on the big switch block and then jumping left next to it (like Michael suggested). I'm not sure, but letting go of B to throw the P-switch might slow you down, so you should keep the frame counter on and try both methods to see if there's a difference in time. Btw, are you going to upload your new smv to make sure you didn't miss any time saving tricks and that you fixed all the mistakes in your first version or are you going to wait until you finish the whole thing?
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I vote for keeping it. Why not just throw the P-switch onto the right side and then land on the left side?
Experienced Forum User, Published Author, Former player
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Beginning and ending with small Mario is stupid. It's less entertaining and it's slower. As someone else said I'd rather see careful planning. Btw Viper, I don't know if you corrected them yet in your new version, but I watched that smv posted and noticed a lot of mistakes in every level. You should watch the SMW run that's currently on the site and maybe you'll learn some tricks that you can use in your run.
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The pic that Kilu posted summarizes my point of view on the issue. I'm too tired to read the whole thing now, but I have one comment: Cheating is violating the rules of a voluntary activity in order to obtain the built-in goal or benefit of participating in that activity. I assume he's talking about the rules for competative gaming, right? And I assume he's saying we're cheaters because we violate those rules? Well you can't violate rules for an activity you're not participating in. That's like saying that sdkess is a cheater because the rules of this site say that you have to use save states to keep redoing something until it's perfect, and he doesn't do that, or like saying that the people who submits a score to twingalaxies.com is a cheater because he doesn't follow a rule on cyberscore.net. Different activities have different rules.
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I've already thought about both of those tricks and neither one saves time. You need to be running as you turn back to the left so you can do the left+right trick to turn around faster. Anyway, this reminds me, I should probably finish up writing the SMB tricks page sometime. I hope I haven't been keeping people waiting for it. I've been busy playing a lot of Mario Kart 64 recently so I haven't had time.
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It's probably been said many times before, but just in case, I'll bring it up. Would going to level 8 after level 1 save any time in the matter of obtaining keys? If you're talking about the magic key, getting it wastes a lot of time since you have to take a big detour to get to it.
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Is there some other place to obtain a key? Don't take any detours to get any keys. I think the fastest one to get is in one of the 5 gibdos room in level 5. It should only take a few seconds to finish them all off. Here's the page where I recorded how long various things take. Apparently I forgot to time the key glitch, but I think it takes about 6 seconds, so you should try timing yourself to see how fast you can kill the 5 gibdos with the white sword and bombs. Then just subtract the normal amount of time it would take to go through the room without killing the enemies from the amount of time it takes to go through the room and kill the enemies.
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It's been awhile since we discussed LoZ so I don't remember everything too well, but if I remember correctly, the two main places where time can be saved are from getting a key from one of the 5 gibdo rooms in level 5 (it might be faster to do the key glitch in level 1 instead, so you'll need to compare how much extra time each one takes) rather than taking a detour in level 7, and switching items as you do up+A rather than switching later when it wastes time. Also, I'd have to watch the video again to make sure, but I think he might have not taken the fastest route to level 8. Instead of going along the south shore, it's a small fraction of a second faster to go right, up, and then right a few times to the rupee cave. You should also avoid walking extra half Link lengths, which Sleepz sometimes did on rare occasions. Also, as Deviance already suggested, read TSA's comments.
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So why did he list German and PAL versions? (as NTSC is superior video quality) If he was going for a complete list of versions he should have included Japanese. I answered that already. The German, PAL, and NTSC versions were all listed together in one little area so it was easy to just copy and paste the whole thing without having to click on all the letters trying to find all the ROMs with the words "Donkey Kong" in them, but if it would make you so happy to see the Japanese versions, I'll copy and paste them just for you, so here you go: Super Donkey Kong 2 - Dixie & Diddy (J) (V1.0) [f1] 2.83 Mo Super Donkey Kong 2 - Dixie & Diddy (J) (V1.0) [t1] 2.84 Mo Super Donkey Kong 2 - Dixie & Diddy (J) (V1.0) [t2] 2.83 Mo Super Donkey Kong 2 - Dixie & Diddy (J) (V1.0) 2.84 Mo Super Donkey Kong 2 - Dixie & Diddy (J) (V1.1) 2.83 Mo Is that enough or should I look through every single SNES game to see if any others have the words "Donkey Kong" in them or if there are any Donkey Kong Country hacks? Edit: I just found a NES game called Donkey Kong Country 4 (Unl) [!]. Does anyone want to try it out and tell me if it's any good? Edit 2: I just found a GBX game called Super Donkey Kong GB (J) [S], and a Genesis game called Super Donkey Kong 99 (Unl). *thinks for a moment* Wait a minute, I thought that site I go to doesn't have Genesis roms, does anyone know what system the goodgen rom set is for? Edit 3: Here are some more NES games I just found: Hi-Game 1999 - Super Donkey Kong 2 [p1][!] 84.53 Ko Super Donkey Kong - Xiang Jiao Chuan (As) 186.26 Ko Super Donkey Kong 2 [p1] 135.73 Ko Super Donkey Kong 2 [p1][a1] 135.74 Ko Super Donkey Kong [p1][!] 109.26 Ko Edit 4: Nevermind, goodgen is for Genesis, apparently the site does have Genesis roms because I can find them when I do searches but it isn't listed in the list of systems.
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Why do you keep excluding the Japanese games? Look under "Super Donkey Kong". Super Donkey Kong isn't listed in the same area as all the others, I would have had to click on S to see it. Edit: Penev, if you do a save state run for DKC2, I just looked on Gamefaqs and there's a code for a hard mode that you might want to use, and there's also a trick to get all 75 kremcoins. Edit 2: The value for the part of the timer that's always changing is at the address 7E00D5.
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I don't know, but I could probably find it without too much trouble. Do you have any preference of which ROM I test? Edit: Here are your choices: Donkey Kong Country 2 - Diddy's Kong Quest (E) (V1.1) [!] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (E) (V1.1) [t1] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (G) (V1.0) [t1] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (G) (V1.0) 2.84 Mo Donkey Kong Country 2 - Diddy's Kong Quest (G) (V1.1) [!] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) [t1] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) [t2] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) [t3] 2.85 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) [t4] 2.89 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) [t5] 2.89 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.0) 2.84 Mo Donkey Kong Country 2 - Diddy's Kong Quest (U) (V1.1) [!] 2.84 Mo I'm pretty sure you'd prefer (U) over (E), but should I choose (V1.0) or (V1.1) [!]? For DKC you chose the earlier version, but for DKC2 the later version has a [!] which means that it's a verified good dump. Btw, does anyone know what (G) means? Edit 2: I just looked up what (G) means and it means Germany.
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Also sorry this probably sounds like a complaint that it isn't working, but really it isn't, if anything you guys should be complaining that I am not helping the programming effort to get it done since it is me and people like me that want it done. Do you know a lot about programming? If so, would it be possible for you to make a patch for Snes9x that changes what the save, load, and pause keys are so they aren't in such inconvenient places, and maybe also a patch that adds an autofire option? Those are the major things that are stopping me from making save state runs in Snes9x, so if anyone could make patches to fix those things I would appreciate it.