Posts for Mitjitsu


Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
mmbossman wrote:
I personally think it's a bad idea to remove the votes, for many reasons. 1) It makes things harder for the judges. Now, instead of having to not only watch a 3+ hour movie, I have to read through 10+ pages of responses, and then try to assimilate all those into one opinion that would best describe the thoughts of the group as a whole? Sorry, that just makes it harder for me to want to watch a long movie that I know probably won't be entertaining to me in the least, but should probably be published anyway.
Thats what you signed up for. Thats pretty much the reason I don't want to be a judge. Even though I personally think I would make a good judge. I've literally fallen asleep while watching some long, boring ass RPGs.
2) It makes it harder for judges to see which runs are nearly guaranteed publication status (15 yes votes, 1 meh, 1 no), versus which runs I may need to get more opinions on (8 yes, 2 meh, 2 no). Removing the voting system takes away a lot of the ease of keeping the submission queue under control.
If you're an avid gamer you should be able to cope with this difficulty.
3) It removes yet another "fun factor" from the site. First the stars were removed because Bisqwit didn't want to offend anyone (please, bring them back in some form), and now we have the voting removed.
I'll defend this point since I suggested removing stars. The main reason was because it wasn't be updated like it was to begin with, and the movies being recommended did not generally follow the guidelines that were initially set out. A star list should generally try to favour newer movies. Removing things (at least for a while) can often be a good idea because it was obviously being taken for granted despite it's apparent flaws being displayed in the long term.
4) We lose the opinion of many people who may not be fluent in English. If they are embarrassed to write out a response
Completely disagree with this, it will encourage more opinions instead of silent yes voting.
5) The voting system was removed because BoltR suggested it. I heavily disagree with this, not because it was BoltR to suggest it, but because it was done without asking for the opinion of anyone else. Experimentation is good, but removing a major part of the site due to one person's suggestion smacks of favoritism.
I don't see how it implys favouritism. In 95% of cases when someone suggests removing something it will nearly always be met with fierce opposition, mainly because it was taken for granted before hand. Even if it seems like a natural progression, which is why politics tends to move very slowly in free and fair democracies.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
DaShiznawz wrote:
I noticed in SL En Route to Kakariko he did the Owl skip. I was wondering if there is a video anywhere or if someone can post one of the rupee route getting the extra 10 rupees to buy the deku stick. Thanks.
There isn't a video of it anywhere unfourtunatley, since we haven't released the WIP or encoded that part of the run.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Cpadolf wrote:
AKA wrote:
At least now there is only about 2-3 theoretical improvements left, with only one of them being realistically possible*
And what are those?
The most likely one would be to enter the fishing pond without the scarecrow song. The idea was to use a tektite hover + superflip, simalar to the method used to escape Kokiri. SL, Blooblebla, Me and Kazooie have all tried and failed. The closest anyone got was Blooblebla If it was possible it would save between 1-2 mins The other theoretical improvement would involve beating Ganondorf without light arrows. In order to currently beat him we must have the Shadow and Spirit Medalions (which we can trick the game into we thinking we do) as well as obtaining magic which requires Zelda's lullaby, and sit through a 7 min cutscene to get the light arrows and rainbow bridge cutscene. Skipping the rainbow bridge isn't a problem since you can bomb hover to Ganon's Castle, but it would require detouring at the start of the adult segment in order to get bombs. In order to get bombs we'd need to use RBA. There is also a wild theoretical improvement where if you were to obtain warp songs and manipulate RBA and play a warp song in a specific area you could warp straight to the credits. Sadly these relevant addresses are well out of reach using conventional and known methods and can only be done using a Game Shark.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
moozooh wrote:
Popular games need their content refreshed, and it's a good idea for a cutting-edge site like TASVideos to stay up to date with that.
The reason why there hasn't been an update to the run is because of a steady stream of improvements and discoveries. There's been about 6-7 significant discoveries which have been made over a lengthy period. At least now there is only about 2-3 theoretical improvements left, with only one of them being realistically possible* * That statement will mostly likely turn out to be incorrect :P
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
My motivation isn't exactly to "take another run down". It's more motivating to do a game or category that hasn't been done yet, than it is to obselete something. Still, thats no excuse to rush production and get it finished ASAP, we've already seen the dire consequences of that.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Bisqwit wrote:
Maybe I should add "post a YES reply" / "post a NO reply" / "post a MEH reply" buttons to where the poll was, and those would simply start composing a reply to the thread with "Yes vote" etc. prefilled automatically in the post :)
It's a good idea but it won't necessarily work in the intended way. For example someone could post a YES reply and and type "." so there vote can be registered. It might also cause a significant increase in fanboy posts like "Best game ever, replace every run on the site and anyone who critizises can STFU". I think if the post was highlighted in some way like a green border for YES and a red border for NO, then it might be better than being linked directly to a poll.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
mmbossman wrote:
Comicalflop wrote:
Swordless Link wrote:
If I were to vote on this run, my vote would be heavily influenced by the fact that it was made by these people, and since voting on a run based on the author is against site rules (or at least, frowned upon), I just refrained from voting altogether.
It IS a rule. Some people just choose NOT to follow it. So good for you for being a trooper.
Care to post a link from the rules that specifically states this? I couldn't locate it.
It mentions it in the ratings, but when it comes to voting it's a free for all in terms of how people will vote. It's more of an etiquette thing than anything else, but not everyone is capable of following it.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
AKA wrote:
Unfortunatley I couldn't improve GH2 because of the bee, but I have found a method to improve the older TAS which doesn't go under the level.
Incase anyone was wondering about the method that was. It involved using a different strat at the start which was 11 frames faster and there was also an extra frame towards the end which the second published run had also missed. It came about when I was looking for alternate strats, sadly its not useful because of the bee, and can't be implemented in a no glitch run either. It would only be useful in a emeralds run, which won't be accepted due to conflicting similarities with the any%. There's probably a method which improves it, but I wasn't able to find it at the time. http://dehacked.2y.net/microstorage.php/info/676371489/Sonic%20the%20Hedgehog%20%28JUE%29%20%5BR-Jap%5D%5B%21%5D.gmv
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I'm voting no on this since the stylistic choices drove me even more mad compared to the current (soon to be obseleted) run. It just get irritating listening to that constant jumping sound effect over and over again. I'd rather just hear the music in the background. On the upside I did like the new tricks in the movie, especially the one where you use a turtle bounce to glitch below the ground.
Post subject: AKA speaks to the world :DDDDDDDDDDDDDDDD
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
This topic is a fallacy.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Thats simply going to cause fierce arguments in future.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
RedMage wrote:
Acheron86 wrote:
Wonder why the forest temple freezes. Oh well, no point thinking too hard on it.
Probably has to do with the Deku Tree sprout spawning in "child world" or child Link spawning in "Adult word."
I tested using the beta version and I was able to load the scene as YL after the Deku Sprout tells Link the story. YL appears in the Adult Forest but as soon as he enters a transitional screen everything returns to normal. I don't think the game freezes, more to do with the game not being able to locate and load the relavent cutscene.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
alden wrote:
-Host more movies With more organization, there will be the means to have a wider variety of runs. For example, movies that aim for speed but are only entertaining to a few people (what is now referred to as the dreaded "bad game choice"); superplay/playaround style movies; other alternate goals. I do not want to confuse this idea with just lowering the standards of movies. It is about having runs that traditionally would be rejected, but still fall within the scope of the site and increase the number (if not the percentage) of movies that each user finds entertaining. alden
Thats more more of a negative policy to try and squeeze more categories out of games and perhaps a show of the times how TASing has stagnated somewhat. A more positive soloution would be to either. A: People test out games that they wouldn't normally try or haven't heard of before to see if there is some unknown gems. B: Newer systems to TAS C: Fix/update Mupen to make more N64 games TASable
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
alden wrote:
The goal would be make an entertaining superplay that shows off tool-assisted tricks that are not practical in a speed-based run.
[URL=http://uk.youtube.com/watch?v=0vtC7--qcvo] So what have you got against YouTube? [/url]
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Satoryu wrote:
The run's goals might not be clear here. if you want to get technical, this run fails to complete its goals. Child Spirit isn't completed, and Bottom of the Well and Ice Cavern aren't even accessed.
There isn't anything to complete in the Child Spirit, BotW and Ice Cavern. Other than obtain an item you wouldn't end up using anyway. BotW and Ice Cavern are more like sub dungeons not important to overall completion of the game. Also, had the items not been obtained from the Temples it would be impossible to complete the trials since the idea was that even if you managed to skip most of the temples you still wouldn't be able to complete the trials.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Voting yes, the category more than stands on it's own. I think it would be best in the mean time if this obseletes the current any% purely because the comparable parts are significantly faster both in terms of using up to date tricks and general optimization. When the new any% run gets submitted, it can be published seperately from this run. EDIT: There were some improvements I noticed throughout the run, I'll post them in the main thread at a later date, once I've got them properly summarized.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
mmbossman wrote:
AKA wrote:
okaygo wrote:
How goes progression with the current runs.
Expect to see the completed run in August/September
August has passed, and September is here. Is this on indefinite hold until Mupen Plus, or is progress still being made?
We've mostly had to redo everything because shorter pauses have caused desyncs. It's caused massive headaces in terms of redoing the ruppee collecting and the peehat is refusing to cooperate, but it has been some what a blessing in disguise because there were some minor time savers we were able to implement. Not having the soft reset will definitley put completion on hold for the time being.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Yes vote, the lag was a little noticable in places but I hope an AVI can smooth it out. Congratulations on finishing it.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I really don't think that much thought went into the run as a whole, I might try and do a better version in the distant future.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
ShinyDoofy wrote:
Looking forward to actually seeing the first WIP (you'll try to break your own SDA record, won't you?).
I can't even get a rom to start up which is a massive hindrance. I orginally downloaded a mdf file then converted it to ISO. I still get the same error message which says *not a PSX file*
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Blublu wrote:
Don't make your levels extremely hard. You will only make an overly frustrating level that very few people will want to play. Remember that to you, your own levels will be easy, even if they are really hard for other people, because you'll be testing it/practicing all the way through, and you know the level better than anyone else. So it's a good idea to get others to play-test your level. If they keep dying in one spot, swallow your pride and make it a little easier, even if it means they won't have to do that ultra-cool move you discovered. You want your players to play your level, not throw away the controller in disgust. (of course, if you're trying to make ultra-hard levels, please go nuts, just don't be surprised if no one else ever beats it.) Etc, etc.
Ultra hard levels don't always involve having to do death defying stunts, it's more like Acryte's levels which require cryptic soloutions. SMW does have dreadful level design or at least lacking, but its helped by the fact that the game has a great engine. One level you could make is a maze like level you have to navigate by using the cloud.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
Descriptions should be made so that there is little need to change them when an improvement comes along. Apart from maybe "improved by X amount over the previous movie by Y". The site as a whole is generally lazy when it comes to updating descriptions, so it would be useful if most movies were described in that way. I'm perfectly fine with jokes in decription, infact I largely encourage them. Provided they're relevent to the game; unlike the Bimmy reference made in the DD2 description. Aladdin is a game I'm very familar with, infact I was considering doing a run on it at some point. I also knew from watching the previous run that +2.5 minute improvement was a dead certainty. Also when the game was initially decribed I got the feeling that adelikat wasn't all that familar with the game to know that it was a fairly expected improvement. There is no need to take it personally, I can apologize if it came across that way but it certainly wasn't my intention.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I've created this thread so it can be used to discuss all Tomb Raider games (1-5). I'm deeply familar with the first installment and much less so from TR2 onwards. The engine and exploits are largely generic. All the below information relates mostly to the first installment. TR1 is much more puzzle and trick based, and the stages are generally a lot smaller. The current WR for the game is 1:19:27 by RadxxRyan. The best goal for the game would be to use ingame timer which is displayed at the end of each level. Pausing does not count towards the time, but to compensate the real time argument picking up items costs time and I know that in TR2 pausing the game will still cause the ingame timer to increment. This is why the PC version is favoured since healing and equipping different weapons can be macroed. Walking The short delay after pressing walk can be exploited to your advantage. If you run towards an edge and hold walk as you get close you can immediately stop at the edge without any walking at all. There is also another useful exploit called the walk-run jump where you take one step forward it will allow you to do a quick run jump in a very small area Running Standard movement this should preferably be avoided whenever possible. Standing Jumps Faster than running but should still be minimized in favour of running jumps. This movement still has a place because if you let go of the D-pad before Lara lands she gets a small stun animation and can imeadiatley jump again. This is useful in areas which have condensed platforms. Backflips Might as well mention this, they get you higher and further than a standing jump and also give Lara a smaller hitbox. Not sure if this will have any use. However, it will be used a lot in other TRs because of the availabilty of a mid-air roll. Running Jumps The fastest (horizontal) movement in the game. Basically you need to try and fit as many of these in as possible. Levels may require extensive route planning to maximize it. In areas with high or uneven ceilings you want to try and jump in the area with the highest ceiling so your jumps are as long as possible. Moveable Blocks Preferably if possible you should try and push them as it's marginally faster. Pendulum Jump or Swing Jump Sometimes when you jump you land part way into a block and need to immediately do a running jump from there. If you just run forward you will fall off, however, if you "swing" slightly to the side (so you cover a little more ground) before turning forward again then you can usually cover enough distance to start a running jump. The discovery of the walk-run jump has mostly obsoleted this technique, but they can be combined for the shortest distance running jump setup possible Avoiding Bashes If you hit a wall in the middle of a jump then you bash against it and get knocked back, however, if you do a grab in mid-air you do not. This has all manner of uses. Safety Drop - Grab/Bug If you fall backwards off a ledge and press grab WITHOUT holding it you can land on ledges below you (if you hold it you will just grab the ledge again). In some cases this can save a lot of time. This is sometimes labeled a "bug" due to it apparently not being intended by the designers. Swing Cancel On very thin ledges Lara gets an increased swing animation which causes her to take an extra couple of seconds to pull herself up. However, if you hold action let go of it and re-apply it late on you can avoid it. Curve Jump Possibly the most useful advanced technique of all. Core seemed to have not taken into account the curve jump possibilities that various levels have, allowing you to break huge sections of them. Curve jumps come in several forms; some are almost effortless, while others are incredibly hard. Cancels Cancels refer to either trying to avoid stumbles altogether or avoid a large one since a small stumble can be cancelled with a forward jump. Trip Cancel If you roll near a ledge Lara twitches then falls off, thus rolling out of a stumble. Grab Cancel This seems to be a technique exclusive to Tomb Raider 1. If you are making a jump where you land in a large stumble but DO NOT take damage from it, then grab just before Lara puts her arms in the air (the point where grabbing becomes impossible), and you will land in a small stumble instead. Action Cancel When falling from a distance which would normally cause a stumble you can hold the action buton and pickup an item or use the items in a keyhole or pull a lever. Ceiling Bug If Lara touches a ceiling before the peak of her jump and lands on the ground. Provided it does not cause her damage, then the stumble will be non existent and she can continue running normally. Corner Bugs This is very useful technique throughout the game. A corner bug will cause Lara to zip vertically until she lands on a ledge or hits a ceiling. It generally happens when she passes through a corner at 45 degrees. There is several variations of it however. Standard Corner Bug Most commonly performed on a console and should be avoided when TASing. When doing standing and jumping Lara moves a few inches forward, this effect will cause Lara to be imbedded in a corner. Arch Bug Arch bugs exist where the oposite side of the corner is covered by a ceiling. Lara needs to jump once to imbed herself in a corner then she can run forward and appear on top of the surface. Water Corner Bug There is two methods to do this. First one involves Lara swimming of the surface. If she lines herself up much like a standard corner bug and then holds the swim button, she can imbed herself in the corner and then get zipped up. The other version involves swimming below the surface, getting imbedded in the corner and then turning to bug Lara up. Trigger Bug Since the game consists solely of squares. Many events are triggered by going over a square such as enemies, room states and predetermined events. Some can be avoided by jumping though a corner thus avoiding going over a specific square which is attached to certain trigger code. Collapsible Tile Bug If you sidestep on a collapsible tile then Lara will be warped to the ground unharmed. Ground Warp Bug If you hold the walk button while being on edge of a ledge and an agressive enemy attacks Lara then she'll be warped to the ground unharmed. Crack Bug For corners which are facing inwards, its sometimes possible to pass through them. This applies most to moving blocks Flying Corner Bug This will be used extensively throughout a run. You need to jump through a corner at 45 degrees and then turn when passing through the corner to bug up the wall or platform. The following video best explains it. http://uk.youtube.com/watch?v=ju68MrndT18 Fence Bug If you run at the seams its possible to pass through them as if they weren't there. Dive Bug A very cool trick but requires a lot of precision. If you dive from a height which would normally be fatal and hit the ground and a wall at the same time. then Lara will be virtually unaffected. The following video best explains it. http://uk.youtube.com/watch?v=TgKRNOyOdok Wall Slope Bugs Wall slope bugs seem exclusive to TR1 mostly because Lara's stun animation was changed in the consequent games. Quite simply if there is an incline into a wall then the chances are Lara can run into it, and jump at a precise moment and then bug up the wall. For this to happen Lara's feet need to be partially glitched into the ground while colliding into a wall. The following video best demostrates it. http://files.filefront.com/wall+bugsavi/;7601900;/fileinfo.html I hope thats mostly everything. If I've missed anything I'll add them later.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
The best controller I've used is the Saturn controller. Very nicely shaped and has very clicky L/R buttons and certainly the best d-pad of any console. It's also excellent for button mashing. The best controller with an analougue is probably the GameCube one. Mostly because the analogue stick is so good and won't wear and tear like the N64 controllers do and The L/R triggers are also and still are inovative. The worst one is probably the PS2 controller as the analogues are just completly unuseable espeacially in FPS because of the sheer awkwardness of coodinating with duo analouges which are so closely placed together and the grip required just makes it difficult for pressing other buttons. However, the original XBOX controller is terrible for comfort espeacially the trigger buttons and shape of the controller which cripple my hands after about an hour of use. Note, the argument only refers to offfical console controllers so third party and PC controllers don't count.
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
First comment, first vote and voted yes despite not having watched it (I felt like it)