Posts for NFITC1


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I wasn't going to vote yes until I read your notes concerning the First boss. I had the Game Gear version and remember lots of it which included being able to hit the first boss early.
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andypanther wrote:
Almost every category that isn't any% uses it.
I don't recall doesn't mean "I've never seen it". I just don't remember.
andypanther wrote:
The question is "Did you find this move entertaining?", nothing more.
This is why I voted "Meh" instead of "No". I did find it entertaining, but not as a replacement for anything currently published.
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I found this extremely interesting and very enjoyable to watch. There are lots of tricks I hadn't seen in published runs. I don't recall ever having seen the door glitch in Dampe's grave. I was assuming you'd do a save/reset there to get out and you got crushed to get back to the entrance. Since there aren't any 100% runs which include all hearts (and I'd say that wouldn't be publish-worthy because it would be incredibly slow) this is the first time I've seen that. I also liked the bug/poe bottle glitch to get more bombchus. However, I'm voting 'Meh' because it is an arbitrary category. It's 12 minutes slower than the current any% and this is, at best, any%+. I don't know that it needs to be published if it doesn't break a record or show off some game-breaking techniques. Yes, it's possible to go to almost any important room without using a door and fighting Gohma as Adult Link is almost as impressive as fighting Ganon as child Link, but it just doesn't feel publish-worthy.
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I didn't rewatch the entire new encode, but I noticed that the ending does go all the way to the end and Locke is no longer in it. I'd change my vote to "Yes" if I could.
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I WAS going to vote Yes for Moons, then Meh after watching most of the ending just being a glitchy mess, then decided on No because I realized I skipped over practically all of it just to see an unsatisfying glitched ending that ends in a soft lock. Overall, extremely interesting that 52 game overs results in oddness, but incredibly disappointing forced ending. It's really this game though. I think because you actually skip over TWO of the characters the game forces you have at the end really glitches the ending something fierce. Is it possible to somehow glitch Celes and Setzer into your party before the ending?
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I'm voting yes, just because this is TASed. Game choice is probably not prime, but it obviously does complete the game. 100% would probably be "finish all solvable shuffles", but that numbers in the 7 quintillion range.
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I loved this game as a kid. I don't even care if this isn't completely optimized, it was a blast to watch you speed through levels that I got stuck on for days! I didn't even know three players was possible, but it was fantastic!
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Eye Of The Beholder wrote:
It has begun!
Beat me to it. :/
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adelikat wrote:
There's actually a bit more randomness than that, because the pirana plant timing is very very slighty different. I had to adjust my jumps to avoid this problem as well.
Do you have the RNG value's memory address so I can monitor it?
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adelikat wrote:
Unfortunately no. Sometimes an iteration will kill a hammer bros for 1000 points, and other times it will not due to the hammer bros randomness Not sure how you would correctly calculate things based on this
Oh yeah, I forgot. I just saw it happen, too. That does throw things off. I guess then it would depend on finding the pattern of hammer bros killings (that sounds fun :) ) and factoring that in. Somehow I doubt it's as easy as "one every X iterations" and is probably more like third iteration, then fourteenth iteration, then twenty-first, then thirty-seventh, etc. It looks like the only randomness involved are in 3-1 (the two hammer bros and the bullet bill). I might take the time to count the RNG steps and see if I can find a pattern to it. Sounds like a bit of a wasted effort, though.
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Looks sub optimal. You could probably type "Hello World" into some other location while VB6 is loading then copy and paste it in the label after loading is finished. Also loading times are different on different hardware. Voted 'Meh'
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subanark wrote:
I wonder how many iterations it would take for score/lives/position to sync up such that the exact memory state of the game was identical to a previous one. Once you can show this, you know it will go on forever.
Each loop gains 25150 points and 14 coins. x * 14 = y * 100 (x is number of loops; y is arbitrary) The least common denominator shows that 14/100 = 7/50 so we know that at the end of the 50th loop, coins will be reset to 0 a total of 7 times. Doing the same thing for score: x * 25150 = y * 10000000 Again, the least common denominator for 25150/10000000 is 503/200000. So every 200000 loops the score will have looped 503 times. Fortunately 50 divides into 200000 easily. So at the end of 200000 loops the coins will be 0 and the score will be 0 and as soon as that loop ends (starting with the first input frame of 1-1) we can consider that a "complete run". Each run is about 5800 frames @ 60fps (best I can tell). If I have the numbers right, that's a minimum of 223 and three-quarters days. If anyone knows the frame count and rate better than I feel free to recalculate. RNG is another matter. Each loop is slightly different from the last thanks to Hammer Bros and Bullet Bills. I assume that's all the randomness that occurs here. Otherwise it would require seeing how many times the RNG changes in a single iteration and recalculating. Lives is still going up (according to my calculations it's on loop ~66900 at time of this writing) and I don't know it's upper limit or if there is one. Again, according to calculations he should have at least 9369 lives. If lives is stored as a byte (which it should) then there's apparently no issue with it increasing and looping. We won't know for sure until it gets closer to 32767 at which point a signed word would become negative.
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dave_dfwm wrote:
...He could buy the large shield instead of the bait...
No, the bait needs to be there too (it's lost in level 7). That means at least one more trip to a shop. Just re-entering the last one would be sufficient if he had enough rupees.
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I vote meh for good execution of a lousy game. Decent Vault submission, though. Ugh, if I paid money for this I would probably never have played another video game again. How can the "you can't get past level 4" bug make it onto a cartridge? Did they not have QA or beta test teams?
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Radiant wrote:
I enjoyed watching this run, but I don't think this can claim to be an "all items" run if it skips the big shield.
Voting "No" for this. I can forgive the not getting the white sword and blue ring (I also don't recall seeing you pick up the first boomerang, but you may have and just never used it) even the potions in favor of keeping the old woman's letter, but to actively ignore the big shield on a number of occasions just doesn't seem right for a "all items" run.
Post subject: C64 wishlist
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I grew up on the C64. I played it most of my life. Because of that I had a lot of favorite games for it. Two come to mind that might make for some good TASing. Impossible Mission Not be confused with Mission: Impossible which I frequently did as a kid. This has a rather acrobatic spy running through an underground lair full of rooms searching for pieces to a puzzle which would spell out the villain's control room password. There are robots and balls of death to avoid (all insta-kills) and furniture to search that take various amounts of time to complete. There isn't a lives counter, but you are timed. You start out with 6 hours to finish, but every death takes off 10 minutes of that time. If you run out of time the villain wins (he does something bad, but it doesn't show you what). Thing about this game is that it was, if you can believe this, one of the first video game to use speech synth. It has an SMS port, but it doesn't have the speech that made it famous on the C64. Thing on a Spring A pretty surreal game of a....thing on a spring. There are 20 rooms that you explore and collect items from to form a picture to "summon" this goblin and defeat him. It's hard to explain because the goal isn't very clear just by playing the game and I can't find a manual anywhere. What would make it a good TAS is each room has a lot of challenges to get through. Possessed toys running around, disappearing ground, bubbles that take you to different places, slides, elevators, and probably other things I don't remember. Does anyone else remember these games and like to see a TAS of them?
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OmegaWatcher wrote:
Did you killed one of each monster in the game?
Not even close. Lots were completely avoided as early as the Yodu Des in Guardia castle. I was immensely entertained by this run. I loved it from beginning to end. However, it's not what I would call 100%. You didn't get all chests, you didn't fight the final Spekio, some events were not done. If you're going for 100%, go for 100%. This is more of an "One-of-Every Item, All Tech, All sidequest" run. I vote Meh for entertainment value, but incorrect label. EDIT: One other thing that just occurred to me. Showing off that you have all the items and techs at the end of the video is not in the spirit of the speed run. That information can be observed by any number of other methods.
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I was going to vote No for lack of optimization. Then I realized that you're doing luck manipulation. The biggest question I have is could you not do better RNG manip just by changing up the order of monsters that attack and/or fusing different monsters at different times? This is where it looks like the low re-records is hurting you.
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Warp wrote:
Heisanevilgenius wrote:
That Sarlacc boss fight in level 1 really does not look optimized.
"Does not look optimized" and "is not optimized" are two completely different things. I wouldn't pass judgment before knowing if it is indeed suboptimal.
It looks pretty optimized to me. I tried a TAS of the first level a few years ago and it went a little like that. He's forcing the sarlacc to stay up so he can keep shooting. There probably is a better way of doing it, but I'm not sure it would gain anything. The elevator-based levels really killed the pace of this. That's just the way the game is made so I can't really dock points for that. Still, it was mostly enjoyable from start to finish so I'm voting yes.
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Similar to a C64 game I used to play called "Gorf". Entertaining enough on the A2600 to get a "Yes" from me.
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Volcanon wrote:
Nice run. Harken back to an era when they thought digitized sprites didn't look terrible. Well, they did.
Takes me back. Just not in a good way... I never liked the look of characters like that.
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natt wrote:
Looks fine to me. Your video player needs to step it up...
Indeed it does. I was trying it using WMP. Obvious failure reason I overlooked. VLC shows it just fine.
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cwizkim wrote:
Here's a temp encode, for anybody interested:
That encode doesn't work for me.
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The first world (as well as the tileset overall) reminded me of Mario Land. Are they from the same publisher? Doesn't look as polished as it could be in a few places. Entertaining enough to watch to the end which gets a yes vote from me every time despite weird graphics.
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Short and confusing, just like a good glitched TAS should be! :D Made me want to play through the series again. I wonder if I still have it somewhere.... Definite Yes.