Posts for Radiant


Post subject: Re: Star Mines 2
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This was one of those games I could never complete as a kid. Would be happy to see a TAS!
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Derakon wrote:
I watched a few levels scattered throughout the game and honestly wasn't all that impressed. I absolutely do not agree with the "better than the original game" comments. I mean, technically speaking, the hack is pretty impressive, with the custom models, music, etc. But the levels mostly felt pretty generic to me, and nothing interesting is done with all of that custom content. If you look at the "original" NSMB levels, they all are strongly distinct and have unique themes. Whereas most of the levels I saw in this hack basically consisted of long corridors with enemies, coins, and blocks scattered through them. They didn't feel designed and had no sense of place to them. I couldn't tell you if a level came at the beginning of the game or the end except by looking at how far along I was in the video. I'm not saying that literally every level was bad; the pyramid level had some interesting ideas, for example. But most levels just felt generic. As far as the TAS is concerned, the gameplay looked competent. I didn't see any obvious flaws, from what portions of the movie I watched. But I didn't find it entertaining either. Voting no on the merits of the hack itself, which I feel doesn't meet the quality standards that TASVideos has set for hacks.
grassini wrote:
bad hack choice,though i don't know if there are better ones,i didn't find it interesting to a tas,the run is clearly well made though
The previous submission for this hack has some comments on the value of the hack itself that I think should be considered for this thread.
Post subject: Re: #5236: Lord Tom's NES The Legend of Zelda in 22:17.53
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Ah, it has an interesting screenshot. Are those three Links I see on screen? How on earth does that happen?
Post subject: Re: #5236: Lord Tom's NES The Legend of Zelda in 22:17.53
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TASVideoAgent wrote:
<h4><a></a>Fairy Horde</h4><div class="deeper"> $627 increments on the frame an enemy's hp reach zero, but unlike $50 it only resets when Link is hit, not when a bonus item is generated. If several enemies are killed within a short time such that $627 ends up at 16 before the first item drops, every enemy will drop a fairy. The only limit is the number of enemies you can kill at once; I get five fairies on the screen before Level 1 for entertainment. </div></div>
Yes vote, and I suggest having this fairy horde as the screenshot!
Post subject: Re: "Secret Numbers" in retro games
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Pac-man is one of the earliest examples. The ghosts may seem random, but their behavior is completely deterministic.
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I didn't know Kirby was a shmup?
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Wow. Also, good commentary :)
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This is clear Vault material; I don't find it entertaining at all. In my opinion, for a fighting game it would be a fair speed/entertainment tradeoff to get a Perfect every round, because it feels more like a Superplay. That said, even with a full set of perfect rounds, this still wouldn't really be entertaining. But I would prefer to see the previous run in the Vault instead of this one.
Post subject: Re: M.U.G.E.N.
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I think a playaround of an official build of MUGEN (there is such a thing, yes?) would be good to see. Most of the 16,000 characters are bogus, but an official build would have well-made ones.
Post subject: Re: Homebrew Games
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That was fun to watch. I'm curious about something... this game and Streets of Rage have a very similar enemy in the punk guy with the bright yellow/orange jacket. Why is that, is one of the games a homage to the other? Is this what thugs look like in Japan? What's up with this?
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Well for example, we have Because these are all different. The NES version is a more-or-less faithful port of the Apple II original, within system limitations, e.g. the jump physics are slightly different and two of the boss fights are missing. The Sega version has wildly different fight physics and throws in four more levels. The SNES version has numerous extra levels with special objects, as well as extra boss fights. Personally I would love to also see a MS-Dos or a GBC run of this game to see how different all these games are. I'm frankly surprised that we only have one run so far of arcade classic Bubble Bobble, which has also been ported to all and sundry, and plays differently on most platforms.
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Orange Claw Hammer wrote:
mklip2001 wrote:
This game is a lot more watchable than the first Joe & Mac
Indeed, it's always frustrated me a bit that the original Joe & Mac gets a decent amount of attention from the speedrunning community while this game gets almost none.
The first game is a classic in the arcade games and has ports to half a dozen other systems; it's pretty well known. The version we have on our site is the NES version (which is one of the poorer ports of the game due to system limits); speedrunners tend to use the SNES or Arcade version instead.
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Chanoyu wrote:
As the runs of Super Mario World demonstrate, it is possible in the current framework to have a "game end glitch" and a slower "arbitrary code execution" category.
That's not really accurate. There are two SMW runs with ACE, one with the goal "complete the game as fast as possible", and another with the goal "program your own minigame". Those are clearly two different branches. "Complete the game as fast as possible" and "complete the game really fast but slower than the other run" are not.
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Samsara wrote:
better yet bring the RTA community's definition of 100% over here, then we'll absolutely take a second look at it,
For what it's worth, SpeedDemosArchive and Speedrun.com suggest that a 100% run of this game would include obtaining all the different items (weapons, armor, shields).
Post subject: Re: Castlevania The Lecarde Chronicles
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Well, the game consists of five executables, four of which are tiny and the fifth is huge. It seems to me that the four small executables are the graphics menu shown in your screenshot (clicking one of the 'test' buttons would quit the current executable and load one of the others), and the fifth one is the actual game. So these four menu exes call the game exe with some command line parameter, and you can probably use a hex viewer to find out what these are. That should let you bypass this menu entirely; starting an executable with a command line parameter is a valid and standard operation in windows.
Post subject: Re: Vault rule change (sports games)
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I applaud this change. One question though. There are a handful of sports games in the Moons, because they were published before tiers existed, and weren't allowed in the Vault. But they don't rate highly on entertainment. Should these be moved to the Vault now that this new rule exists? [2246] Genesis Olympic Gold: Barcelona '92 "playaround" by Toothache in 10:32.23 [2389] SNES Riddick Bowe Boxing "playaround" by laranja in 05:45.70 [1039] NES Tecmo Super Bowl "playaround" by adelikat in 11:05.02
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AKheon wrote:
Seems like a game that is fast-paced, intricate and unbelievably tedious all at the same time.
Yeah, I agree with it being tedious. I didn't find this entertaining, so voting no.
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Solid run; that the game has one boring level is not the fault of the run of course. And I completely agree that this run should obsolete the earlier run, because the other run skips large parts of the game via chooing the easiest difficulty mode, and this one does not. Hard difficulty is preferable.
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Interesting how there's a "Gremlins 2 The New Batch" game for so many platforms, and all of them are completely different. Sometimes different genres, even.
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Mothrayas wrote:
Radiant wrote:
I suggest that #3080: ais523's DOS NetHack "fastest death" in 00:01.15 be added to Gruefood Delight, given the huge amount of luck manipulation required to get this zero-turn kill.
It's already on there, and has been there for at least a year.
That's odd, the thread in Gruefood is listed as created on 2016-04-07. But yes, you are correct.
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I suggest that #3080: ais523's DOS NetHack "fastest death" in 00:01.15 be added to Gruefood Delight, given the huge amount of luck manipulation required to get this zero-turn kill.
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Spikestuff wrote:
Vault, if possible: [113] SNES Top Gear "one track" by Phil in 03:51.17
Seconded, for what it's worth.
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Awesome run! For the screenshot, I recommend that moment in the Tokay shop when there are four shovels on the floor :D
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I'd say publish this minus the cheat code, and have it be obsoleted by an improved version later. The amount of planning that has gone into this is crazily impressive!