Posts for Spacecow


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Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
By default, frame advance is activated with the \ key, and input display is activated with , . Once frame advance is enabled, hit \ to advance to the next frame, and pause/break to disable frame advance and go back to normal play.
Spacecow
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Posts: 247
Location: New Hampshire
Nightcom wrote:
Did anyone find out if this was fake? http://www.youtube.com/watch?v=5qqDM7sYCfA
It seems likely that it's fake, since that would be reasonably easy to do with a Gameshark, and no one else has been able to replicate what sounds like a simple procedure...
Spacecow
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Location: New Hampshire
Recording date: Nov 25 2005 :O At the start of the movie I was having trouble seeing any appreciable difference between your movie and VIPer's. As the run went on, though, I started to notice some key differences. As cool as VIPer's run was, his did not have Mario fly under lava ONCE! So this gets a yes :)
Spacecow
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Location: New Hampshire
I loved the phone conversation during the Minuet of Forest cutscene :)
Spacecow
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Location: New Hampshire
Very nice work so far. I'll be following this very closely :)
Spacecow
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I would say don't bother with the Ice Key or eggs. They serve no purpose and would slow the run down a lot.
Spacecow
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I can also contribute some bandwidth if need be. Dreamhost gives me a terabyte of bandwidth a month that I barely ever use more than 1% of, so I'd be happy to help and contribute a few hundred gigs of bandwidth if there's enough of a demand (although the torrents are almost always more than fast enough to handle everyone).
Spacecow
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Been following this, and even though it can be improved with tricks discovered during the process of making the run or route changes, it's still a definite yes.
Spacecow
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Location: New Hampshire
I think JXQ is just trying to eliminate competition :)
Spacecow
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Posts: 247
Location: New Hampshire
Holy shit, I had no idea this was even close to being done!
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
It just occurred to me that a TAS of the N64 version of Bangai-O would make a spectacular movie. Or it would be a lot of dodging except for a couple of huge bursts of missles and lasers at bosses. Anyway, it'd be interesting.
Spacecow
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Camtasia might not be favorable for capturing the glitch itself unless you have a very fast computer, because it records in real time and might drop frames. For making GIFs, Camtasia does an okay job, but I prefer to use Adobe Imageready since its editing/timing/optimization options are much more robust. You can import AVI files directly into Imageready too as a bonus. If nothing else, if the glitch is not too long, you could just make a new folder somewhere, go frame-by-frame in Gens, and take a screenshot for every frame. Imageready can import an entire folder for use as frames in an animation as well.
Spacecow
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Location: New Hampshire
The guy who uploaded it also responded to comments in the video to explain the purpose and how it was made. Good for him!
Spacecow
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Location: New Hampshire
Been a couple weeks, any updates?
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Oh my god, and I thought Sonic Advance 2 was broken. This is just ridiculous. :)
Spacecow
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Location: New Hampshire
Using "demo" in the name could potentially make things messy since Speed Demos Archive already uses it, even though it might be a more apt name than "speedrun" and all the connotations that carries with it. As for the AVIs, would there be any merit to just putting in a watermark at the bottom or in the corner that has, say, the author, # of rerecords (labelled as such), and "TASvideos.org" throughout the duration of the movie, in addition to the disclaimers at the beginning? Sorry if this has been proposed to a degree already, I've only skimmed the debate so far.
Spacecow
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Location: New Hampshire
xebra wrote:
Spacecow wrote:
Just downloaded and beat this game yesterday... great little game, though I missed the 2nd bonus game somewhere. The 1st has fantastic music though :)
The two codes are 3680 and 6910. One is high in the sky in the practice level, if you scale the western side with the rubber ball, new platforms appear. The other is sneakily revealed for a few seconds by a lion in the Shadowlands.
Thanks, missed that Shadowlands one.
Spacecow
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Just downloaded and beat this game yesterday... great little game, though I missed the 2nd bonus game somewhere. The 1st has fantastic music though :)
Spacecow
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Hahahaha, wow. That trick is ridiculous. Amazing work so far nitsuja. You have no idea how glad I am that someone as qualified as you is doing this game. :)
Spacecow
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Posts: 247
Location: New Hampshire
My only guess at the moment is it could be some variant of the trick used to gain height in Strangeness' Jump video. http://wheat.cupofdirt.net/mischief/MischiefMakers-310-Jump-999.avi It seems that just the act of grabbing at something (without actually grabbing anything) can influence boosting. It might be worthwhile to just experiment with dash jumps and grabbing like a maniac for a start... unless someone wants to just ask Vigama what he means. :P
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
Hooray, nitsuja isn't dead :D
Spacecow
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Posts: 247
Location: New Hampshire
Hahaha, that's ridiculous. I was always pretty bad at this game (always distracted by the amazing music), so watching you beat this game about 80 times faster than the programmers ever anticipated is pretty funny :)
Spacecow
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Posts: 247
Location: New Hampshire
Aqfaq is right, it's gotta be Haunting: Starring Polterguy
Spacecow
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Joined: 6/21/2004
Posts: 247
Location: New Hampshire
nitsuja needs to hurry up and come back and finish kicking Mischief Makers' ass. That's one of the only games I know remotely enough of to possibly try and TAS, and the only thing keeping me from doing it (besides an appaling lack of attention to detail, patience, or thoroughness) is the knowledge that nitsuja could drop in out of nowhere and best me by probably over 10 minutes at any time. :)
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