Posts for Spikestuff


Post subject: game has a heart attack and dies
Spikestuff
They/Them
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Not going to lie. Wanted to gif the encode: Link to video I feel we actually need to get a console verification on this one (or replicate it on NESHawk and Mesen). I'm on the fence with this one as it can possibly be a technical foul with FCEUX. I personally do want to see a console verification of this bug so we can confirm it's not a tech foul. It's short, cute but has a cloud over it.
WebNations/Sabih wrote:
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Spikestuff
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TheCoreyBurton wrote:
I tried uploading to TVC and it got stuck on the 360p & Invalid 720p streams again, despite my success on my personal channel.
8k is working again on TVC.
WebNations/Sabih wrote:
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Spikestuff
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Unfortunately as mentioned by yourself. This is suboptimal compared to HappyLee's movie. [1715] NES Super Mario Bros. "warps" by HappyLee in 04:57.31 Which goes against these rules:
Movie Rules: Movie Must Be Good wrote:
A speed-oriented movie must beat all existing records If your movie is going to beat something, be sure it beats it. If your tool-assisted movie is not faster than the non-tool-assisted world record for the same game, aiming for the same goals, your movie will be rejected. The movie's technical quality must be acceptable Don't be lazy. We will try and beat your movie. We should hopefully not succeed. See the Guidelines on how to make a movie that meets the site's standards.
Submission Instructions wrote:
Please ensure your movie is good. Do not waste the judges' time with movies that have obvious mistakes ― read the guidelines!
I suggest uploading to your userfiles when it's slower than the fastest movie.
WebNations/Sabih wrote:
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Spikestuff
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Just to note it. Crash Cove is broken. Link to video Link to video
WebNations/Sabih wrote:
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Spikestuff
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I do agree with GJTASer2018's point about going the faster route of wasting a shot. Personally I would actually prefer a max score, with all the shots being shot in sequentially. To demonstrate here's your input from Club with an extra shot. 3240 vs 2852 Also I need to ask a question. What's with the mashing input during non game segments?
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Spikestuff
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DavidKing wrote:
Other than COD series what about PUBG? I don't know its reviews for the PC.
Spikestuff wrote:
It's also a game that requires 100 players and doesn't have any single player campaign sort of stuff. So no.
WebNations/Sabih wrote:
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Spikestuff
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DavidKing wrote:
What about PUBG guys
Topic: Xbox 360 wishlist It's also a game that requires 100 players and doesn't have any single player campaign sort of stuff. So no.
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Post subject: Who wants to make a bot?
Spikestuff
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Pulling references from [1596] NES Tetris "maximum score" by Acmlm in 03:11.78 and [2581] NES Tengen Tetris "30 lines" by MarbleousDave in 00:29.09 Now some people have already pointed out to you in Discord that this is sub-optimal. The biggest question I have is "Why level 0? Since a Tetris gives out 12000 points right out the gate with Level 9 compared to 1200 at 0." Which well the answer is apparently "i know im dumb to start at level 0 LOL but yeah idk how to change that." Using the first reference does T&DM feature a higher than level 9 difficulty? Does it also feature the top line bug where the bottom line can clear? Using the second reference does T&DM have an optimal seed of blocks as the pause buff method doesn't work? Since you are getting a poor setup of pieces. - I do recommend going over Type-B to figure out the seeding of the game for piece generation since that's the case here. As touched on with the first reference. Tetris for speed requires you to be up at the top at all costs, you're mostly at the bottom from what it appears to be aiming for an "All Clear" which doesn't exist in this version. Unfortunately for you, you also passed "max 999999" (and continued input after that) which begs the question. What is the maximum score of SNES Tetris & Dr. Mario?
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Post subject: YouTube is the gift that keeps on giving.
Spikestuff
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Latest glitch of glitches is that there are videos where the first frame of the video will randomly be placed again somewhere else throughout the video. Give a round for YouTube.
WebNations/Sabih wrote:
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Spikestuff
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>For Encoders Yeah. No. I wanted to turn this off after the first stage cause it's boring, but for some reason you never make encodes anymore so I got to watch it through. I was not ever entertained by this. No vote. Also a question. Why do you keep changing your alias? (or changing the arrangement of it) Link to video
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Spikestuff
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CTTR is 99% dead. Here's the stream dedicated to getting it. (Ends at 44:17) If it's ever possible to enter Astro Land early then game's done. Gif Version:
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Post subject: Since they are working together.
Spikestuff
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coughs What about Ryujinx? coughs
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Post subject: Probably this.
Spikestuff
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WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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Spikestuff
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Rundown: melonDS is brought up on the updates on the Discord of TASVideos ever since v0.1. Arisotura made this as a spite emulator against DeSmuME. All features and emulation work is to avoid using hacky methods. The emulator is more accurate than DeSmuME (besides endrift's medusa which is in preivew for 2 years and is the next emulator goal). It's also able to draw the ground better than DeSmuME rather than having broken pixels all over the place. (there will be images in a bit) It supports Wifi before DeSmuME and it's much cleaner (in which the response from DeSmuME was to work and then release theirs) When melonDS first came out it was noted that DeSmuME was playing catchup on certain functionality. There is DSi work being done to the emulator so something besides no$ will support that system. Between versions 0.7.1 and 0.7.2 there was a massive timing renovation that made some games bug out, however it's been fixed for the most part. Test whatever game you enjoy and see how far it goes. If it's completable great. If you land in a bug make a report about it. It'll be looked after, and completed rather than deleted.
WebNations/Sabih wrote:
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Spikestuff
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For Context. The non-pacifist route takes about half the time to complete. Tidbit on input. It can end at around 91k without taking damage. With damage and using Player 2 obviously much earlier. The entire point of this TAS is to be a Playaround first and foremost and not a speed oriented one. With that written. Unfortunately I'm voting Meh. Also here is some fixed input to the final input (1445 frames). (If the author doesn't make an encode, I'll have one up.)
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Spikestuff
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Read / อ่าน
Mihoru wrote:
Oh, brad was kidnapped by Shogun...
Stop it. You're pointing out nonsensical stuff that we already know by simple observation. Either contribute by answering the questions, or don't write irrelevant stuff as you've done the entire time when needed to respond for questions. I'm going to quote your '88 Games TAS that had important information left by feos that was in bold for you to read. Emphasis mine.
feos wrote:
Mihoru, please pay attention to the discussion. Use google-translate if you need. Or write in your native language if you need. If you do not learn the goal of TASVideos, you may lose your ability to submit movies.
Only that "may lose your ability to submit movies" has turned into "you have lost your ability to submit movies for not being part of the discussion about your own TAS and responding to questions and criticisms." You've literally pulled down 2 TASes that were sub-optimal cause I called you out on them and provided the input. You didn't have to explain why to it. (To which one of them are deleted and the other unlisted) However we have your Arcade TASes where it was easy to observe the clear mistakes and actually provide input or call it out, you didn't cancel it, and the questions that went to you, you responded with nothing. Either improve and show how you actually first joined TASVideos by actually trying to TAS or don't, and never be able to submit a TAS to be published ever again. Your choice.
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Spikestuff
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Here you go. You also have an lsnes bug as well interestingly enough. (Also just switched the file linked above, accidentally went into options but didn't changed difficulty) Link to video I have been provided a file of a resync for the input. Unfortunately it desyncs during the second boss as Lag has not been accounted for so more fixing will have to be done to it or the input has to be redone entirely. lsnes version: http://tasvideos.org/userfiles/download/53461886658856211
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Spikestuff
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I'm requesting assistance here cause I can't fix lsnes input and pushing the input to Hawk outright desyncs. grassini's opening input is bad, it has been shown in the past that it is his weakness. The TAS is fine. Just the opening input is bad and frames can be shaved. The first screen with the copyright info can be skipped. The Capcom screen has mashing in grassini's input (held input followed by sequenced). The Main Menu input is serviceable and fine but can be cleaned up. Everything pass the Menu into the game is fine. If these can be fixed up by someone please by all means do it. All I can provide is BizHawk input for reference if that helps anyone at all. It takes you straight into the first level. The fix can probably get away with it on the RNG unless Pete shows otherwise.
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Spikestuff
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So long one author stacking on top of the other author's input.
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Spikestuff
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January 2019: Link to video
WebNations/Sabih wrote:
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Spikestuff
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This game is mostly an autoscroller (there are platforming segments). However your TAS has issues. Just quickly gloss on some opening input. Marked in blue is where you could've placed your input, but instead it's an amount of frames later. "But Spikestuff, you could've just done your usual 'Light Spike' and everything would be hunky dory right?" No. I would have to do a 'Heavy Spike' because that's not only where the issues are. There's an issue in movement and that would mean I would have to learn the game. Speaking of the movement: "But Spikestuff, you didn't collect 2 pieces of cheese compared to Mihoru." Yeah that's fine. Modify my input and I'm still ahead by 6 frames with those 2 pieces of cheese in my count. I only watched one minigame just the very first one. You had so much freedom to do whatever you wanted and you did nothing on entertainment, not even an attempt. The longplay was more entertaining than this display cause NPI actually moved. How long did this take to TAS Mihoru?
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Spikestuff
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To hopefully avoid double ups, and for those that want shortest to longest set up for them here's the list of all the movies. Those marked with a strikethrough are ones that sync with Eternal without the need of a resync. [1518] PSX Umihara Kawase Shun by Mukki in 02:10.23 [2315] PSX Ehrgeiz: God Bless the Ring "Quest Mode" by sparky in 03:51.77 [2415] PSX Bushido Blade 2 "Slash Mode" by Dammit in 04:20.23 -- dammit-bushidoblade2-slashmode.pxm.7z (15.6MB Zipped) [1275] PSX Castlevania: Symphony of the Night "Richter mode" by pirate_sephiroth in 05:41.73 [2701] PSX Tekken 3 "playaround" by Cooljay in 06:41.05 [1273] PSX Strider 2 by errror1 in 08:51.10 [1485] PSX Azure Dreams "best ending" by FractalFusion in 10:31.73 [1506] PSX Crash Bandicoot 2: Cortex Strikes Back "item glitch" by pirohiko in 11:34.85 -- pirohiko-cb2cortexstrikesbackglitched.pxm.7z (56.0MB Zipped) [2620] PSX Oddworld: Abe's Oddysee by Samtastic & Dooty in 12:06.13 [1670] PSX Chocobo Racing "Invincible, time attack" by sparky in 12:48.63 [1954] PSX Mega Man X5 by Bernka in 16:38.18 [1547] PSX Mega Man X5 by Noxxa in 16:51.08 [1272] PSX Mega Man X5 by Atma in 16:58.68 [2378] PSX Dragon Ball Z: Ultimate Battle 22 by Noxxa in 17:22.47 [1522] PSX Salary Man Champ: Tatakau Salary Man "1 player" by mz in 18:09.80 [1419] PSX Resident Evil 3: Nemesis "The Mercenaries" by arukAdo in 18:54.02 -- arukado-residentevil3mercenaries.pxm.7z (1.72MB Zipped) [1363] PSX Castlevania: Symphony of the Night by arukAdo & pirate_sephiroth in 19:01.63 [1887] PSX Mega Man X5 "X only" by Noxxa in 19:43.80 [1511] PSX SaGa Frontier "Blue" by knbnitkr in 20:16.35 [1246] PSX Castlevania: Symphony of the Night by zggzdydp in 20:18.63 [1453] PSX SaGa Frontier "Lute" by knbnitkr in 21:08.50 [1692] PSX Mega Man X6 by Rolanmen1 & FractalFusion in 25:34.02 [1274] PSX Mega Man X6 by FractalFusion in 25:53.02 [2598] PSX Oddworld: Abe's Oddysee by Samtastic & Dooty in 27:01.27 -- samlaptop,dooty-abesoddysee.pxm.7z (3.64 MB Zipped) [2371] PSX Oddworld: Abe's Oddysee by Dooty in 27:01.62 [1648] PSX Chocobo Racing by sparky in 27:12.02 [1523] PSX Spyro 2: Ripto's Rage! "14 talismans" by lapogne36 in 28:11.70 [1744] PSX Croc: Legend of the Gobbos by RingRush in 36:21.08 [1439] PSX Mega Man X4 "Zero" by Atma & FractalFusion in 36:42.63 [2342] PSX Mega Man X6 "all stages" by Rolanmen1 in 39:31.35 [2372] PSX Oddworld: Abe's Oddysee "maximum casualties" by Dooty in 40:00.53 -- dooty-abesoddysee-maxcasualties.pxm.7z (6.02MB Zipped) [1516] PSX Mega Man X6 "all stages" by Noxxa in 41:18.38 [1871] PSX Oddworld: Abe's Oddysee by Dooty in 42:55.85 [2606] PSX Mega Man X5 "all stages" by Shuy_ & Bernka in 43:38.93 -- shuy,bernka-mmx5-allstages.pxm.7z (3.95MB Zipped) [1395] PSX Mega Man X5 "all stages" by AngerFist & Atma in 44:04.43 [1458] PSX Crash Bandicoot (USA) by Mukki in 45:29.50 [1657] PSX Star Wars Episode I: Jedi Power Battles by DarkKobold in 46:31.18 [1496] PSX Mega Man 8 by FractalFusion in 47:06.23 [1280] PSX Punky Skunk by Ferret Warlord in 47:33.37 [1457] PSX Crash Bandicoot 2: Cortex Strikes Back by Mukki in 47:37.62 [1512] PSX Tomba! by Cardboard in 52:28.47 [2645] PSX Oddworld: Abe's Exoddus by Dooty in 53:41.62 [1993] PSX Mega Man X5 "100%" by Bernka in 54:33.68 [1905] PSX Mega Man X6 "100%" by Rolanmen1 in 56:47.18 [1592] PSX Castlevania: Symphony of the Night "all relics, best ending" by arukAdo in 57:20.60 [2375] PSX Oddworld: Abe's Oddysee "100%" by Dooty in 1:03:27.07 -- dooty-abesoddyseev2-100p.pxm.7z (7.55MB Zipped) [1289] PSX Resident Evil 3: Nemesis "best ending" by arukAdo in 1:07:25.52 [1818] PSX Oddworld: Abe's Oddysee "100%" by Dooty in 1:09:23.73 [2051] PSX Croc: Legend of the Gobbos "100%" by RingRush in 1:18:35.43 -- ringrush-croc100p.pxm.7z (9.69MB Zipped) [2754] PSX Oddworld: Abe's Exoddus "100%" by Samtastic & Dooty in 2:08:28.40 [1805] PSX Breath of Fire III "best ending" by janus in 7:45:01.17
WebNations/Sabih wrote:
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Spikestuff
They/Them
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PikachuMan wrote:
I would like to see a new update to the 32-bit version of BizHawk along with a new update to the 64-bit version of BizHawk.
The latest update came out a month ago. You need to learn patience. (and 32bit is fine for its date) And there's a lot of work and milestones being covered at the moment. It's an emulator first and foremost which means it needs to also do these: Updating the PlayStatoin Core (Octoshock) Updating the Sega Saturn Core (Saturnus) Updating the WonderSwan Core (Cygne) Even though it's not listed. Update the Game Boy Advance Core (mGBA) as well as fix the mGBA core. Hows about that Game Gear Linking that's being worked on. Any of the N64 Issues How about a feature? Multidisk Support for MegaCD/SegaCD How's about another Operating system? Linux Compatibility which is almost complete.
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Spikestuff
They/Them
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Oh No. OH YES. This project is open for anyone that's including those who have low end systems (I've been testing this with an Intel Atom). You won't be doing any avi dumping. For those that don't know all PCSX-RR TASes are using the TAS Sound Plugin. Now for some games this is fine and works perfectly for others well they have some very broken samples. Files for PCSX-RR: - PlayStation Bios (SCPH1001 most cases, see the Sync Notes for those failing to sync.) - All 51 PCSX-RR TASes in a single zip file. - Pete's Soft Driver 1.54 (If you're doing the Oddworld Series) -- If this doesn't sync try Pete's Soft Driver 1.41 as I haven't actually checked. - The files that comes with PCSX-RR (minus pcsx-rr) - Eternal SPU Plugin 1.41 Now the steps are simple. You want to follow these instructions here written up by feos. For GPU Plugin settings just have everything pretty much unchecked and use windowed mode. DON'T ENABLE FRAME SKIPPING. If you are having trouble getting a game to even sync in the first place I have created Sync Notes for some of the TASes that I've already gone through. Most of them should just be straightforward of load and done. This is all for the cases when you hit Step 13 in the Resync Process. I recommend heavily to make a copy of that pxm folder it made for worst case scenario (it fails to resync) I also want you to create two lua files, one called "spuTAS.lua" and the other "eternalTAS.lua" with this information: Download spuTAS.lua
Language: lua

while true do emu.frameadvance() pcsx.switchspu("spuTAS.dll") os.exit() end
Download eternalTAS.lua
Language: lua

while true do emu.frameadvance() pcsx.switchspu("spuEternal.dll") os.exit() end
Note: We're going for quick and painless. Not streamlined. With that done you'll also need two batch files. I recommend naming them spuTAS.bat and eternalTAS.bat and have this information: Download spuTAS.bat
Language: batch

pcsx -runcdbios -lua spuTAS.lua pcsx -lua detectCheckpoint.lua spuTAS.bat
Download eternalTAS.bat
Language: batch

pcsx -runcdbios -lua eternalTAS.lua pcsx -lua synchCheckpoint.lua eternalTAS.bat
Your folder should hopefully looks like this when you're ready to go: Load up spuTAS.bat first and wait for "Now awaiting for any incoming desync." When this message appears load eternalTAS.bat and then sit back and watch it crash 50 million times while you have a nice tea or something. Once done check if it synced through. Some games will fail, it's okay you can try again or move on and mention what failed. Zip up that pxm folder and link it back here. --- And if anyone's daring enough to do Breath of Fire III, I've done the first half of the process. As a note I have hit a game case where the process outright fails (both manually and automatically) mainly due to either the game or pcsx-rr not liking it. If you want to try this it's [2315] PSX Ehrgeiz: God Bless the Ring "Quest Mode" by sparky in 03:51.77 --- Help! My synchCheckpoint is getting stuck at frame 200000! Open up pcsxrrWorkflowConfig.lua and go to line 84 for "hashFrameSplit" change the 200000 to the next number over. For example: Croc 100% is 282926 frames so I made the hashFrameSplit 300000 and it worked.
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Post subject: Turnaround time of a Week.
Spikestuff
They/Them
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Let's see what I can copy and paste from your Mystic Warriors TAS that still need to be addressed. Adjusting the Sound Volume from 30 to 60 is really unnecessary. You've tampered with a setting called "Loop Setting" now should we address how this should be like Ghosts 'n Goblins and focus on a loop TAS instead of cutting half the TAS? You're using 2 of the 4 characters in a 4 player game. I've heard about why from someone familiar with the emulator but it's worth asking you why you didn't? Also have to ask the question. What are the character differences? At the character selection you've done an unnecessary character switch for the same two characters, it's only due to being the order of selection. Man it would be nice to see you gun down all the enemies instead of taking a stroll through them, that's a bit of a let down not killing everyone on sight. You show that you can shoot upwards. Why aren't you in the appropriate positioning to shoot upwards instead of wasting time not shooting? - In fact, you showed off a better method directly after it and you didn't use it the first time round? You're wasting shots again like your Mystic Warriors TAS. Killing the enemies in the Mine section of the game, wouldn't it help with Lag Management? You're wasting, missing and not position correctly for your shots for this mechanism in the mines. Good work with the second boss, sticking it to him. Are you creating lag in the opening half of the third stage? Seriously I want to know the answer to this. That ghostly green thing, I see that you're missing your shots with one of the players. Third boss. You're missing shots as it's your position that's passed the bird creature. Did your dynamite miss the boss? The snake creature looks like it could've been managed better on positioning, especially when some of your shots are missing. You knock out the two bulls after the snake when going to the door you have to shoot open, wasting two shots. Was that necessary? Boss, better positioning yet again would've been ideal. The boss jumps up. If you placed yourself in the center and shot diagonally wouldn't that have been better? - You're hanging to the right instead of the center since the boss jumps between sides, like generally curious about this. Oh we had the perfect opportunity to have Moo on top and Buffalo on bottom (or vice versa) shooting enemies. I'm curious if it's possible to avoid using the TNT to clear your path, since lag and all. How'd you miss a shot on an autoscroller boss? (3rd phase) Opening 4th Phase. You had 2 parts to shoot, and you focused on one. Wouldn't it have been better to knock out both parts simultaneously? 5th Phase only one of your early shots hit the Smoke Stack. This could've been managed better. I'm questioning positioning again on this one here too, wouldn't it have been smarter to aim further back or to split up or to take damage? Is the dynamite useful at all on this boss? Question on the movement with the Eagles. You can jump with them. Is it possible that they can move to your higher position at all or is it a you return to them? Also it appears that it's faster to move horizontally doing this rather than hanging on. So an extended question. Can you shoot with the bird or only do a backflip kick? You're missing shots on this hot air balloon boss due to positioning of one of your players. Did that stun do absolutely nothing? You could've done a quick drive-by shot when moving to the other claw hand. You're overshooting before Phase 2 even started. You're moving into range of the boss' attack then realizing it's a bad idea and moved out wasting shots in the process. What? Phase 3 of the boss, you've entered the range of the boss' claw attack and moved out of the way wasting any damage progress. Does the boss have an unlimited reach and you were just shortening it or was it poor positioning? After that claw attack, you didn't walk up into the face of the boss compared to all the other bosses to attempt possibly a quicker kill. Why is that? You enter the next stage with no dynamite equipped even though it was on you in the last stage, and the one before that. Was it really that useless? Also is this another case where you could've avoided a bit of slowdown from the game if you didn't knock over those barrels in the opening half of the stage? Why did you waste both the stun and the dynamite in the building instead of shooting the enemies? Do they take a few too many shots to mow down? The TNT stack in this section doesn't seem to generate lag compared to the one in an earlier stage. Couldn't you aim upwards at those Red Bulls (and later Orange) before they met you face to face or is that just not a thing? At the Door, it says to shoot at a point. You're jumping. You have both the ability to shoot upwards and diagonally so you're creating downtime. What's up with that? - In fact you do exactly that at the second door. If you had your dynamite on you at the final boss you could've ended your input sooner if it was a waste to use it earlier. You're also whiffing shots on the final boss. I quickly want to question the turnaround time of this TAS: Using a video you have on your YouTube it can be estimated that this was done between 3 days to a week (your last submission). Please, take your time doing these TASes. Don't rush them. ----- If you're down here needing a TL;DR for all that because Jesus Christ it's longer than my Mystic Warriors one I'll give one (well except for the first 5 lines since well they're important but it's already there, nor the last 2). - You're not in position for some of the bosses to get a better shot. In fact some of your shots are outright missing. - There are questionable movements you placed in which is more questionable when you did the same thing better later. - How do you move on an Eagle? Can you move faster by jumping of it and going left/right or up/down and be at that other position and not the anchor point. - Can you shoot when you're in the Air not attached to the Eagle at all? - It looks like you're creating unnecessary lag at certain points. Is it possible to have Lag Management? If you need someone to translate all this, or just the TL;DR. Ask. We might be able to find someone who would be able to translate to your preferred language.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
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