Posts for Supper


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Rick wrote:
http://dehacked.2y.net/microstorage.php/info/1426312840/gs_tas2.fcm Guess what's dooooooone! If there's no notable improvements to be made, then I'm submitting this baby tomorrow. :D Final (?) Frame Count: 14,999 frames. Yes, I'm not kidding you. 14,999 frames. Well under my projected 25,000 frame guess.
Absolutely awesome. I wasn't expecting you to finish so soon, but I guess there wasn't that much left to do. I think I found a tiny improvement (5 frames). When you're fighting the final boss, it's a tiny bit faster to double-hit it the first three times, then turn around, hit it with the towel, and change to the Embalming Fluid in mid-hit, like so: http://dehacked.2y.net/microstorage.php/info/1920613148/gsaltfight.fcm Otherwise, I didn't notice any optimisable areas, though andrewg's a lot better at finding those than I am. Unfortunately, zipping through stairs seems to be impossible, but reducing a game that normally takes at least half an hour (if you already know exactly what you're doing) to nearly four minutes is more than awesome enough. With the game so broken, this has to be on the fast track to publication.
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andrewg wrote:
OK, so my ideas about zipping WERE slower. I think I wasted around 30 frames. Well, at least we know know, walking is the fastest method instead of doing those additional zips. Supper, I actually had the same ideas as you and zipped through the ceiling in the same spot you did. I also tried to zip through the floor horizontally with no success. One thing I guess I could show you pertaining to the stairs: Look at my position at frame 4012. http://dehacked.2y.net/microstorage.php/info/68381034/weird-stairs.fcm EDIT: If I could walk like that on the TOP step, I think I would zip through the floor.
Agh, so close! There has to be a way... I think the game is either zipping you through the wall but immediately detecting you're next to stairs and automatically putting you back on them, or (more maddeningly) interpreting the fact that you're pushing right to zip so you can zip to the left as a command to go down the stairs. Either way, this is just so frustratingly close to being another gigantic time-saver. I'll have to play around with this a little myself tomorrow. Very nice trick figuring out how to run on the step, though. This game has some pretty wacky stair physics. Just try pressing up/down or left/right on them.
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andrewg wrote:
Supper wrote:
andrewg wrote:
Supper wrote:
andrewg wrote:
What about doing a mini-zip on that two to three block space right after the classrooms on the lower sections?
I don't know, but my guess would be that it's too small a zip to save any frames. Besides, you'd have to go a little out of the way to use it.
I'm pretty sure it's right on the way... but if it saved 6 frames wouldn't that make up for the time because then you'd have the spring shoes again? Heh, it's probably just faster to walk, but I'm just curious now.
Oh, I see. I misunderstood your original post. You meant doing a mini-zip after zipping from the ceiling of the classroom. Still, I don't think it'll gain any frames because then you'll actually have to pause two extra times over just walking. Walking: walk out of wall, walk to next wall, change to sneakers, change to spring shoes, zip though next classroom... Mini-zipping: get to end of wall, switch to sneakers, zip out, walk to small block, switch to spring shoes, zip, change to sneakers, change to spring shoes, zip through next classroom... This is even without taking into account the frames gained from jumping with the spring shoes on. I'm about as certain as I can be without testing. Now that I think about it, it would probably have been faster to just try it by now. Oh well.
Well I figure you'd have the spring shoes on again for the long hallway after zipping for the last time, the mini-zip. Heh, it's just confusing. I bet it's slower, I'm just speculating. :D EDIT: I should test this out myself later on actually too. I have a few ideas for doing zips like this... pausing takes so long though!
Yeah, but you'd have the Spring Shoes available for jumping from the start by just walking, saving you even more frames over the mini-zip. That should more than compensate for any difference in frames, even if the mini-zip saves at least 6 (though I don't think it does anyway). This is all if my tired brain is correctly understanding you, which I'm not sure it is. As for more mini-zips -- well, I'm not sure there's much left in the game to go through. With the route as shortened as it is, the only barriers I can think of that this glitch has been useful for are the boxes and spikes on the way to the Music Room. I once tried experimenting with zipping into the side of the Music Room, jumping into the ceiling, and zipping through it -- which works because the ceiling is 2 blocks high -- but then I realized that there's no way to get down at the end of the room. What would be really cool would be some way to zip into the floor when coming into a room from below on solid brick stairs, something that seems possible but I wasn't able to find a way to do. What sort of ideas did you have in mind?
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andrewg wrote:
Supper wrote:
andrewg wrote:
What about doing a mini-zip on that two to three block space right after the classrooms on the lower sections?
I don't know, but my guess would be that it's too small a zip to save any frames. Besides, you'd have to go a little out of the way to use it.
I'm pretty sure it's right on the way... but if it saved 6 frames wouldn't that make up for the time because then you'd have the spring shoes again? Heh, it's probably just faster to walk, but I'm just curious now.
Oh, I see. I misunderstood your original post. You meant doing a mini-zip after zipping from the ceiling of the classroom. Still, I don't think it'll gain any frames because then you'll actually have to pause two extra times over just walking. Walking: walk out of wall, walk to next wall, change to sneakers, change to spring shoes, zip though next classroom... Mini-zipping: get to end of wall, switch to sneakers, zip out, walk to small block, switch to spring shoes, zip, change to sneakers, change to spring shoes, zip through next classroom... This is even without taking into account the frames gained from jumping with the spring shoes on. I'm about as certain as I can be without testing. Now that I think about it, it would probably have been faster to just try it by now. Oh well.
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andrewg wrote:
What about doing a mini-zip on that two to three block space right after the classrooms on the lower sections?
I don't know, but my guess would be that it's too small a zip to save any frames. Besides, you'd have to go a little out of the way to use it.
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andrewg wrote:
Supper wrote:
andrewg wrote:
Supper wrote:
andrewg wrote:
My suggestion for the crawl space was after you zip through the classroom space, zip through the ceiling right after. Take off the shoes at the last block where you'd be ejected and jump twice and then zip a bit farther to the right. Not sure if it'd save time or not.
Rick wrote:
If I could combine it with a floor zip for the second and third classrooms, then it definitely would save time for sure. Otherwise, I'd have to walk all the way across the end of the other classrooms.
Unfortunately, that wouldn't work. While it is possible to get into the ceiling, you can only zip five or six tiles in a one-block-high wall before falling through. I don't think even that short zip would save any frames because to get far enough into the ceiling, you'd have to pause the game several times to switch between the Sneakers and Spring Shoes, probably taking up more time than just walking to the right. I haven't checked, though, so you might want to investigate that. All the glitching you've done so far looks good, though. Watching each new WIP is great fun.
I think it would basically be pause - sneakers, zip through ceiling, pause - springs shoes. I wouldn't think it'd take too long to do that, though I could be wrong.
Okay, I tested this. From inside the wall of the classroom, it's possible to switch to the Sneakers, jump twice, and zip four blocks out of the wall in 45 frames. The same distance can be covered in 39 frames by walking, and that's without jumping to save frames. I was wrong about needing to switch to the Spring Shoes for the next junction, though -- you can just barely make it up with the Sneakers, but it's still slower in the end. Actually, now that I think about it, taking off the Spring Shoes to zip through the ceiling would save having to switch to the Sneakers to zip through the next classroom, but that could be offset by the advantage of using the Spring Shoes to save 2 frames with each jump. Which method is faster all depends on how many jumps can be made between one classroom and the next.
I'm pretty sure this would mean that zipping is always the slower method, because You can get quite as few jumps off using the spring shoes right? or maybe there's a spot that it would be faster?
Since the ceiling is so low in the Crawl Space, yeah, my money'd be on the former. It takes about 30 frames to change shoes, so you would need to make some 15 jumps between zippable classrooms to break even. Since all of the classrooms on the upper floor are separated by at least one unzippable classroom on the lower floor (if I recall correctly -- I'm not looking at a map), there should be enough room for at least that many jumps, making walking faster in all cases.
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andrewg wrote:
Supper wrote:
andrewg wrote:
My suggestion for the crawl space was after you zip through the classroom space, zip through the ceiling right after. Take off the shoes at the last block where you'd be ejected and jump twice and then zip a bit farther to the right. Not sure if it'd save time or not.
Rick wrote:
If I could combine it with a floor zip for the second and third classrooms, then it definitely would save time for sure. Otherwise, I'd have to walk all the way across the end of the other classrooms.
Unfortunately, that wouldn't work. While it is possible to get into the ceiling, you can only zip five or six tiles in a one-block-high wall before falling through. I don't think even that short zip would save any frames because to get far enough into the ceiling, you'd have to pause the game several times to switch between the Sneakers and Spring Shoes, probably taking up more time than just walking to the right. I haven't checked, though, so you might want to investigate that. All the glitching you've done so far looks good, though. Watching each new WIP is great fun.
I think it would basically be pause - sneakers, zip through ceiling, pause - springs shoes. I wouldn't think it'd take too long to do that, though I could be wrong.
Okay, I tested this. From inside the wall of the classroom, it's possible to switch to the Sneakers, jump twice, and zip four blocks out of the wall in 45 frames. The same distance can be covered in 39 frames by walking, and that's without jumping to save frames. I was wrong about needing to switch to the Spring Shoes for the next junction, though -- you can just barely make it up with the Sneakers, but it's still slower in the end. Actually, now that I think about it, taking off the Spring Shoes to zip through the ceiling would save having to switch to the Sneakers to zip through the next classroom, but that could be offset by the advantage of using the Spring Shoes to save 2 frames with each jump. Which method is faster all depends on how many jumps can be made between one classroom and the next.
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andrewg wrote:
My suggestion for the crawl space was after you zip through the classroom space, zip through the ceiling right after. Take off the shoes at the last block where you'd be ejected and jump twice and then zip a bit farther to the right. Not sure if it'd save time or not.
Rick wrote:
If I could combine it with a floor zip for the second and third classrooms, then it definitely would save time for sure. Otherwise, I'd have to walk all the way across the end of the other classrooms.
Unfortunately, that wouldn't work. While it is possible to get into the ceiling, you can only zip five or six tiles in a one-block-high wall before falling through. I don't think even that short zip would save any frames because to get far enough into the ceiling, you'd have to pause the game several times to switch between the Sneakers and Spring Shoes, probably taking up more time than just walking to the right. I haven't checked, though, so you might want to investigate that. All the glitching you've done so far looks good, though. Watching each new WIP is great fun.
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Rick wrote:
I could try it. I tried doing something similar without the shoes in the locker room, and it didn't seem to have much of an effect, but I'll try it anyway. It's definitely worth a shot.
It only works with the Spring Shoes. Maybe the Suction Cups, too, but that's irrelevant. I tested it a little bit, and it seems that you gain 2 frames over walking with every jump. It's not much, but it could probably shave off a few seconds altogether.
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I like how you used the weights to boost over the eyeballs in the Weight Room. I figured you would just have to kill them. This is pretty inconsequential, but when you're "tightening" the new part of the run, I think you can save a few frames right after you get the Spring Shoes by jumping repeatedly while you're under the weight machine before you switch to the Sneakers. The number of frames gained is small, but after a while it starts to add up, especially in enclosed spaces like the weight machine and the Crawl Space.
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andrewg wrote:
Rick and I just figured this out. No need to get the suction shoes, you can just jump up to the door that leads to the crawl space and go through it with the spring shoes. :D Pretty sweet! :)
Ha, that's awesome. This run keeps getting gigantic chunks cut out of it. Wonder what it'll clock in at now? Also, I think the best place to use the invincibility glitch would be the lockers at the end of the corridor that goes past the nurse's office. That way, you can damage boost off the little pink eyeballs all the way down that corridor, then become invincible just in time to zip through the spikes in the next room. Your WIP's looking great so far. Good luck with the rest.
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You seem to have gotten me addicted to this game. Lately, I've been playing it even more than Back to the Future. Anyway, I found another weird but awesome glitch while I was playing today. This one lets you completely skip the heart miniboss near the end of the game. You mentioned in an earlier post that the game normally doesn't let you go through the door to the game's final screen until you beat the heart. This is true if you try to enter the door normally by just pressing up. But for some reason, if you move in front of the door and press up/left or up/right, you'll go through it anyway. Here's a demonstration video. This should save you a little time and quite a bit of manipulation.
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I think you need to use version 0.98.12 for those runs. It can be found on this page.
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Sorry to throw a wrench in the works, but I was playing around the other day and found an absolutely awesome glitch that not only allows you to zip through walls, but also completely changes the fastest way to beat the game. Basically, here's the way it works: 1. Equip the Sneakers and walk up to a wall. Make sure you're pushed as far against it as you can go. 2. Pause the game and select the Spring Shoes. 3. Hit Start, but as soon as the screen goes black, hold the direction opposite the wall you're facing. If the wall is on the right, hold left, and vice versa. 4. Now one of two things will happen: a. You'll appear just inside the wall, but will immediately begin walking out of it if you keeping holding left or right. b. You'll appear inside the wall and begin zipping as long as you hold the direction opposite that you wish to go. This is handy enough by itself, but it has an even more useful function. If you zip through almost any dead end in the game, you will be teleported to a sort of error room labeled "Warp Zone." It contains seven exits total -- four stairs, two walkways and a door -- each of which takes you to a different part of the game, letting you move around incredibly quickly. Some areas don't take you to Warp Zone when you zip through them; instead, they wrap you around to the other side of the room or take you to a nearby room. This behavior can be seen in the shortcut you took from the second gym area to the first. An extension of this trick is the ability to teleport upward through walls. If you get encased in a wall, then equip the Sneakers, you'll be able to jump through the bricks to a higher level. This can be used to skip almost all of the Air Duct maze. With this trick, I've worked out an entirely different route through the game: From the entrance, go to the locker room and get the towel as usual. Go through the gym and get the Spring Shoes. Zip through the wall to the right of where you get the Spring Shoes, taking you to Warp Zone. There, take the lower-left staircase, then immediately go back up to be taken to the corridor leading to the Nurse's Office. Perform the invincibility glitch in the lockers there. Walk down the hall and go through the Music Room to get to the Chemistry Lab. Pick up the Embalming Fluid, then zip through the wall to the left to get back to Warp Zone. (It might be faster to walk to the right side of the Chemistry Lab and do the glitch there; then you'll be taken directly to the left side of Warp Zone.) There, take the upper-left staircase, then immediately go back down and follow the staircases until you get to the corridor leading to the Auto Shop. Go into the Auto Shop and zip through the right wall. This will take you to the other side of the room and directly to the Suction Cups. Zip back to the right side of the room, exit, and zip to Warp Zone using the left wall. Enter the door in the center of Warp Zone, bringing you directly underneath the door leading to the Crawl Space. Use the Suction Cups to get in. Follow the corridor to the Air Ducts, zipping through the classrooms on the top along the way. In the Air Ducts, go through the door to the far right. In the next room, walk all the way to the left and zip into the wall next to the hole in the vent. Equip the Sneakers and jump to the top level, then enter the far left door to go to the Basement. From there on, the route is the same as if you were playing normally. I threw together a rough movie of this route, played mostly in real-time, to show you what I mean. I only tried to optimize the parts that involved zipping, and I still managed to beat the game in seven minutes. I think a good TAS of this could go as low as six or maybe even five minutes. Sorry to mess up your plan, but I think this is a really cool trick and I hope it helps you make a good movie. I wish I could offer you some advice on how to optimize the run, but I'm even more inexperienced than you. All I can really do is repeat my earlier advice that jumping with the Spring Shoes moves you forward a little faster than just walking, though the sound effect does get annoying. Good luck.
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That invincibility glitch is awesome. I can't believe something that simple wasn't found earlier. Ironically, the game is almost more exciting when you don't have to stop every five seconds to kill an eyeball monster. Your route sounds good... though that isn't saying much, since I've barely played the game. Cutting out a good deal of the game certainly sounds awesome. I love seeing TASes of crappy and/or shoddily programmed games, and this fits the bill quite well. Side note: I played through the game a little, and I noticed that each jump with the spring shoes on seems to propel you forward an extra frame. I haven't checked, but it seems to be a little faster than normal walking. It might help if you're really interested in saving frames. Anyway, good luck. This sounds entertaining, and I'll be looking forward to it.
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alden wrote:
Bah, don't believe the hype, this movie was awesome... ok, I'm probably in the minority on that one. You should submit it anyways. In any event it should find a home here :D
Oh, so that's why you were talking about needing more AVGN runs. I somehow didn't understand that despite stumbling across that gallery earlier. Eh. If this movie had better presentation, I might think about submitting it just for the gallery, but I didn't progress through the tricks logically enough for this to be a good showcase of them. Plus I know I could eliminate a few frames at the end of the Cafe level and possibly in other places, and if I'm going to TAS an autoscroller, it'd better be perfect. Maybe eventually I'll work through this in a cleaner manner and submit it for completeness's sake, but not anytime soon.
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Warning, long post ahead. Responding to every single person in a thread is a bad habit I need to break.
Bag of Magic Food wrote:
At first I thought the one impressive thing about this game was its rendition of Johnny B. Goode... and then I found out that the music to the street levels is actually Power of Love with the melody removed and a much faster tempo. Maybe the programmers didn't get the rights to put the real song in the game, so they tried to disguise what they had already finished. You should mention that bit of trivia in your submission text to help people keep from being bored!
My mind has been blown. How the hell did I miss that? I didn't even notice when I slowed the song down to half tempo to make a MIDI (don't ask). I have the worst musical ear in the world. And I just found the video combining the songs on YouTube. Oh god, this is hilarious. I was already addicted to the song, but now I don't think I'll ever stop listening to it. Thanks for the tip.
Randil wrote:
First of all, could you explain how the L/R and U/D trick works? It seems like it just teleported you around the screen randomly. It looked pretty cool, I just don't get how it works exactly.
Can do. Here's an abridged version of the notes I typed while making the run. Sorry they're still pretty long, but I love to go into detail.
-- Walking Glitches --

All of these work when Marty is walking. You don't see much of them, of course, but they're a little more interesting than the skateboarding tricks.

UP/DOWN/RIGHT -- Pressing these directions simultaneously causes Marty to begin teleporting among different locations on the screen at the rate of one per frame. I have yet to research it extensively, but it seems that it makes Marty first warp to a location on the upper part of the screen, followed by an area on the lower portion. As long as U/D/R continues to be held, he will then warp to the area just to the right of where he first appeared on the upper half of the screen, then an area to the right of the lower, and this repeats until U/D/R is released. If Marty's next warp spot is off the screen, he will be wrapped around to the left side. Releasing the combination causes Marty to warp two more times before stopping, meaning that he appears to a location to the right of wherever he was two frames after releasing the buttons.

This trick can be used anytime that Marty is walking, but is most useful when jumping because if Marty's next "warp spot" contains a harmful object -- an enemy, a fence, or a yard -- he will fall over wherever he is and take damage.

UP/RIGHT/LEFT: Makes Marty walk down and to the left at a pace much faster than normally possible.

UP/DOWN/LEFT: Causes Marty to drop dead if he's on the ground. If he's in the air when the buttons are pressed, he'll move to the left and down as though you had pressed those directions alone.

UP/DOWN/LEFT/RIGHT: Causes similar effects to UP/DOWN/RIGHT, but with a much smaller warp to the right for each frame. More or less useless unless you have some need to especially fine-tune a teleport.


-- Skateboarding Glitches (a.k.a. 75% of the game) --


UP/RIGHT/LEFT: Has effects similar to those of the UP/DOWN/RIGHT glitch used while walking. On the skateboard, however, teleportation only occurs across the y-axis Marty is on. He will warp between two points on that line, appearing to the right of where he was the last time he warped there.

UP/DOWN/RIGHT: Causes Marty to move backwards and to the right at a rate much faster than normally possible. Note that this version of the tricks is significantly slower than its walking counterpart.

UP/DOWN/LEFT/RIGHT: On the ground, makes Marty move downward and to the right at approximately a 45 degree angle at a much faster speed than normally possible. Similar to U/D/R, but at a different angle.

When used in the air, this causes Marty to move mostly to the right and slightly downward at a fast pace.

This trick is also different from U/D/R in that it does not trigger the OIL WARP glitch described in "Other Tricks."

UP/DOWN: On the ground, causes Marty to trip and take damage. In the air, causes Marty to move backward and to the left at a slightly lower speed and angle than in U/D/R (I think? Haven't tested).


-- Other Tricks --


OIL WARPS: If Marty rides over an oil slick while performing the UP/RIGHT/LEFT trick (sliding down/right), he will teleport to a different location. I haven't tested to see what determines where he appears, but in general:

If Marty slides across an oil slick while it's at the top of the screen, he'll end up at the bottom.

If Marty slides across an oil slick while it's near the bottom of the screen, he'll appear at the top.

HOUSE SITTING (get it?): For some reason, the walls and shadows of houses are considered solid ground. Every other part of the house -- the roof and the windows -- is deadly to the touch, but Marty can stand on the walls and shadow and even walk around on them with no penalty.

PSEUDO-DAMAGE: If Marty runs into the fence at the end of the level just as the level ends, he will start to fall down and the "damage" sound effect will play. The end-level point tally will interrupt the animation, however, and the game will continue to the next level. If Marty had the skateboard when he crashed, he will still have it on the next level. The same most likely holds true for the bowling balls.
That's all I found, though I don't doubt there's more in a game of this caliber.
Randil wrote:
In terms of quality, it looked very optimized. In the "collecting clocks" parts I didn't spot any lag, and I think you did as well as you could entertainment-wise on the levels. The bar sections looked optimized too. The "collecting clocks" parts of the run got a little repetitive after a while. The L/R trick is nice and adds some entertainment, but I still didn't find them very exiting. They're not terribly boring, just nothing special, in my opinion. The "bar" scenes were pretty entertaining, more entertaining than the clock collecting parts in my opinion. Nice accuracy, and pretty entertaining, but I think the scenes lasted for a little too long, but that's the game's fault, not yours. :) To sum things up, the run seemed like a very high quality run, but even with the L/R glitch I found the game choise a little meh. I found myself tapping the turbo button during some of the autoscrolling sections of the run. If I were to rate it entertainment-wise I'd give it a 5/10. I think the game is a little too long to keep the viewer interested the whole time. Perhaps someone who has played this game will find the run more entertaining than I did.
ShinyDoofy wrote:
But about the run: As I loved the AVGN's review about it and thus can imagine what a pain this game must be like when actually playing it, I found it fairly entertaining. As already said by Randil, the street stages weren't the very best entertainmentwise, but that's just the game, I guess. It seemed well optimized and might even be suitable for submission. The only thing I'm not sure about is whether or not non-AVGN-fans will also like it.
adelikat wrote:
Well, I was someone who unfortunately played the game before. As a kid I actually forced myself to play this horrid game until I beat it. (I had issues) In a weird way I appreciate the run due to the nostalgia factor, but this is a rather bad game choice. It is mostly auto-scrolling and the end of level scenes are highly repetitive. The U+D stuff was kind of neat but not by much. Even the nostalgia factor is minimal since my (and I would imagine most) peoples memories are quite negative to this game (AVGN-style).
This is basically what I was afraid of. The glitches are fun, but the game's of an inconvenient length for showcasing them. I started off the run having a lot of fun and doing a lot of unnecessary glitching, but by the last few levels, you can tell that I was getting tired of the game and just wanted to be done with the run.
Randil wrote:
I hope to see more work from you in the future, for a first TAS this holds very high quality.
Thanks. I hope to do more, but like I said, I don't have a lot of technical knowledge (hex editing, memory address watching, etc.), and this game just proved convenient for me to TAS through the nature of its gameplay. I'll hang around and see what I can do, though. Bottom line: It sounds like I won't be continuing this run. I'd rather not redo the whole thing if it's just going to be mediocre in the end. If only the game was shorter... Anyway, hopefully I'll find some other project to busy myself with. Thanks for all your time and input.
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alden wrote:
Sounds intriguing to me... we need more AVGN runs ;) I'll try to remember to take a look at this. Welcome to the forums!
Thanks. I'm happy for feedback of any sort.
Ferret Warlord wrote:
For linking like that, use URL tags as follows: Some descriptive text
I tried to do that at first, but then this happens: link Then when I posted just the URL, the forum tried to be smart and automatically link to the file, but the spaces threw it off. Now that I think about it, I should have used the encoded URL. Better edit that in. (EDIT: And it didn't help at all. Oh well.) Guess I'll just rename the FCM next time.
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Joined: 1/11/2009
Posts: 44
Since this is my first post, I suppose I should introduce myself a little. I've been hanging around TASVideos for a while and watching runs that catch my interest. I never considered trying to make one myself, given my lack of technical knowledge and mediocre gaming skills, but I started this run on the spur of the moment and decided to post what I have so far. In short, hi, I'm new here, please try to help my stupidity. In case you're not familiar with it, Back to the Future is a relatively simple but frustratingly difficult game. It consists of sixteen "street" stages, which are basically timed, autoscrolling shooter levels. These stages are divided into four chunks by three minigames, culminating in one final driving game. While an autoscrolling shooter is obviously not the best choice for a TAS, I discovered several tricks involving U/D and L/R input that, while not making the game any faster, allow for a much more interesting speedrun. After looking at the only previously submitted TAS of the game, which was rejected for being quite dull, I decided to try to make my own run. So here's what I came up with: http://dehacked.2y.net/microstorage.php/info/12674532/Back%20to%20the%20Future%20%28U%29%20%5B%21%5D.fcm (Note that this uses FCEU 0.98.15 because I totally forgot about FCEUX. Also, the link is messed up because phpBB is very stupid about parentheses in URLs.) My run is a minute and a half shorter than spoonshiro's, but most of the difference comes from the fact that he played the first two minigames up to 99 points as opposed to the minimum of 50. The only real improvements are that I press Start optimally on the title screen, get the skateboard on the first possible frame, and don't slow down on the final stage -- all simple optimizations that should have been in the other run anyway. This run's chief achievement is picking up all of the 720 clocks that appear in the game, a feat I believe to be impossible in real-time. This was done by using various U/D/L/R tricks to warp and slide across the screen at very high speeds. This run might also technically be considered pacifist because I don't kill any enemies and instead shoot every set of bowling pins in the game (hey, they're not alive, so I'm not killing anything, right?). I also take no damage, except at the end of the last street stage in order to show off a bug (and even then it costs me no time). But that's enough bragging for a WIP movie I may not even finish. At first, this run seemed like a lot of fun, but as it went on and I invested more hours in it, I started to doubt that it's worth the trouble of optimizing. While the glitches I've found are neat (in my obviously unbiased opinion), I'm afraid the game might be too long and repetitive for a few tricks to make it engaging. I've completely lost the ability to judge it objectively, as with everything I make, so I'm asking for you guys' much more professional opinions on this. If you think it's worth continuing, I'll make a version that optimizes the few spots that can actually be made faster and make Marty's movements smoother, but otherwise this is it. tl;dr Is this run interesting or not?