Posts for Tangent


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I'm against board games in general unless something really impressive can be done (eg Monopoly), but ESPECIALLY against things like chess that have a billion different versions. One run against one AI MIGHT be enough of a curiosity to slip in, but then what? The strategy and play isn't going to change for any other chess game. You're just going to get a bunch of nigh identical runs with slight variations due to different AI quirks or things like the time it takes to flip a piece. And for what? Everyone knows the AI for these games, especially older ones, is poor, and saying "it's on expert" somewhere in the description doesn't make much of a difference to the viewer experience. It might make the results somewhat more difficult to manipulate, but how many people are intimately familiar with the AIs to understand the difference in difficulty of every single chess game out there? Also, manipulating just a couple rare results is something that should go without saying in any TAS. A run that just needs to do it just a couple times with almost no other input is something for a bot to spit out on its own. If tomorrow, some submitted some 10 odd chess TASes, I doubt it'd go over well. And to illustrate how much redundancy is possible, there are nearly 50 different mahjong games (and almost 30 pachinko!) on the SNES alone. How much variation do you expect is between all of them?
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Doesn't this fall under the same rules as all the other sports/board games? And this one glitch is in no way entertaining enough for even the short length.
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TehBerral wrote:
Zarmakuizz wrote:
I feel like somebody is trying too hard to have a bazillion boring runs submitted just to get a record. Meh, rules are the rules… Vault Overflow.
What seems odd to me is that in the time it takes to make 20 board game Vault (if that) TASes, one could put in the time to make a nicely optimized, entertaining TAS. It's not like every other good game has been done before.
Probably not actually since there's so little going on in all of these. I can't imagine any took more than an hour or two at the absolute most.
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mklip2001 wrote:
I'm not sure I actually understand the point here. Is this just Hangman, and you're luck-manipulating what the word is?
It puts a word up in Japanese (in kana). You then have to pick the letters for the English translation of that word. There are additional gameplay modes as well. They are all terrible. https://www.youtube.com/watch?v=b0owWiEp804
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Lord_Yoshi wrote:
So, uh, you had plenty of bazooka ammo at the end, why didn't you use it to complete levels faster, like in level 36?
Conversely, why'd you take the No Bazooka bonus in 34? It seems like there are a ton of places you could've made up the points for the bonus victim in the right place which would've taken less time than the bonus score awarding.
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Alyosha wrote:
Tangent wrote:
Out of curiosity, what's the loss for picking up the Fleetfoot spell? I thought it did the same thing as the Seven League Boots (thus negating the need to get them since Fleetfoot's literally in your way) but could be misremembering. Seems like it could save time regardless unless another key's that hard to come by or the speed gain's that minimal.
The seven league boots are permanent. The spell is only active for one area. Since you need the speed for all 3 areas of the last level, its not enough to get the spell. It's unfortunate that spells are so useless in this game. For example the geyser would dramatically change things except it can only be used in that single area in level 2.
I had thought that the glitch that let you keep keys and element spells also let you keep those. Thanks. Edit: Wait, no, I'm sort of right. Familiar, Fleece, Asp, and Dragon at least are all normally carried over as seen here (30 minute mark). https://www.youtube.com/watch?v=UPQu3-LXAHA I really don't want to test things myself, but I remember Spout being kind of glitchy and arbitrarily taken away from you by random things anyway. From a cursory search, it looks like it was opening chests or getting other spells (or the gold objects?) that would remove it (and maybe same for Fleet Foot too), probably a half-assed way to avoid those kinds of exploits.
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Out of curiosity, what's the loss for picking up the Fleetfoot spell? I thought it did the same thing as the Seven League Boots (thus negating the need to get them since Fleetfoot's literally in your way) but could be misremembering. Seems like it could save time regardless unless another key's that hard to come by or the speed gain's that minimal.
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evknucklehead wrote:
Would it be possible to take the right side of the final building, manipulating the debris away, in order to grab the helicopter sooner? Or is that after ending input anyway? (watched Spikestuff's encode, which doesn't show when input ends.)
Actually, from checking a few other videos of this awful game (and its inexplicable numerous ports), that's a good question. It looks like there's just a random chance you get knocked off when you're hit by falling debris, so it'd be faster to just power through that. Or possibly even die and restart from there instead of having to wait so long at the end. https://www.youtube.com/watch?v=nahVT592wNc&#t=1m35s https://www.youtube.com/watch?v=RCrAAIEnSYI#t=2m10s
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Derakon wrote:
And man, this game looks unfair. Could be interesting to see a controller input overlay, assuming the controls are as painful to work with as dwangoAC described.
https://www.youtube.com/watch?v=nahVT592wNc
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Pokota wrote:
Can you imagine a game of Risk being TASed?
Yes. Quite easily. Assuming you can control the die in any way, it'd be the exact same thing every single turn, which is extraordinarily boring, and the odds for favorable outcomes are pretty high to start with. You don't even need to always manipulate sixes for yourself, just beat their rolls. If you can't manipulate the rolls, then it wouldn't look that much different from a regular game of Risk. And you wouldn't want to take Asia because you wouldn't want to have to place all those extra soldiers every single turn. In fact, it'd probably be better to let the CPU have 99% of Asia, just so it spends inordinate effort attacking the last spot over and over in an attempt to get the bonus while you grind your way through invading the rest.
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Fortranm wrote:
Tangent wrote:
Level 2: No difference between 100% and any
You would go to the top through the ladder on the left in any%.
I stand corrected. The left ladder moves back up marginally before the right. It's still barely more than a trivial difference and only adds about half a second.
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Nach wrote:
Since this game has all levels, perhaps this game should be TAS'd and used to obsolete the published run. I think there's room for both fastest and 100% like this.
I don't. Level 1: No difference between 100% and any Level 2: No difference between 100% and any* Level 3: Different route to get items, ~3 second difference Level 4: Marginally different route to get 1 extra item, ~.5 second difference *Doesn't exist on original NES Only one level has any kind of non-trivial difference between any/100, and that doesn't require any additional strategies or gameplay. In two of the levels, all but one of the items are already on the shortest route, and that one's just a couple steps away. There's also no actual reward or record of collecting except generic points.
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Randil wrote:
Alyosha wrote:
Randil wrote:
Haha, looks like I'm still active on this forum without me knowing it. :) Great job on this, I know how hard this game is to optimize. Yes vote from me.
Do you have any other projects that I could take credit for help get finished? : )
Yes! I suggest you take a look at one of these: *Kid Icarus *Little Nemo *Goof Troop All of the published TASes for these games are quite improvable, and Kid Icarus in particular has this new wall hack glitch. The latest Kid Icarus WIP is available in the forum thread. Oh, and check out Speed Demos Archive's progress as well, the guys over there have made some nice progress on the game.
*ahem* http://tasvideos.org/842M.html
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Nach wrote:
ReyVGM wrote:
The game doesn't actually end where the TAS video ends. The goal of the game is to achieve the rank of champion. Every 3 fights, you get a symbol on the lower right, every 5 symbols you move on to the next set. After 45 symbols (or 145 fights), you reach the rank of champion.
Does the game increase in difficulty in any way? Or is each fight the same?
Difficulty doesn't really increase, but 'losses' do carry over between fights. https://www.youtube.com/watch?v=qwrWDGsisdo
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mklip2001 wrote:
In fact, if I recall correctly, "MDK" is supposed to stand for "Max, Doctor, Kurt".
It stands for Murder, Death, Kill, but it's a running joke through both games that they never reveal what it means and use a ton of three word phrases with the MDK acronym (Mother's Day Kisses, Mission: Deliver Kindness, My Dear Knight, the characters names as you mentioned, etc). In interviews later, they said that it stood for Murder, Death, Kill during development, but they couldn't put that on toy mechandise, so it was made unknown and just an acronym.
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Checked in Chrome39, IE11, and FF34.0.5. Chrome was good, IE/FF no, and after selecting 720p60 in IE, it dropped the 60, so is clearly not playing them as such. FF didn't even give the FPS marker, just the 720p resolution, and also doesn't work. Also, switch the Sonic and Metroid links in the first pair so they're consistent with the order of the other pairs.
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scrimpeh wrote:
At this point I would like to mention that a full glitchathon of Super Mario World would be absolutely glorious.
http://tasvideos.org/1801S.html Granted, there have been a lot of new glitches found since then, but I'm fairly sure most are in other runs, especially the Kaizo hacks, so the same logic holds.
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hegyak wrote:
Why are you three minutes slower? Is this due to beating more enemies? Something else? I don't want to download the Emulator to see run because I don't have the patience to do this.
Well, he did get hit a few times...
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You're too slow by nearly three minutes. http://tasvideos.org/1358M.html And there's no 100% in the game.
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It was canceled by the author after the vault was created, not rejected.
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It doesn't need to be judged because it's a clear reject. He made at least five different runs. Here's another one of them. http://tasvideos.org/forum/viewtopic.php?t=13436 You might notice that it's 10 minutes faster and in the vault era.
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The medals would honestly probably detract a lot more than they'd add with a lot of really suboptimal-looking repetition. They're almost all mutually exclusive, so almost every boss would have to be respawned and warped back to just to pick up the third fight. Also, almost all of the requirements involve fighting them really suboptimally (one is even "battle lasts over 2 minutes), so unless you're aware of the goals for each fight, they'll look pretty bad. I do think that getting them all, plus all the missions etc would be a true 100% though.
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Anty-Lemon wrote:
jlun2 wrote:
So....since this is a reresynced version, and you accidentally found a game breaking bug, would you also optimize it and ask a mod to replace the previous submission?
Surprisingly, the desync is pretty damn optimized as far as I can tell. Without knowing more about why the level selection glitch happens, it can't be improved. Wario enters the stage 3 exit door on the perfect frame, and even inputs down+b+start while paused (the input which causes the wrong warp) frame perfectly. Any other optimization I tried caused the glitch to fail.
He knew it desynced already, so must have already seen the glitch. Also, unless I'm missing something major in the mechanics, there's no reason/need to be holding left and then pressing up to enter a door while on the jet in the 'for real' version, so the input there is clearly done with the glitch in mind. Pretty sure he's just having a giggle. /partypooping
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I meant why is that significant enough for I presume two desired publications rather than one obsoleting the other. It brings back the memory of the half-dozen Joust submissions. You chose PAL before, so I assume that's the preferred one.
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Why both NTSC and PAL?
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