Posts for Twisted_Eye

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Twisted_Eye
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Joined: 10/17/2005
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Very nice run, nice find on the acceleration trick The death in the first stage of the moon was hilariously unexpected haha
Twisted_Eye
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hahahaha, very nice! I absolutely loved that first version you did. This here is even better--so much funny! I loved the LOOKS that the Hall family was giving you as the music was doing it's dumb little 'doo, doo, doo, doo, doo,' seeming to make fun of them for being so dumb. This is such a wonderful brand of TAS entertainment right here, wow
Twisted_Eye
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http://tasvideos.org/forum/viewtopic.php?t=4290 A run was already made, submitted, and rejected. Pretty good run, too. A new run will have a very slim shot of being published.
Twisted_Eye
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Oooh, I love when games do this. *shudders at the thought of being the person(s) who organized the Crystalis TASes*
Twisted_Eye
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You can still make the run yourself for amusement, and maybe amusement of others, though
Post subject: Re: Jeopardy! Deluxe Edition
Twisted_Eye
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symbolic X wrote:
According to rules, the first round has one DD while the double round has two.
What can I say? The more DD's the better
Twisted_Eye
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I'll probably try this game again someday, but I am quite happy with this one submission. You're right, I never looked up the rng's memory address and tested how it would affect the sodas, that would have been useful indeed. Also I'd need to check one of your runs to see if that same laser blockage was happening to see if I'm just unlucky or what.
Twisted_Eye
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Jump more. You move faster that way. That's a large part of how Sami's WIP is still over a minute faster than yours. If you're making a WIP, compare every single stage to make darned sure that you are faster than the previous record. Not your record, Sami's. If you can't tie or beat his time at any tiny little bit of the run, completely redo it. You're still using an incorrect rom, too, google GoodNES and use it to rename your rom and tell us what it is. I used all three I have and I still couldn't get the rom to sync. Also, it says you used FCEU 0.98.13 to make the movie? Upgrade to 0.98.28 or FCEUX. That said, Sami's run actually is pretty good, but might be improvable. Perfect your techniques, and strive to be the best or nothing! You can do it, rah rah rah
Twisted_Eye
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Sorry for the several month delay, I'm quite easy to distract and have been going through a rough life situation lately. All it took was another four hours and it was done. MAN am I glad to have that music out of my life, though
Twisted_Eye
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I will. I redid the driving section and saved 22 frames and a block and a half of health, that should be useful. I can save some frames wayyyy back at the King Hobo fight but there's no way I'm going back there for this dumb run. I'll try hexeditting in after maybe but prospects aren't good. I'll try to finish up
Twisted_Eye
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Of the EIGHT versions of this game that were made (all of them identical yet completely different), SIX are on TASable systems: - DOS: However, fiddling with TASing in DOSBOX is just too much for me, and Krusty walks too slow anyway. Best graphics of the six, though. - Gameboy: But when you have colorful systems, why TAS this one? - Genesis: Movement and sound is pretty horrid so no. - SNES: Graphics, movement, sound and voices are great, but levels are all in a sort of easy mode. Plus, the game is better programmed, so manipulating the mice with boxes (like in the WIP) is not as flexible and not as fast. - NES: Hardest levels, decent graphics and controls, and using a box to bridge the mice can make levels faster, but it has no voices. The best TAS for this game, however, will come from a surprise winner: The Sega Master System version. Graphics as good as the SNES's, almost as many voices as the SNES version (and not retarded ones line in the Genesis one), the best movement (Krusty stops very quickly, so box grabbing will be much better), harder levels like the NES version, mouse manipulation (though it won't be bridging like in the NES version, there are some unique qualities that'll speed things up very well), and instead of having to wait for the death animation to finish on the last mouse before you can leave the level, you leave immediately, which is just better looking. So whenever I get around to dropping a WIP of Area 1-of-5 here for viewing, I might ask to move the thread over to the SMS forum. It sure will be long, but watching my old WIP again I was pretty entertained, so there's hope yet. Plus, I've engineered some even faster ways of doing the three levels I did in that WIP, so here's to hoping the game doesn't get boring as it goes on. I passworded and looked at later levels and they're not all of them that bad to do.
Twisted_Eye
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The glitching is caused by lag, and lag means lost time, and time is all-important. For the dogs, they don't cause lag alone, so it's better to just avoid them or whatever. For cases where the game locks in, it might be helpful IF it's not a boss-type encounter, because those need to be killed legitimately for the game to continue. If glitching to prevent the jetpackers from appearing in the last stage works, though, that's a lot of time saved! and I was JUST thinking today about working on this --nope, all screen stoppers are boss events and must be cleared. Don't work. However, being stuck on a screen with infinitely respawning enemies and a turboed lazer got my high score up to 999850 before I reverted back to 0 and had to start over ;) I'll put some time into this tonight. If I finish, I'll submit. I've given myself nearly a dozen projects over the last few months so one out of the way will be a welcome feeling :)
Twisted_Eye
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Final verdict: Only Area 4 can be skipped, the glitch is only otherwise useful for the occasional gain of frames. The new run will look like the old one, but with better optimization, skipped Area 4, use of the glitch with the bosses to create faster deaths, and some other minor things. Look for it some month soon.
Twisted_Eye
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Nicely done, though it's a little lacking in entertainment. Standing in roughly one spot and watching the idiot AI bounce back and for into you without attacking was not too fascinating and the bonus round was rather lackluster and unspectacular, but in comparison to Bisqwit's previous runs, the technical precision is undeniable. Good run, very short, but still didn't see a lot of variety for entertainment.
Twisted_Eye
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long story short, I'm homeless, so me continuing the improvement like I want is probably a couple months away. I really can't wait to do this, I have so many plans for this run. I'm looking forward to testing a really cool looking facet of the movement glitch to see if it can save time in Area 5 by wrapping myself around the screens, for example. edit--nope, it just leads to a blank zone in programming. Well that's new, I thought it just wrapped around but I guess there was an unused area in the way, bummer. I got thrown for a loop the last time I was playing the game--somehow, while swimming, I could swear that I was gripped by the ceiling and zipped horizontally about four or five tiles--I can't BELIEVE that I wasn't recording my playing around! I wasn't able to reproduce it at all--that would be a serious find if I can figure out why it happened. It might've been me somehow accidentally hitting the turbo button but I'd want to find any zipping glitch I could find. Anyway, yes, my interest in this run is still very high, I just reeeeally don't have the ability to work on it.
Twisted_Eye
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Thanks. Notice that in one part I was able to speed up the mouse by preventing it from falling, just making a bridge. That kind of in-your-face micro-managing would sure make it more interesting to watch. But if the game REALLY is that long, then man. I wonder if using a password to the last world is tolerable. Probably not as far as publication is concerned, but hey. Yeah, I liked the noises in the SNES version, too. I might start a TAS there and compare the two again after. The NES probably will be faster, but entertainment is the key factor here.` --as my edit above stated, there is no difficulty switch I was dumb. The stages, thusly, are much easier in the SNES version than in the NES, or at least half of area one's stages are. There are a couple stages where you have to manage the rats in the NES version, but in the SNES version all you have to do is set the block down once and you're done, and the block is in an easier to reach place at that! hm. In the NES version, you have to stop completely to use a door or pick up/drop a block. In the SNES version, you don't have to at all. I guess it wins for that! I also figured out that if you press reset after roughly two seconds, you can skip 500+ frames of unskippable intro sequence in the SNES version. It works in the NES version too, but still I think the SNES version will get a better TAS. --edit again: Actually, wait. In the NES version, mice will continue walking in the air if the block is taken out from under them. This is not so in the SNES version--they will always fall immediately. However, this can be used in the SNES version to group the mice together for better manipulation--but, you lose time because you can't strip a mouse of its foothold and expect it to keep going. That probably puts the SNES version into even more of a winning position in the end, actually. K yeah it's settled for sure.
Twisted_Eye
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http://thatdenny.googlepages.com/KrustysFunHouseU-0.fm2 Here's an INCREDIBLY rough sketch of the first four rooms in area 1. Just a tester to see what a final run would look like, though I'm sure the final rooms will have better action and mousework. There were a couple spots with a lot of waiting to do here, so bleh. Krusty does eventually do an idle animation, but it takes so long to start up, it's not worth it. I stood still at one point for almost half a minute I think and he still didn't do it. I picked the NES version over the SNES version for several reasons: No timer bonuses to sit through! No menu messing with to get to hard mode--the game is instantly hard mode.--wait a minute, there isn't even a hard mode in the SNES version, what the heck game was I thinking of There's some sort of physics glitch that pumps Krusty forward one frame at the top of a jump and when going over an edge, providing some speed ups and is more interesting to watch as Krusty inches his way ahead of the camera. Also, you can jump immediately after picking up a block. I don't think I got it to work on the SNES version, but I might be wrong. After playing both, I just liked this one better. The feel and the music yeah. So I don't know how long this game is, or what most of the levels look like yet, but that'll be part of the fun.
Twisted_Eye
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hahaha, I love those kinds of glitches. Nice! Pretty slow-paced, but relatively action-packed as you make your way to your first-and-final boss. The battle was pretty entertaining, too--bambambambambambambambam slight evade. ok bambambambambambambambamdead. Victoly! Also, I loved how, around the 9700~ mark, you enter some town, and on the bottom-left side of the screen is just some pac-man headed villager just....spazzing out.
Twisted_Eye
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I'd have to agree on several points. It's a very watchable movie, good strategies and movements and such, but it's not up to the near-godlike quality of the other multitude of Mega Man runs on various systems. There was a noticeable difference after the author change, too--whether the corner hugging, weapon changing, rapid-firing of B in two places, and such were simply stylistic changes or actually cost minute amounts of frames, I can't say. The movie was worthy of publication, though, from start to finish. With the exception of perhaps the obstacle-exploding room after Ballade 2 and some of the enemy-freezing weapon usage (was that necessary? Did it save frames of lag? Did it balance out the need to change weapons again after?), I really don't know if I'd even be able to see all of the improvements of a perfected movie. Not to say it isn't worth the effort perhaps, but that this particular TAS was a good watch despite.
Twisted_Eye
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Excellent TAS here! Sweet work finding the teleporters and the manipulation all around was just awesome. A joy to watch.
Twisted_Eye
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Amazing work! Other than what can't be helped (Very repetitive, spinner noise was a little annoying, long cut scenes), this was a fun, impressive run to watch. The two minigames made it noticeably more entertaining and varied than the Pinbot run of some time ago. I've always loved to hate pinball games, so this run and its fun tricks were delightful.
Twisted_Eye
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Encouraging! Heh
Twisted_Eye
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I dunno if anybody's waiting all THAT much but yeah, my computer COMPLETELY died recently, so who knows. I've tossed around the idea of asking you to just finish it because I'm so dang busy these days, so it's interesting that you posted this around the same time that I was thinking it.
Twisted_Eye
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You have to make extra steps to get those. If you can get them while driving, you're saving time. UNLESS they create lag--which is part of what I'll be investigating when I look at the run again sometime soon. Lower routes SHOULD be faster because you spend more time going full speed and less time slowing down to move up and down. Yes, my run did go just about as many frames as yours did--I was hoping to save time, though, but if I can't improve the lag (by, say, convincing the little men that shoot the bullets to shoot more vertically so that the bullet goes off-screen sooner, thus less lag) then I'll just have to settle for saving time not grabbing the hidden sodas in the next area (since I already grabbed them while driving, as you noticed).
Twisted_Eye
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I haven't touched this for a while, I got excited about Ultima: Quest of the Avatar, and then got excited about Blaster Master. I need to re-examine the driving section to see where I lost so many frames to lag and see what I can do to fix it. I might just be able to work this game in a little sometime this week, who knows, but it has been on the back of my mind!
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