Posts for Twisted_Eye

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Twisted_Eye
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ohhhhhh, even better
Twisted_Eye
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Randil wrote:
In Paper Boy for NES, using frame advance, you can actually throw more than one paper into each mailbox. This, of course, depends on your speed, but at maximum speed, you can throw 3 papers into each mailbox, getting points for each paper. That should change your equation some, Twisted Eye. :P By the way, that was an interesting mathematical analysis of Paperboy. :)
oOOOoo I didn't know that! I love learning new things about games I used to know everything about ;) Yeah, I just tried paperboy 2 for Nes, Snes, and Genesis, and I think the Snes one wins--'cept you can hop in the Genesis version, I don't remember if either nintendo version allowed that. Not that it'd help much, I'm sure.
Twisted_Eye
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Definitely optimized looking, good use of glitches, short, quick, sweet. It looks like a fun little game, and it also looks much, much more difficult than you make it, especially since you're supposed to find 8 keys among all of those transporting doors? Ick, scary. I wasn't quite sure what you were doing at times, you seemed invincible to those Mario Bros. spinning-chains-of-fireball type things at times, was that because of those potion type items you pick up? That'd make everything clear. I'm surely giving this a yes vote
Twisted_Eye
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There isn't, nope. All of the cards directly affect the card drawer only. You can't lose any money if you don't specifically do something to lose it yourself.
Twisted_Eye
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Actually, for highest possible points, the original Paperboy is trickier than you'd think. There are paper refills, so you'd have to throw all 10 papers between each refill. Papers in mailboxes score the highest, BUT you can also throw a paper on the doorstep for extra points for each good house, don't'cha know! Breaking objects and bad house windows are all worth 200 points, so theoretically the most points you can make on a stage is: (number of good houses x (points for mailbox + points for doorstep)) + ((number of refills x 10) + 10[amount you start with] - (good houses x 2 [papers are used there for most points]) x 200) Another trick is that after every perfect run, you're given a new good house; however, one variety of house doesn't HAVE a mailbox, so you'd have to manipulate it so that that type of house is never turned friendly. oh and for points you gotta throw in the bonus stages. Every O is worth 200 to hit, every ramp refills. When completed, you get, what, 100 points for every second left? It's been years since I've played. So max score, remembering that the number of good houses is increased by one each day, is (the first equation plus 3 good houses) times 7 (since it grows one every time we can start in the middle and cheat) plus the max bonus stage score times 7. 100% score for this game would probably get too redundant by that point, but, y'know, it would be an interesting thing to figure out. I doubt that the end run would be very interesting, but some good dodging and throwing might make it acceptable. Can't throw any papers at anything that won't give points, remember that. If people think this run might be publishable, I can make it :D When I think about it, a 100% score is the only reasonable paperboy TAS one can make, since it's effectively an autoscroller anyway.--Note that I have no idea how Paperboy 2 is, if it's very very similar to this, then the updated sound/music/graphics would be worth it? Isn't it nice how a thread originally intended for 100% KILLS ALL DEATH ALL VIOLENCE got turned into a nice pleasant Paperboy hijack? aaahhhhh....
Twisted_Eye
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The last turn was a funny surprise that rounded out the rest of the run, and it's definitely a shocking result for a game of monopoly...but they all did go bankrupt the same way. I'm thinking that if one multi-kill run is accepted, this should be it. Large enough amount of players to sound unbelievable, small enough amount of players to not get redundant by the time the movie is done. I give it a yes, and maybe a suggestion we move on from monopoly (which I'm sure you definitely want to do by now ;) )
Twisted_Eye
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Falcon? I thought it was a duck
Twisted_Eye
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I KNEW this run was an improvement. I KNEW this was a Nitsuja run, and I KNEW you controlled Tails. AND I STILL was completely blown away by this run.
Twisted_Eye
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I couldn't help but laugh while watching that, this is incredible
Twisted_Eye
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Graphics, sound, and music are better, aaaaaaand I personally haven't gotten NES to work. I assume that the famicom disk...thingy isn't in .nes files, so it's not in the romset I have. BUt yeah either way, I believe doing it this way was the better choice.
Twisted_Eye
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primorial#soup wrote:
2. The swimming didn't look optimal... at the end it looks like you wait for no reason. Were you manipulating something?
I think there was a point where he was messing with Mario's movement to enter the pipe the fastest--Mario was too low to enter the pipe but swimming up would put him above the pipe or something, so by messing with Mario slightly beforehand, I think he was making sure he got there in a cleaner looking way, if not faster.
Twisted_Eye
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I've never played this game before, but you showed everything this game has to offer without dropping a frame. Manipulating those ending explosions was smart; I'm glad I read the first half of your submission text. You even played around with those spirit followers on top of downright awesome playing. Easy easy yes vote!
Twisted_Eye
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Your submission text is kinda lacking, it took me a bit of thinking to understand the benefit of backward jumping--I presume it cuts out some wasted time where Mario sits on the leftside before turning to the right side? And what do you mean by 'wall ceilings' BUT either way this run was masterfully done, you kept it entertaining all the way through by sometimes taking more difficult, unnecessary paths without missing a step and by being especially vicious with those fireballs! What's interesting is that the single most surprising move in the whole movie is done on the LAST LEVEL: taking damage! I agree that the swimming does look weak at points, but I think I understand how that happens. Those bottomless pits suck Mario in and do some weird things to the swimming, so I let it go, no problem. Yes vote here sir --The roms I have for this game (All-Stars AND world? hm I only ever just got All-Stars) all gave a mismatch warning, but the (u) one worked just fine anyway. *shrug*
Twisted_Eye
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I believe we already received a Zero Wing submission which was shot down. Shooters aren't good TASes because they're almost all the same every time, meaning the one or two shooters we already have are probably going to stay there alone. I might try watching this anyway, in hopes of being pleasantly surprised, but I doubt this will go anywhere--it IS over an half hour long, at least three times too long to have a shot at publication. I truly wish you luck on your next TAS of a more viewable game, though!
Twisted_Eye
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ooh, 128 frames. Two whole seconds plus off of this already ridiculously shortened game. How about a yes vote?
Twisted_Eye
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mwl wrote:
JSmith wrote:
So why are you redoing it? Did you find some huge timesaver like a left+right superdash or something?
Just a few holes I am going to patch before someone else uses them. There's about 40 frames of room for definite improvement and 0-50 frames of potential improvement.
w-huh? Is this a Bisqwit reply to the cancelled Legend of Kage thread, attributed to mwl and posted in a whole other thread?
Twisted_Eye
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AKA wrote:
what could I of done
haha, this is by far the most unique occurrence of that typo I've ever seen. But I don't think I agree with Upthorn's third point about wasting time DURING the level, because I really feel that that would make the levels look sloppy and hurt the run. Besides, what would there be to do? Other than the levels where the standing-in-front-of-the-finish waits are mere frames and can discreetly be filtered throughout the level without anyone noticing, it'd be tricky to come up with anything interesting that wouldn't hurt the run, especially if the viewer knows how fast it SHOULD be going after, for example, having watched the other run first, like most of us. You know what I just realized? These runs are backwards in their objectives. The all-emeralds run should go for fastest stage times and the non-emeralds run should go for the fastest movie time period, including having the input cut real short. Wouldn't that make more sense? Before watching this I was really against it, but, you know when watching it, I was actually sold on the idea. I do wonder, like others, whether your choices at points of picking up rings were the most improved, and I also wonder whether getting 50 rings in ALL special-able levels and then JUST doing the six levels that are hurt the least negatively if at all would have made a better movie. Count me in the camp that love the special stages, though, Sonic 1's is my favorite especially, and I thought did a great job. It loooooks like the last two or maybe three even special stages could have improved somehow, if there was any way to hit more than one of those diamonds at a time or finding a shorter path, but yeah trying avoid continue-granting rings would definitely be a priority, good thinking. Sooooo after all of this thinking, I really don't know where I stand. I don't know if having two different runs is necessary, since the game is hardly changed, I don't know if one run would take precedence over the other, though, either, especially since getting the emeralds doesn't actually DO anything in the game but provide a better ending...But your movie does improve on some of the later levels as well. I don't know, mang.
Twisted_Eye
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Whoa, that sure was an interesting submissions text! Definitely a good movie, very well done.
Twisted_Eye
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Hm? Nah, I don't think you understand what I was up against, try doing what I did in my third-previous-post and you'll see it's impossible. I'm talking about revisiting BBS after breaking the midway tape and dying, which leads to instant death upon reentry since the stage has no official midway tape.
Twisted_Eye
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I did the same thing you did and let them open a star world for me so I could get to a secret house and the sweet sweet Yoshi inside, but when I attempted to explore the doom hole, I discovered two things: 1) Can't reach the cloud by jumping off of Yoshi, 2) the death would come before you even get there. Game doesn't like Mario being outside the stage boundaries, I guess. Oh, it probably dumps you into an area full of, like, the kill-zones inside walls. Well, it was fun while it lasted.
Twisted_Eye
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DK64_MASTER wrote:
We could also bring items with us to help, bring along the speaker block (probably get the big boo messages)? Too bad there's no pipe block.
Definitely the same big boo messages, those are set in the Stage itself, transporting to these seemingly wiped worlds is still treated as being in the Big Boo Secret stage. May be why the pipes and dynamic blocks behave so strangely. I'm sure that beyond the goal lines lies the stage's boundary like normal, that's set in the specific room's setup, but if you leave that boundary, you'll just exit the stage like as if you were still in the very first room of BBSecret.
Twisted_Eye
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Where is the nearest Yoshi? I'm thinking: Get the cloud in inventory, go down a near pipe and return, use the cloud but get another before left+right glitching through the wall, go through the wall etc. etc., break a tape in a world and then fall to your death. This puts you in the empty doooooom hole I found, but with a cloud in the inventory. Go to some other stage (the movie provided in an earlier post only gives boo tower, the last boo world, and all of the star worlds as options, one of them star world ones would have to be opened up if no other Yoshi is found) and grab a Yoshi, and return to the doom hole. Free the cloud from the inventory there and jump off of the Yoshi into the cloud. Explore!
Twisted_Eye
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SMAdvance2 IS SMW, but, then again, maybe it's a teaser for a Super Demo-fied Mario Allstars 2 ;) Meh, probably not. That sure is an interesting debug area, I mean, it was definitely PUT there... --Gah!! When I died in the Forest of Illusion stage, it said 'Time up!' for the death, sure, but now when I try to go back into Big Boo Secret, I just come to an empty room and fall to my death (Time Up! again as well...). The other levels work fine though, but going back to the Secret again still makes me doooooomeed. --Completing any of the areas correctly lets you go back to the stage like normal, though. Maybe it just has to do with the fact that I hit the midstage tape and then died, so, going back to the stage, the game doesn't know where to put me? I saw that if you hit one tape, all of the tapes act like they were hit. Which makes sense. Oh, and entering any pipe in the levels takes you to the same next location, so yeah I do think it stops in the Forest for sure. For those that are curious: 1) None of the blocks in 'SMA2' or below have anything in them and 2) If you go above the area that you left+right glitched through, you can go around the entire room and come out to a vast empty space like where the SMA2 is found, but there's nothing there, and when you eventually reach the left boundary, exitting it just ends the stage like normal.
Twisted_Eye
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Shinryuu wrote:
Twisted Eye : Your technique worked well :) it saved much time and thanks to you <(^__^)< Bisqwit replaced old technique version to broom one couple of days ago.
ooh, awesome! Glad to help, especially since the idea was for the very END of the movie so testing it wasn't a problem; and it turned out to help! Very cool. Again, good movie either way! :)
Twisted_Eye
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I love this game and enjoyed the wild warp run quite a bit, but I'm not entirely sure if we need a non-warp run. The game is largely based on triggers, so even though he could warp to the end of the game really soon, he still had to go back and do most things you do here. I might be wrong somewhat, I'll definitely rewatch his run, and I'll watch your run of course, but I don't know how I feel yet about whether it would neeeeed to be published alongside a very, very similar but ultimately shorter run.
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