Posts for Twisted_Eye

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Twisted_Eye
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Entertainment is more important than pure speed. This run left my jaw open, but I can easily see this being the only time I'd really watch this--walk around, set flag, win. I'd hate to see the currently published runs become obsolete by something far less entertaining. Let me put it this way: This glitch is now SO powerful, that the TAS feels LESS glitchy as a result. The run is nothing but a demonstration of the glitch. Not how it can affect the game, not how you can make anything new and unusual happen, just how you can bring up an end sequence prematurely. It's a fantastic concept demonstration, and I did enjoy this, I just...can't personally justify this obsoleting any current runs. I don't really like the idea of giving it another category, the game's representation on the site would become bloated. This run also, however, deserves to be recognized, not allowed to disappear into the night with the 'NO' stamp's usual dismissal. Dilemma.
Twisted_Eye
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wasn't expecting it to be all that interesting to watch, but I was clearly wrong. This was a good game choice after all, and you did a great job with it! Have a Yes!
Twisted_Eye
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oh oh I see how it is, you even skipped the sidequest that has you fight the Rappy birds...which I believe are the only reference to PSIII in the WHOLE game!! How DARE you!! Kidding, kidding, but it does reinforce FreshFeeling's points. I don't particularly feel like this goal adds anything as a TAS. A 100% run can add something that your typical any% run misses, but for this game (and, really, RPGs in general), the extra time doesn't really give anything all that new in a way that can be properly experienced without things being slowed down. Granted, I haven't looked through the actual run yet, so if I'm just being presumptuous for nothing, my apologies. I absolutely love the Phantasy Star series and think this is a very neat idea, but I just don't see how it works as a publishable run. Longplays and TASes are concepts that, I would think, typically contradict.
Twisted_Eye
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This was the first run of this game that I actually watched all the way through, so this earns a Yes. It LOOKED like some minor gains could be made here or there, but I've never touched the game, so it could just be programming making things look sloppier than they are. Definitely a well thought-out run. Also, I like how Yzma's sprite just before the ridiculous YOU WIN screen looks like she's flipping Kuzko off. MAN, SHE'S PISSED, WOWEE.
Twisted_Eye
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I like how, in this game, Speedy (and the other mice for that matter) is almost the same size as the cats--excuse me--gatos, and is basically the size of all the intended furniture in the game. Would have made the game more interesting if he was running through the legs of/kicking in the noses of enemies five or six times greater than him. Judging by the game's perspective on size, just about any of the gatos would have been able to chase him into the mouseholes in the first level! Oh, uh and good run by the way. You did well with this mediocre game.
Twisted_Eye
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Something tells me that you could've used your many leftover spit charges to take out enemies instead of taking damage from them. There's a lot of improvement with movement, too. One level halfway through-ish, you ran full speed to jump onto a platform, and then had to completely turn around and go the other way. If you had been slowing down much earlier, you wouldn't have had to double-back so much. A solid-enough run for a newcomer to the TAS way, if you keep working at the concepts of efficient TASing, you'll make a much better run next time. Constantly redo levels and chunks of levels to see if you can come up with faster ways of getting around--you might be surprised what you come up with.
Twisted_Eye
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Very nice start! Looking forward to more. The way you were able to just keep the screen scrolling and scrolling was impressive.
Twisted_Eye
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Geeeeezus that was awesome! I'd absolutely love to see more.
Twisted_Eye
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Excellent! Your TAS is increased. Awesome, awesome improvement to your already crazy run of this amazing game. Thanks to Dwango for posting the commentary, I couldn't get the script to work properly with the slight effort I put into it.
Twisted_Eye
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Seriously terrible game. The run itself looked alright technically, but it just wasn't interesting to watch. Very repetitive and limited, and the music constantly made me want to just turn it off. I'm voting no here.
Twisted_Eye
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I laughed, but I agree with Brandon. This is basically an April Fool's Day-level submission. Voting no.
Twisted_Eye
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Lost...Silver? Wow, of all the Pokémon: Lost Silver is a game that was created specifically to act out the story presented by one of those "creepypastas" you may hear about. Spooky stories to tell around the internet campfire. BOO! As such, the game is really nothing more than just following a very strict story with no real gamey elements to it. No random battles, no real battles at all other than effectively interactive cutscenes. There's nothing really to be TASed. Leave Point A and go to Point B with no obstacles and do Thing C. Go to Point D with no obstacles and do Thing E, ad nauseum, until the point when the game cannot be continued. As such, I have to vote No, because there's no game to be TASed, per se. It's an interesting experience for people who've played Pokémon and can enjoy a little mindfuck sorta-game. Watching the videos on the progress on Pokémon: Black (similar thing, but more developed game-wise), though, was a neat reminder, I'd forgotten he was working on this, too.
Twisted_Eye
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Seriously repetitive, I'm not sure if the game would make good TAS material. At least it's pretty short. Problem is that the TAS is pretty poorly done. Not very precise, on viewing it looks like there's serious room for improvement. Good job seeing this through, keep working on your techniques, and remember, an hour and a half is never enough time. TASes are art! They require time, effort, practice, all that fun stuff. Use a better emulator (FCEUX), use Frame Advance instead of slowdown, and redo every inch of the movie over and over to see if there are faster ways through each chunk. See if by doing things at different times/in different ways manipulates enemy movements, allowing you to clear the screen or run to a certain point sooner and with less interruptions. There's definite room for improvement, but it looks like you have a good enough grasp of the basics to take that next step up, good luck.
Twisted_Eye
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http://www.retromags.com/forums/files/file/220-nintendo-power-issue-006-mayjun-1989/ This might just have what you want. The download page links to a download with a .pdf The picture in question might be in a different issue, though. Good luck!
Twisted_Eye
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Ick. Ick ick ick. I know the decision to publish has already been made, and I can respect the decision and understand the reasoning, but I personally disagree. I actually stopped watching after the zip (screw semantics. That's what that was.) in Scrap Brain 2. You broke your own rule for the run. You went through a wall, altered your x-y, broke the game. What's the point in a low-glitch run that still features that kind of a glitch? The run would have been just as entertaining and high-quality without stooping to that. That said, the run is obviously really high quality, and you did a really good job. The only exception is during the post-level screens--I felt like half the time, Sonic just rolled off screen and stayed there, and much of the rest of the time he was just standing around. Kinda felt like a lack of effort to not give the viewers something interesting to watch. So, the publishing is fine with me; I just hope someone comes along and obsoletes this with a more pure (by my definition alone, of course) run through the offending sections and with better time-filling in the score counting moments.
Twisted_Eye
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Yes it's short, but wow level six is an absolute slog to watch. What unbelievably boring game design. The run was well done, but I think the game choice prevents this from being anything but a tough meh.
Twisted_Eye
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Wow, that was seriously entertaining. First thought before watching is, "Really? TASing a 2-on-1...as the 2??" But that disappeared fast. You kept things quick and quirky, leaving no time to get bored at all. And yet, how could you get bored? Every fight was different, and had a different theme. You got a 99+ in the first fight, and then kept more or less away from it for the rest of the vid, spending a lot of effort on entertainment. It worked! Awesome run. I especially liked the Sagat fights, and the start of the second Bison fight.
Twisted_Eye
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I actually found this to be pretty entertaining--every fight had a sort of theme, abuse of the engine to do unexpected things--this was a pretty good TAS for this game. One glaring problem, though, was that after you switched to Guy and beat Chun Li, just about every single battle battled with the exact same special finisher combo deal. Not very good for variety. But it was definitely a good start. A TAS even more focused on end-viewer entertainment (like trying to make EVERY unusual thing you do as easy to spot as possible, for those unused to the game) would be better, but the question becomes if this game is a good choice for publishing. It's no Mortal Kombat, for sure. I think there's still a shot, though.
Twisted_Eye
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While I fully understand and agree with the argument against publishing a run of this hack, I have to admit...I was pretty darned entertained by this run. If a run were to be accepted, it would have to like just like this run--lots of unexpected actions and clever solutions, breaking even some of these ridiculous puzzle, but it's really a shame that the hack itself...just doesn't hack it. I was dreading watching ANOTHER TAS of the final Bowser fight, and while this one is thankfully hacked to be slightly different....it just wasn't different enough, which I guess can be said for the rest of the hack itself. Really, I foresee this as being one of those rare rejected runs that are actually worth watching, just not publishing.
Twisted_Eye
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Lorenzo_The_Comic wrote:
I think back in the earlier years of TASVideos, fighting game TAS's were better publication candidates. I may be wrong, but nowadays we realize more about how repetitive things can get.
That's just the thing. The author has to make the movie not repetitive. Part of me feels like the author of this movie was going for speed, which doesn't work in the fighting game genre for TASes. In most games, speed == entertainment. In fighting games, speed == repetitiveness. The currently published Killer Instict run is a perfect example of how a fighting game should best be TASed: Focus on entertainment and variety. Glitches, as many characters as can be transformed into, different ways to end fights, just all kinds of different things, sacrificing a lot of time along the way without seeming like any time was wasted at all. For what this movie was trying to do, I think it did it well. I just don't think it's all that entertaining. A good solid try, though. Author has potential.
Twisted_Eye
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hahaha oh right, this ridiculous game. Looks like you're making good work of it, keep it up!
Twisted_Eye
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Idea: since you have to go through the menu for every item to drop it in the main hall anyway, it might save you some frames to just drop them off every time you to use the hand head, since you're already walking at normal speed anyway. For extra frame saving, manipulate the 'walk away from the egg' direction to be towards the door every time. Only problem I can think of is if the eggs get in your way after putting them down. They all have set spots in the main room that they respawn on. Demon gets in the way of the walk back to the bedroom door, so it's better to not drop or to get very late in the run, which I believe you already did. The rest I believe stay largely out of your path. The rest of the run is of really good quality, if the audio issue can be dealt with or possibly even tolerated for the matter of submission, I could see this being liked and published! Good job. --Any more discussion probably should go into another thread now that I notice.
Twisted_Eye
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It is a pretty well optimized run, but there are points where, at first glance, it looks like a couple frames could be shaved. There are also a few times later on when you have to stop for enemies, and any way to manipulate this is highly encouraged. Might be hard, but if it's possible, it's worth trying, and will make the run look better. It might also help the entertainment part of the run to attack more of the enemies wherever it doesn't cost time, and in unexpected ways. Bounce the weapons off of walls, over cliffs, and land right on the spawning door just as a cat is climbing out and BOOM! Or something like that. It's more engaging to watch. It's also another way to separate the tool-assisted speedrun from appearing like it wouldn't be very different from an unassisted speedrun. The purpose of the site isn't to catalog a TAS of every game, it is to use TASes to provide entertainment. If a game does poorly with this, a TAS of it would really have to focus on making up for that if it hopes to be published, and there is a large amount of games where there really isn't a chance. Due to the length and poor music, sound, and graphics, this game may be one of those. It might seem unfair, but the ultimate goal is entertainment, and that's up to the viewers watching the TAS and the game at the same time. I think there might be a chance that a TAS of this game could be published, but I can't give this run here more than a Meh, for reasons similar to those already expressed.
Post subject: Noitu Love
Twisted_Eye
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While the sequel would be amazing, mousing ain't supported yet. Noitu Love 1 still deserves the love, though, so I've been working on trying to get it to work with Hourglass. I'm using 64-bit Vista, which is probably a terrible idea for this While the settings used for Lyle in Cube Sector work pretty well with Noitu Love, I couldn't get the music to function, so I changed a few settings around and have a set-up that is mostly stable: Hourglass r39 50 fps (after this first test, I'm thinking 60 really is intended, so I'll test it next) Active Multithreading (for the music) NO software mixing (for the music) This produced a stable full-speed run with music, with a small handful of wrinkles to iron out: * The intro sequence cannot be skipped for whatever reason. I can't figure out how to skip the intro while hourglass is running. No settings I've tested so far allow both intro skipping and run playback. I'd really like to find out how to get this one fixed, but thankfully the game runs fine after that. * Fast-Forwarding works during gameplay, but anytime during the intro/menu or any in-game conversation section tennnddds to cause desyncs. * The apparently-typical 'loading a savestate from a different screen' issue is present, but it seems to be fine otherwise. http://www.megaupload.com/?d=WU9AEIVA is my first test run, if anyone's curious about seeing if it works on their set-up as well. An interesting glitch in this run: While the first truck is dying, i somehow kill a Darn without his "bouncing away twice then kaboom" animation! He just basically goes kapoof and is gone. If I figure out how this happened, it might be abuseable to save time. So there you have it, my research on Noitu Love so far. Thoughts?
Twisted_Eye
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Just makes me want to update my old SNES Buster Busts Loose run. This run looks rather solid, but the game is seriously slow paced and not very interesting to watch. Plus, it's BABS' big break, why is Buster doing all the work? pffff I was expecting her to be the main player and thought it was a nice change to the formula.
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