Posts for Walker_Boh

Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Personally I prefer to see the enemies and not just their remains. So I'd vote for late kills.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
He was active at the forum and had another similiar site. Then suddenly he got quite and I haven't heard from him since =( Ziplock! Where art though?
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Allright, now the first excitement has calmed down a bit ;) I'll try to pick out what I did like and what stuff that maybe can be improved. I still think the run is impressive because windeu said he wouldn't take any damage, and he didn't. However, even with this aspect it didn't looked perfected at some parts. What I noticed most was the usage of the trampoline and the umbrella. It looked like you could have used the umbrella later in many cases where you fall down. It also looked like you could have used the trampoline a bit smother sometimes, like not falling down at all before activating the next one while blasting yourself upwards. I guess that you tried to avoid damage in pretty many cases but I doubt it was for all jumps. I also liked how you handled most ladders. Atleast when falling down, it looked pretty much optimized that you grabbed them for a few frames before impact to avoid delay and damage, but some ladders looked a bit sloppy as well =/. It was in my opinion overall good though because even if B.O.B doesn't hit the ground and receives damage, he'll still be delayed slightly because he stops briefly when landing. Climbing upwards though didn't looked that good. It appeared to be faster to jump up ladders rather than climbing them, but you didn't jump very much. I don't know about those narrow paths with, for example, fire beams on each sides. Is it possible to jump there as well? That would both save time and look better. Hmm, the vehicle levels then. I really liked how you handled those! I know how hard it is to navigate that stupid capsule with barely no sight forward and with stupid corners. However. I think you can save both time and make it look better if you take damage here. I mean, crashing into a wall/ceiling/whatever to not be forced to slow down as much while cutting corners. Also, some corners looked like they could have been taken slightly better if you uhm, moved away from the first and then cut them at a better angle. If that makes sense. As for other parts where you avoided damage I liked it overall. As I remember it it isn't worth to just bypass enemies because then the health meter would drain faster than... well fast. Thus I don't have much to complain about it there, except for some really outstanding avoiding-damage-parts such as waiting for the rocket to pass you at the end of one level. Also I think you should move forward more while fireing at evil robots and blobs and whatnot. Hmm. I liked very much how you used the shield to get punched by that red evilness to surf through parts of some levels. Nice! Last complainment is about the map before entering any level. It looked like you wasn't that accurate when pressing start (or whatever button that skips that scene, I can't remember). This alone would save you seconds. Actually, I'd rather see the whole map once, but I guess that's just a stupid request for a TAS ;) I think that was it. I loved the run but I think you can easily cut 5-10 minutes of it and make it better looking if you were to take damage and optimize those refills. I don't think it would be worth staying at those energy-refill-doors but that's maybe something to concider. I hope you make an improved version!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I can understand why this might look unimpressive, but in fact, it's very impressive. This game is very hard and I really liked how the author avoided to take damage. I think however minutes can be saved if windeu decides to make a "takes damage to save time"-run. Especially the vehicle levels. They are close to impossible to do on a console if you don't memorize every corner. To sum it up: I loved the run and I think it's impressive for a first TAS, and the fact that no damage is taken. I hope windeu makes a new version though and optimizes the take-more-damage-to-save-time-part.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Fantastic news! Keep it up!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I too also wonder where Ziplock went. So this was a good idea. Well, have a good time! See you later!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Awesomexcellenterrific! Can't wait for the avi! Greed job indeed.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Pretty nice actually. I guess I'll have to improve my any %-run then eventually.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I didn't lose interest either but I don't have the proper ROM (no, I probably won't get it) and I like to watch the finished result. But it seems that you are near the end now and that sounds awesome! Keep it up!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I think so. Thank you.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I'm terrible sorry, but this concept of trading confuses me slightly. I think most people here do TAS'es of their own free will to show cool games and cool stuff.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I'd love to see a video of Final Fantasy 5! Or any Final Fantasy game besides 1, because that's already been made.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Locke wrote:
I hope this run doesn't die :(
I second that!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Maybe the ghost house in Boswer Valley? Or the ghost house in Forest of Illusions? It has two exits I think. Nearly every level in that forest has two exits. Hmm, besides those I don't know what more could be hard to find.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
That's really disgusting. And also, your idea is one of the stupier I've heard ;)
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Oh. So it's insolvable? I really thought it was solvable. Crap.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Hehe. I don't know the answer unfortunately =/
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Knapsack problem. You plan to go hiking, and you want to pack your stuff in a knapsack. Your knapsack has a total colume of V cubic inches, and you have n different items of volumes v1, v2, ....., vn that you want to take with you. Unfortunately, you can't take them all, since their total volume exceeds the volume of your knapsack. So you need to decide which items to take with you and which items to leave at home. Suppose that you want to make your decision so as to utilize the volume of the knapsack as much as possible. That is, you want to find a subset of the items so as to maximize the sum of their volumes subject to the constraint that this sum is no more than V. We call the subset which maximizes this sum the optimum packing of v1, v2, .... , vn in volume V. 1) Fix a list of items v1, v2, .... vn. For any i <= n and any U <= V donate by OPT i(U) the volume of the optimum packing of v1,v2, .... , vn in volume U. Prove that for all i and U, we have: OPT i(U) = max { OPT i-1(U), vi + OPT i-1(U- vi) }. ------ i here is just a constant, and as an index (lowered that is, so for example OPT(lowered i)(U), if that makes sense ;P).
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
jxq2000 wrote:
I understand that flying over a level can get old. The glitch with the screen not following Mario up after his initial ascent doesn't help to make things more interesting. Have you seen VIper7's walkthrough movie? It shows off the levels quite well, and it's here.
Yeah I've seen it. But just once and that was by far not enough to learn every stage ;) I know SMW in and out but this is just to cool to be missed in my opinion.
jxq2000 wrote:
Also everyone, progress on Fabian's all-exits run is going well, although it's still in early stages. He's got a WIP posted at the Super Demo World forum. And the flying is handled well, as in it's not just sailing over every level. This makes levels like Salty Isle a pain, since the screen won't follow you up for certain parts, but the run will be more entertaining as a result, I think.
Sounds awesome.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
schneelocke wrote:
Highness wrote:
Now I'm only waiting for one with all exits. :)
I'll second that. ^^
I'll second that too! One thing though that might be a sort of stupid request. I remember from some thread that it came up that one loses speed from diving when flying. I actually enjoyed it the few times it happend in this movie. Also I'd rather see something of each level (since they are almost completely new to me) than just air. Thus I'd vote for maybe sacrifising a few frames from that speedflying (ok, it might be seconds, which will end up in minutes) to show the levels than just show fancy backgrounds high up in the air. Yes, I know it's not the best request because I guess a quite big amount of time would be spent if doing so. Despite of this I really liked this run and I can't wait for the full run!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Ah. I thought that it was there in the submission queue hiding because of the "pending" in your link.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
Oh. I had no idea that there were a run for that game already. Sorry. Great though ;) I really like this game.
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
I hope you finish it though, because it's a great game (as far as I could tell from Viper's previous run of it). Good luck!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
But I'm confused about these multiple threads. Since I somehow got the Super Demo World-ROM deleted I haven't got the energy to find it anything or wathing any WIP's or submission. So hows it going? This is a run I'd more than love to see! And maybe yesterday if possible ;) But you are now into world 2 of 8? It's awesome anyway and I hope you finish this!
/Walker Boh
Experienced Forum User, Published Author, Former player
Joined: 4/16/2004
Posts: 1276
Location: Uppsala, Sweden
FODA wrote:
Same as walkerboh, i remember the game MAPPY, this looks like a sequel. I never knew this one existed.
Ah. That's the game I had in mind! I'd really love to see a TAS on that one ;) I can agree to Foda's opinion that this game might be a bit repetitive. But I still think it's a kinda cool game. Maybe more of nostalgic reasons than it being a great game. Oh well.
/Walker Boh