Posts for XIF


XIF
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Joined: 2/7/2006
Posts: 58
andymac wrote:
you have to start descending before you can do the butt stomp. Meaning I can have much less speed without losing any time for the blj. I can do one less blj, this will save 2 frames. The other frames can be saved by starting the blj further up the cannon, meaning less air time.
So instead of going as fast as possible, you need to be in a descending state on the stone pillar as soon as possible... makes sense to me. But the question arises whether this applies elsewhere in the run. Where certain conditions need to be met before the next movement can be applied. Although, I'm sure others have considered possibilities I couldn't even imagine.
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XIF
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Joined: 2/7/2006
Posts: 58
what was this counter intuitive technique for blast to the stone pillar???
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XIF
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Joined: 2/7/2006
Posts: 58
From the giant Maw of Hell, this has returned. Has that ever happened before?
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XIF
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Joined: 2/7/2006
Posts: 58
1: Chrono Trigger 2: Pendulum 3: ??? 4: Profit. From what it looked like in the run... item duplication and save corruption to overwrite SRAM values from items to... characters? that took a while... And then you somehow set the flag for being imprisoned by having Marle go back in time and then just skipping it yourself, bringing her back with more SRAM corruption? And then 2300 AD i'm assuming was only needed to get Robo and properly get yourself to the end of time because of having more than 3 people travel in time. I'm utterly baffled by the sequence of events when you get to the end of time. And then you made lavos's helath roll over to a negative value because you healed him and the bit value that handles his health goes negative, i'm assuming? AND THEN MISSINGNO SAVES THE DAY!
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XIF
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Joined: 2/7/2006
Posts: 58
why not keep both runs, and call this one "Staircase Glitch Run" and the old one by halamantariel and nitrodon the "Staircase Glitch-less Run" That seems to be the make or break between the two runs anyway, aside from the occasional skip sandwich glitch or an extra walk through walls that was present before.
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XIF
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Joined: 2/7/2006
Posts: 58
what the heck this isn't Melee. great job not practicing your falco and making this kirk. .00001/10
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XIF
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Joined: 2/7/2006
Posts: 58
Kriole wrote:
XIF wrote:
I think you all are nuts. I really enjoyed the camera angles. At the very least it was a refreshing experience over the past use since it was all backwards for the most part. The only one I didnt enjoy was when he wasnt visible in BitFS, but as someone stated I can imagine a newb being impressed by the invisible navigation, so I can hardly fault it. It was a nice improvement, and I actually enjoyed the camera angles, and I would be legitimately upset if this were not published over camera angles. yes vot... post[/i]
Different doesn't always mean good. I thought most of it was good until we started playing a game I'd like to call Super Brick Wall 64. 51 frames of improvement is not worth a submission. Chances are that there are no more 'Not another bowser level improvement', so I suggest you go back and refine what you have done. My guess is that this game has about 5000-6000 frames of optimized/unhexed input, so this shouldn't be such a big deal. And IF you find some wtfomglolzbbq improvement that hottifies the run by a million times but saves like 10 frames, I doubt it will be accepted for publication alone. Unless, ofc, every naïve and ignorant mind that dwells this site goes 'dude this sucked BUT NICE IMPROVEMENT'.
Different doesnt always mean good, but because I objectively enjoyed the new camera angles, my enjoyment was only compounded by the fact that it was a refreshing new experience of a submission that has been largely the same over the past 3 submissions. Regardless bottom line: I though the camera angles were excellent.
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XIF
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Joined: 2/7/2006
Posts: 58
I think you all are nuts. I really enjoyed the camera angles. At the very least it was a refreshing experience over the past use since it was all backwards for the most part. The only one I didnt enjoy was when he wasnt visible in BitFS, but as someone stated I can imagine a newb being impressed by the invisible navigation, so I can hardly fault it. It was a nice improvement, and I actually enjoyed the camera angles, and I would be legitimately upset if this were not published over camera angles. yes vot... post[/i]
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XIF
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Joined: 2/7/2006
Posts: 58
wat? moar SM64? I'll wait for an encode to watch, but I'd like to express my respect to SM64 TAS'ers for doing a great job on every TAS. I've enjoyed every iteration from the start and it's always just a job well done.
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XIF
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Joined: 2/7/2006
Posts: 58
OMG SOMEONE VOTED MEH INSTEAD OF YES NUUUUUUUUUOIOIASDFJASJGDNLKASDNGBLAG!!!111!!!! *explode*
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XIF
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Joined: 2/7/2006
Posts: 58
Comicalflop wrote:
If some people are miffed about the dungeons being beaten too quickly (I am looking at you water temple) perhaps a very strict no Out of Bounds rule could be made (in a future run, nothing wrong with this run)? Just about every major skip in the temples is due to OoB, so not allowing going through walls in any way would ensure that the temples are beaten even closer to "as intended" than what this run accomplished. Of course, that would eliminate the Shadow Temple Early trick.
eliminate shadow early trick? eliminate shadow temple! you gotta be walking through walls all over the place!!! <_< >_> <_< >_> *runs*
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XIF
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Joined: 2/7/2006
Posts: 58
MiraiGen wrote:
That was entertaining as all hell. It was like watching a pro-leaguer blaze through the game while fucking with the opponent. That was awesome. Favorite moments - LOL @ fake wavedashing after Fox dies Beating Giant DK KOing Yoshis on Yoshi Team with eggs Chainspiking Samus on the lava
Brawl is a horrible fighting game, but a very good game for pure entertainment
Why, you've shown me the light! This one sentence just destroyed the foundation of my affection for playing Brawl competitively! I am so glad you are here to bestow this wisdom upon us! Christ, I can understand preferring Melee to Brawl but ranting for an entire post about how much Brawl sucks for balance issues (nevermind the fact that Melee was Space Animals, A Ninja, and Some Prissy Bitch With A Longsword) as if to try and convince us to toss aside the game is just ridiculous. As for specific examples, Kirkq did his job just fine. Brawl is just a different game. I wouldn't mind you preferring one over the other inasmuch as you demand that we prefer it too, by making hours of statements about how hard Brawl sucks and is unbalanced and caters to spamming etc etc etc. [/b] Favorite part: "Idiots at SWF". That was classy.
Yes, because my declaration of my opinion was just uncivilized compared to your immediate following declaration of an opinion. Brawl is bad, I'm not telling anyone to not play it at all, but you're heading for a brick wall if you wanna play in tournaments, because the entire scene has basically been defined. And yes, "Idiots at SWF", because they seriously considered allowing a glitch which removes the entirety of a characters hitbox, literally making it impossible to beat him because you can't hit him. Anybody willing to consider the validity of that kind of strategy doesn't belong in fighting game communities. Obviously not everyone there is moronic, just alot of the newer brawl players, especially since this is their first exposure to fighting games in general. Their inexperience is to be expected. On Topic: What would the publishers think of a run that did all the Target Tests and Board the Platforms? Worth even doing?
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XIF
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Joined: 2/7/2006
Posts: 58
I meant to bring back up the discussion of what KIND of 100% run. As the previous discussion left it at "well it'd be cool but probably way too long" I'm inquiring specifics here. I am not entirely familiar with TAS'ing, but I do know the mechanics of SSB very well.
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XIF
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Joined: 2/7/2006
Posts: 58
How many people would be interested in a 100% run? I was thinking that there could be a legit entertainment run that focuses on unlocking all the characters, meaning 3 runs of classic mode and completing the original 8 break the targets. I know that isnt a true 100%, but true 100% would mean playing through classic with the original 8, plus coompleting all 24 btt and btp stages to get the secret stage, 4 characters, and complete all bonuses. Something with this aim in mind would get to show off more of the game while retaining its entertainment value.
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XIF
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Joined: 2/7/2006
Posts: 58
Nice! gogogogo publication. kirkq: Pound 2 right? it was only a friendly really, but I suppose so ;) I dont want to get too indepth on the argument, but I will say that at high level play, its hardly about get them off the stage for auto death.
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XIF
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Joined: 2/7/2006
Posts: 58
Brawl is a horrible fighting game, but a very good game for pure entertainment[/i] oh where to begin. Its like Brawl combined the character imbalance of Melee with the fundamental imbalance of SSB64, and multiplied it 100 fold. To begin... Metaknight is far and away the best character in that game. He really should be banned, but the idiots at SWF do not realize this apparently. Metaknight has absolutely no weakness. His glide can gain height, meaning infinite recovery, His Mach Tornado has such absurd priority that it beats or clanks with 90% of the moves in the entire game (granted the top is vulnerable but you have so much mobility and control with it that it is easily avoidable) Plus it deals alot of damage. Up B has unbelievably even more priority, and is also absurdly fast and powerful, netting below 80% kills on a large majority of the cast. Then his glide attack is the highest priority move in the game. It will always either beat or clank with every other move in the game. Oh yeah, and there's a glitch where if you down B into the ground, hold down, and mash up on the C stick rapidly, Metaknight is completely invisible and INVULNERABLE. The technical aspect of it is complicated, but basically you bounce when you down B into the ground, and it extends the duration, and the c stick mashing smash DI's you away, causing you to bounce repeatedly and stay invulnerable. The majority of his moveset is quick, unpunishable, powerful, and just dumb. There are other dumb characters like snake who can live to 200 and kill at 80% with all of his absurdly fast and powerful tilts and aerials. Falco also basically makes half the cast unplayable as his chaingrab to spike make characters like ganondorf and ivysaur weep. And then you have characters like sonic, with no killing power, combo ability, edge guard ability, or anything really. Its pathetic. Brawl is a prime example of how character balance isnt the only thing that makes a fighting game good. Whichever way you put it, the game rewards mindless spamming and no thought. Most characters can spam rolls and spot dodges with little or no punishment, because so many of them have little start up or wind down. Dedede's spot dodge if timed correctly only has One frame of vulnerability. Yeah pretty sweet, and other characters like ROB and others have rolls and spot dodges not far behind that. One of the things that made Melee and SSB64 stand out was its in depth edgeguarding game, but the fact you can airdodge multiple times and you automatically grab the ledge (and gain its invincibility from it) has neutered the entire concept altogether. You can seriously with just about any character grab the ledge, let go, and up B back and retain full invincibility from it while having a hit box out there from the up B. There are other character specific strategies that can just be spamming mindlessly without repercussions. Zelda's Dins Fire is one move that is just really fast and hits a large area. Pikachu gets almost no lag from his down B anymore, plus its powerful making off the top kills a joke for him. Lucario has the ridiculous aura ability which basically doubles his power and priority by the time he reaches 120 or so, making him an absolute unfair pain to handle. Especially with proration in attack power in Brawl being far more significant than in the other 2 games, Aura basically nullifies this. It just goes on... I dropped Melee completely and played Brawl competitively and exclusively for months after the initial Japanese release (we imported a copy to play a month before the US release). And I gave it a big chance to be a good game, and really went in expecting nothing but the best. But expecting anything more from brawl than just a fun beat em up with nintendo mascots is just folly. Melee may have been the greatest mistake in fighting game history. >_>; So I went back to Melee and I picked up Guilty Gear Seriously (now thats a prime example of Character balance and fundamental balance); EDIT: The announcer in the Japanese version (along with the voice acting) is amazing. They really messed up on the US version <_<
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XIF
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Joined: 2/7/2006
Posts: 58
SSBM is hardly all about wavedashing. I'll list out the main differences between SSB64 and SSBM (Being an SSBM pro player, you can look up XIF on YouTube if you want, I play peach) SSB64 is really about landing the first hit and 0-deathing your opponent. Directional influence (influencing where you fly off to after getting hit) is alot more primitive in SSB64 than SSBM, along with other tactics to help survival, such as meteor cancelling, ledge teching, etc. I think this quote about MVC2 fits SSB64 nicely, which is "Mindgames exist until the first hit lands" SSBM is more about character specific strategies than anything. This is obviously important in SSB64, but for the most part every character has a bread and butter death combo vs almost everyone, whereas in SSBM it varies radically. Falco needs to press the advantage he has on stage and mobility control with his laser. He can effectively control his space and limit the mobility of other characters all with his laser. In some cases this lack of mobility really hurts the opponent, and allows Falco to do his own brand of bread and butter death combo. Someone like Jigglypuff in contrast is more about preventing the opponent from entering her own space, along with the best edgeguarding strats in the game, and against some characters really easy rest combos and opportunities. Marth once again differently is about safely approaching using his massive range and priority. SSB64 is more character balanced while less fundamentally balanced, while SSBM is less character balanced but more fundamentally balanced. This sounds weird I know but the basic idea is that while in SSB64 there are tiers (no denying Pikachu, Kirby, and Ness are the best) every character has a fairly good chance at winning (Well... Samus sucks). In SSBM, if you're not playing Fox, Falco, Marth, or Sheik you really stand little chance of getting first at the national level. You'll see Peach, Captain Falcon, Ice Climbers, jigglypuff, and even a ganondorf or two sneak up there, but its mainly the top four. The issue is that certain tactics in SSB64 are simply overpowered/underpowered to an extreme point. In SSBM, there is really no tactic like that where spamming it or always going for it will always yeild neutral or positive results. Case in point is Sheilding in SSB64. Its near useless because of the amount of stun you get. The sheild breaker in this movie is hardly unheard of. Matter of fact with kirby against any character, you can land one uptilt and you have an auto sheild break which they cant escape because of the stun. 3 up tilts to forward smash and you have instant sheild break. Another case being grabbing, where the throws are so absurdly powerful for kills, yet grabbing has almost no startup or wind down. SSBM has certain powerful tactics, but none to the point where you cannot be punished at least sometimes. Power shielding can disrupt falco's lasers, ledge teching to ledge hop attacks against people who camp the ledge and go for spikes, going for weak spots on powerful attacks to counter like peach's d smash, etc. The only really overpowered tactics in SSBM is basic reflector strats with Fox and Falco, but even then there are times where foolish use can lead to death. As for Isai: He loves SSB64, and hence why he plays it so much and is so good. He mildly enjoys SSBM but doesnt take it nearly as seriously. Which is why you'll see him lose matches sometimes and then other times seem unstoppable. My Melee teams partner beat Isai in tournament pools, but that just happens. He also played isai in SSB64 and barely took a stock per match >_> /rant about a game I like too much >_>
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XIF
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Joined: 2/7/2006
Posts: 58
Well I know for a fact that Isai could most likely do any of the combos in this run realtime, but he's the best smash 64 player by a long shot... I mean, in tournaments, he'll beat second place by a 3 stock margin easy <_<; But for normal humans, yes... this feels very tool-assisted and very impossible to do real time.
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XIF
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Posts: 58
He used the normal World Record strategy for each bonus game, although yoshi's is not that impressive to begin with. Even I have gotten within a half second of the current world record, and the run doesnt go much faster, but thats just yoshi. Maybe the second egg throw couldve been done sooner to save time, but probably not because of the wind down lag afterwards. The run itself was definitely entertaining, and an obvious yes vote, and alot better than the previous submission. I enjoyed both however. I enjoyed the MasterHand fight more in the other submission actually, but everything else was great.
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XIF
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Posts: 58
the only match that looked at all like it could be faster was samus, but I could be wrong and it was such a good match anyway <_<
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XIF
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Posts: 58
So yeah, Super Mario Bros is super lame, you just go left to right the entire time running and jumping, I mean sure going through walls is kinda cool, skipping the flag is neat, but I mean really what more is there to it? I wish I could be joking here, but this is exactly how I feel about SMB. The last time I really wanted to see a SMB run was when the flag pole glitch was discovered, and even then it was about 30 frames of neat and about 18,000 frames of snore. Even the warpless run, while infinitely more entertaining, is only so for a couple of worlds after the initial shock from the fireball stunts wears off. I just want to remind people that the entertainment factor of this run is purely subjective, and its not like Speed and Entertainment in fighting games are diametrically opposed. I think its a shame the run doesnt show all of the game's quirks, but that'd easily be an hour long run going through all the characters in the game (which is an idea actually <_<)
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XIF
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Posts: 58
I found this entertaining, although I think it could be done better stylistically I vote yes mainly because of the surprise factor. the egg strategy was funny, and double spike was awesome. Samus and Master Hand were just... cool.
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XIF
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Joined: 2/7/2006
Posts: 58
bkDJ wrote:
XIF wrote:
Should I grovel more?
I think he just means that asking doesn't serve any purpose because we encoders are aware of demand. Raiscan said he would do the publishable one, chaosv1 might do another huge one that's super sharp, and I'll do a high res one that might not be so sharp but won't be so huge either. None of us can/will go any faster or slower due to requests :)
Basically I'm heading up the Redundancy Department of Redundancy? My bad... I feel ya. Bloobiebla: are you using an actual joy stick for the analog movements or something else? Always wondered what the preferred method for TASing n64 games was.
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XIF
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Posts: 58
Comicalflop wrote:
I couldn't watch Blooby's .m64, and do you see me making curt AVI demands? Nope. The demand (and people whining about deysnchs) for OoT is always high, so assume that an AVI will be made regardless.
Should I grovel more?
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XIF
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Joined: 2/7/2006
Posts: 58
I request instant AVI-ification for this since playing back m64 is met with extreme difficulty on this end. Be a pal guys.
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