Posts for alucard

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Tangent wrote:
I don't suppose anybody actually watched this or knew what was up with it back when it was accessible. https://forum.speeddemosarchive.com/post/festers_quest_tas_in_5_minutes.html
To add on to what Nitro said, I spent a month(years ago) trying to recreate the wall glitch after someone brought this to my attention. Never worked, never close. Messaged the guy to see if he could upload a movie file and he kept telling me "yeah, a bit busy now but I'll get it to you for sure". Then, a week later, his Fester's Quest video was private. I really, really hated the guy for so long for wasting my time, but... at least he felt bad? It's a shame he's known for faking other videos too, hope he doesn't do that anymore. As for this run, it was nice to watch, very optimized and somewhat entertaining. The only thing that's putting me on the fence is the choice not to use the boss glitch(which BTW you linked my youtube video in your submission text :) ). It's just... straight up faster. I'd imagine the run would be MINUTES faster with it. I understand why you chose not to use it, the whole game would basically be overworld/sewers/10 second boss battles, but I can't help but hate that minutes that can be shaved off in a TAS because of a stylistic choice not to use a glitch.
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http://www.twitch.tv/kassiuz/b/293260616 This is my 00:35 in-game time of Super Metroid. This is something I've been wanting to get for ~7 years, ever since I knew about the 00:36 world record. I know the 00:36 has since been obsoleted for years now, but it's still something I'm quite proud of right now :D fake edit: this run was recorded during an any% race between 4 people, which explains why I go for many real-time strats opposed to in-game time(ie no pausing during refills, getting an extra e-tank, etc). real edit: http://www.twitch.tv/kassiuz/b/295597063 :34 in game, again during a race 11/26/11 edit: http://www.youtube.com/watch?v=ZfcxkmbGcnU 00:33
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This is one of the few runs that I actually opened my emulator to watch(gasp) instead of waiting for an encode. It did not disappoint. It's one of those runs where you can visually tell that it's faster than the old one. Great job, and great playarounds too.
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You bring up some pretty damn good points that I've never thought of, especially:
Reason why I mention this: The Bossfight glitches seem to have positional requirements aswell...
...which is something that I can finally test that I never knew about. I've never been able to test using it in the trees/walls because I haven't been able to get to that point. Time to find some RAM addresses(which I've been dreading) so that maybe we'll know a little more about what's going on. edit: found some addresses, missing some that I can't figure out how to find. Also, made a bit more optimized "test" run to learn more about item drops and get used to watching addresses : http://www.youtube.com/watch?v=FDIsodPRCJU . Not perfect but it definitely helped me learn.
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So.... it's been about a month and my multiple tries to contact the guy have failed. Messages, comments, nothing, leading me to believe he doesn't care/is avoiding me(since he replies to other people). I've come up with a new route since my last post and, if everything works out correctly, I'm positive the game would be completed in 3-4 minutes. It's a shame I can't test anything without knowing how to do the glitch =/
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Super Mario World: Cage Fighter Edition
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Kirkq wrote:
I'm wondering if we should wait until version updates slow down a bit. If anything regarding the input file or the general game engine is further modified, files won't be backwards compatible. It seems like a bit of an issue to have 36 different versions of Dolphin supported on the site for syncing purposes. Is this going to be a problem?
Completely agree. I downloaded 2.0 the other day, and one version works perfectly(an older version) while the newest one(at the time, I'm sure there's a NEWER one out by now) didn't work at all. Even then, savestates are really wacky for me on the version that works for me.
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So, it's been about a year and it's time I start this back up again, and I have a ton of new ideas and I thought I'd run them through here. Here is a rough draft of a route I'm planning: Gather 6 keys(which equates into about 60 items total) Wall glitch near the starting point upward towards house C located on this map. This will give 5 health potions to make the next steps possible. Head east towards the hot dog stand and glitch downward into sewer 15. Enter the UFO. (map here) Note: I did not draw the blue lines on that map, that will not be the route. Glitch upward twice to the purple zone on the map. Glitch kill boss. There are a couple things that might complicate this route. First, and most importantly, is "Is the wall glitch even possible in other places/directions?" I have been trying all day to make even ONE work(the one in the TAS posted) and can't make it happen. I've left a comment to the guy asking for an input video, so hopefully that works out. Secondly is the time it takes to get ~60 items. I'm almost positive it will be faster than the other TAS, but who knows.
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Noob Irdoh wrote:
goldfish wrote:
Kuwaga wrote:
I voted no because this is not Super Mario Bros 2. Runs of this should only be done on the Japanese original.
DITTO! What the hell is this, anyway? Another crappy mario hack??
Use these links to educate yourself on the Super Mario Bros 2 / Doki Doki Panic / The Lost Levels: http://en.wikipedia.org/wiki/Super_Mario_Bros._2 http://en.wikipedia.org/wiki/Doki_Doki_Panic http://en.wikipedia.org/wiki/Super_Mario_Bros.:_The_Lost_Levels Basically, this is a Mario-themed version of Doki Doki Panic, which is the official Super Mario Bros 2 outside from Japan. Because, the Japanese Super Mario Bros 2 was thought to be too hard for non-Japanese people. They later released it to America and Europe as "The Lost Levels" in Super Mario All-Stars.
*woosh* Yes vote.
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Wow, congrats to him, that was really cool to watch. Yeah, I can definitely see some improvements and random optimizations.
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I'm not sure how well it'll work with one movie ending in ~2 minutes and the other ending in ~18 minutes, unless there's some way to make Ghostbusters longer.
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Coming here to agree with pretty much everyone else on this, and not just this run, but the rule. It's ridiculous. If it's faster and more entertaining, it deserves to be published. The rule should state something like "If improvements were known at the time of the making of the movie and purposefully left out" etc, although I'm not sure of anyone that would do that besides for entertainment value.
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White Gastra wrote:
Personally, I am no programming expert, but I think the lag in the falling garbage section would have occurred anyway, because there are two player sprites as well as two ropes, the latter of which I believe is the bigger contributor. This kind of reminds me of Umihara Kawase, a game that normally runs fine but can lag depending on how the line in the game is used.
I understand that the lag would have been there either way, I just want to know if the lag would have been REDUCED if the flame wasn't present.
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FODA wrote:
Ok, first my comments on the run: Also, the lag produced in level 2 surely came from the buggy flames, which appeared because you went too fast (the slow flame that came from the left went all the way to the end). It's obvious that if you waited a little for it to go away and then going to the next section would avoid the glitch, and so the lag.
This, this, this 100 times. If you can prove that the flame makes no difference in lag, it would be a definite yes vote from me; I liked everything else.
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HappyLee wrote:
There's one thing I want to ask one more time: Shouldn't you stop the movie when you hit the axe?
You stop the movie when you enter your last input.
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I'm about 2 minutes into the encode. Are you seriously going to be backwards/jumping this WHOLE time? It's so unbelievably annoying, and not worth watching the rest if it's going to continue like this.
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Blublu wrote:
However, this makes the game crash.
Yeah, this is what I meant by "doesn't work on last boss". Sorry, should have been more specific.
Minor stylistic suggestion: perhaps shooting in some interesting pattern (e.g., with the music) would make the long walks a bit more entertaining.
100% agreed.
I just referenced 1:50 as a point that looked good vs 1:56 that looked suspicious.
Haha, I (obviously) misunderstood, sorry about that :)
Uncle Fester also has one constant speed
Stupid slow, lazy Fester!
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@1:50, I always try to get as close to the wall as possible to make the run look "smooth", just personal preference. Doesn't lose any frames by doing it.(Just double checked the movie file just in case and yeah, that part isn't any different than any other wall I get close to. Might have been youtube being dumb) @1:56, I was waiting for someone to notice this. An unavoidable slime spawned to the left and this was the fastest way to manipulate him off the screen. This also happens @1:08 where a green frog spawned above. But yeah, I went into this game knowing that it won't be the most entertaining. It just surprised me that there are so many "bad" game(which makes them awesome) runs here, but not this game.
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WIP1 done- .fm2 - crappy youtube quality I realized after making the .avi for it that I stood around for 2 seconds at the end of the video for no apparent reason. That will be fixed.
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Thanks guys, glad to see at least someone else is interested in this. Edit: I screwed up pretty bad recording. Oh well, I wasn't THAT far. There's always more room for better luck manipulation, especially in the beginning. Expect a WIP some time today or tomorrow.
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Haha wow, I'm really sorry, I did a search 3 separate times to make sure a topic wasn't made. Oh well, thanks! edit: In response to some things said in this thread: I guess I was wrong when I said it didn't work on the last boss? I'll have to go ahead and try it again. edit#2: Misread. Can't be done on last boss. I've been watching the test run symbolic did and the items dropped in the exact order from what I said, contrary to what he said about them being random(I wrote out a list up to about 70 drops). The only thing random that happens is whether or not an enemy actually drops the next item or not, and can be manipulated into dropping said item a few frames before or after. While what you did definitely makes the game 10x easier to do, I think manipulating enemies to drop certain items at certain times while running through normally would be best for time.
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(I typed all of this up before knowing there was already a thread, keep that in mind while reading) I'm planning on starting a run either today or tomorrow. I've done, I'd say, 5-6 test runs by now. Here's some information about what I've discovered, and what I still need to discover. - The item drop order is ALWAYS the same. An enemy might not always drop an item(even though it can be manipulated into doing so), but the next item that drops will always be the next one in order. Here's the first 18 or so drops: Money, Key, Money, Gun Upgrade, Money, Money, Money, Money, Money, Gun Upgrade, Money, Money, Light Bulb, Money, Money, Key, Money, Gun Upgrade (...) - There's an awesome boss glitch that: gives you five invisible potions, kills the boss instantly, glitches the screen, and sends you to the next area. Not only is it much faster than actually killing the boss, but the potions can be used to get past any monsters in the way that you'd otherwise have to kill. The glitch cannot be used on the last boss, so yeah, have to save some invis potions for that. (Note: that is my youtube and will most likely be posting WIPs on there). - Whip upgrades/downgrades don't do a thing until you acquire the whip. Even so, it's undecided at the moment whether I'll be getting it or not. While at it's maximum level it does massive damage, it requires you to pause your movement while swinging. - In fact, I don't think getting ANY of the 'house items' will be very useful unless something like Potions or extra Invis potions are absolutely not out of the way, and I have an extra key. - I will be using a light bulb in every sewer. It will cost ~10 frames if they're not already selected, and then another ~10 to switch back to a key when I need to, but almost half of the game is in the sewers and wouldn't be entertaining at all if I didn't use them.
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When people think 100% in an open-ended game like this, you think item collection. Not "visit this room", etc. There's only one series that I can recall that counts room percentage and....that's it. If they had implemented an item collection percent, I honestly believe they would have counted things such as the white sword and the blue ring. The two upgrades are definitely debatable, but I think that they would have been counted as well. Let's look at every other game that has any sort of 100% objective to it. Do you honestly need anything beyond 50% in most of them? No, you really don't. Let's take Super Metroid for example. You're at 99% and missing some missile upgrade. Do you need it to complete the game? No, not at all, because you have plenty of them/better upgraded items to use at will. Do you need it to complete the game with a 100% completion rate? Absolutely. edit: What I'm really trying to say is, just because it's obsoleted/unused, doesn't mean it doesn't count.
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dezbeast wrote:
I couldn't get the trick to work. Are there any other details you remember about it.
Nothing more than "jumping/wall sliding and the right moment". Like I said, I've done it at least 2 times on console, but I've played the game well over 100. And yeah, haven't played around with anything TAS in my life, so I can't provide a demo. Sorry about that, but I promise I'm not lying to you and sending you on a wild goose chase :P Maybe I have v1.0 on console? Don't know much about that.
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Good to finally see a 100% run. All of the levels were definitely more entertaining(besides the backtracking of course) than the any%. There is one thing that I haven't seen in any 100% though, and there's only two reasons for it: It's slower, or no one knows about it. When the capsule is rising for the armor after the miniboss in Sting's stage, there's a way to get behind it. I've done it on console AT LEAST two times. It has something to do with wall jumping/sliding at the right time as it comes up. I don't remember if you actually land on top of the platform for the capsule, or stuck 'behind' it. I can't imagine that if you're stuck behind it that it'd be any faster. Even so, if you actually land on the platform, it would be such a small time saver(but cool to see!). Yeah, sorry if it's already known, but I quickly skimmed over the MMX topic and didn't see anything about it. Just always wondered if it would be beneficial in a TAS.