Posts for arkiandruski


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It started with input, but expanded to both. Also, I would like it if the rename project were restarted. We had almost reached a consensus.
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I agree with Warp. We need to keep in mind someone who doesn't know anything about TASing or the game, and ask whether they would be impressed or entertained.
Post subject: Request: Bad Omen
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Bad Omen is a Breakout clone for the Sega Genesis. However, unlike other Breakout clones, the goal is not to destroy all the blocks, but to move the ball past the obstacles to defeat the boss. I think that this run might be interesting because of the way the paddle works. You have two paddles: one which stays on the bottom of the screen and another which can be moved up and down. In a TAS, that means you can push the paddle up near the blocks to speed through the levels. The ball is a little unpredictable in how it bounces, though, and none of the levels allow you to just take a straight line up the center, so there is a little strategy involved in this. I might be willing to try this out, but I will be moving slowly, so if someone who can do this quicker is willing to pick it up that would be great.
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Experienced Forum User, Published Author, Reviewer, Active player (277)
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Here's another: Turok 3. (youtube link in submission text)
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Here is the longplay thread mentioned earlier.
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Derakon wrote:
1) Gameplay-wise this just means that you get to start the latter four games with a stronger character than you "deserve"; this is artificially making the game easier via dirty SRAM, which is generally frowned-on.
If they do straight imports, I don't think this will be the case. A speedrun of the three games is going to forgo as much training as possible. It's possible to skip a large portion of QFG 1. The fastest way through QFG 2 is to sleep through the game and only come out when needed. That's a lot of stat building right off the bat that's dropped, and considering the base line characters improve their stats as the games progress, it's very possible that the premade characters could be better than your import. I've had that happen to me before.
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I like Derakon's idea as well. Still not sure if I would like to see action only or to add the puzzle levels as well. Advanced levels are also a possibility.
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I was thinking about Abuse, but it requires a mouse, which if I understand correctly is still not optimized on the emulator. dgeneration might make a fun TAS.
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I already had three of the five games, but went ahead and paid a bit for the other two.
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One thing to note, though. This mechanic isn't limitted to jRPGs nor was it invented by jRPGs. I remember playing the first King's quest and the map worked like this. (Which is even weirder because even at that point Daventry was not seen as the entire world.) All of other text based King's Quests had a loop in one direction (usually North-South) and barriers in other directions. I'm also sure there might be a few text adventures that loop in both directions. Regarding the characters using cardinal directions: they need some way to navigate, and cardinal directions work just as well as any. As long as everyone agrees which way is North, it works, even if the world is shaped like a donut. I'm not sure why you think poles are needed to use those terms.
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I wish I didn't have to sit through the beginning to get to the actual content. The boss fights were quite entertaining.
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Okay, I watched your movie, and if you're really serious about this, you need to do a little more research and take a lot more time. 444 rerecords is not enough for a movie of that length, especially in a game like this. The goal of a TAS is not just to get to the end while looking basically good, it's to be as fast or as entertaining as possible. That's going to take more work than what you are putting in. For research make sure you watch the runs already available, as well as listen to the commentary I posted on mine. The link is in the forum and it has good information that's not available through just watching my run. Also read the entire 2p expert thread, where I was posting the WIPs for my run. As for specifics of the run itself. You need to optimize movements a bit more. If an enemy is about to block your path, shoot it out of the way, for example. Make sure that on bosses, you have the gun damaging them on every single frame, or at least every single frame possible. There were lulls in many boss fights that were not necessary. You also take damage much more often than you need to, and there were many times where the damage you took wasted time. Gunstar Heroes is a game where slightly different actions can change your luck a lot. In other words, you should not have had to wait as long at the first bird to get the upgrade you wanted. Bravoo Man should be body attacked. Any time when you can body attack a boss, you should. It does much more damage than the guns and more than make up for the few dead frames. Halfway through the Pink battle, you start hanging from the cab and that's obviously a much better choice. I I were you, I would have gone back to the beginning of the fight and seen if I couldn't just do it the entire fight (also, try testing body attacks) The last enemy on the first train can be killed before the train returns. You would know this if you had been watching my run carefully. Because of the gun mechanics, there is no reason why any of the Seven Force battles should take longer than the ones in my run. Yet a few of them do. Again, the answer lies in always having the gun pointed at the enemy. On a couple of the forms, you use flame, which only does 3 damage a frame, which means that it's suboptimal. The phantom in Orange's stage can be body attacked. In the smash fight, you neglect to body attack him right before he flashes. That could have saved many frames. Whenever you get a chance to throw Orange from the air, use the drop glitch. Don't actually throw him. That's slower. Also, take advantage of the animations where you can body attack him. Watch his health, you should have been standing inside him for that last throw so you could get him on the first frame possible. Try body attacking that gun in Black's stage. Also, you might want to rethink the guns you use on each boss. For example, the best gun for Papaya Dance is probably double flame. Bravoo Man may be flame chaser or double force if you can haggle it. Pink is probably the flame saber or flame chaser. For Seven Force, I would go double force all the way. Keep in mind that there is a good chance this run may be rejected, especially if it doesn't add anything new or beat the currently published run.
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If you can go fast enough using it to get up the infinite stairs early, it's not allowed. This still allows for corner glitches and other faulty hit detection, though.
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So, adelikat, I know you were planning on doing a commentary for the obsoleted movie, are those plans still on for this one. I was looking forward to it.
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But if the text were in English, I could tell that the story made no sense, which is part of the charm in these long sequence breaky runs.
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Speaking of scrolling comments, what's with all the "wwww"s there? I also notice that his video doesn't start from power on. I wonder if he might be using SDA timing rather than TASvideos timing?
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Bump. Come on, guys. We are so close to having everything sorted out and being able to implement the changes. Don't let the conversation die now.
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Well, here's a run that I'd like to see: I want a low score run on Hard ROCK! difficulty, that means the lowest score possible while still beating the game. Let's face it, a high score run is not impressive from a TAS perspective. With slowdown and savestates, getting all 300s and maxing out the spinners is trivial. I'm making one for myself, and the only time I'm using frame advance is on the spinners. It's still not that hard. Now getting the lowest score possible while still surviving, that would take thought and planning, and would be a great challenge. So I know it won't be published, but I'd still like to see it, and I have a savestate which puts you on the menu screen with the difficulty and three bonus levels unlocked, if anybody is willing to make an attempt or discuss this.
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The language barrier, probably.
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So I guess next would be categories. While some movies have categories that don't exist I think most can fit into these options. 100percent/all____/100/100p: I prefer "all___" (e.g. allitems, allquests, alltemples, etc) with 100percent being an okay alternate. 100 and 100p are too unclear 100% uses a character that could mess with some systems. glitched/____glitch: I prefer just calling these runs glitched. 2players: Should it be only movies where 2player is slower or every 2player movie? lowglitch/no____: for when a run avoids a game-breaking glitch. For "no_____" the _____ is the name for the glitch (e.g "nobackwardslongjump" "nocardglitch" (hint)) I prefer just "lowglitch" personally. warpless: self explanatory lowpercent/lowitems: I think this just applies to the metroid series. anypercent: only if needed. Again, I think this only applies to metroid playaround: I think this one is already official Sub optimal character runs or games where you choose characters should have the character name (e.g. luigi, peach, alucard, julius, grant, sypha, etc). I think that covers all the big ones. I know there are individual movies that aren't covered, but this should be a good list to cover most eventualities.
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I was wondering how the relics would be done in a 100% TAS. I mean what would be aimed for? - shortest real time (probably boring since it would be exactly the same as the level) - shortest game time - shortest time to gold - shortest time to platinum It might also be interesting to get all the relics without the running shoes, but I'm not sure if that's recommended.
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Now we just need a place to link it. (I suggest on the Movies page at least) Also here are some more (subtitle) commentaries I remember (I'm ignoring the commentaries that just list improvements) - Magician 1st run - EVO the Search for Eden
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I watched. The game has been adequately destroyed. Yes vote.
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I don't think so, but I think it would be a neat idea.
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