Posts for c-square


Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Was your standard, good run up until the last level. Then it turned into an awesome run! Great work, and I loved the dancing. :) Also, for some reason the music and sound effects remind me of Blaster Master. I have a feeling some of them were stolen for this game.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
adelikat wrote:
Yes, the countdown happens after the end of the input file, but NOT before the completion of the level. Like most every movie I make, I aim for fastest game completion, while also trying to minimize the input length. In this case I could have ended the input much earlier but delayed the completion of the game, and I chose not to do this. If you read my submission text, I explain the different options. There is a surprising number of possible ending strategies to this game!
Okay, I understand having Fastest Game Completion Time as a goal. I've looked over your submission text above and I can't find anything talking about completion options. Am I looking at the wrong text? Also, I noticed that you earned a lot of free lives by killing enemies and picking up smiley faces. If you're trying for Fastest Game Completion Time, then are all those kills and pickups absolutely necessary? Finally, your input concludes with a bunch of down commands. Could those be eliminated to get a shorter input length? Please understand, I'm not trying to be difficult. I'm just trying to see if I can't find ways you could make a good TAS even better.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
adelikat wrote:
c-square wrote:
Nice run, but the death at the end kinda ruins it. Is that death really necessary?
The death was to save completion time. Notice after, that the lives start counting down and you are credited with points for them.
I thought the lives countdown happened after the final input, and so wouldn't count towards the completion time. Specifically, the final input (and completion time) seems to be 3:16, whereas the lives countdown doesn't begin until 3:25. So, dying doesn't seem to save any time in this case. Am I missing something?
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Nice run, but the death at the end kinda ruins it. Is that death really necessary?
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
XTREMAL93 wrote:
c-square wrote:
Sometimes you collect all the end-of-level bonuses at once, and sometimes you collect them one at at time. Why don't you always collect them with one jump?
As said mklip2001 some boss fights have lower floors than others. In the ones with low floors, Toki can't jump high enough to get all the bonuses. Or bonuses appear higher than in other levels
Thanks! Looks good then. Yes vote from me. :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Sometimes you collect all the end-of-level bonuses at once, and sometimes you collect them one at at time. Why don't you always collect them with one jump?
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Spikestuff wrote:
For a second I was going to hunt you down just to punch you, then I voted, then I saw 6 Yes clicked that link... you're a smart cookie
Ha ha! Better a smart cookie than a smart donkey, I guess. ;)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
I have three issues with this speedrun: 1) It violates the rules of the site. English versions of games are to be used. 2) It's a bad game choice. An RPG with such a horribly low random encounter rate is just too easy a game to bother TASing. 3) The route isn't even optimal. In the last dungeon, the player doesn't even take the shortest distance to the stairs, but wastes time going the long way around. With all these against it, I have to vote no. じょうだんですよ。よくやった! おめでとう!
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Great run, and amazing job with the Shockshund. Absolute yes vote. :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
scrimpeh wrote:
c-square wrote:
Very nicely done. Question: In BLK 7-0A you delay for a few seconds to avoid getting hit. Is it really worth the time loss to avoid the health recharge at the end of the level?
You mean the second room where I mess around a bit before jumping at the wall? That's actually subpixel manipulation, because I need to get as close to the wall as possible without actually touching it. The more subpixels I have, the fewer jumps I need.
Yup, that's exactly the part I meant. Thanks for the explanation. Take a 'yes' vote for your troubles. :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Very nicely done. Question: In BLK 7-0A you delay for a few seconds to avoid getting hit. Is it really worth the time loss to avoid the health recharge at the end of the level?
Post subject: Re: what's happening
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
natt wrote:
antd wrote:
can this be explained in English?
If, during start-up, you hold L+Right on player 1 and R+Left on player 2 controllers, the game goes right to winning credits. That's about all there is to it.
Is there anything stopping me from grabbing a friend and doing this with two controllers? If not, then I don't see the need for tool assistance.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
This falls into the category of a WTF TAS. I liked it a lot. Yes vote!
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Great run, and a wonderful blast from the past. Yes, and thanks!
Post subject: Re: #3465: cpadolf's SNES Super Metroid in 21:25.12
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Mr. Kelly R. Flewin wrote:
Saethori wrote:
TASVideoAgent wrote:
<h4>Suggested Screenshots</h4><div class="deeper"> I have a couple of suggested screenshots that I either though looked good or acted as a statement about the run. I don't think they are usable because of the compressions standards, so I'll include the frame numbers as well. They are, in order: 38170, 40177, 61252, 70378, 72469, 75409.
Definitely this last one. Something's just hilarious about goosestepping space pirates.
I vote Yes for 75409 :)
I third the motion! (And Yes vote as well)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Though I've never played the game, it was fun watching ------ run around and beat up on monsters. Yes vote!
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
My favourite part:
Meryl slowly, carefully walks through the area, avoiding all the hidden mines.

Meryl: So what do think?  Pretty good, huh?  Are you impressed?
Snake: Well... a little bit...
Meryl: Only a little?
Snake: Well, yeah.  Watch.

Snake runs straight through the area, safely to the other side.
This was a great run, and a blast to watch. I only have two gripes: 1) After such a perfect run, it somehow seems wrong not to have getting the 'good' ending as an objective. Yes, it would cost a minute or so watching the torture scene, but after seeing Snake walk through the place untouched, having him simply give up at the first hint of pain just doesn't feel right. 2) The backtracking required to heat and cool the PAL key is really boring, and kills the pacing of the TAS entirely. I think a Twin Snakes run of this game would be better (and faster) as you don't need to leave the hangar to heat or cool the key. However, neither of those can keep me from voting yes on this one. Good job. :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
My eyes!! My poor, poor eyes! The pain!! Honestly, the horrible scrolling makes this TAS practically unwatchable. (The music is almost as bad as well!) If you found a way to make it less painful to watch, I might vote yes (though I think goofydylan8 has a point about ending input early). Unfortunately, as it is right now, there's no way I'd want to subject anyone else to the jerky motion of this game.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
FYI, I'm still working on this. Just... very... slowly... :)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
KennyMan666 wrote:
But this is chronologically the last appearance of this Link anyway
because he dies middle of the ocean from lack of food and fresh water. ;D
Radiant wrote:
But that's okay since every Zelda game has a different protagonist anyway (I guess Link as as common a name in Hyrule as Jim is in ours). :P
I'd love to see a glitched TAS where Link runs into another 'Link', that looks exactly like him.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
And so, the flying whale leaves our poor hero in the middle of the ocean, where he soon dies from lack of food and fresh water. Stupid evil orca... (and that's a yes vote, btw...)
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Two big thumbs up. A Mario TAS is the only thing I know where a one star rating is better than a four stars rating.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Liked the previous one. Liked this one more. Yes vote.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Two thumbs up! Yes vote here.
Experienced Forum User, Published Author, Active player (372)
Joined: 9/25/2011
Posts: 652
Huh? WTF?? I don't get it... But it gets a yes vote anyway.