Posts for eternaljwh


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Input animation (or lack thereof) is a part of a submission, and can contribute greatly to entertainment. (See Mister's SMW run for another good example of this)- so it was a vote related to the content. Even if he didn't watch it first. *waggles admonishing finger* ...also, my sarcasm detector is very very broken- I can't tell if your suggestion is in Queen of Hearts earnest ("Off with his head!") or not. Text conveys tone very poorly- and the rules suggest not using it, if only in a context of not confusing people whose first language is not English. It confuses native speakers too.
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alden wrote:
Second comment, and voted no despite not having watched it because of no input animation [...]
Zurreco wrote:
I didn't vote No, but someone else did without leaving a post [...]
Pardon, good sir (or madam), but I believe you are mistaken. [/monocle] edit: I couln't find a link to the script either- one containing two SM scripts (the skip-cutscene and the show-interesting-things) had expired.
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I did like the Kirby+Pikachu thing- the problem with that and falcon/yoshi is that you have a do-nothing player instead of a CP. I liked the team fight, and I didn't know about the grab+thunder trick before, and the teamwork was nice and cleanly executed. edit: comments on Blaze's youtubed TASes, not the run under consideration in this thread. Argh?
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GeminiSaint wrote:
Aww. For a moment I thought you'd save the Super Metroid from its ill fate, but I guess destiny can't be changed.
I don't know, the Super Metroid Hatchling Egg did get left behind...
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Fire (and Fire/Fire) would be fastest but rather boring. Ice/stone is also faster than running for several seconds per activation, though you'd have to optimize when to stop and restart. Would be better to see a all-shards run which used interesting/difficult(Ice/cutter Skates, anyone?) /funny(ice/bomb snowman, ice/stone curling stone) abilities in a variety of ways. Also, make display of the various uses of enemies held overhead- it took me a long time to notice that they'd put in this very neat feature.
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Watched, enjoyed, voted yes. Would probably be better if more/different items were used (2x beam sword is slightly wasteful in entertainment, though it is basically the best offensive item). Bat->Spike was good, setting the Mario Bros up for bomb was good, the bat-stance at end of team was good... I think pacifist would've been better for Metal Mario, I'll go try and see if what I remember doing to manipulate it works on V. Hard. [offtopic] There are a couple of debug levels left in the game, and you can play on Race to the Finish in VS mode with a simple GS code- and it is possible to KO through the walls there, though not reliably until 600, not guarantably on 999 weak hits. Fun times. [/offtopic] On another note, though Master Hand should be slower with any other character due to the Million Billion Kicks' (yoshi d-air) unreasonable damage potential, a light character might be able to get through RttF faster by being hit properly from the polygons, but this is an entertainment run, and Yoshi has sufficient variety. edit: Well, M. Mario will kill himself, though he's not as much of a dummy as in easier modes (go fig)- this time, he stayed away mostly and only died when he down-specialed and floated off the edge after me. But it did take less than 30 seconds.
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In my opinion, the closest relative of this series is Power Stone, for Dreamcast- both have mild platforming elements, environment interaction, randomly spawning items, and a simple move/controlset not varying in input across the characters, none of which are very common in fighting games.
Post subject: 0MG CONSP1R4(`/ 1!1oneeleven!1 (disregard this subj)
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I believe the standing rebuttal is "Yes, but that's not a good reason to publish a less-than-shiny run." I enjoyed this movie, but it could certainly be better- it doesn't look impressive. ...and you don't have to play it immediately on opening. Let it load first, perhaps. ;)
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Perhaps we will hear Singing Mountain in-game.
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"defeats per minute"?
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...but "As dead as it gets" makes it 3 kills of Bowser, doesn't it?
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in re pacifism: No, not walking off the cliff- MM's not that stupid, afaik. I got him to jump off over me to the left pretty easily though. Though not as fast as current strat, you can get Pika to kill itself due to its recovery move being just enough to cross over the rightmost tower and fall in the next pit. (Difficult to get it to jump off to the right far enough for this without a hit, but possible realtime console)
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Tub wrote:
Have you ever encountered an actual staff with +1 fire/light?
...I think I've seen 'em with one or the other, but it's been too long to properly make the claim. If we had control over RNG we'd be able to just manipulate an orb drop (and amulet and circlet) with those abilities, but that's out for a conventional run unless someone's willing to spend a looong time retrying Gheed.
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Tub wrote:
but impossible. two hand staves cannot have +x to a skilltree,
The Arreat Summit, under Magic Prefixes wrote:
Burning +1 Sorceress Fire Spells Amulets(20), Circlets(20), Orbs(20), Staves(20) ... Sparking +1 Sorceress Lightning Spells Amulets(20), Circlets(20), Orbs(20), Staves(20)
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If you want a more thorough one like I usually do PRO: Difficult goals accomplished with unreasonable ease: No damage Clear, V. Hard, 1 life- one or more of this results in the "INCREDIBLE" at the end. The Mario Bros and DK stages are high points, due to other strats being necessary. CONS: Somewhat repetitive action. Difficult to avoid, as author points out that there is only one way to OHKO the Team enemies, and there are for each character in this game 5 aerials, 9 ground moves, a running attack, 2 throws (plus pummel), and 3 specials, except Kirby- and eating enemies for their B special is slow and rarely worthwhile. (SSBB is only slightly better: 1 more special, 2 more throws, with some odd pluses like Marth/roy's alterable combo, Link/Samus/Young link's hookshot/grapplebeam...) Does Not Complete all Bonus Stages- the FAILUREs are as downing as the INCREDIBLE is upping.
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Twelvepack wrote:
The biggest thing is that he could have manipulated better staves, like +3 warmth and +3 charges early on (or something like that) but that could take almost forever to find the perfect one.
He did manip a staff of +3 Charged Bolt from shop. +3 chbolt/+3 warmth/+3 teleport would be better, but would take many more retries- and, more importantly, more manipulation of other items to have cash, if he manipulated from the store. If he could manipulate a dropped rare staff, +1 fire/lightning skills and +3 to charged bolt/warmth/lightning would be nice (maybe the other option being similar but teleport in place of chbolt/lightning, since it makes it cheaper) For the warmth, a Leaf staff could've been made, if a tir had been along with the rals the Countess dropped.
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You get something like 7 levels doing ancients at 40 if you use an older version. Similarly, jump from 20-25 on the first ancients. On that test run, the item management was pretty good generally (I'm surprised more stamina potions weren't involved in the pre-teleport range, they're cheap), main issue I saw was not getting a staff that had +3 lightning. combat-execution wise, a few more points of static field somehow would have made Ancients faster by getting them all at once, but it would've been riskier too...
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Announcer: "Incredible!" ...But I don't think it's THAT good. Manipulating a quick pacifist is possible against MM normally, though maybe not on Very Hard (it's been a while since I played), this might be interesting. (iirc, you get him to jump over you to the left- off the edge) Not completing bonus stages = bad. So, meh, which would've been yes if you'd finished bonus stages.
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The Assassin has another highly valuable skill in that regard, but it's at the end of the other tree: Phoenix Strike. ...watching that run, there's no way anything but the Sorceress would be as good. Static field + teleport (+ telekinesis) are just insurpassable.
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*reads threads* However, you could just wait frames to manipulate the banesword- if it still works on the endgames, which we don't seem to know yet. Sir VG: And what about the WSC version?
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Tub wrote:
stuff
Mana potions would be easy to get, maybe, but you still need to pick them up.
Tub wrote:
>> Cows might be useful after each difficulty to gain items lemma of luck manipulation: any enemy that CAN drop a useful item WILL drop a useful item.
Cows have relatively good loottables. Not everything can drop everything.
Tub wrote:
Go wherever your EXP is best. Then again, reaching 40 is all you'll need, so I doubt you'll do much exp-runs after level 20 - you'll reach lvl 25 as you go, from there to 40 is a matter of minutes.
Why only forty? Hell Ancients (to get into the Worldstone Keep) required 60, I thought.[/quote] As for the MF issue, it makes manipulating it easier. Not that that matters if you do the wine and hold the RNG in your iron-fisted coding, true...but static field/crushing blow/critical/deadly strike would be all desirable procs, should you be an assassin. (Probably right about the teleport though) editx2: edit: looks like he made a large mistake- using low-resolution. You can see and therefore teleport a whole 25% farther = 25% faster motion. But we're not to where he uses Teleport yet. Nevermind, he was using high-res.
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The swinging code seems fine at least... ARGH FLICKERING STATUS BAR You make what sounds a bad game look easy and eat villains for breakfast, and free Daredevil on the way there.
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Why did you grapple up to grab the dark spidey powerup at end of Court Disorder? It looked strictly bad there, and you lose the effect a few seconds later at end of level. And, since I can't seem to locate a FAQ on the game, what do those powerups do (aside from the ones that max out your ragemeter and turn you to dark spidey, that's obvious)? edit: Golden spidey action all the way. fist and web damage boosts? and you do more damage when dark-spidey?
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Local thread, NES version (FF1): http://tasvideos.org/forum/viewtopic.php?t=1421&highlight= Local thread, NES version (FF2j): http://tasvideos.org/forum/viewtopic.php?t=2867&highlight= NES TAS update pending publication: http://tasvideos.org/2057S.html Random encounters might be able to completely be avoided in this version if it's different, but it can take longer than just fleeing the encounter at times. The current run (on NES) uses Ftrx4, killing off three to reduce command input, remove item farming, and reduce flee time, and BaneSwds major bosses once it's available to instakill (manipulated). What are the significant differences between this and the original version?
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...colors a dinosaur?