Posts for franpa


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Post subject: Re: #4915: xy2_'s NES Dr Jekyll and Mr. Hyde in 16:51.25
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TASVideoAgent wrote:
Stair Glitch However, this trick is not used in the run anywhere because of its tremendous setup time (300 frames) and its utility is limited where luck manipulation can do better work in a shorter time. Massively abused in the last screen.
Is it or isn't it used in this run? Seems you made a small mistake when copy/pasting the notes from your previous submission.
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One of the corridors has a hint that specifically says you need a Grenade, if it works with any special weapon than that's an odd oversight lol. Yeah I know TAS's are meant for speed above all else, I just hate that it often comes at the expense of style. If you get multiple of the same weapon that weapon will increase in level (Blue, Green then Redish) causing it to deal more damage, consume more Chips and often look different. I thought I saw you pick up multiple Sword and Sidewards Sword Beam upgrades yet the weapons stayed as Level 1 (Blue).
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ZakkyDraggy wrote:
franpa wrote:
Also the Speed Up item that speeds up the speed your bullets travel at, can wrap around back to the initial starting value, so you have to be careful to not get too many or else your efforts in getting faster bullets will be for naught! I imagine you are aware of this already though.
Actually, I wasn't. Strange, I don't think I've ever had that happen during casual play when I've picked up more Consecutive Fires than I've needed, either. Interesting. Here it wasn't necessary, though. The best firing rate you can have is a bullet every frame, which requires 5 CFs. Without any of the CFs I was able to simulate a firing rate equivalent to having 4 (a shot every other frame), so it wasn't worth bothering with any of the CFs.
I might be wrong, it's been a very long time since I gave the game a proper attempt. I know it either loops around to the default firing rate or reduces the number of shots you can have on screen at any one time though. Kinda lame that the optional corridors aren't done, they have much more insane amounts of shit going on at any one moment that it isn't even funny (Which would likely allow for more entertaining/absurd situations to happen in a TAS). They do, however, usually have less healthy but deadlier bosses (corridor 8 & 18 bosses being an exception). Watching the normal corridors being beaten it just, they just look very plain and simple lol which doesn't make for a good watch. Corridor 8+ is when they start getting interesting. Only shooting when you're right up against an object/enemy in either game mode makes the combat feel a bit lame. While avoiding lag is a nice thing to do, killing everything a.s.a.p does mean that very few things get any time to show just how annoying they can be. Surely some performance/entertainment trade off can apply here? The harder optional corridors might make up for it though. Skipping the transformation sequences I'm personally not a fan of, especially during the transition from Corridor 21 to outer space. How did you skip needing to lob a grenade on one of the entrances? How do you maintain access to first tier weaponry after getting upgrades?
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What is IMG referring to?
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I believe it only increases the size of your attack, not strength. I'm currently downloading the TAS to watch tomorrow.
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Just thought I'd ask, you don't mention the ability to buy multiple things from a shop, is that an intentional omission or did you not know about that quirk? Holding down either Start or Select when exiting the Weapon Select screen and continuing to hold the button down (while in a shop) will allow you to buy multiple things from a shop. Leaving the Shop after buying 1 or more items will mark the Shop as Closed, so you'll need the Credits for everything you want before buying anything. It's about damn time this game got a TAS, it's pretty amazing that the friggen' NES is capable of this level of bullet hell with good music, visuals and tight controls. Also the Speed Up item that speeds up the speed your bullets travel at, can wrap around back to the initial starting value, so you have to be careful to not get too many or else your efforts in getting faster bullets will be for naught! I imagine you are aware of this already though.
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I don't know if this is at all useful info for a TAS or if it has already been discovered, but you can get the Hookshot in the Water Temple before starting any water flows to the central chamber (Wii Version). There is a room with a circular platform above it, the above platform has small circular platforms dangling from it. Normally you're meant to start I think 2 water flows to get the above platform to begin spinning which also causes the smaller attached platforms to begin moving, giving you access to the smaller platforms which will then take you to the miniboss guarding the Dungeon Item. One of the small platforms is located by the passage to the miniboss (before the above platform starts spinning) and it's possible to fall on to that platform from the room above. I discovered this completely by accident the very first time I played through this game. Having the Hookshot opened up so many things I could pointlessly interact with that it made the intended route through the dungeon a confusing mess that I couldn't figure out (So many red herrings confusing me on where to go!). I ended up having to look at a guide for this dungeon and every guide I looked at was very confusing because I was always reading from the point where you get the Hookshot when I should've really been reading from the start of the guides walkthrough for the dungeon lol.
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A great playthrough, perfect even... if it had no glitched warping. Not to sure about a no glitch warping run with a different player character, I would rather such a run with the default characters if at all possible. All Boss Any% and All Boss, No Out Of Bounds 90% could be 2 kinds of playthroughs.
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Thanks for the information.
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http://archive.org/download/ultimatedoom-tas-episode4-akse/ultimatedoom-tas-episode4-akse.mkv Media Player Classic can play beyond 3:37, but you can't seek beyond 3:37. Clicking beyond 3:37 on the seek bar will fast forward you to 3:37 and you can't drag the slider beyond 3:37 either.
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Alyosha wrote:
shooting (and the shooting animation) make the clips go much faster, by bout a factor of 2 as far as I can tell, so the shots are definitely needed. I will test that route, interesting idea. @jlun2: good question, I have never tested it, I guess I will throw Harry against a wall for a while and see what happens. In other news, I just successfully clipped through the 3 walls to get to the girl and saved over 6 seconds! Look like there is still more to this game yet!
Good, the less music available to listen to, the better.
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Aqfaq wrote:
franpa wrote:
Okay, but then why 2 and a half months after such TAS's became acceptable?
Akse is just being polite by not crowding the submission queue with Doom submissions. It is a nice thing to do, because it gives the site encoders time to learn how to handle Doom submissions.
Okay, thanks for the clarification and explanation.
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The Green Herring wrote:
That's because it predates Doom TASes being allowed for publication, like Akse's other TASes. This was stellar work when first released and still is today. With optimal movement (without instant "TAS turns"), skilled use of a wide variety of tricks, and nonstop action, this is a shoe-in for Moons. I vote "Yes" on this one.
Okay, but then why 2 and a half months after such TAS's became acceptable? Was the author waiting to see other TAS's to see if there were any new tricks they could try to incorporate in to their existing run?
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Question: Why was this submitted so many months after finishing it?
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Not sure how they explain the transition from a cliff to inside a mine shaft when transitioning from 4-1 to 4-2. Not sure why they dd the jittery background stuff, the background in 6-2 clearly demonstrates there is a better way to do the background. The background in 6-2 not only doesn't jitter, but it is also a billion times more diverse, varied and detailed than the jittery backgrounds and doesn't make you want to vomit too. Aside from the god awful jittery backgrounds that don't look like anything special, the visuals are a ton nicer (But less grittier) than the NES game, the frame rate is a consistent 60FPS the entire time and the console doesn't have the awful sprite limit/flicker fuckery. The music isn't terribly good, but at least it isn't obnoxious or feature painful instrumentation. It features the NES Sound FX if I'm not mistaken?
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Picture clarity is worse, but the frame rate is notably better.
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Warp wrote:
In more modern consoles with flash ROMs and support for firmware upgrades, would you consider it valid to use a custom firmware (that allows doing things that are not normally possible)?
That's not a suitable comparison. Doom supports X and Y, most things provide X input, some things provide Y input, you want to ban the use of Y input because... it's less popular? In your example you're talking about modifying a console to support more than it originally supported, extending its support, or changing what it supports.
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Mothrayas wrote:
franpa wrote:
Why 30FPS? Doesn't the game run at 60FPS? I remember playing the first world and gameplay was a ton smoother than what I saw in that Youtube video.
The YouTube video is just a choppy upload, which looks to be closer to 15 FPS. I think Syobon Action natively runs at 30 FPS, which is still good enough for reasonably smooth gameplay in most cases.
Okay.
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Most games on Steam (Like 99% of games) will only offer the latest version with no way to downgrade to a previous version. There's maybe 30 games on Steam currently that will offer an option to go back to a previous version and some of those only let you go to the version before the latest version and not to an even earlier version. Unsure why more companies aren't exploiting the beta feature of Steam for this purpose, does that feature cost them money to use?
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Why 30FPS? Doesn't the game run at 60FPS? I remember playing the first world and gameplay was a ton smoother than what I saw in that Youtube video.
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Derakon wrote:
TASeditor wrote:
Spikestuff, these don't fit into the criterea. They were still done with rerecording, an AI doesn't have that.
For an AI to play effectively, it must be able to predict the future state of the game. It does that, effectively, by emulating the game and seeing the consequences of decisions it can make right at this moment. Humans do this too, just in a more abstract sense. It seems silly to mandate that an AI be required to re-implement the game from scratch when there's a working copy readily available.
It sees the outcome of moves available to it now, it becomes harder and more complex to then have it predict all the possible outcomes for each option available to it after taking any of the actions that are available now (Exponentially growing spiderweb of possibilities, notably more complex if RNG is manipulable). An AI would not be able to determine the optimal way to play unless every single possible outcome for every single action is worked out in advance for each RNG state at any moment and you may as well just TAS the damn thing to avoid all the effort you'd otherwise need to employ to craft such a thing.
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henke37 wrote:
For those curious, the game got a steam rerelease with a brand new 32 bit executable a couple of days ago. The long delayed sequel and level editor are also available.
Holy fuck, I did not expect that to happen at all. In regards to glitching through the puzzles, I'd find that rather boring in a game that is all about the puzzles. I'd rather see the puzzles solved properly, in an optimal manner. Not a huge fan of the new visual style or the sound fx they added to this new version, but it is seemingly moddable.
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Spikestuff wrote:
The subs are the exact same between the two, the only difference is timing and how long the subs stay on the screen.
So there's a 60FPS AVI with each subtitle displayed for a long period of time? The one I downloaded in the past the subtitles changed too quickly for me to read 'em without pausing the video :/
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mklip2001 wrote:
(For the final Malkil battle, the game is of course expecting you to use the Shooting Sword of the third-level Knight.)
Lol! I usually just hax through his attacks when I play this game. I stand against the left edge of the screen and shoot the sword bullets at him from that position, about 50% of his attacks will miss you in this position and for those attacks that would hit you, you can change character at the last moment for a burst of invulnerability frames (The projectiles will pass through you harmlessly while you're poofing in to the other character costume) and then change back to the Knight costume to resume attacking. Edit: Also, for those (destructible) barriers that are meant to prevent you from reaching certain areas? If you die you respawn where you died with an extra long invulnerability period, this lets you access the entire underground area as soon as you gain the Thief transformation and you can also access upper Piedup straight away as the regular knight guy (You can then sword slash the glowy beehive to make it a permanent route you can take whenever you want). I don't think these death tricks are useful for a TAS as it takes forever to kill yourself at the start of the game, their mostly interesting to those that want to play through the game and complete stuff in a diferent order (Entering the main underground area early will trap you though without a level 2 Thief costume).
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I've already upgraded to v1.9.3.
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