Posts for franpa


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This appears to be the same as the other except he achieves a lower (better) score.
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Derakon wrote:
I'm impressed by the pseudo-3D in the first stage, complete with showing the sides of buildings when they're near the edges of the screen. The actual gameplay is pretty bland, but seemed to be well-executed; at least, I didn't see anything obviously out-of-place. Nice work, Johnnypoiro!
I didn't even notice it during my first viewing, that is indeed quite impressive. The 2nd level seems to treat the clouds and the first background layer as sprites? As they move at different speeds to the "actual" background and the sun appears behind the clouds. It would've been tons easier to have the sun as a sprite and the clouds not, but less impressive. Anyways, there's a bunch of interesting technical feats in the game that can be easily overlooked.
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Never played the game before and am somewhat impressed at how well it sticks to the movies story (Though you did skip every skippable cutscene so maybe there are some awful parts in the game). The gameplay in the video looked very solid and well done, good job! Anyways, I give it a yes vote.
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Hmm, okay. 1.4GB downloaded right now. Edit: I can now confirm it is 3.7GB.
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How big is the download of the 720p quality youtube video? Currently at 900MB downloaded and Firefox is saying -295% complete :D
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I never realized that the 2nd last boss of the game features the title music from Double Dragon, neat easter egg. I've also done the warp death glitch on real hardware as well, perhaps excessive lag makes it possible for the game to register both directions briefly when waggling back and forth? Or an exclusive element of the PAL version (I had the aussie version back in the day)? Lastly, I didn't realize the game used actual physics calculations for stuff. I always figured it just makes the object travel across the screen and to stop it and trigger pre-rendered bounce pattern when condition X is reached.
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thatguy wrote:
franpa wrote:
Once you have the key it's just straight to the items in each dungeon and then the boss, no deviating at all which is kinda meh. It would've been way more interesting if the Magic Key was collected last or never collected at all as it would've involved doing the dungeons in more interesting ways as well as showing off the complete dungeon design better.
This seems like an unnecessary category to me. There already exists the "swordless challenge" branch, which has the same idea of completing as much of the game as possible without a specific item.
But wouldn't a 100% game (Sans sword) play out virtually identical to this run? Sure some rooms will take a little longer to progress though but overall the route would be the same. I know it's an interesting aspect to the game that you can play through the majority of the game without a sword and be unable to complete it, it just doesn't sound that interesting to me. Although I'm talking about it as though such runs don't exist, I am aware that they do already exist. By ignoring the magical key (And I forgot to mention this before, forgoing purchasing keys) the player will have to progress through more rooms in each dungeon allowing for the potential to show off more tricks, more game content and (in general) being closer to a practical real-time playthrough of the game that the average player would have taken if they played the game themselves (Which I think a general audience would find more interesting/relevant to their memory of the game). As it is now, getting the compass/map seems extremely superfluous and a complete waste of time where as without the magic key they'd still be pointless to obtain, but they would more or less able to be gotten along the way with minimal impact on progress (Collecting them in such a playthrough would feel more natural).
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Watched the whole thing and found it pretty okay. My chief complaint would be the early acquisition of the Magic Key that renders progress through the majority of dungeons bland. Once you have the key it's just straight to the items in each dungeon and then the boss, no deviating at all which is kinda meh. It would've been way more interesting if the Magic Key was collected last or never collected at all as it would've involved doing the dungeons in more interesting ways as well as showing off the complete dungeon design better. Of course such things would increase both the complexity of planning and the length of the TAS rather significantly so I can see why they probably didn't go with that idea. From a technical standpoint it looks extremely well made and polished.
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Oh whoops, I was just looking at the entry on this here forum and didn't think to check there. Sorry about that. Also 60MB for Very High Quality 30 minute video is teeny tiny, unless that's a typo. Edit: Is it my imagination or is the encode done without the "Limit Sprites" option disabled (Or whatever), resulting in Link appearing above doorways in dungeons? Kinda annoying but not an end of the world scenario.
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Ilari wrote:
franpa wrote:
Is the Youtube encode included in the submission text, 60fps?
No, Youtube doesn't support 60fps.
franpa wrote:
If not could someone please make one?
Grab some media player that can play the VHQ encode and scale that up?
Although the Youtube video player doesn't playback videos at anything higher then 30fps, the originally uploaded file is retained on their servers, served to the video player and can be downloaded via various programs/plugins. Thus my question, is the Youtube encode done at 60FPS? If yes I'll just download it and play it in a video player other then Youtube's. If it isn't 60FPS then I'll just wait and hope someone will make a superior encode.
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Is the Youtube encode included in the submission text, 60fps? If not could someone please make one? D: I ask because I don't want to waste time downloading a movie to end up having a sub-par experience.
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Pretty cool movie, I liked it. Thanks for accepting it Nach and thanks to those that made an encoded video.
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Published with no encode in the first post? Here's a link for those interested: http://www.youtube.com/watch?v=tDKDbUEeYWE
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xnamkcor wrote:
jlun2 wrote:
xnamkcor wrote:
If "Getting Bombs" is defined, in the Zelda series, as being able to get them as random drops. It could be said that you always "have" bombs and they are about the same as Rupees, and can have Zero Count without it meaning you missed an item. Also, since it's stored in the save file, would entering each map tile be a requirement for "100%"? Getting the one Ring instead of both follows the precedent set by Ocarina, where the TASer got the Gold Gauntlets before the Silver Gauntlets.
Well, I never played this game, but are the map tiles recorded onto a map like the handheld Castlevania games? If not, then I think it would be pointless. :P
Until he gets the Map for the dungeon, you can see the map being filled.
You can still see it even with the map. At least on the subscreen.
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Have never played the game before, but I'm kinda surprised at how virtually everything in the game is predictable. I mean everything has a Tell, be it audio or visual and you even have 4 life (Is that 4 hits and then 5th hit is death, or 3 hits then 4th hit is death?). Anyways, I watched it on Youtube and perhaps the 30FPS didn't help with this issue... but you looked like a hyperactive player which was kinda annoying. You couldn't just relax at all in the game and always had to be doing SOMETHING and I don't recall seeing you doing anything particularly interesting when you have to wait for something, either. Anyways, I vote meh as you did seemingly beat the game pretty fast and have a good understanding of the gameplay, mechanics and game logic.
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Ilari wrote:
franpa wrote:
It bothers me every single time. You guys might be all fine cherry picking specific versions that feature bugs that open up incredible time saving strategies, but I much prefer watching TAS's of the version that best demonstrates what the developer originally expected of players (ie: the latest bug fixed version).
Masterjun did pick the latest final release when doing this TAS. v2.1 didn't exist back then.
But he says in the description he CHOSE v2.0 even after knowing about v2.1... or at least that's the impression I got (If he did indeed begin making the TAS before v2.1's release then fair enough in this case). Also I edited in one final paragraph in to my last post.
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Odongdong wrote:
TASing the older version doesn't seem odd to me if it was one of commercial versions, DKC any% speedrun also used older one to use a warp glitch and no one didn't bother by it. Anyway, VVVVVV was one of games on my 'want-to-see' list and your speedrun didn't disappoint me. Yes vote.
It bothers me every single time. You guys might be all fine cherry picking specific versions that feature bugs that open up incredible time saving strategies, but I much prefer watching TAS's of the version that best demonstrates what the developer originally expected of players (ie: the latest bug fixed version). If you're just going to TAS the most broken version of games then... I don't really see much entertainment in that. Going out of your way to do things that have been fixed and/or the developer has clearly indicated shouldn't be possible, just doesn't entertain me at all. You're no longer TAS'ing the game in my eyes, instead you're just TAS'ing broken software. I mean which are you more likely to properly play yourself? The latest and most stable version of a game? Or a buggy/error/crash prone version? Why would you WANT to see a TAS of what you are least likely to play yourself?
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Both the GBA and Headphone modes are stereo, all that's different is one of the modes uses a filter/lacks a filter to make it sound decent through the GBA speakers as opposed to proper/decent speakers. It simply lets you toggle adjustments to the balance and/or a filter to ensure the sounds are clear using your speakers of choice. Same with Metroid Fusion. You can test it by positioning yourself so a wall is near the left edge of the display and shoot it, the impact sound will be to the left, repeat the test but with a wall to your right and it will sound like it impacted to the right! Regardless of that setting! Alternatively the setting doesn't work 100% in emulators and it really is a stereo/mono setting, the differences in audio output being a bug from borked emulation.
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Couldn't stand the game over text, so I'll vote no. Other then that it looked fine. I'd definitely vote yes for a play through that avoids the glitches that cause the Game Over prompts though.
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grassini wrote:
franpa wrote:
Man, Blizzard had way better music composers in the good old days, kinda sad seeing the shitty music their new games feature (WoW, Starcraft 2, Diablo 3 and to a lesser extend, Warcraft 3). A shame the Battle.net edition of Warcraft II, Starcraft (Maybe Diablo 2?) and newer games use shitty low quality MP3's (128kbit! amazin' yo!) though. The original Warcraft II and expansion pack feature much nicer quality CD Audio. Oh also, Diablo 3, Starcraft 2, WoW and to a lesser extent Warcraft III all mostly feature passive/ambient music and nothing very engaging or exciting. Heck Starcraft 2's music is mostly sucky ambient versions of Starcraft 1's songs cause they couldn't think of anything new.
yeah but i can't run the old one with audio on my pc so it's even worse than shitty audio. yes vote for vault pls
Pop it in to a CD player and you can hear the music fine, that's one of the great things about games that used CD Audio. Can listen to it anywhere you have a CD player.
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Man, Blizzard had way better music composers in the good old days, kinda sad seeing the shitty music their new games feature (WoW, Starcraft 2, Diablo 3 and to a lesser extend, Warcraft 3). A shame the Battle.net edition of Warcraft II, Starcraft (Maybe Diablo 2?) and newer games use shitty low quality MP3's (128kbit! amazin' yo!) though. The original Warcraft II and expansion pack feature much nicer quality CD Audio. Oh also, Diablo 3, Starcraft 2, WoW and to a lesser extent Warcraft III all mostly feature passive/ambient music and nothing very engaging or exciting. Heck Starcraft 2's music is mostly sucky ambient versions of Starcraft 1's songs cause they couldn't think of anything new.
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Of this game? Not sure. I don't mind TAS's that do use glitches but play through most of the levels (No glitching to skip a level) and stay relatively within the boundaries of the intended path within the levels. TAS's like the fairly recent Super Mario World ones where you swim under the levels or fly through terrain are boring as all fuck and then the most recent ones just glitch the game to show the end (Much like this particular TAS does), hurray?!
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Warp wrote:
feos wrote:
Warp: though now you don't raise that question, here I have something that proves the validity of such an ending. The game executes the very ending code, it is only a matter of WHEN and HOW it is being jumped to. The game's pointer gets broken and runs through RAM, then through open bus, and then reaches some numbers in the beginning of the ROM. These numbers contain the ending routine somewhere inside them. Game Over routine is somewhat related to it, so in the previous movie it also worked out. And after that code is executed, the game proceeds exactly as it does when the ending is reached the normal way.
The way I see it, there are two different aspects of "completing a game": From a purely technical point of view ("does it reach routine X, after which it proceeds to routine Y?") and from the viewer's point of view. Imagine a hypothetical situation where a game could be made to jump to is ending routine during bootup by some bug-triggering button-pressing trickery, the end result being a 0.1-second run that displays nothing else than "the end" and that's it. Sure, it might have been "completed" technically speaking, but from a viewer's perspective there's no feeling of the game having been actually played through and completed adequately. The result would be quite underwhelming. (*) It's one thing to eg. zip through walls and through most of the level at unintended speeds. At least the levels are being traversed through. A slightly different thing is skipping entire levels. And an even more different thing is skipping the entire game. (*) Before anybody brings it up, King's bounty is being completed in the intended manner: By finding the macguffin, as dictated by the game mechanics. Not really the same thing as bugging the game into jumping into the ending code.
You're not alone, each submission like this just makes me shake my head. The website is slowly becoming a hive of technical achievements instead of spectacular/perfect gameplay.
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Post subject: Re: #3842: MESHUGGAH's NES Dragon's Lair in 03:52.55
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TASVideoAgent wrote:
About the game: The game is bad. Really bad. Give yourself a favor and don't play this game. If you just wanna see how Dirk manipulates the world, watch the TAS and leave the game alone.
The game is fine, at least the PAL version is. Sure it's hard as fuck but it isn't impossible to at the very least reach the final level (as my brother once proved to me years ago).
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Is there a 60fps 640x480 encode somewhere?
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