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Bezman wrote:
kaizoman666 wrote:
if it weren't for the flunchers, people would be calling it one of the most creatively difficult hacks out there (which some people are already, but more people would join in).
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kaizoman666 wrote:
Mr. Kelly R. Flewin wrote:
Even TAS'd, that bored me to death.
Really? In my opinion, that TAS is several more entertaining than flying over every level in hacks like SDW. I don't see how it could have bored you that much.
Also, you have no idea how rude your comment sounded, at least to me. A ton of work still went into that TAS, regardless of whether it interested you, so don't go calling it a "horrible" TAS.
And for the record, most hacks aren't Youtube hacks. Though there is a large number of people trying to make their stuff as hard as possible, there are very good difficult hacks like Chomp or Hertz Donut. And that's not even going into the numerous amazing hacks on SMWC. Kaizo itself isn't even a bad hack, and if it weren't for the flunchers, people would be calling it one of the most creatively difficult hacks out there (which some people are already, but more people would join in).
Also, don't assume that most hacks are crappy, they're not. The crappy hacks are the minority, and only seem like the majority because they get publicized by people like you who complain about them all the time. As a bonus, there's no "unfortunate trend" in them, unless you're unhappy that crappy hacks are going away, because less are being made since most SMW hack LPers have stopped playing/accepting bad hacks. The only ones still being created are by bored people, people inexperienced with Lunar Magic and/or unable to read or understand tutorials on how to use it correctly.
[/rant]
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bahamete wrote:
gbreeze wrote:
Isn't there a blue sliding koopa in yi1?
Stun bug isn't useful there. The first permanent object is the red shell at the midpoint and it wouldn't be faster. Well, maybe I'll test the idea when we get there, but I'm sure it would be slower.
Ohh ok, I don't know why I forgot about that. I tried to do the stun glitch using Rexes but it didn't work; I wasn't sure why at the time..
Also ISM didn't use the glitch where you use two carryable sprites to push yourself through the right wall during an autoscroll. I think it may be able to save some frames in the autoscrolling levels..
An idea: In cheese bridge area, instead of flying with yoshi through the level and losing time, couldn't you just drop yoshi and swap it to get the chuck yoshi, and keep flying through the level? Umm it would save time having to start yoshi flight.
It can be done any level where there is a sliding blue koopa, pokey, or dino rhino (secret exit). I don't think the dino rhino would be used though to save time.. considering keys are usually found near keyholes anyway.
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So, what's going on with the 100% TAS? Are you guys still working on it?
I got all the way to Vanilla Dome with dnnzao & mro, though ours was quite unoptimized and slow. I haven't worked on that in a really long time though... (we were still beating Fabian by a ton of time)
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Masterjun wrote:
LYF wrote:
Everyone knows that, that was a hacked ROM.
i didnt know that as you first posted that, and its not obvious!
you can do for example this and this in an original rom
That's from the turn block bridge sprite, right? If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling..
Maybe if you can spawn one of those turn block bridges with the stun glitch :P
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I was gonna vote yes, but I saw that some frames could be saved by not actually starting the movie at all.. considering the coin will appear without input anyway.
So, unless the author will make a faster movie to replace this one, or a different TASer will step up and improve this time with the known improvements, I have no vote meh.
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Great freerun by ISM. It makes me want to see an entire freerun/glitchfest of the game.. but that probably won't happen :/ considering it's hard to come up with ideas and there is not as much motivation as a normal tas. What if the player skipped levels that they couldn't use new tricks/glitches in?
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JSmith wrote:
If you're talking about the 'all exits' run, I don't consider the goal sphere to be the same as the tape exit.
Umm... the goal sphere and the tape both get the same exit.
A level is set up to have either a normal exit, or both normal and secret. Goal sphere and goal tape both activate the normal exit event for that level, unless of course it's a secret tape exit.. like in the ghost house's.
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It's not an argument, people are just stating their opinions on what would make it best TAS possible. If people weren't allowed to do that.. well.. this forum would be pretty empty.
But yeah, I do think it's frivilous whether they use the glitches or not, and it's there choice anyway.
Anyways, should me, dnnzao, & mro continue the 100% already in progress?
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Brian_pso wrote:
If I remember right, the goal sphere glitch is not something they'd be able to abuse dozens of times by back-tracking to the same level over and over because each time you use it the distance from the level where you'll actually use the sphere is bigger since you'll have to walk past the other levels on the overworld, so I think it'll be no big deal, I can even mention the fact that they said the number of levels where it would save time is less than they initially thought (It seems that people are forgetting this) I'll take a look at the past responses to find a post that confirms my points.
The glitch can only be done in levels where there is a jumping chuck, which I remember is not very many. I may be wrong, but not many can be backtracked over and over to save time.. The most useful is probably "Tubular", because of the very early jumping chuck in the level where the glitch can be executed quickly. So you are right!