Posts for goofydylan8


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Experienced Forum User, Published Author, Experienced player (509)
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Mukki wrote:
By the way, I contest the idea that NES is tapped dry. There are a bunch of games that have not been done and there is the possibility for 100%/low-glitch type runs for a whole bunch more.
I am mainly quoting what people post on all of my rejected runs. I love TASing NES games as shown by my submission history and agree there are more left. My problem is that before I started TASing I had only ever played 2 or 3 NES games, so I didn't really know what games were good and sort have just had to follow suggestions or guess and hope for the best. That is why I am trying to invigorate these suggestion threads so that we can fill out more of the runs people want to see, even if they do not want to make them.
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AngerFist wrote:
Point me to where he warped. Warping does not automatically mean it's tas exclusive. He pressed 90-95% right during the whole movie. There is nothing impressive in that. As a viewer, I did not feel a bit the author faced troublesome challenges to use superhuman skills to overcome them. The game also looks awful and the run was unfortunately not entertaining at all. I am doing my best to be objective as possible but I truly do not understand how 5 people have given this run yes vote.
The warps are each time I hop through the door. I get teleported to a warp stage that then skips me ahead levels based on a RNG that had to be manipulated to both give me the proper 6 level warp and so that it would optimize the gold coin gathering. In total it skips 10/21 levels (since you have to do a warp stage to get through them) and is the most that can be skipped in the game as it collects all possible gold coins up to that point. Also I was not expecting the extent of the positive feedback that the run got and I am completely OK with you voting as you please, but since I enjoy the discourse of defending my run I have to say it was superhuman. If you watch even a few minutes of the video Rayas posted you will see that this is an extremely difficult game requiring very precise movements to go through. I will agree with you that it is not very entertaining on its own but I feel it is incorrect to say that it was not the use of superhuman skills.
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NitroGenesis wrote:
Also, when you say "takes no damage", do you mean it would have been faster to take damage but you decided not to?
It wouldn't have been faster. I am used to just putting descriptors there, like if someone wants to watch a group of runs that take no damage they could search for it. Taking damage in the run means death and starting over the stage which is very much slower. I can remove it if it isn't proper protocol as I have looked and seen that there is a category for "Forgoes time saving damage" which could be confused with what I entered
Experienced Forum User, Published Author, Experienced player (509)
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feos wrote:
Fast encode is processing.
Thanks for yet another encode for one of my submissions.
Experienced Forum User, Published Author, Experienced player (509)
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NitroGenesis wrote:
I'm workin on POWER BLAZER! *shameless post to garner input for my wips*
Hasn't actually posted any WIPs My Astro Boy WIP up to the bells is nearly identical to his so if I do finish I would imagine mine would be around the same length as his, maybe a couple seconds ahead to optimization. I am not sure if I am going to continue it right away or put it on the back burner.
Post subject: Famicom Wishlist
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As the name implies, this is a list of games that people would like to see ran that were Famicom exclusives. As it has been said many times lately the NES library is really close to being tapped out but there is a much larger collection of Famicom games that were never released in the US that could make for a good run. My goal with this thread would be to have people with knowledge of Famicom games to put suggestions of games that they think would be good runs. If the moderators believe this thread is too similar to the NES Wishlist thread (which I disagree with because there are almost never non-NES games on that page) feel free to merge threads. Here are a few I am looking into: Tetsuwan Atom (Based on the Astro Boy anime) Yōkai Yashiki (Famicom Disk System, English name Monster Manor, looks good
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Rayas wrote:
There's a song on the game's music ! http://www.youtube.com/watch?v=1QFtYRKy8T8 Another GCCX featured game gets killed, can't wait to watch an encode!
I didn't really know anything about this game when I started playing and I had never heard of GCCX, but I just watched the episode this game was featured in and thank you for bringing it to my attention. That is a funny show. Also, this game is apparently way harder than I had guessed. That episode shows that it is one of the hardest games they had played. I wish I knew more about Famicom games so I could find others like this that are hard or well known in Japan but not really in the states.
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I think the line breaks version looks better as well. Sort of off topic but currently all of the runs I have submitted do not have game resources pages. Should I post my information I have about the games I have done on there even if for most it will just be the RAM addresses and one or so tricks?
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turska wrote:
Good job cancelling your old submission. If you have any further improvements you'd like to submit, please post the movie file in this thread instead of making a new submission; the movie file can be updated without having to resubmit.
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feos wrote:
Will encode this.
Thanks for the encode
Post subject: Krazy Kreatures
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I was wondering if there would be any interest in a run of this game. Here is some gameplay footage of what a realtime run could look like. In the games you must move animals around the screen creating rows of three or more which are then eliminated from the screen. In the first round you must eliminate 4 combinations before the timer begins. This number increases up to a maximum of 11 and from then you must get between 5 and 11 combinations each round. Once the timer begins you can press B every other frame to speed up time and end the level in less than 20 frames after the last combination is made. There are two ways I could see this run going. The first is a high score run which would be extremely difficult to TAS. You can get combinations that stretch the whole screen which are worth increasingly more points and in addition the position where each animal lands is completely random and your piece movement and the number of times you press B affect where the other pieces will land. This would also be a longer run than the other option with 32 rounds it could take a while potentially. The second option, and the one I would prefer to watch and take part in, is an absolute speedrun. In this version you would simply try to make the required number of combinations in the shortest time possible and then B to speed up time and move on to the next level. This version could be done super quickly with most combinations formed essentially as soon as pieces land. Here is a taste of the second version. It only finishes the first two levels and I am sure is suboptimal but I think it gives a nice view of what the complete run would look like. These first two levels only take 17 seconds and are extremely quick. Also if the rest of the levels took 17 seconds each (which is a HUGE exaggeration) the whole run would be 8 minutes 47 seconds which is short enough for most to sit through. Ideally the run could be less than 4 minutes long, but again I don't really have an accurate estimation. If anyone could give me feedback on either my short WIP or the idea in general it would be appreciated. Would this be a run you guys would like to see?
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They deleted the version that I had voted on (site is not doing too well today), so I just want to say again Yes vote. The improvements over my published run are impressive. EDIT: I also wanted to say, since it isn't listed in the submission text, that while this is a 00:34.43 second improvement over his previous submission it is actually a 01:19.53 improvement over the current published run. Crazy improvements.
Experienced Forum User, Published Author, Experienced player (509)
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John11 wrote:
On another note, for a while I've been thinking that votes should be separated into votes of people that have played the game before versus people that haven't. I've seen videos on the site that are voted low, but I still have gotten a lot of enjoyment out of them since I'm familiar with the game. Also, It'd be nice to know what videos are entertaining to watch even if you haven't played the game. There are some high scoring videos on the site that I just don't enjoy because I'm not familiar enough with the game, but some are really great regardless.
When most videos on this site already only have from 1-5 votes I do not think segmenting that value will help in the rating at all.
moozooh wrote:
1. Ratings could factor in the mean values of each voter's personal rating history and the amount of movies watched (you can see these bits of statistics right now in our forum profiles under the "How this user rates movies"). User A who watches and rates a lot of movies and assigns to them the full spectrum of votes from 0 to 10 is expected to have a better idea of a movie's merits than user B who only votes on a few selected movies and tends towards giving out 10/10 indiscriminately. This doesn't mean that user B's 10/10 vote will drag the rating down as if it were, say, 5/5, but it does mean this vote will be more easily offset by a lower vote when calculating the average. This measure alone will rather efficiently deal with lurkers registered to namevote a handful of familiar games or TASers, as well as diminish other kinds of abuse, since one would have to involve themself with the community and acquire themself with different kinds of movies in order to give more substance to their votes. 2. Authors' votes for their own movies, at least on the entertainment side, should have considerably lower weight due to the heavy bias involved. This bias is normal and expected; usually players have a lot of fun working on a TAS, which translates into the vote if they decide to cast it, but this entertainment is largely based on the process of TASing and not purely the result as would be expected from the rest of the viewers. 3. Instead of assigning the highest weight to staff members by default, it would seem fairer to do that to highly experienced players, as defined by player points (perhaps 1000 and above?). People with expertise in backend coding or publishing can't be expected to have the same, let alone higher, expertise in TASes as players actively making them. Besides, most of the high-rank players are judges anyway.
I like number 1. It follows along the already established rules of weighing user votes and it eliminates what could be referred to as the Legend of Zelda Ocarina of Time voters who either are relatively new hardcore Zelda fanboys who consider any OoT run to be the greatest TAS on earth, and also accounts for those who vote only on the run to give it a bad review. I am sort of surprised that it hasn't been implemented to prevent authors from rating and voting on their own runs. I am completely for this rule or even putting in place a way to prevent the rating from happening at all because voting on your own movie is the least biased opinion on its entertainment. I also agree with point 3, but less so than number 1. I disagree with this point because there are many members of this site who contribute greatly and have a good eye for quality but do not have a published TAS. mklip2001 has never submitted a run but his opinion of what is a good TAS should hold way more weight than my opinion even though I have multiple published runs. He just has a better eye for quality even though he hasn't submitted a run yet. Overall I agree with this idea and would add, as I have said before, that the staff should add a separate "rating" rank to the users to incentivize rating so that more people do so eliminating the movies with only 1 or 2 ratings.
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Spent the last week or so watching zfg1 setting world records in real time anxiously awaiting this run. Yes vote.
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Voted yes. Huge improvement as others have said. Good to see the tricks you were able to put in to beat it that much quicker.
Post subject: Re: #3576: Abahbob's NES Dick Tracy in 19:15.88
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DarkKobold wrote:
Sadly, I think the NES library is pretty tapped out of good titles worthy of publication.
We will see about that. Challenge accepted
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Alright here is my updated WIP. It finishes the game in 10:59.32 which is a 01:39.40 improvement over the fastest TAS WIP in progress I could find up to the last level as they do not finish it. It is also a little over a 4.5 minute improvement over the SDA run. After finishing this WIP I can see why this game has never been TAS'ed. It has extremely clunky controls, the animation is sometimes slow to update, and your character gets stuck or stopped for the dumbest reasons. Also the last boss is needlessly difficult in comparison to the difficulty level of the rest of the game and sort of cheap. This was really a learning experience throughout and I am confident I can beat this by a few seconds if I optimize my movements in the first levels with tricks I learned later on and if I figure out a better strategy for the last boss. Some points to consider while watching: The fastest motion is running followed by jumping and then walking. To run you can press the direction for a frame, release for a frame and then press again. Sometimes when you land the character gets "stuck" and you float around at 0 speed for a number of frames up to 10+. You can get out of this by firing the freeze gun 14 frames prior to the released frame. At the beginning of each level regardless of where the character is positioned it starts with the game believing your character is on land. This means that on vertical levels you can be moving upward and halfway up the screen before the character even appears. Here are some improvements I know of: Intro can be reduced by 8 frames through pressing start earlier than I did. First boss may be able to be improved by a few frames by skipping the shooting thing as it does not need to be destroyed to finish the level. In the first few levels I can better use the shoot 14 frames prior trick to start running faster. In some situations I jump over an enemy when it would be quicker to jump for 1 frame and firing in the air. The last boss can almost certainly be improved as I essentially just rage quit and went with an easier strategy than the optimal. The damn balls that float around the screen cannot be destroyed, they only disappear when they are no longer in screen, and lock up your character until you fall off the screen and die. They can be avoided by destroying the sac things that are shooting them out but they each have almost the same amount of health as the boss does so it would take way too long to be feasible Overall it is a pretty good effort in my opinion but it can be a little bit better. I would be greatly appreciative if you would post your opinions and critiques
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FractalFusion wrote:
Just to let you know, both the high score run and the physical challenge run desync for me. I'm using FCEUX 2.1.6 svn0 and I tried both Old PPU and New PPU.
That's strange. I must have done something wrong. Oh well, they weren't being submitted and wouldn't have been accepted anyways.
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I really didn't find it all that interesting and don't believe it will be published. The kick than throw, kick than throw got boring fast. I would be more welcome to this if there was a submission text (even poorly google translated) that explained what made this run distinct from a well played real time fighter.
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mklip2001 wrote:
I'm voting Yes, but I imagine a lot of that vote is nostalgia.
I really enjoy your descriptions of why you make the votes you make. Makes it clear and concise why the decision was made. This is the first time in my memory where I didn't vote the same as you either before or after reading your descritpion. It feels strange.
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I ended up voting Meh. I would be fine with it being published as it would be another, seemingly, technically sound movie to be posted for the NES but voted Meh instead of yes because it was damn boring. I made it about 10 minutes in before I began hopping around until the end.
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feos wrote:
Started a 2-player run. Saved 39 frames at the 2nd level start. Nothing special to look at though, just fighting lag and doing optimisation. As for the pause trick, I hope you can pause before every boss move to make him make a different one, unpausing at different frames. This promises the bosses making the same (fastest) move all the way :D I don't feel like redoing my run, but you can take all my levels and just edit bosses, adding me as a co-author. Just fix the flaws I mentioned. And yes, make a smaller jump to finish the ball room faster. Try different options. Be sure to use taseditor branches.
Good to see that the 2-player run is being improved as well. I haven't got to the second boss yet but I am hoping this will work out too. If I can manipulate movements I can save a few seconds on each bet. I am going to redo it and we will be co-authors. I wasn't sure whether or not it would be worth it but then I tested it out and it definitely is. You underestimated the power of the red ball glitch on the first boss. Improved that boss by 00:10.62 seconds using that glitch. So regardless of how the other bosses turn out we should have an extra 10 second improvement.
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feos wrote:
First, there are NO boss patterns in ROM. All their moves are tied to timer (0x2D) and selected during the fight. The timer keeps ticking during Pause, so we may try to affect the bosses not (only) by changing the frame of entrance, but by pausing too. Second, the game contains more lost balls and stones, but all of them aren't accessible in 1-payer run. And only 1 (besides the ball in boss 1) can be picked with 2 players. Black circles mark balls, red ones mark stones. Thanks to Lomax for all this info!
Does that mean it should be possible to manipulate the boss to drop two balls each round and other boss movements through pausing during the levels? If so that could be a solid amount of potential improvements. Good to know. I guess that means the boss one would be the only one to experiment with then. I can't imagine picking up the balls in the 2-player run would improve anything since they can just throw the second character but maybe the 1-Player boss could be improved.
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I know next to nothing about this game so I won't be able to help but for the others who would be able to help it would be easier on them if you post your input file so that they can see exact frame input. Also there is already a thread here where there have been a few WIP's and some discussion. Again, I don't know how optimized they are but that would be a good place to start if you didn't realize.
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feos wrote:
Post #66316 Thread #1706: Low G Man Post #114289
Thanks. I was finally able to look through those posts and the best attempt I could find was 20.55 seconds behind at up to 2-2 so I am solidly beating that run. He does beat my intro by 8 frames though so I will most likely redo (or hopefully if this game is random free hex in) the intro and test out a few strategies he has on some levels. Every level is beat by over a second but I am fairly confident most of that is from his not maxing his spear weapon so I will need to check if a couple of his routes that I didn't think of which might save a little time but I am not sure. I will post a new WIP when I get back to some point between 3-1 and 4-1. I am thinking this run might be under 12 minutes but I really do not know about that figure. EDIT Nope all items are based on a RNG as I should have guessed. That means to add in the 8 frame improvement I have to start again. Oh well hopefully it will result in an even better movie.
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