Posts for heldtogetherwithtape


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I turned 21 this year, acquired a taste for beer, moved from working dinner hours to third shift a couple of nights at my local Steak 'n Shake, made the mistake of trying to mix third shift and a full college course-load, celebrated my 6th dating anniversary with soon to be wife (May 9 2015 for those wondering), and started a gunpla group on facebook with one of my work friends. Kind of an uneventful year in my opinion.
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The TAS works of Cpadolf, Hero of the Day, Saturn, Kriole, and Taco.
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Bisqwit wrote:
My cat died today at an age of 6167±2 days.
I'm sorry to hear about your loss, it's always difficult to lose a pet.
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Approaching 21.5
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jlun2 wrote:
Not sure where to post this, but why do graphical plugins seem to have an influence on whether games work on mupen? How do they cause gameplay differences? :o
Might be wrong on this, but I think the reason why plugins matter is an accuracy thing, working under the assumption that the plugin itself is what's handling the graphics processing of the emulator and not the emulator itself.
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Neat article, should come in handy for my future C programming ventures. Memory management isn't exactly my strongest point in C.
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jlun2 wrote:
Dimon12321 wrote:
No, I use frame-advance! I just checked the speed of my running: on Mupen64's 10% speed I run faster than on Bizhawk's 12% speed, but on normal speed I run the same speed on both emulators! I just need to get accustomed!
If you're using frame advance, why would play back speed even matter? >.>
I know it does matter in at least bizhawk. I found when I was doing my Mega Man run that having the emulator set to a lower speed would cause a delay between frames when frame advance was used.
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CoolKirby wrote:
Also, does saving the animals qualify this run for the "Best ending" tag?
Since this ending is the only one that would allow the animals to appear in Metroid Fusion alive, I would say it probably would.
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Maybe what PikachuMan is implying is to do a TAS of both games on one input?
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I'm sorry to see that you're putting this on indefinite hold Angerfist. I was really looking forward to this and still think you're one hell of a TASer for taking on a project this massive. I think you should be proud of the progress that you made on it.
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Baka94 wrote:
I just completed my first practice run with the result of 25% items in 1 hour and 6 minutes.
Nice job, that's better than what I can do for realtime any%.
Baka94 wrote:
As for Phantoon the two Wave/Spazer shots and one Wave/Spazer/Ice shot thing doesn't seem to kill him.
I never said that it was the best way of killing him. That strategy is basically an alternate to using super missiles and causing long waiting periods during the fight. If you want a better strategy, maybe try the wave powerbomb combo strategy from metroid2002, or if you're up to it you could attempt to try and adapt the missile Doppler strategy for realtime.
Baka94 wrote:
For Draygon, well he's just hard with so few items. I was thinking of getting one more Super Missile and Power Bomb expansion along the way to make him easier.
If it helps you to do so, then I'd say do it. I'd say that until your comfortable without the extra ammo, you should do whatever you need to let you speed run comfortably.
Baka94 wrote:
Also, for the Shinespark thing on that YT video, I think that guy who made the video used cheats. It's impossible to activate Speed Booster and Shinespark in space that short.
Like amaurea said, Saturn's Draygon kill video was recorded with tool-assistance and makes use of the super-short charge on the tasvideos game references page. While super-short charge might not be doable in realtime, a normal short charge can be done by tapping the run button on the right frames of Samus' walk cycle. A normal short charge is short enough to be done in Draygon's room, and shinesparks can damage Draygon.
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Baka94 wrote:
Well either Shinespark doesn't damage him or it's just weak. I used like 3 Shinesparks on him and I didn't even see change in the colour of his belly.
http://www.youtube.com/watch?v=PWJmcIqTlPo Judging by Saturn's quickest kill demo, it looks like you need to shinespark closer to his head than his belly, maybe give that a try? Edit: If all else fails, there's always trying to refill your supplies off of his gunk as you fight him.
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Baka94 wrote:
Okay. Few more questions: 1. Should I practice with the items on that I have at the point of the game I need to preform this? (Morph Ball and Bombs are probably the only ones) 2. Where should I practice? In the places I need to perform this or in a room with a long flat surface? (Like Crocomire room) 3. Why do I need to release jump and then press it down again? (For some reason knowing why I need to do something (How game reacts to it or how the game registers it) helps me in performing a trick or glitch) 4. Do I hold the run button down all the time?
1. I don't see any reason to turn off any items since you only need the morphball to actually do the mockball glitch. If anything, keeping the speedbooster on would be good practice for performing the blue-suit mockball, and keeping the spring ball on opens up even more possibilities for the glitch. 2. Practice pretty much everywhere you can, mockball is a great way of maintaining speed when you can't stay running in a straight line. 3. You don't have to release the jump button and press it down again, but doing so lets you perform the mockball without having to make a full jump first. 4. I don't know if you do, but if your speed running you should be holding the run button down a majority of the time anyways. EDIT: http://tasvideos.org/GameResources/SNES/SuperMetroid.html http://www.metroid2002.com/3/ You should take a look at these pages, they're filled with useful information.
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Baka94 wrote:
Okay, I'm confused now. I don't know which instructions to follow.
Derakon's instructions + Amaurea's instructions. Run, Jump, at the peak of the Jump or after letting go of the Jump button, press the Jump button again and morph as you hit the ground and press the direction you want to go in. Try and go through the morph-to-forward direction change like boct1584 says, practice up on your hadouken.
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iirc don't you have to hold the run button the entire mockball sequence?
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Baka94 wrote:
Here are some things to ask from the changes you made: -Can I really survive in Norfair's hot rooms with just 2 Energy Tanks? -Is it possible to get to Wrecked Ship without Grapple Beam?
1. That's why you fight Kraid and get the Varia Suit before going to Norfair 2. The grapple beam can be entirely skipped. Also, if you need another energy tank, there's one that you can get almost right away after beating Kraid, in the room with the 4 Beetoms.
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Post subject: Re: Super Metroid - Any % Speedrun Plan/Help
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Baka94 wrote:
Hi, I'm currently planning/practising a any % speedrun for Super Metroid (Don't know yet if I'll post it anywhere. If it ends up begin good enough maybe to YouTube and here.) and I wanted to ask is my speedrun plan good. Here it is: Complete the Space Colony (a.k.a. Tutorial :D) Get Morph Ball and Missiles (Only the first one. Or should I get both?) Get Bombs (Also trying to avoid the fight with Torizo) Go to Brinstar and get the Energy Tank along the way Kill Spore Spawn and get Super Missiles (Wasn't there a Spore Spawn skip?) Get Charge Beam and the Missile Tank near it Get Spazer Beam from Red Soil Brinstar Go to Norfair and get Hi-Jump Boots and the Energy Tank along the way Kill Kraid and get Varia Suit Return to Norfair and get Speed Booster Get Ice Beam Get Power Bombs from Red Soil Brinstar Get Grapple Beam Go to Wrecked Ship Kill Phantoon Get Gravity Suit Go to Maridia Kill Draygon (?) (and get Space Jump if it's faster to use it) Get Plasma Beam Return to Samus' Ship Use Spacetime Beam to trigger ending I also need tips for Phantoon as I found it really difficult to kill with 2 Energy Tanks If you have anything to change to the list feel free to copy it and paste edited version (Please use green text for added step, red for edited step and strike through for step that I should skip, or something similar so it is easier to read)
I'm certainly no route planning expert in this game but here's what I'd do for a space-time beam ending route: Complete the Space Colony Get Morph Ball and Missiles (Probably only the first one, unless you find yourself hard-pressed for ammo as you do practice runs.) Get Bombs (That I'm aware of, Torizo skip still can't be done without tool assistance on NTSC-JU, but I don't know which version of Super Metroid you're using.) Go to Brinstar and get the Energy Tank along the way Skip Spore Spawn Get Charge Beam and the Missile Tank near it Get Spazer Beam from Red Soil Brinstar Kill Kraid and get Varia Suit Go to Norfair and get Hi-Jump Boots, Energy Tank, Speed Booster, Ice Beam, maybe the Wave Beam too Get Power Bombs from Red Soil Brinstar Get Grapple Beam Go to Wrecked Ship Kill Phantoon Get Gravity Suit Go to Maridia Kill Draygon (Probably skip the Space Jump, it probably won't get used too much being that close to the end of the run) Get Plasma Beam Return to Samus' Ship Use Spacetime Beam to trigger ending As for tips for fighting Phantoon, iirc you can dodge the flames with pseudo-screw attacks. Avoid using Super Missiles on him until the final hit, or otherwise he'll go into a fairly long attack sequence during which you can't hit him. An idea to consider would be picking up the Wave Beam while you're in Norfair so that you can use the "beam-swapping" strategy against Phantoon (hit him with 2 charged wave/spazer shots, then pause and turn ice on and hit him with a charged wave/ice/spazer shot). Having the Wave Beam would also increase your shot damage, which would come in handy later on when your fighting Draygon, especially if you can't manage to short-charge shinesparks to try and shinespark kill him.
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Yes vote for crabwalk of death in the final fights.
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That happens to me with Opera occasionally, so I don't think that it's a Chrome exclusive bug. Opera and Chrome have been using the same layout-engine since Opera 15 and Chrome 28, so I feel like the bug is probably related to that.
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I'm gonna go ahead and throw in a yes vote for this. Think there's any possibility of a all missions TAS for weapon master mode?
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jimsfriend wrote:
moozooh
The only obvious choice.
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My fiancée usually either watches, surfs the web, plays her own game, or depending on the game sometimes plays with me.
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Patashu wrote:
I think if you are going for something like all gold crowns or all max scores, no-clip is redundant (because by definition you can't use it to skip important parts of the stage where you need to get points!)
I suppose one could argue that clipping could still be useful for all gold crowns or max scores, since that could open up some time saving shortcuts for collecting gems/coins without using the intended path to them.
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Post subject: JXQ that song is hilarious.
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sack_bot wrote:
JXQ wrote:
I think this game has so much more potential for an entertaining TAS. The excessive clipping makes for a less entertaining run from the aesthetic perspective, and also makes the TAS so much easier that it's not nearly as impressive to me (and thus I am less entertained). Each level gives a gold/silver/bronze crown at the end depending on how much coinage you got. This takes into account coins collected, diamonds collected, time remaining, and I think life remaining as well. When you get lots of golds, you open up some secret levels which are different from the rest of the game (this may also change the ending? I can remember). I think a no-clip all-golds all-levels run would show off this game the best. Perhaps even "high score" ahead of fastest time (remember that a high score still encourages fast play)? Either way it would require a lot of planning.
Also, if I skip the score countdown, I don't get the points. And there is secret levels. They don't change the end. You can also buy the gold crown for a level at the shop.
Does buying gold crowns from the shop count for a level completion, or does that just get rid of the need to collect tons of riches in a level?
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TASVideos Grue wrote:
om, nom, nom
Well, I gave it my best shot. Maybe I'll get around to making a second version some day, but I don't know when that'll be. On the bright side, we have a point of reference for this game now.
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