Posts for hopper


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Yeah, what Truncated said. If a movie is already good enough to be published, a run beating that movie is almost certain to get published. If you find a game that hasn't been published before, it might be because no one has any interest in watching it.
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I love the outtake. Just when you thought this game couldn't get any weirder.
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Excellent job. I vote Yes. I'm using "Boy and His Blob - Trouble on Blobolonia, A (U)" according to GoodNES 2.01, which has a checksum of 4c7b27f8137015512f81583b4ac96c1b, but FCEU flags the fact that the movie was created with a ROM with checksum 1f2868a357f945ef892b41f2b173. The movie plays fine, and I assume you tested with the same program. Is there a header on your ROM?
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That's at the top of my wish list. A competition to get the best times on this game would lead to some absolutely amazing movies. The thing about N64 movies, though, is that most games give you the ability to change the camera angle, and switch between third-person and first-person view. Now you become not only a TAS creator, but a director, choosing camera angles for the best effect. You could hire Spielberg and get advice like, "If you switch to first person while Mario jumps on that boss, that would look much more aggressive," or "Zoom out while you do that so that people can all of the action that's going on around Mario. It's better for the mood you instill in the audience." The movie making aspect of the TAS would really become an art.
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I love the way you write. You are not a food. That was pretty clever figuring out that you could use a bridge instead of falling down the hole. This run is getting pretty polished. I vote Yes.
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No. I completed this game and got platinum on every single level. It was extremely frustrating in places and required me to play for several hours a day for several days. Since BlastCorps celebrates every accomplishment with such fanfare ("You've beaten all of the Easy levels! Let's have a ticker tape parade!"), I had high hopes for what might happen after finally completing this game. My highest hopes were a) use any vehicle in any level, and b) you can use the space shuttle in at least that one level. Rather than a scrolling congratulation message with pictures of big robots and flattery, the only thing that happened was that my rank was promoted to "You can stop now". That's it. You get absolutely jack squat. I tried going back into the game to see if anything had changed, and I can't find anything different. There is no special ending or reward of any kind.
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I'm guessing that the theory is that it's like 1-2 or 4-2, where you can see Mario's feet running along behind the score until you get to the Warp Zone. Vertical scrolling would just be silly. I like my Yoshi hoax much better.
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Wow. That was just freaking amazing. In answer to your question, Warp, you are not supposed to be able to do most of the things this guy does. Many of the jumps are very difficult to do because of the 3d nature of this game. The most dangerous part of this game was never the enemies, but falling to your death. I bought an N64 as soon as it came out and I spent months becoming an expert at this game. I tried to get every single coin in every level, which requires enormous dedication. It means getting the often tricky red coins, jumping on all of the bad guys the right way, completing every tricky slide, visiting every area, and getting the coins before they fall off of the ledges or disappear. In the case of the "Tiny Giant" area, it means doing everything as both giant and tiny Mario. The point I'm making is that this quest forced me to become an expert in this game, and I've seen and done some pretty amazing things, but I'm not half as good as this guy is. He must have damaged his brain getting this good at Super Mario 64. Give it a try. He only makes this game look easy. A TAS of this run would be phenomenal. He picked 70 stars that could be collected quickly, even skipping some entire areas. Even so, after cleaning up the places where Mario jumps into a wall or misses the target, speeding up the boss fights and optimizations throughout, and the fact that you could try even gutsier moves, it looks like a 105 star completion wouldn't be much longer than this non-TAS 70 star completion. The 15 stars that you get for getting 100 coins in a level would be the most time consuming, and a lot of thought would have to go into the fastest way to get 100 coins on each level. For the sake of speed, they would pretty much have to be collected in the pursuit of one of the other stars, which would make the quest for that particular star seem far less impressive. I'm thinking that it might be best not to bother with all 120 for that reason. At any rate, I await the day when N64 TAS runs become feasible. Thanks for sharing this amazing run with us.
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LOL! It's funny that there's still enough interest in a 20 year old game for people to spread rumors. (I'm trying to imagine what a Chinese world would look like. Maybe the screen is upside down?) In another 20 years, do you think there will be a message board somewhere that goes: "I heard that you could find Yoshi in SMB1 if you beat the game 7 times without using warps and then died in the Minus World as Fiery Luigi. Shigeru Miyamoto really wanted to have Mario ride a dinosaur, but Nintendo didn't think the hardware was ready for it yet, so he used the code they had written for it and turned it into an easter egg. Has anyone heard of this?"
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Okay, this is getting painful to watch. A human thumb can only hit a button on a controller a few times per second at best, so for many video game consoles in the 80s and 90s, third party, and sometimes even first party, manufacturers produced controllers that would cause a button to be pressed dozens of times per second when pressed (turbo), or just fire automatically all the time (auto-fire). These controllers were common and helped in some, but not all games. If you're planning on submitting a movie to Bisqwit's website, you're going to make a "tool-assisted speedrun", which means that you use the special features of an emulator to play as well as is conceivably possible. You do this by rerecording every jump, every stage, every SHOT, until everything is perfect and can't possibly be done any faster or better. To assist you in doing this, you will reduce the emulation speed of the emulator to just a few frames per second or, better yet, use a feature called frame advance to control what happens in every single frame. Such features are emulator specific, so read the instructions for your chosen emulator for questions about this. You would never used autofire in a tool-assisted speedrun because a) it's not necessary, because you have an infinite number of attempts to shoot everything that you're trying to hit, and b) you never miss a shot in a TAS because it doesn't look cool. In a TAS, every shot hits something and everything is played perfectly so that everyone is impressed with how freaking amazing it looks. If you're submitting a movie, forget about turbo and auto-fire. You don't need them, because for one brief shining moment, your emulator will cause you, and any other human being, to no longer suck at video games.
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For that matter, there was a rumor back in the day that there was a second secret level called "The Chocolate Factory". It was popular enough to be mentioned in Jeff Rovin's popular "How to Win at Nintendo Games" series. It should have been pretty obvious that you can't make anything that looks like a chocolate factory out of the characters and sprites in SMB, though the minus world is instantly recognizable. Some people have nothing better to do than convince other people of easter eggs that don't exist, like playing as Luigi or Ninja Mario in Super Mario 64. A rumor isn't "confirmed" until someone proves it, so remember to remain skeptical when something sounds too good to be true.
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I made what I considered to be a perfect run of the first world in November 2003 using extreme slowdown, but not frame advance. It was my first TAS project. The trick was figuring out where to use magic to speed up the run, and it was clear that the hero was going to look awesome moving through dungeons wiping out enemies with both sword attacks and magic. I stopped during the hectic Christmas holidays and was getting ready to start again in 2004 when something terrible happened. I was offered a job! The money was just too good to refuse, so I was forced to become a productive member of society and had no time to work on a TAS any more. Fortunately my employer screwed us over royally and changed the job description of everyone in my centre, forcing everyone to do two miserable jobs for the price of one, or quit. I was among the unhappy masses who quit. The moral of the story is, make sure you organize a union! Actually, the moral of the story is I have time to work on this again, though I'm not sure if I can find the motivation. I've been depressed since I lost my job, my cat, my girlfriend and a family member over the course of a few months, so I'll have to see how much patience I have for a speedrun on such a large game. That, and I got more than double the required score on a government competency test, so I just know that if I start a speedrun, they'll offer me a job and I won't get to finish.
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Crap, it was the full run that uses Fiery Mario. What threw me was the necessary wait after the pirahna plant (where Mario must run past the pipe) before the water stage in 8-4. It reminded me of the improvement that was made in SMB2J, in which time was saved by shooting a pirahna plant instead of waiting for it to descend. Between the first two Japanese Super Mario games looking so much the same, and the warped and warpless runs of SMB1, I got confused. My bad.
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I'm surprised to see a new record run that doesn't collect any power-ups. There are clearly places where Mario needs to slow down because he can't shoot an enemy, so there must be must be enough of an improvement over the old "power-upless" strategy to compensate. Would you care to elaborate on what those improvements were?
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Cool. I was wondering if someone was going to make good use of that bug. Yes vote. Yay! One less Famtasia movie on my hard drive!
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Why did you use the PAL version of the ROM? The precedent version uses NTSC.
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Wow. That was pretty impressive. I think this game must hold the record for having the most enemies in it. You can 50 of them on the screen at the same time, and there's 100 levels. You fought, or just ran through hundreds of enemies. Tremendous job. Yes vote.
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That's a pretty big improvement.
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When I say that it's not hard, I mean that scoring again and again is simply a matter of trying again and again until you successfully steal the ball or get a basket. It could take hundreds, thousands, or even millions of re-records to pull it off. But it's just the same thing over and over again. What it requires is patience. It doesn't require creating a longterm strategy, like the clever Dragon Warrior run. It doesn't require coming up with an amazing new way to save time by overcoming an obstacle in a way that shouldn't be possible, like Mario running through walls in SMB1. It doesn't require a team of people to think about and discuss ways to beat existing records like most movies do. It requires only one person to try again and again and again to steal the ball and get a basket. It's one strategy, repeated the whole game, attempted until it succeeds. Patience yes, but where's the skill in that?
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That would be faster, but he wasn't going for fastest time. There's not much point in a speedrun on a game that has a fixed time limit. He's going for highest score, which is why it's so boring. By the time it's 400-0, it clearly isn't a challenge. It doesn't take any skill to make a run like this, which is why sports games generally aren't suited to this kind of movie.
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Well that certainly got old fast. That was worse than the MK2 run. I see absolutely no reason to watch that for 14 minutes. I think you should work on something more substantial, which probably means no sports or fighting games. Anyone can manipulate luck and use the same fighting move 10 times in a row, or keep stealing the ball and getting 3 pointers. Show us something that requires creativity and skill. Voting No.
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Well, let's see. You do the exact same move every single fight. I believe that a fighting game can make an interesting speedrun, but this isn't how you do it. Why don't you try Killer Instinct and juggle the crap out of opponents and do crazy Ultras and Ultimates? That was always a crowd pleaser in the arcades. You might want to delete your duplicate entry.
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It's not exactly Sonic the Hedgehog fast, but it's an interesting speedrun. I'll vote Yes.
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Yeah, those Yoshis reproduce like there's no tomorrow. They're the tribbles of Dinosaur Land. I have to say, I think the final battle in this game is the best final boss fight of any Mario game ever. It has all the elements. Giant monster, mass destruction, a baby riding a dinosaur that's whipping eggs at him. What's not to love about that fight?
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Wow. This was always an amazing game. The graphics, the music, the animation. This is just a wonderful run from beginning to end. I knew this game was big, but this any% run is longer than the 100% run of Super Mario World! I do have a question, though. In the autoscrolling levels, since you're just passing time anyway, would it not save some time to take damage close to the finish line to reduce your score? It would only save a few frames per level, but some of those levels could be finished with a score less than 10.
TASing or playing back a DOS game? Make sure your files match the archive at RGB Classic Games.