Posts for jeff_town


Experienced Forum User
Joined: 7/7/2017
Posts: 27
So happy to see this tas'd! sadly, you grab the spars so quickly we don't see much gameplay. You'll do "maximum score" and get 99999999 next, right?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
A silly question: you mention getting every possible level skip which means you play all the odd numbered levels. Did you consider investigating whether missing a level skip & doing even numbered levels could save time? It seems unlikely, because you'd not only have to wait for a skip timer to expire but you'd also end up doing 31 levels instead of 30, so if you didn't give it much (any) consideration I don't blame you.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
any insight into what allows the power-up to spawn?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
the vertical scrolling is especially painful!
Experienced Forum User
Joined: 7/7/2017
Posts: 27
having watched both I preferred the un-glitched run, for whatever that's worth. it got a bit long, especially with the monotonous scenery and lack of music, but at least I had a sense of how the game was supposed to be played.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
"the acid is too high" you don't say
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I had no idea such a solid Omega Race clone was published in that magazine!
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I remember this one! I assume the mismatch between the video length (~20) and the play time is due to some loading time not present in the preview video? vs input at the end that needs to be trimmed.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
enjoyed watching all the near-misses.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I love bot optimization but understand if it doesn't fit other site rules. Does eating a pill 'out of the way' (one instance around frame 1550) or the occasional 1-pixel forays into a side tunnel (e.g., one around frame 486) not lose frames? The frame 1550 pill-eating seems especially surprising as that part of the maze is traversed again a little bit later, so the pill would be eaten anyhow.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
can you explain why you died once in the minefield level?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
full video is marked private
Experienced Forum User
Joined: 7/7/2017
Posts: 27
ah yes but which car constitutes the "best ending"?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I think you had someone else secretly sending you the moves to make. https://learn.adafruit.com/cheekmate-wireless-haptic-communication
Experienced Forum User
Joined: 7/7/2017
Posts: 27
so the computer (if you can call a 2600 a "computer") blanks the screen and thinks for up to 2 minutes between moves?? wow that's terrible.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I noticed that pieces would spawn even if some of the four positions they occupy are already filled. This seems different than the 'best' technical description (https://meatfighter.com/nintendotetrisai/#Spawning_Tetriminos) I found in a few minutes searching, which (sadly, without calling out the code that implements it) describes the algorithm as follows:
In fact, normally, we think of game over as when the pile reaches the top. But, this is not entirely correct. The game actually ends when it is no longer possible to spawn the next piece. That is, all four cells of the playfield corresponding to the spawned Tetrimino's square positions must be empty before the piece can be introduced.
Rather, it looks like the piece is successfully spawning when a single square is empty. Is that right?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I was entertained by just how broken the game is, but I can see how not everyone would be. There's not a lot of actual gameplay as originally intended.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
just wondering if, for entertainment factor, the player's canon can be left "wide" for longer periods of time, or if that affects gameplay when not actively shooting. For instance, if the canon is "wide" from just after the previous shot until just before the next shot, it would be more apparent to viewers.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
What's going on with the encode at about 5m30? https://youtu.be/A6pz_hhARNY?t=330 some debugging?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I wish this speedrun was 6:66 long
Post subject: Can't you complete the game without going into the R-world?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I was puzzled why after solving (+) using only set theory you went to R world. It was a nice sequence break to skip Z and Q worlds, but wouldn't it be faster to define subtraction (and the rest) in terms of the natural numbers N?
Experienced Forum User
Joined: 7/7/2017
Posts: 27
I played a lot of the c64 version back in the day. now I wonder why I always used to teleport the piece I'd use to attack the light wizard over one of the other light pieces, leading to an extra fight. silly me.
Experienced Forum User
Joined: 7/7/2017
Posts: 27
so the new trick is a mid-game reset? I didn't know that was a technique on the 2600.
Post subject: Re: Original version as published on companion diskette
Experienced Forum User
Joined: 7/7/2017
Posts: 27
nymx wrote:
Unfortunately, if I use this version...I would have to start all over again. The rng for the frame of the start of each level will be dramatically different.
I was worried this would be the case.
Post subject: Original version as published on companion diskette
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Joined: 7/7/2017
Posts: 27
https://www.commodoreserver.com/PublicDiskDetails.asp?DID=EC3C999F08BE45659E138B0081F8D58B This appears to be a copy of the companion diskette for the magazine, so it should have the original unmodified game on it. To start it, LOAD"A*",8,1 SYS49152 the disk's menu system (if you use x64 -autostart) didn't seem to work for me, not sure why. You'd want to avoid it to reduce loading time anyway.