Posts for jimsfriend


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Probably. In which case I'll just stick with the green star.
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Bisqwit wrote:
Enhasa wrote:
Right, and besides, why don't we move away from this "star" overanalysis to some "moon" analysis?
http://tasvideos.org/ updated.
The moon shows up on Internet Explorer, but the green star shows up on Mozilla Firefox. I prefer the green star, so I will continue to use Mozilla Firefox on this site.
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Bag of Magic Food wrote:
What about that biology teacher named Empee Three?
That's fine. It's not my biology teacher.
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No. I don't want to think of my biology teacher every time I listen to music.
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Audiovisually attractive. VIPer7: Could use a little more pink. JXQ: Needs season changes. Unfortunately it would make it very hard to get beneath 11 minutes. Keeps the pace and doesn't exhaust the audience with length. VIPer7: In my opinion this run gets repetitive. It was really cool when it was first published, he probably did as good as could be hoped for with no knowledge of the hop glitch as far as "just flying over levels" goes. I don't mind the length, just repetitiveness. JXQ: Short. Goes fast where possible. I agree with Fabian on most points here. SW3 I think the key jump made it "eventful" for such a short level. I liked bowsers castle also because he managed to get across door 5 with only 2 cage grabs. During slow uneventful parts there are plenty of antics to keep me entertained. Maybe I missed the point of this bold text. Demonstrates level of playing skill that appeals to audience who have never seen the game before (and thus don't know what to consider "normal" and what is extraordinary). VIPer7:Yes JXQ: Yes Demonstrates level of playing skill that pleases even the timeattack experts in general and those knowledgeful at the game. VIPer7: Same as Fabian. JXQ: Agree again. Extensive use of oscillating speed, new water boosting technique (missing leetness), first ever use of 8/5, attempts to optimize fadeout lag in all levels, use of hop glitch where applicable. As for showing newcomers cool TAS techniques and something "unachievable" to wow them, I think VIPer7 run does the job. In this respect it is fine that it has a star. In my opinion JXQ run deserves to either get a new star, or take the 100% star because I think it is a better run (only because of all the new techniques discovered). Either way, if SDW can have a star then the 120 exit should get it before either of these. I don't know anything about these other games you guys are talking about.
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It did, thanks.
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Fabian: I'd rather hear you were at VoB3, then I would only have to wait another month for the last couple of levels. Right now I'm worried that hanzou's time scale might be accurate (plus or minus a couple years). Everyone else: Fabian's one frame improvement must be where that mysterious anonymous rebel no vote came from. Word. KDR_11k: congratulations, you are now a Guardian of the Wastes. Edit:Fabian again: I thought you did DS1 the first time and DP2 the second time... ? Please update in the SMW thread. I'm confused.
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Why a green star? I think a pink star would be more fitting. Unless green means it's just a candidate.
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I will have to try my best to re beat it, but I don't think that is going to happen; this is looking pretty perfect.
Don't worry, it will always be beatable. Maybe JXQ overlooked something, or maybe it just isn't possible, but since everyone seems in the criticizing mood I will say something (sort of) valid. Very undetailed picture. The first one is under the screen, the second one is while you are throwing the shell around and killing that stupid fish. Also, I didn't see a noteblock :( I was happy to see the Bowser quilt trick.
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Wii! I get 2 mentions in the shorter-than expected Barrio-Dumptruck text. Honestly I was hoping it would take me longer to read than it did to watch the movie. A gold sticker for sending Bowser off the screen! And vote yes.
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Any news?
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Our primary goals are to create art and provide entertainment.
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I am working on a "traditional" speedrun, so my opinion is biased. Max]I[muS-X might agree with me on this point: the fun is not in running the game, but finding all the tricks, glitches, sequence breaks, and shortcuts you can. Making the run is tedious, frustrating, sometimes boring, and often unappealing. When there is a video that already shows all the tricks to use which is "perfect", all that is left is the non-fun part.
If anything should be discouraging, it should be the unassisted speedruns, which have already been made for lots of games and are difficult to improve upon.
These are not discouraging, but encouraging. They give an example of an amazing run that is still possible to beat. If you beat something amazing, that makes your run amazing-er, and even though many (or all) of the tricks might already be used in the previous movie, it is still possible to improve, and you can still hope to find new tricks. The discouragement comes in with the TAS because it gives something "perfect" that for console runners are impossible to improve upon. It would make sense that we not worry about improving the TAS and only improve existing console runs, but the TAS will still be better than the new console run, so the runner might feel like they didn't "really" improve it, or didn't improve it "enough". I think this might be LeCoureur103's opinion. That and he doesn't get to find nifty tricks.
It's not like you have to alter your religion or something to show off some moves in an emulator :P
When you have shown off some moves on a console, doing the same thing on emulator may not be as satisfying because "anybody can do it." I'm not saying this is true for me, just that this is a possible line of thought for such a sentiment. If a TAS with similar goals to the run I am working on had been created 6 months ago I likely would have thrown in the towel. I would have thought there was no reason to go on because I could never match what the TAS did. For me, if I watch a TAS before a speedrun with similar goals then the speedrun will be boring and slow. If I watch the speedrun before the TAS they will both be fast and enjoyable. So if a TAS of something I was trying to do were created before I finished, I would consider anything I do boring and slow, even though the entire concept for the two runs is different. When I first posted at this site, I really didn't like the idea of TASing. It seemed "cheated and fake blah blah blah...", and I only came here because of Super Mario World (honestly, that's probably the only reason I still post here). I had been working with a friend to come up with many shortcuts for the game. I believe he was just helping and thought it was fun, but my original goal was to come up with enough shortcuts to beat the TAS on console. After much experimenting, I deemed most of the major tricks "impossible for console play" and left it at that. Then Fabian announced he was working on a new 96 exit run, so I asked several people if they thought they could perform some of my "impossible" tricks on console. All of them said no, but if any had said yes I would have done my best to keep all of them secret from anybody at this site and hoped that nobody here came up with them themselves. Most of the people I asked also thought it generally a good idea to keep the tricks to ourselves until we were sure we could not do them, and all agreed not to tell. But since they all said they could not do it, I decided to post them here and attempt to (at least in my mind) come up with more useful stuff. After deeming the tricks "impossible" I would never have considered beating the 1:31:30 96 exit run, so I told them here so my ideas could be seen, and hopefully included in a movie. This may seem selfish, but only because it is. If the situation ever arose where I was discovering major (or even minor) improvements in a game I would again try to let them be shown off in a console run before a TAS, but since my "serious" gaming experience is mostly limited to SMW, I don't think this will occur. Just trying to give you an idea of what people who give up console running or just generally dislike TAS might be thinking. As it turns out, it was a good thing I started posting here because JXQQ (honorary extra Q) showed me some tricks that would help in the run I am working on that I never would have come up with (SW4 ftw), or would have deemed "impossible until proven otherwise." Again with the selfishness.
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What makes you think they are in her arm?
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But his true form is shrouded in mystery.
Maybe that's why they called her a he. Congratulations JXQQ. I can't watch it yet, but I will as soon as it is in .avi form.
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Hey Tompa, for your duplicate Yoshi trick, can you ride the invisible one? I read here about a way to duplicate Yoshi by hitting the Yoshi box with two items at the same time (just hold 2 and throw both at the same time) and you can ride the invisible one. You don't look like you are riding anything, but when you press A to jump off Yoshi strange things happen. I haven't been able to use it to my advantage, but maybe someone else can. It's just wierd stuff. Invisible Yoshi can't tongue, and Mario doesn't actually ride him, but you can get hit and it acts just like a regular Yoshi. I couldn't bring him to another level. You can pick up items while on invisible Yoshi just like with no Yoshi. It also might be interesting to see what would happen if you tried to get 2 items in your extra box in SDW by hitting a silver ? block with two items at once.
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JXQ wrote:
How's progress Fabian? Any more levels done, or any of jimsfriend's ideas tested?
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I'm 75% Dutch. Three of my grandparents (both my moms parents and my dads mom) came to America During WWII. My last name is French, but all our geneology books put the last major French influence in the late 1600's. Six generations ago a Navajo married in. My dad's dad's part of the family arrived in America late 1600s and afaik they never left. Some pretty funny stories come from that part of the family.
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Hilarious. I didn't get rockman though, just pieces showing up in wierd places but the score and lines disappearing lined up. Edit: Unless by rockman you meant seriously buggy.
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kotetsu213 wrote:
It looks fine to me.
Same here, then I got to level 14-9 or so and well... yeah.
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I don't know if this is known or not, but I didn't see it in the SMW tricks page so here goes. I was messing around (again) in SW3 and managed to accidentally push myslef through the wall using the Lakitu Cloud. I jumped into the cloud as it was going towards the wall and it pushed me through. The wall's thickness was only 1 square, I'm not sure if that matters, but it probably does. I went from right to left, so the game helped me go through because the wall pushes me to the left. When I tried it going from left to right I died (same thing happened with the spring). No practical purpose that I can think of, and I could only make it work once. I was holding a key, but I don't think that affected it. Nifty. EDIT: Another pointless thing. I wasn't sure if passing through an escalator-like slope was possible (Castle #2), but it is. Death awaits at the bottom.
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eh?
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Even at 100 freethrows a day I don't think there would be a very high success rate when you are always flat on your back. It's hard to shoot the ball laying down. And lets not argue about who is worst, I don't think that is what cheeseman was after. If it was, I will gladly join in.
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Well, I got tired of waiting on VoB4 verification so I decided to see what I could figure out myself. The following paragraph is based on my observations. There is no kill trigger in a cieling. When you are inside a cieling (using the spring trick ie: you fell 1 square too far) you simply fall through the cieling and Mario remains unharmed. If you try to jump off the spring while inside the cieling you simply go "boing" and continue to fall; downward velocity might decrease to zero, but Mario doesn't go up. If you drop a spring off the right side of an edge (actually I throw it up and then walk onto it as it passes me on the way back down) so that Mario is inside the wall while he compresses the spring he is pushed to the left past the kill trigger. I don't believe the kill trigger is the width of an entire square. If you throw it off the left then when Mario compresses it he is pushed left _into_ the kill trigger. Obviously this is bad. This is because of the way the game treats cases of Mario being inside a hard wall. If there is no kill trigger, it pushes him to the left (SW1). Therefore, only walls where the spring is thrown off the right side can be entered by this method. Now you might be thinking "darn, VoB4 won't work" (well, maybe not, but I was), but don't worry about that... it wouldn't have worked anyway. The spring floats on the lava! And so does the key! Apparently the pswitch is a special case of "hard" items because it is consumed by the lava, probably because it is a destroyable object whereas the key and spring are not (can someone confirm this in SDW please). However, because I was unable to find a level where there was lava && pswitch && (spring OR key) I can not know for sure that the lava in this level is not treated differently because of the floaty things on it, but I doubt it is. It looks like if you can't fly under then you will have to use Yoshi. I hope someone can prove me wrong :P I can't think of anywhere to use the spring to go through a wall now, except maybe in CI2 to show off since you have to wait anyway. Just fall through the wall and wall jump back out in the first area. Of course, that brings up the question of whether or not you can wall jump on the inside of the wall.
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How exciting! So what level are you on now? And fancy statistics like 31.41592653589793238462643383...% complete would be nifty, although pointless. And inaccurate. Only 71492 rerecords to go :P Edit at tompa beneath me: Sorry to burst your bubble, but I actually know 136, I just stopped because I felt no reason to continue. I am sure there is someone here who knows more than me though.
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