Posts for kaizoman666


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SmashManiac wrote:
What I want to know however is WHY ON EARTH DID YOU WAIT SEVEN MONTHS BEFORE SUBMITTING YOUR RUN????? D:
Originally I wasn't going to submit it due to the incoming deprecation. But then Alex convinced me to do so after seeing my statement that I wasn't going to submit it.
supersonicjc wrote:
i wonder is it possible for the game to get resubmited using the newer emulator like the case of SMAS lost levels a few months ago? if so I don't see why the harsh NO vote.
If you're asking if this can be synced on Bizhawk/lsnes, it's a straight up no. The game doesn't even run on either emulator. snes9x master race EDIT: Nevermind, apparently.
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Post subject: Re: #3903: Masterjun & FractalFusion's GBC Pokemon Yellow "glitched" in 01:10.47
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Well, this is certainly a welcome surprise! It's nice to see an actual improvement rather than copied input :D an updated version on Bizhawk.
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On the main page, BBCodes will become visible if they're right on the spot where the publication text is cut off. I know this happens with this run, but I don't know if any others have this happen.
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Radiant wrote:
Interesting. Can you please link me a movie that does that? TAS or no TAS, I just would like to see how that works.
Yoshi's House, Funky, and then the two Bowser's Castle exits are just regular goal sphere exits. You can only see the exit counter go above 96 in the Japanese version, by the way.
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Rena wrote:
Pff, only 96 exits? A real 100% run would use the Japanese version and do the orb glitch in Bowser's Front and Back Doors to get 98 exits. ;)
Actually you can get 100 exits, with additional exits in Funky and Yoshi's House. But we banned the use of the Chuck glitch, and additional exits are unintended anyway so that would be 104%.
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Question about adding RAM addresses. When you add them, should you only put useful RAM address, or should all known addresses go there? For instance, in Super Mario World, there's an address to determine if you're jumping out of water. It's never useful when TASing, but should it still go on the page?
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NxCy wrote:
NitroGenesis wrote:
and because I can't pronounce NxCy.
That's hardly fair; neither can I.
I just pronounce it "necks-y". Is that good enough? Excellent run, you guys! I just finished watching and was entertained the whole time!
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Yes, indeed. Wondering how Nach will decide this, though.
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Zowayix wrote:
Any Youtube videos of the two secret stages?
The two secret "stages" are just a boss rush (of old Kaizo bosses) and a bonus room. They're not especially interesting, unfortunately. Anyway, excellent job on the run! I was certainly surprised by some of your ideas.
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Excellent job, definitely worth a yes vote.
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Download has been put up here.
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jlun2 wrote:
Also, any other game that can also do something like this?
SMW is a possibility, as one of the glitches in it jumps to OAM, which can be manipulated to run codes (see the glitched any%). Make a code that writes input to RAM and jumps to it, and there you go. Anyway, very interesting run. For-sure yes vote. Though, I have to ask, why are there so many 00's in the code you wrote?
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"Super Mario World - 96 exit by bahamete" Just saying, there's other people collaborating on that with him. ^^; aka pangaeapanga and I
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jimsfriend wrote:
Linked at sda topic and I didn't already know about it. [ video ]
Nathanisbored already had a faster video of this trick, shown here.
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The general reason flunchers are disliked is because they usually come in giant blocks (which are also considered ugly). That could be easily fixed by flipping the graphical tiles and attaching them to ledges, and the fact that it could be so easily done is part of the reason they're disliked. If it was harder to avoid them, then it would be understandable that you didn't fix it, but because you can do it with a few edits, it just seems lazy.
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Mr. Kelly R. Flewin wrote:
Even TAS'd, that bored me to death.
Really? In my opinion, that TAS is several more entertaining than flying over every level in hacks like SDW. I don't see how it could have bored you that much. Also, you have no idea how rude your comment sounded, at least to me. A ton of work still went into that TAS, regardless of whether it interested you, so don't go calling it a "horrible" TAS. And for the record, most hacks aren't Youtube hacks. Though there is a large number of people trying to make their stuff as hard as possible, there are very good difficult hacks like Chomp or Hertz Donut. And that's not even going into the numerous amazing hacks on SMWC. Kaizo itself isn't even a bad hack, and if it weren't for the flunchers, people would be calling it one of the most creatively difficult hacks out there (which some people are already, but more people would join in). Also, don't assume that most hacks are crappy, they're not. The crappy hacks are the minority, and only seem like the majority because they get publicized by people like you who complain about them all the time. As a bonus, there's no "unfortunate trend" in them, unless you're unhappy that crappy hacks are going away, because less are being made since most SMW hack LPers have stopped playing/accepting bad hacks. The only ones still being created are by bored people, people inexperienced with Lunar Magic and/or unable to read or understand tutorials on how to use it correctly. [/rant]
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gbreeze wrote:
If there was one in YI2 then the cutoff would be possible.. but there isn't. So this guy is just trolling.. Maybe if you can spawn one of those turn block bridges with the stun glitch :P
Even if there was a way to get one in YI2, the cutoff he had wouldn't be possible, as the turnblock bridges and most other pushing sprites can only get a max cutoff of two to three tiles. The only possible way you could get cutoff as large as his was would be if you spawned the invisible warp wall sprite and had that push you, but that creates vertical gaps, so there would be a straight up hole instead of just a hole in the base ledge (and it certainly wouldn't spawn an apple, though there is a seperate glitch to do something like that).
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Excellent job on the run, it was very entertaining throughout the entire thing! I was certainly surprised by the glitches you you used, since most of them I don't often see due to them being exchanged for a BLJ.
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Got to say, this is just about the most amazing TAS I have ever seen.
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Lil_Gecko wrote:
Quick question about the any% glitched. How do you guys get to watch the OAM values ?
bahamete coded a script to display all of the important values we needed. Alternatively, you could watch each one in the RAM watch.
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CoolKirby wrote:
Yeah, and in some newer Kirby games, like Return to Dream Land, he can float an infinite number of times like he used to. I don't see why Kirby 64 needed a floating limit though, since some shards are near a pit or very high, and they can be difficult to reach.
It allowed for some puzzles in the game (such as level 3 of world 3), and prevented breaking certain levels. I really liked this run, though I feel like it could be improved... I haven't tried TASing it, though, so I figure there must be some reason certain things couldn't be used.
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Link to video Forgot to link this last week when I finished it, world 4 is done now.
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gbreeze wrote:
The most useful is probably "Tubular", because of the very early jumping chuck in the level where the glitch can be executed quickly.
This is true, as shown by bahamete's testrun of the special world. However, backtracking to Tubular over and over to skip through the special world greatly kills the entertainment of it, as would mining the chuck glitch around any level that has a chuck. Although I'm fine with using the Chuck glitch, I don't think we should visit a level more times than necessary.
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Excellent run, the addition of the stun glitch was very entertaining! By the way, I think there's an error in Desert Star World, as the 2000-something frame improvement in the the total frame count is never mentioned in the comments. Desert Castle #2 also doesn't acknowledge a large gain (and immediate loss).
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So, the question is, would the testrun be good without the backtracking?
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