Posts for laughing_gas

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Wow, how was this published so fast when the previous submission took weeks?
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The run itself wasn't bad, it was just that the video is so choppy and it didn't utilize all possible shortcuts, so I'll vote meh.
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Perhaps that was the whole point of the joke.
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Bunnyhopping in PC games Zelda 2 speed glitch BLJing in SM 64 + MIPs Megaman zipping glitches Sonic zipping glitches OoT out-of-boundaries glitches
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Remember, TASes start timing from system power on, not beginning of character control like in SDA timing, so the SMB tas isn't just "6 seconds faster"
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http://en.wikipedia.org/wiki/Expansion_Pak It looks like Banjo Tooie doesn't need the expansion pak, which might make it desync less.
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I don't recall any speedrun for S & P. Anyhow, a good TAS choices is Turok 3, it emulates well and looks like it could have a lot of action.
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And we know what happens when you decide to do "test" runs. :)
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I always assumed NVA was Bisqwit's alt.
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Wow, 5 projects at once?
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Of course, you can always take classes in C and then have a go at it yourself.
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Other than the characters' voices sounding like complete gibberish, I thought it was rather well done. Voting yes.
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Is it possible to mux the audio track into the video using virtualdubmod?
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I have to admit, making a n64 tas is much harder since you can't see everything around you and there are so many possible directions. If you get shot in a 2D game you know instantly where it came from, but in a game like goldeneye you don't know if the bullet came from 45 degrees around you, 135 degrees around you, or some other position, making it more difficult to manipulate luck to avoid getting shot. (This coming from someone who previously only did 2D tases)
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What I meant was that I've gotten Quake 64 to work, but not bunnyhopping.
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moozooh wrote:
I mean Quake 64, not just Quake.
Oh. In that case, I don't know, because I've never gotten it to work.
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moozooh wrote:
How significant the bhopping is in this game?
Bunnyhopping is very significant. In fact, the majority of the 4+ minutes that Quake done quick with a vengeance saved over Quake done quicker was due to bunnyhopping.
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I'm not sure if it is possible to bunnyhop in Quake 64, even though AKA says it is. The highest controller sensitivity turns you too fast to gain any speed, but using a lower sensitivity would mean I can't confront enemies as quickly.
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However a PC shooter will always be more accurate in aiming due to mouselook, but in N64 shooters you have guess when your crosshair is going to stop (in frame advance) Another problem with n64 shooters is that frame advance doesn't allow you to cover all fields of view, only highly divided subsections, which gives mouselook a huge advantage.
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Would Quake 64 be a good choice or redundant? Unlike the PC version, you can't aim while moving and bunnyhopping doesn't make you go faster, so I'm not sure if people would want to watch a TAS of it when quake done quick (with a vengeance) is already available.
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there's no point, since there's already a run for the NES version.
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I believe the Sonic games focus on in-game timers instead of real time. But this is okay, since the cutscenes are long and boring.
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Finally a video! Keep up the good work, this is my favorite game of all time. However, why did the final mission time say 1:57 when the world record's 1:24?
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I'm a bit surprised that AKA's run wasn't accepted sooner, it's almost as if the judges expected this new submission.
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Never mind about the second problem, I was just a dumbass. It turns out that I thought a button was right strafe when I had actually bound it to "stop recording".
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