Posts for mike89


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Is it faster to take hits like that in the flying levels? I hate to say it but it makes it look really sloppy. Abstaining until further notice.
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Yeah, definitely really impressed with this. 7 and 11 both look pretty hilarious. Yes vote, of course.
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Awesome work, looks really clean. And another addition to the Wario Land volume can't be bad! Now to wait so I can do the Wii game... :D Definite yes vote.
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I don't actually know this game, but this would appear to decrease the length of the game significantly. Entertainment value, on the other hand, would be an entirely different story.
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Yeah, my sincere apologies about the ending. When I started this run I'd actually never seen it before, so I was hoping it wasn't quite that bad. The problem with just running straight through the game, I felt, was that as you can tell with half the levels, it's very straightforward fare, with maybe only a few jumps per level even. At least this way half the levels get something different. Bosses worked out better than expected though! Even the special stages were more boring than I thought actually, the only one that was halfway fun to plan was the fourth one (with the rockets all over the place).
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Surprise revival! This run fades into Gigalopolis 1 18 frames faster than Sonikkustar's WIP, but I'm positive I'm getting screwed by frame rules or something (I timed act 2 as 23 frames faster, for example). For those interested, my special stage route: Giga 2, Sleeping Egg 2, Aqua Planet 1, Aqua Planet 2, Electric Egg 1
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Good save. I forgot about the controversy that had arisen with things like this in the past... good to have that cleared up.
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Wow, this run was amazing. I don't think I've ever watched a SMW TAS before so I was impressed by quite a number of things that may not have been surprises to everyone else, such as the constant stream of mushrooms in the Bowser fight. Definite Yes vote!
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SprintGod wrote:
3. Use v1.1 on gamegear, not 1.0 You can jump slightly higher under water, which makes labyrinth faster.
v1.1 removes the vertical scrolling glitch in Labyrinth. Well, it doesn't remove it, it just applies a cheap hack: the hitbox of the rising platforms is smaller so you can't go into the wall.
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Very nice Cpadolf! Suffice to say I wasn't expecting this :) Interesting that that is the best way to handle the turrets, I might try that as a real-time run strategy. Looking forward to the rest!
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I'm currently re-learning Vectorman's levels in preparation for a live speedrun at MAGfest (along with a few other games), and have of course been using both the speedrun and TAS as reference. In so doing, I believe the TAS has a number of (small) areas for improvement: - At the end of level 1 (Terraport), once you hit the ground the camera scrolls back to the centre before the boss appears. Ideally one would land in the middle and there would be no scrolling, but I think there was a bit of sideways scrolling in this one (perhaps matching the six frames mentioned earlier?) - I strongly suspect that the Absolute Zero boss (the polar bear) can be done faster; I would prefer to land the final hit with the fourth boost-jump. - I think some of the large enemies in level 6 (Bamboo Mill) can be handled better, I'm pretty sure you can effect whether it will shoot at you by shooting it at the right time. - Also, the boss of the same level would lag substantially less if you stood away from it, I think? - Consider an entirely new strategy for level 13 (or any level with a satellite, but 13 is the most likely): destroy the satellite to go to the bonus stage and then quickly fail out of it. This will probably be slower, but at least worth considering - Consider an alternative strategy for level 15: near the start of the level is a jet powerup, which can be taken quite some way through the level as demonstrated in the real time speedrun If I were to make the improvements myself, it'd probably be in the S3&K cut-and-paste style rather than a full redo, as I've got enough projects on my plate as it is. Anyone else is free to take this information and apply it to a new run, of course. :)
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MrGrunz wrote:
I don't know, if you guys have noticed it yet, but 99% of the new tricks shown in that run were discovered here and not on SDA, so we obviously know all the new tricks, because we discovered them
I hate to do this, but when your sig looks like this...
MrGrunz's sig wrote:
Majora's Mask in 2:27:44 World Record
...it's not too difficult to understand why some people might have the wrong idea. ;)
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Even though I know why it happens, it still amused me to notice that you didn't get a 10k speed bonus at the end. :P All the same, I hope to see more from you on this game!
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I was wondering where you got to! I actually contemplated just finishing it myself (from the most recent WIP) and listing you as the author, but thought that was a poor idea if I didn't get your permission first. If you don't anticipate completing it in a hurry, would you mind? I could probably have it whipped up in a few days, now that uni's just finished for me.
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Good news, my speedrun's up on SDA, and Bridge 1 in that demonstrates the trick I've been trying to explain for some time now.
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This run definitely needs a seizure warning. FLYING BATTERY 2 OW MY EYES I've been one of the more vocal detractors of your goals in IRC, not so much in the topic, because it enables you to hide behind "you get to see more of the level" when really you still don't see much of it at all. And if we want to get technical about it, you actually underflowed the horizontal position at the start of Lava Reef 2. Whoops! Having said that, it's still entertaining in its own right (special stages notwithstanding), so I'm voting yes. If nothing else, going Super Sonic in the snowboarding section earns the yes vote :P
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I'm not entirely sure what's going on in Labyrinth 1 myself - I've never seen a method for it, and even using the vertical zip doesn't come close (as demonstrated here). It could be some strategy unique to the SMS version, although that already makes no sense as the level is substantially longer in that one. GH1 limits at a low 19 on GG (as alden showed, a couple of times, after I got my systems mixed up and insisted 18 was possible), but Sky Base 2 should definitely be going to eight seconds. I also cannot remember how Jungle 1 goes (my speedrun uses a strat that only yields 34), but after watching that level in the TAS, my response would've been "something like that". One other improvement from me: in Scrap Brain 2 the fastest way to lose the life is to have the enemy on the last platform take you out. alden: I haven't watched your WIP but my understanding is that the best method of the Bridge 1 physics abuse is to bounce off the checkpoint, for which you need a fairly high jump (and also from a fairly high platform). I think that the second bounce then puts you on the moving bridge, and off the top of my head that's enough to get across to the other side at breakneck speed.
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Well, no, because the level wouldn't finish until the screen caught up. That and there's the potential issue of platforms off screen not being rendered in the first place.
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So I had some progress... and then I didn't... and now I'm kinda stuck in the middle. In a single 24 hour period, I managed to complete the entire Ruins at the Bottom of the Sea chapter. Excited with this development, I sent the WIP over to one of my friends, who shot back "er... Mike... this room looks awfully slow..." I went back and looked at it and the unthinkable had happened. In the second such level, I had just wandered aimlessly around this room for a few seconds and continued on as normal, thinking I had recorded the room properly. Which means that I, once again, have to hex edit in three-and-a-half levels of work. This means manipulating another silver coin (which sucks, because the one I got was, I think, frame perfect, ie. no manipulation required), but aside from that it shouldn't be too much hassle, if last time is any indication.
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Topic over.
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It doesn't get worse, but it doesn't get better either. The lag is equally significant on both versions, as far as I can tell. Of significant note is that the Master System version has much more sensible time bonuses (I believe the largest is 30000, one order of magnitude less than the GG version). However, the GG version is significantly faster in levels: something like 20 seconds quicker on Green Hill 3, six seconds faster on Bridge 2, and much faster in Labyrinth 1 due to having a shorter level layout. And that glitch alden linked to in Labyrinth? GG only! I dunno, I'm happy to see a run on either version... the SMS version might be better for the viewer, I don't know.
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For the benefit of those in the discussion, this page provides a background on exactly what constitutes fair use. In short: Four pillars of fair use: * Nature of the usage (commercial/noncommercial, transformative, etc) * Nature of the copyrighted material (factual vs original, largely) * Quantity of material used (I'd be interested to hear others' thoughts on this, but IMO the game is only valuable insofar as allowing people to play it, and a demonstration of the game played extraordinarily wouldn't be considered redistribution under that definition...) * If this use were to become widespread, how would it affect the market for the copyrighted material? They consider the first three before looking at the fourth. I'd say there's not a great chance of it holding up... but I am not a lawyer. EDIT: Oh, Warp was talking about the graphics and music... that's substantially different. Yeah, not much chance I would say.
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Alright, let's see... Green Hill 2: At the end, when you flew off the ramp, you went very high and had to pull back to ensure you landed on the signpost. I suspect that if you tapped left and then down again just before going off the ramp, you'd curtail the height enough that you could just hold right all the way to the finish for minimal loss in speed. Bridge 1/2: No thought whatsoever given to lag reduction. Yes, it's an absolute nightmare (and the reason I decided not to TAS this game), but if you're going for real time (and you are, because you're stopping in front of each signpost to stop it flying upwards), you must make every effort to reduce lag. This can be done by a) avoiding the bridges if at all possible, b) killing enemies and destroying boxes as soon as they appear on the screen (more relevant to act 2) and c) losing your shield somewhere in Bridge 2. It won't cost you any time and the lag from it is costly in later levels. Additionally, on Bridge 1 if you roll just before the weight hits the other side of the seesaw, you'll get the same effect as rolling off a ledge. If you also bounce off the checkpoint up there you'll keep gaining speed on the bounce as well. Jungle 1: This level had a couple of really good moves I hadn't thought of myself, like rolling onto the shield. The finish looked a bit odd as well. Jungle 2 / Scrap Brain 2: On both these levels (where you're ascending through platforms) I suspect that you moved laterally more often than was necessary. Since the foremost objective is just to reach the top, you shouldn't be moving side to side unless that's where the platforms are. Labyrinth 1/2: Some areas when you're turning around in the water you spend a long time turning, when you probably could've done it a lot quicker just by using a larger jump. Also, when you're rolling, pushing the direction you're moving in slows you down faster than pressing the opposite direction... I know, it's ridiculously counterintuitive. Scrap Brain 2: It's about 15 seconds faster to take a death after flipping the switch to change the doors around - that teleporter is actually a checkpoint. I can respect the decision to go deathless, though - it certainly looks better. Sky Base 2: It's possible to complete this level in eight seconds: after the platform with the third cannon on it, turn around and jump off to the right. You'll appear to roll across the top of the building at the end, and then you just fall off and walk in. Even given some of this information wasn't available to you (as my speedrun isn't yet on SDA and Sprint's individual level videos have disappeared from the internet), and parts of it are really very good, I must vote no and urge you to run it again with this new information. Good luck should you choose to do so :)
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Good news! The first three of the four levels in question were much more cooperative than I thought they would be for hexing. I completely re-did the fourth (and it's potentially the best level in the run to date!), and started (EDIT: completed!) the boss level. Hopefully there'll be some tangible results soon, as I've got a week off uni.
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I find it amusing that you mention the Unofficial Sonic Center has ranking charts for this hack... and then fail to beat the majority of the times listed. Don't be discouraged, there are certain things you do that make it clear to me that you have some understanding of Sonic physics (most notably, using the trick with the falling platform to fall through the floor in Mountainside). But just that isn't enough: most of your boss fights looked like they were made in real time, among other things. I'd like to take particular issue with the last boss because all Sonic 2 TASes have succeeded in getting a 1-round kill on the final boss (which requires 12 hits normally), and more recently the great Joe Stanski succeeded in this feat in real time. Given the additional aid of a platform at the top of the stage allowing you to land consecutive hits with no fear of retribution, you managed 11 hits on the first pass. Sorry, but it's not good enough.
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