Posts for mike89


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http://dehacked.2y.net/microstorage.php/info/792419006/Sonic%202%20mike89.mmv Summary: UG3 57 (and two or three frames >:O), SH1 19!, SH2 13, SH3 28
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My turn! I talked with sgrunt about his run a bit in IRC and said I'd try a few things out myself. The result? This. I said I'd prefer in-game time but I decided that was annoying and thought better of it. >_>
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Luckily, zone 2's emerald just happens to be on the ideal path! Reference video
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Not quite "inconsistent between versions" - the timer acts funny in all versions I'm aware of (except when Sprint hacked it to fix the timer). Basically the timer is always running subseconds in the background, and when the level starts you'll start with the subseconds accumulated. As such you can get anything from 0 to almost 1 second tacked onto the timer at the start.
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Does Banjo-Kazooie have, like Banjo-Tooie, a Beak Bomb that you can hold B to go further than the usual distance?
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Zurreco wrote:
I would also venture to say that these are people we don't want around these parts, since they're not inspired enough to check up on the goings-on behind runs, thereby associating to people who don't understand what tool assistance is.
Actually, I disagree entirely. There are the people TASvideos should be most keen to get to these parts, so they can understand just what a TAS is. Sure you're going to get people who will just disregard anything you tell them and call it cheating regardless, but that's going on anyway, just not here. And here you can ban people.
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I just watched the older run of this! A clear improvement to the old run. Voting yes.
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So I finally got back around to this. First world re-done on v20 (2m 29.75s was the time at the end of the first boss). Link: http://dehacked.2y.net/microstorage.php/info/1185620895/Donkey%20Kong%20Land%202%20%28UE%29%20%5BS%5D%5B%21%5D.vbm
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Well, a lot of the hate directed at the special stages was due to the fact that the second set accomplished nothing. If this run were to take place, it would also receive the criticism that the special stages would be the same as Upthorn's... but at least there'd be some tradeoff. I'd support it, but I have too much I want to do myself to take it on.
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I think I'm going to take the 100% run on. Spoony_Bard pretty much mentioned everything I was going to, but it would be handy to know if anyone has worked out how to get a shiny coin other than from a giant spear man. The first secret level (To the castle!) is particularly nasty, as the treasure room is pretty early in the piece and the level is particularly stingy with coins. I had more luck with the "true" first level, getting pretty much up to 50 just as I reached the treasure room, but I felt aesthetically it would make more sense to clear the secret chapters as they came along (which I'm now reconsidering as I remembered there is a secret chapter which does not produce an ending. >_>) In any case, I hope my motivation to complete this run holds up, because it should look pretty impressive when it's over and done with.
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Been waiting a while for this one. I have no doubt it'll be awesome, but I suppose I'd better watch it just to be sure. EDIT: Just watched it, yeah it's awesome. Dreamsnake in particular is something I'd never have thought of. I assume most of the improvement comes from the final boss, I should post some sort of comparison of level times. One other thing though - in the rollerblading levels, is it as fast, or faster, when you're travelling uphill and are about to get to a straight section, to be a little above the ground and shoot to maintain velocity like you did, or to slow down for a couple of frames and stay "stuck" to the ground like I did?
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Speaking as a speedrunner, I would just like to say that I find the notion of publishing a TAS due to faster in-game time equating to comparing TASes directly with speedruns is absurd. I haven't watched either run, nor have I even played Super Metroid, so I can't comment on entertainment merit. But the above strikes a chord with me as a speedrunner and I'm sure many of the regulars here don't want TASvideos to be represented in that way, intentionally or otherwise.
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This is an old find.
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And just when I was about to give up on you! Hurry up and get it done, I hate seeing my run on the site - it's not all that good, and I'm a speedrunner anyways.
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From what I remember about playing the game myself, you have to go to Tails' House every time you switch between the ship and regular modes. The Rocket Booster level is with the ship and the next level isn't, IIRC.
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laughing_gas, I'm pretty sure I know what you're thinking. Hideout Helm doesn't have a "DK" door like the other levels, so Lanky can't glitch his way into it. If there's something else by all means let me know. :o
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I did half a run of DKL2 a while ago, but that seems to have been lost in time. I'll give it another go sometime in the near future.
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I've actually been sitting on this idea for quite a while, I think it'd make a good addition (especially the Speed Golf mode). I would suggest that a basic guideline would be to keep the ball low and keep it in the rough, but I'm sure you could work that much out.
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Perhaps a shot of one of the tank levels would be good. Preferably with the tank in midair and also shooting at stuff. Incidentally, mmbossman, where are you up to on the improvement?
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It would appear your problems in scene 10 were due to not managing your health well in scene 8. However I am suitably impressed. Well done on Dirty Job :D
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If you're familiar with NBT in SMK, be aware that MKSC has something pretty similar, and make sure to use it.
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What a time to have been away for a week, hm? I must congratulate the encoders for putting up with this for so long, but also remind them that mmbossman is working on an improvement. ps. I'm thinking clearing the first wall in Shout and Twist would make a good screenshot. Without the run in front of me I'm having trouble thinking of anything better...
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mmbossman wrote:
There would be a problem using the damage boost on horizontal levels, because damage automatically reduces his speed to 512. I haven't tried it on Bog Jam yet, but I have my doubts because there's something special about the fire extinguisher guy that gives him a tremendous upwards velocity which is transfered to vectorman when he's hit. I'll certainly keep it in mind though.
I said vertical levels >_> Additionally, in Night in the Swamp there's enemies with similar properties to the fire extinguisher. The reason I mention this is because Night in the Swamp normally forces you onto a lower path twice which takes time to drop down and go back up. The top path is blocked by large walls on those two paths, and that would be a handy way to bypass them.
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Two observations: 1. I noticed that the up-right shot is actually upon landing, not upon the next jump which I thought initially. Meh. 2. That damage boost in day 15 pwns. I've seen it before, but I have no idea of how to replicate it. That could save a bunch in Night in the Swamp in Vectorman 2, as well. (As well as vertical levels such as Bog Jam.) Voting Yes on this one.
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94 Jiggies and 810 Notes for completion. Mumbo Tokens is traditionally 75 but I don't know what can and can't be skipped these days :S
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