Posts for moozooh


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Silhouette Mirage and Guardian Heroes, I guess. Saturn also has a lot of good shmups on it, although arcade versions are better in basically every case. (Haven't we had such a thread yet, though? I was pretty sure we had…)
Warp wrote:
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Wow, Maria is crazy good. I think I enjoyed this SotN run more than the other three I have seen so far.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Yrr wrote:
Nothing special: Beat the game without taking damage
This is virtually impossible even if you try very much.
Warp wrote:
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funnyhair wrote:
why are you wasting your time makeing routes?
Why are you wasting your time posting here? Of the total of two posts you made in this thread, approximately two are completely useless and/or redundant.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Ew, voting yes. Please do the SNES version.
Warp wrote:
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I just watched the video you linked to, and I must say this is indeed a decent game to TAS. Gotta love the ridiculous rapidfire.
Warp wrote:
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p0rtal_0f_rain wrote:
Samus is not meant to have so many restrictions or even to streak through the game naked. Leave it to the professionals, who can determine what does make common sense in games like this.
By your logic, Saturn is the one that should dictate all the rules, just because he has been TASing Super Metroid since before, like, everyone else even thought of it.
Warp wrote:
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Rridgway wrote:
Yeah, this isn't you're normal forum. We are above this sort of material.
Ahahaha, that was a blast to read!
Warp wrote:
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This wasn't a chore to watch, but there wasn't much that would discern it from a very good unassisted video, either. The soundtrack is a bit odd for a racing game (in most cases it's either horrible or nonexistent), but it ultimately wasn't enough to offset the simplicity of the game. Besides, why not use the fastest vehicle in the first place? That's hardly a speed/entertainment tradeoff. Voting meh.
Warp wrote:
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Since the judges are asking for more input, I'll restate my point of view. On the up side: — decent production quality; — popular and well-known primary goal conditions corresponding with an earlier run published here; — nice entertainment value despite the handicap. On the down side: — a horrible mishmash of goals and speed/entertainment tradeoffs that exclude each other; — purposefully omitted tricks, which I personally find obnoxious. I didn't count the amount of categories and the author being a royal douchebag about this whole ordeal, but that negatively contributes to the chances of this run being published. For the record, I vote meh to the new submission question.
Warp wrote:
Personally I don't find the idea of a non-glitched minimum-% run an absolutely abhorrent idea. I think we could have these Super Metroid categories: 1) Fastest completion, period. (As it happens, this is also the lowest-% completion.) 2) Fastest completion without using the save corruption glitch. 3) Lowest-% completion without using the save corruption glitch (AFAIK this would be the 14% completion). 4) 100% completion. Would still be 4 categories like now, but with a lot more variety.
Actually, I kind of agree with this. The new realtime any% that is (supposedly) in the works is supposed to obsolete both any% runs due to the near-identical route and very close in-game completion time, anyway. That will make the amount of categories 4 as you say, although for the time being it might as well be 5 (it's not like it would hurt anybody).
Warp wrote:
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I'm certain that hunting for surplus souls might be counterproductive for two reasons: 1) luck manipulation + lots of additional lag + pausing to kill enemies may offset all the gains; 2) a first generation run will (and should) be beaten when a lag-free emulator is released, anyway, so there is little point in making too much effort for little gain this time around.
Warp wrote:
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That was moderately fun, good for its length. Voting yes.
Warp wrote:
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That WIP is looking very well, gocha. :) Is the way you canceled backdash with crouching slower than backdash-jumping?
Warp wrote:
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Post subject: Re: You Told Me So
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Catastrophe wrote:
It's only needed in 1 required place and 1 optional place. And since you can't use Volaticus on Dracula I don't know why it even exists. Perhaps for backtracking? It's still a waste of something so potentially cool.
Exactly same as Hippogryph in DoS, sadly. When's the next WIP? I'm very much looking forward to it.
Warp wrote:
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satan wrote:
Many others did flawless runs of RSG as well, including one video by VTX-IFO using only the sword weapon. (this is the same guy who can play Ikaruga flawlessly with one controller in each hand, controlling both players at the same time).
Well, surely you exaggerate. Apart from ben shinobi, WIZ, and VTF-INO (you misspelled him twice, lol), no-one has released high scoring RSG runs to the public, let alone flawless ones (which is to say, none of them are; WIZ's recent world record is pretty damn close, though).
satan wrote:
The problem is that RSG is an annoying grindfest if you go for high scores. Getting high chains is one thing, but you also have to kill bosses as slow as possible, so you can milk out the most weapon bonus and scratch bonus (the one where you get plus score if you go near a bullet/wall, leaving sparks behind).
Yes, that's exactly what I meant. There is very little room for playing around with Silvergun because the ship moves at a snail's pace, swordplay-only videos have been out for years, and there's pretty much nothing left to do to impress compared to already available stuff. Score-wise, I'd rather go with GigaWing, which is sadly on another platform.
Warp wrote:
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Eh, why don't you submit it? Short puzzle TASes are always welcome.
Warp wrote:
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Warp wrote:
I think you mean -ovc (as in "output video codec")?
Right, typoed.
Warp wrote:
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These "news" are from about four years ago. It's been known since the start that H.264 lowers the color resolution even with qp=0. Then again, it's not the only codec to do so.
Warp wrote:
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mencoder inputfile.something -oav copy -oac copy -o outputfile.avi
Warp wrote:
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Cpadolf wrote:
Crush does a maximum of 5 damage, and you have to wait 11 frames between each shot, machine gun does 2 damage per bullet (well 1 but they go in pairs), and you have to wait 4 frames between each shot, so the rate of fire of Crush relative to the machine gun is 4/11 = 0,364. 0,364*5 = 1.82.
If you're going to count it, count the whole cycles (i.e., the amount of frames you need to wait + one frame to press a button). If I understand what you're saying, then it's 5 damage over 12 frames (~25 dps) for crush and 2 damage over 5 frames (24 dps) for machine gun, which makes crush missiles win in the end as long as 5 damage output is consistent and you switch to machine gun for finishing shots. The WIP is looking great, although I have to admit this is one boring game to see TASed compared to the franchise's earlier incarnations.
Warp wrote:
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It doesn't look like it's emulated at full speed, though, does it?
Warp wrote:
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That was entertaining, yes vote.
Warp wrote:
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I see no reasons why there can't be both.
Warp wrote:
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Posting in an OK thread.
Warp wrote:
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Even if the emulator lags, the in-game timer will lag together with the game. They are inseparable.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.