Posts for scooty

Experienced Forum User
Joined: 1/15/2007
Posts: 22
when i first saw the MC improvement i was a little puzzled as to why you were getting stuck, but then i noticed entire laps skipped =P great work, cant wait to see the other cups.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
maybe the author working on this project could toss out a little WiP no matter how short? we like to have something to look at once in a while besides offtopic tripleposts =P
Experienced Forum User
Joined: 1/15/2007
Posts: 22
just watched the BC wip, saving the feather at the end to bounce out of bounds for a hack lap = classy. keep up the good work.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
chapeau to that huffers. i think i speak for the majority of us following this tas when i say we are eagerly awaiting the next wip.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
I have been following this run since corneria was finished. I'm a huge fan of this game and seeing ytt take it apart with style definitely gets a yes vote for me. gratz on finishing the tas ytt
Experienced Forum User
Joined: 1/15/2007
Posts: 22
not to discredit your run mmbossman, because you are delivering a great TAS, but on a more general note i wish the game designers would make it so that your velocity was standard regardless of if you were runnning, strafing, or run+strafing. This is a formidable run to say the least, i just wish i could see where silly old turok is running and jumping.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
while i am clueless as to what is going on for the majority of the movie, i was nevertheless entertained. I've never played any of the Goemon games, but i would still like to see this work completed. That and i like the music in it too. keep us posted ^^
Experienced Forum User
Joined: 1/15/2007
Posts: 22
any updates yttb? i'd love to see what progress you have made.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
haha didnt consider that, but then you have to feel sorry for people who resort to watching the AVI :P
Experienced Forum User
Joined: 1/15/2007
Posts: 22
While i would love to see the same effort go into a SF64 vid, i find the original SF to be very nostalgic. It was one of those games i would slack through my homework for just to play sooner when i was in like 6th grade.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
not gonna lie, the way the background scrolls the same direction you are running made me a little "carsick" while watching it. Kind of the same effect playing goldeneye on a huge tv sitting 3 feet away had on me. I also agree with creaothceann's comment about the unfamiliarity with the game amongst the general public. However if you come up with some nice sploits post the wips.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
Ytt, very nice work on the run so far. With regard to your idea for the venom atmosphere battle, i would vote against using 1st person and going dancetron with the crosshair. If you are going to sync with the music, why not just do it in 3rd person, that way we can see the arwing flipping around like crazy while still annihilating everything in its path? For the run so far, i am loving every second and cannot wait for this vid to go up for publication.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
Awesome job on the WiP fellas, cant wait to see the domination of future tracks =)
Experienced Forum User
Joined: 1/15/2007
Posts: 22
didnt know you werent going for hardcore TAS guidlines, but for fast money have you considered manipulating the treasure games you stumble across in the game? the first one caps out at 100 rupees per chest i believe and costs 30 rupees to play. not realistic for walkthru purposes, but good for the goals of the video, getting through the game quickly. anyone can farm rupees on their own time you know.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
yeah i just checked, if you UD walk up to and LR walk across the bridge, then down, bomb the wall and enter as soon as the xplosion wont hit you, you will save about 66 frames. I was also impressed with the boomerang kill on the armos knights as i failed to try that when i was running through the game. Overall i think the major tweaking so far to this run would come from cutting out sidetracking to get rupies (since you need only 50 to get the scale) and being a little more creative with pathing when you dont have the sword. There were one or two points where you might have been able to optimize going through a door because damage you took on the other side due to a mob being there slowed you down a little. other than that a decent run so far, i'm excited to see what path you take in the overworld to the other dungeons.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
I liked the run. question however. whenever you were fighting the tri-worm with the icerod, the first shot you would shoot into the emergence mound, those shots actually make damage? i suspect they do, but just wanted to verify. it was a nice little run tho imo
Experienced Forum User
Joined: 1/15/2007
Posts: 22
yeah i kinda got the impression that's what he was after about 2 hours into it. my post sounds kind of whiney but i really did feel a sense of accomplishment once i had mapped the entire thing on some scratch paper and finished it. What is this magic boomerang you speak of? i figured i'd just have to throw that one into some pond to get the red version.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
I started playing this yesterday in the evening for about 4 hours, got passed where i was supposed to get the boomerang and had to restart tonight. Overall i really like this game because it is so damned challenging. Mobs on average do much more damage than the original game and overall the game is very nonlinear. The only complaint i have thus far is just how short and unimpressive the dungeons have been. the 3 light world dungeons were about 1/4 as long as i had expected them to be, and there was so much backtracking in farore's castle it wasnt even funny. Nevertheless i am having a really fun time playing it. Currently i am stuck in the parallel world wondering how the hell you get to the tower again... I also think a TAS vid for this would be epic, minus the fact that there is a general disapproval rating for hacked vids around here. I have read the reasoning behind that of course, but i think a well done game is a well done game and should be TAS'ed. my 2c. *edit* just finished Darunia's cavern. what a freaking nightmare. picture a maze made out of the square rooms, 50 rooms total, in a 5x10 arrangement. the way you open doors is by pushing block triggers on the floor, each room having a different arrangement or trigger entirely. that is the longest any dungeon has ever taken me.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
EDIT Run canceled due to lameness of the game near the end.
Experienced Forum User
Joined: 1/15/2007
Posts: 22
alright finished off a nice Prospect park session this morning, here is what i have so far. keep in mind its gonna be really rough since i'm learning as i go. but lemme know what you guys think. Rough Rough Draft
Experienced Forum User
Joined: 1/15/2007
Posts: 22
Nice, thanks for the feed back guys. Currently my strategy for clearing the hobos and biker chicks etc. has been to use the double smash as often as possible but also i have had a couple nice situations where a full power meter lets me clear 4 enemies at once. I've also been experimenting with the optimization of the throwable objects to clear as many baddies as possible. As for right now, the demo i have of my play is pretty smooth and i am not using any of the secret characters to clear the bosses just because i'm trying to get a total figure for how many i will have to work with through the course of the game. Still it remains unknown if there is a faster way to beat the bosses without even using the special characters. I doubt that is the case for the carnage fights but for the lesser skirmishes, stylistically i like the way they look w/ just spidey smashing faces solo. Either way which ever method ends up being more efficient will be the one i choose. For the final version of the video i'm planning on going for these goals 1) Completes the game in the quickest time possible (clearly) 2) 99% fighting accuracy for each level (since 100% seems to be impossible to attain) 3) Diverse fights, the more 4 or more vs 1 situations the better 4) No damage taken unless necessary to initiate a scripted sequence (i.e. at the end of Alleyway level) 5) Most efficient use of power moves, i.e. clearing as many enemies as possible with each attack. Any suggestions/scrutinies are gladly welcome. I'll see if i can get the smv posted by the weekend. ~scooty **edit** Is there an easy place to upload these kind of files? i hate free hosting sites and i'm not gonna lie, i'm a noob at making media accessible in forums. Lemme know so i can toss the demo up.
Post subject: Spider-Man - Maximum Carnage
Experienced Forum User
Joined: 1/15/2007
Posts: 22
I've already begun working on a rough draft runthrough of this game mostly for strategy purposes before i start the final version, but before i get too deep in has anyone attempted this game or played it extensively and would such people have any tips? I feel pretty comfy with the mechanics of the game and from the little experience i have in the TAS arena i havent been able to stumble over any exploitable game mechanics. Also, do you guys think this game is worth TAS'ing? i've had a lot of fun working on it so far but i'd rather not submit a TAS that would be considered boring. Let me know what you guys thing ~scooty oh yeah, once i get the rough draft out i'll throw the .smv file up for scrutiny/suggestions, but it will probably be a little bit before it comes out as i'm a little less than halfway through the game. If anyone would like to see what i have so far, just post a reply and i'd be happy to put it up. =)