Posts for scrimpeh

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What a game. Been a while since I've seen a game with such amazingly atrocious writing. On the bright side, the TAS was quite entertaining. Yes vote.
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This was excellent. I'm so glad to finally see a submission for the memory corruption run. The gameplay was great. The optimization shows in every room, and I'll never get tired of seeing the zips. I still wish you could do the glitch earlier into the game, since it's so linear and you see so much from the full categories anyway, but either way, this run was fantastic. Great work!
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Well, this TAS served to remind me why I love this game so much. Thank you for making it. There's not much I can say about the gameplay. It seems optimal as far as I can tell, but then the actions you can do are very simple for the most part. Either way, I certainly enjoyed this a lot. Yes vote.
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Hi Glitchman, and welcome to the site! This was a fantastic run. I can always go for more Mario, and I'm glad to see the previous warpless run was improved. It's also cool to see a route change in the game. Great work! I hope you make more TASes in the future.
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Fantastic work! I can always go for more Mega Man, and this was great! Thanks for making this improvement. Definite yes vote.
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Fantastic! I was still holding out for a Haunted Castle TAS, and I'm so glad there finally is one. I never got far into TASing this game, but I remember it being a veritable pain, since you have to slow down for everything. You seemed to handle it very well overall. Just one question, can you not take more damage in Stage 1 to get past some enemies faster? You seem to have enough health overall. Anyhow, great work! Absolute yes vote from me. Also a huge thank you to CloakTheLurker for the encode!
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Hi and welcome to the site, Oopla, and congrats on your first TAS! I really liked watching this, The movement was very fluid and every room was dispatched efficiently. I didn't even know about the shortcut before this. That was very cool to see. It might help that I'm a huge Morphcat fanboy, but this TAS really was a treat for me. Great work! Yes vote, and keep it up!
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This was recorded on Windows XP Professional Service Pack 3, Version 2002.
And this is why I was hoping we could've ditched hourglass a decade ago. Anyhow, this is a game I'm actually fairly partial to. Obviously the movement is quite simple, and even in six minutes, it kinda begins to drag on, but it's not too bad. I only wish there were more skips. Is it impossible to stand on the edge of the spikes at 4:52 in the encode? Anyhow, I enjoyed this enough to vote yes. Keep it up, and huge props for actually having the patience to deal with hourglass.
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This was a very nice run. I liked the movement a lot and couldn't spot any obvious improvements. Yes vote.
Post subject: Ringboost Visualizer Lua Script
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So I went and did the thing I probably should've done 7 years ago and actually mapped out all of the ringboosts you get for a ring. Since the positions don't normally change between rings, you can just create a heatmap and show it in-game, which is what I've done. This allows to quickly get a visual reference for where you need to be to activate good ringboosts. It also finally clears up where exactly good ringboosts are and aren't. I've written a Lua script that lets you overlay the heatmap over any ring of your choice. You can check it out here (GitHub link). This is the current heatmap. Black shows high-value negative ring boosts, white shows high-value positive ringboosts. Red shows ringboosts that are above the speed cap of 48 / -48. You can clearly see the radial pattern. You could still extend it further to the sides if you wanted. Here is the raw data. (CSV format, About 5 MiB, currently)
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BigBoct wrote:
1. The Metroids are immune to Power Bombs in this hack, so you need the Ice Beam, which is at Mama Turtle, which is gated by a metal door linked to the Red Space Pirates in the room below Mt. Everest, which can only be destroyed by the Screw Attack. 2. No, there's not. Ridley's death unlocks that metal door.
Ah, I see. Thank you for clearing that up!
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Well, this is Super Metroid Impossible. I have to say, being this early, the hack honestly doesn't hold up very well to me. Most of the rooms are almost completey unchanged, save for the extra spikes, so the TAS can go through many areas just the same way as in the base game. That means that there is not really that much novelty left. Sure, you have to hellrun, but other routes through the main game have that too. The gameplay and optimization looked mostly fine to my layman's eyes. I was especially surprised to see how smooth most of suitless Maridia went. There were some parts that were questionable, but there's probably a good reason I'm not aware of. For example: - Why position yourself so far to the right when picking up the Charge Beam in Upper Red Brinstar? - Why did you position yourself so far to the right when the Golden Torizo fight ends? - Is it really necessary to pick up the screw attack? - Is there really no way to pick up the Wave Beam earlier? Overall, I liked the movement and gameplay enough to vote yes for Entertainment. Staying on 0 HP for so long an especially cool and unexpected part. Keep it up!
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This was fantastic. There is something that never gets old to me about the game stumbling and going "You Win" after something seemingly innocuous happens. Yes vote for sure.
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I don't know the previous TAS of this game, but this was very fast and entertaining, and the new zip glitch stood out. Yes vote. Great work.
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I can only second LogansGamingRoom, I am completely astounded by all of these discoveries. This route and the steps required to perform it are completely crazy.
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Wow! This was completely unexpected. What a fantastic improvement and what a crazy run. Total Yes Vote. Walls are for losers.
Post subject: MSX Vampire Killer Stair Glitch
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AgentWyvern discovered something very interesting. This game also has a stair glitch. (Twitch Clip) Link to video From what I can tell, this is caused purely by walking up and down the stairs through a screen transition and stopping on the right steps. If you do it right, Simon will walk over the end and climb up the staircase into the air. Whether or not this works depends on the length of the staircase above and below the screen transition. I've gotten this in other places, but so far, I don't know any application for it. Update: It's caused by exiting a staircase after walking on it for exactly 512 frames (= 32 steps). You can walk up and down any staircase then. The important RAM variable to watch is 0xC42B. This means it's quite slow to activate, but it might still save time somewhere, considering how out of the way some of the stuff in this game is. A door skip would be the holy grail, but I haven't tried routing anything yet.
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Wow, you work fast! It's rare these days that a submission actually makes me drop everything else to watch it, but this one did. Absolutely fantastic work once again. Some of the new glitching is outrageous. I can't say I entirely understood what happened in Twinkle Palace, but damn did it look crazy. Other than that, the execution looks excellent once again, and I'm so glad the wait for the zombie caravan could be eliminated. Great work once again! Yes vote.
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This game actually has some quite interesting looking level design, which kept me intrigued during the course of the run. The TAS itself looked quite well optimized, and was entertaining enough for me to vote Yes. Good work.
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This game is so easy lmao, just look at how many items there are everywhere. This run is clearly highly polished, with little downtime and a lot very precise moves. In the start, I was worried it'd just be like a regular warpless run, but stopping every 10 seconds to pick something up, but that fear was assuaged quickly. All items were picked up very fast without really stopping the flow of watching, and the constant antics kept me entertained as a reuslt. Great work, yes vote. I love how the game never expected you to reach more than 9 lives.
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Yo, what was that cave strat, god damn. Excellent work once again. I'm incredibly glad to see all the new tech come together in this run, and the end result is once again fantastic. That said, I personally do disagree with hitting the Armor Knight in Stage 4 to get past him quicker. Because it's the only instance where a non-essential enemy is hit, it sticks out like a sore thumb. Since all it costs is 11 frames, I do believe you should just wait for him to pass. Still, solid yes vote. This was a fantastic year for NES Castlevania.
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Oh, this is fantastic, and a welcome surprise at that. This is one of the games I was genuinely still waiting for a TAS for, and you didn't disappoint. I didn't know the wrong warp also worked on DSi. Just one question, what's up with that weird wiggling when you drop into the water near Shantae's house? Is there a reason to it? Anyway, fantastic work, and thank you for sweetening my evening. Yes vote. Pirate's Curse when
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The warping was kinda cool, as was the dancing around the bees in some places, but beyond that, there is very little exciting in this run. It'd help if the game was less monotonous and had any sort of appeal whatsoever. The most pleasant surprise was hearing there is actually more than one music track. Meh vote, and that's being generous, tbh.
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Very nice work once again, do keep it up! Yes vote.
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Link to video The entire album, really.