Posts for suraimu

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Joined: 3/17/2005
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Chamale wrote:
It has some weird property that makes it synch well with almost anything.
That property is gained from the weed smoked before listening to Pink Floyd. :)
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I would imagine that it would end up being much more impressive if you made the run to the music, instead of choosing the music for a speedrun already made. (Thus the point of the challenge.) Doing it with an already made speedrun would be kind of like trying to find the parts of the Wizard of Oz that sync up with Pink Floyd.
Post subject: Possibly Impossible - The Music Video TAS run
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Apologies if this idea has already been suggested, I haven't read or posted here in a long time. But I was watching a TAS recently with the sound off and MP3s playing, and the idea struck me as interesting. We've all seen it before in TASes, the player ducking/jumping/shooting to the music while waiting for the score to count up, etc. It's funny, sometimes ingenious, why not take it two steps further? The goal: To make a TAS run that, while not necessarily aiming for the fastest run, attempts to make a fast run while maximizing music-related synchronization and amusement. The rules: 1. The player will play through an entire game start to finish, attempting the above goals. As an entry, they will submit the FCM/SMV/whatever, and a video of the run with the music they have chosen overlaid (either fully replacing the game's normal music/sound effects or not, whatever they feel like doing.) The video will not be edited or cut in any way, the music will simply be laid over top of it. 2. The run's video will be whole, and so will the music - partial songs are not allowed. Multiple songs are obviously allowed for long runs. 3. There may be any amount of whitespace before or after a song, they can be positioned anywhere along the timeline of the video. But they must, as stated before, remain whole. Extra points: Manipulating non-player-controlled sprites into matching the music. As little music whitespace as possible, and/or timing the position of the whitespace perfectly (i.e. one song per stage with the whitespace over the score counting up or something similarly clever.) Clever music choice - lyrics matching up with what is currently on screen as they are spoken, song choice being appropriate for the game being played, etc. Player-controlled sprites matching up with music in ways that are not simply "jumping on the beat". i.e. Falling in a curve that seems like it illustrates a particular crescendo, blowing something up on an orchestra hit, etc. - Any other ideas? Anyone insane enough to attempt this? Am I crazy for suggesting it?
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Final Fatnasy?
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feitclub wrote:
irregardless
Die.
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quietkane wrote:
Histories can be fabricated. Especially on such a medium as Wikipedia, where anyone who's willing to fill out 15 minutes worth of forms can become an editor and post entries like that to be misleading. That being said, I lump that into the same category as athiests who insist that science disproves the existance of a god.
If it were fabricated, there wouldn't be print sources referred to. It's certainly a lot less ridiculous of a belief system than, say, Scientology.
Post subject: Re: POP goes the gmail
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NEOBassDUDE wrote:
That + You can use Gmail with POP3 with a program called "Pop goes the Gmail". http://fileforum.betanews.com/detail/1088397932/1 So you get a gig of space that you can use with outlook or whatever pop3 email client. And you can access it anywhere! Gmail is neat, which is why I want it! :)
You don't need another program, GMail supports regular pop3 access. You just have to turn it on in your preferences first.
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I was bored the other day, and while watching this movie I got inspired and made some animated Windows cursors with the daisy from Yoshi's Island. If you want, you can download them here. I also posted this in the Offtopic forum, but I thought I'd also post it here since this movie is what inspired them, and to catch people who like YI but don't browse the Offtopic forum. Enjoy! Normal Select Working in Background Busy Text Select Unavailable
Post subject: Yoshi's Island cursors
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I was bored the other day, and made some animated Windows cursors with the daisy from Yoshi's Island. If you want, you can download them here. Normal Select Working in Background Busy Text Select Unavailable
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Are we talking about Castlequest or Castle Quest?
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dubitancy wrote:
1up..1up..1up missing from your icon it looks as if he's humping a corpse. haha
As if the image wasn't disturbing enough! :D
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Great icon, dubitancy. :)
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Man, that music sure brings back a lot of memories.
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Oh, hey, has anyone ever seen if that bottomless pit where he dies in the castle in world two ever ends? In other words, has anyone ever done that with a p-wing and kept flying on the other side?
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Grrrr, stupid desyncs. :(
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ANGERFIST wrote:
Well you have been humpin her for 1-2 months now so I was a bit worried about your back :)
Dude, if I were actually Mario, I would not be hanging out at some web forum. I would be out pimping my notoriety for cash. :P
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ANGERFIST wrote:
How is your back suraimu? ;)))
Huh?
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Absolutely slick the way you shot through the water there, man. I noticed one thing though, and forgive me if it was mentioned before and I forgot about it - when you got most of the items, you weren't in mid-turnaround anymore; did that end up being slower or something? Great work as usual. Looking forward to seeing the finished run!
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Just watched your partial movie - great work so far! Except for the fooling around on level 5 anyway. :) Additionally, there's almost certain to be a bug in this game to get him to walk faster. Since he walks so much faster diagonally than he does horizontally or vertically, there's probably a bug similar to the wobble walk bug in Zelda 3. Could chop some significant numbers of frames off there.
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I had this cart when I was a kid, and loved it even though it was insanely hard. I think the hardest part is the mexican boss in the western stage. I've personally made it to level 5 once (barely), and level 4 a couple times, all on the cart. I'll definitely watch this one when it's done! :)
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This was a great way to waste an hour between classes. :) Great work!
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Seriously great work. Keep it up! I really love where you try to get out of the room and get stuck in the door. So close! And it reminds me of Metroid 1. :D Additionally, I am still totally amazed by the Kraid glitch, no matter how many times I see it.
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Ah, k. I don't know all the game's ins and outs, so I just wanted to make sure you knew about that. :)
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From a FAQ on Gamefaqs: a) TOURIST-WEREWOLF EXPLOIT srch2a This is an exploit that allows you to save some Tourists on levels in which they would turn into Werewolves, even after the time limit has expired. In particular, this exploit is useful in saving Victim number 9 on level 28, because that particular Tourist Couple is much too far away from the start of the level for you to have any hope of getting to them in addition to the other two Tourist Couples present. However, for all its usefulness, this exploit may be looked upon as cheating by some, and they will not want to use it. While running Zombies, your Super NES machine has only a limited amount of its resources dedicated to the Monsters that are present on-screen; in particular, it only has the capacity to animate a certain number of sprites on the screen at once. "Sprites" here means all objects that switch between frames of animation, which includes Victims too. When a certain number of Monsters are present, no more can be spawned until some have died, because otherwise the Super NES would be unable to cope with all the work and would slow to running the game at a snail's pace. Tourist Couples are just one sprite, but each Werewolf is two sprites. More importantly, if there are more than a certain number of enemies on screen, the Werewolves are two enemies too many. So, if you have a certain number of enemies following on close behind when you approach the Tourists, the machine won't allow them to transform into more enemies, and you'll be able to collect them. After collecting the Tourists, you are then free to kill the enemies following you, as they have served their purpose - unless you want to collect another Tourist Couple in this way, of course... On level 28, for example, there is an area to the south of Victim #9 where Vicious Zombies spawn at a reasonable rate. If you go there and wait around, dodging the Zombies until there are five or six of them (but killing the randomly spawning Werewolves that jump in), you will have a force of Monsters that will prevent the Tourists (9) from transforming while they are in the Super NES' memory. Shuffle along ahead of them, not allowing them to fall behind and off the screen, and make your way north through the system of passages to where the Tourists (9) stand. (The system might start working slightly sluggishly when the Tourists come on-screen - this is normal.) You will be able to collect them safely - after which you can get rid of the Zombies chasing you, by shooting them all. This tactic can also be used on, for example, level 48, to collect two consecutive Tourist Couples (4 and 5) who are east across a stone walkway from an area where Zombies spawn. An example of a level in which this approach is unfeasible is level 17: here, the Tourists (9 and 10) are just past an area of the level where a variety of enemies appear, and where other Victims can be found. It is not a good idea to attempt to bring a group of Zombies through, because they will try to kill the other Victims along the way, and because there is nowhere nearby that can suitably be used to recruit them. --------------------------------+++++++++++++++-------------------------------- b) CLEARING THE MACHINE'S MEMORY srch2b Another limitation of the Super NES that may be exploited is the game's inability to preserve the locations of most Monsters when they are too far away from the player. For all but the most powerful, semi-boss-like Monsters (Crazy Lumberjacks, Vampires, and Frankenstein's Monsters), the game will discard them as soon as they are a certain distance off-screen. Even those three varieties of Monster can do nothing of any consequence if the player is not nearby to witness them doing it; that means that they can't kill Victims (and Lumberjacks can't use their axes to demolish bits of the level, either). This is convenient because sometimes when you arrive near a Victim, you'll see that they are in danger, about to be killed by some Monster, and that you definitely cannot do anything in time. What should be your reaction? Well, perhaps you should consider just walking away - if you do that, then you could easily manage to escape from the scene before the Zombie (or whatever it is) makes the kill. If that happens, the Victim lives on, and you have another chance. Remember, it's not over until you hear them scream!
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HFIL