Posts for theenglishman


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This is sort of a playaround, with me trying to see if I can use the two screens in tandem to really stretch the length of combos. The puzzle tutorial is optimal, the part of 1-1 that I do is....not :P
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I decided to give this a go myself (I think Gentleman Mode would count as a newgame+ category because you start off with everything in your inventory). My 2m15s WIP of the first level is here (encode coming soon courtesy of sgrunt)
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My vote is a weak yes. There were mistakes, but certainly little that the average would notice. Despite the imprecision, I was very entertained by this run and I wish to see it on the site, regardless of any improvements that may pop up this summer. I don't want to see the site schism over one controversial video. I love coming here and seeing your work and submitting my own work, waiting with baited breath while the votes pour in. Let's not traumatize abeshi any more with our poo flinging. Just my two cents.
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Well I'm going to vote a weak yes on this one. I can see the incredible amount of hard work that went into manipulating just about everything in this game, but to be fair it's not that entertaining. However, I cannot deny that the run was extremely well-researched and of high quality. So in short, voting yes.
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djchilxxn wrote:
reviving topic... well aware how awfully this game is to TAS theoretically, but I LOVE this game, and want to see it demolished. Anyone ever encode this run? looked on youtube and there doesn't seem to be a comprehensive TAS. i'd love to see it.... anyone?
This is a question you should be bringing up in the GBA forums, not through Gruefood necromancy. And yes, I am very much aware of the hypocrisy by posting here. I'd suggest starting a brand-new thread for this game there, instead of necro-ing the old discussion thread should one exist.
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Slowking wrote:
Why PAL? Well I guess it runs in PAL60, so there is no problem with it running slower than NTSC, but are there any other advantages?
RE4 runs at 60 Hz on PAL, and also has many many small advantages (scripting changes, item placement changes, the boulder in 4-1 can be blown up with an RPG, enemies have less health even on normal etc.) Trust me, PAL is faster in this case.
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Tub wrote:
Resident Evil 4 largely depends on the RNG. If you can manipulate consistent fatal headshots and blaze through the game using your trusty starter pistol (+RL for bosses), that'd be cool.
RE4 definitely, on PAL. I plan to either make it (should I purchase/build a decent computer) or help with the research.
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IrnBru wrote:
My best guess is Japanese Normal is NTSC/PAL Easy mode or something. Obviously your run is on Extreme and Rex will act differently but I still can't see how he can stand there on Normal and do nothing while you need to run around.
The original Japanese release of MGS1 had only one difficulty mode (which I believe is equivalent to NTSC Normal) and Integral had all difficulties, including Extreme. Since boss HP is higher on harder difficulties, that would be why it was faster.
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mklip2001 wrote:
You said you managed to play through the whole game on NTSC? If that's the case, then you got that cutscene to load properly, and any help with getting it working in theenglishman's run would be great!
Answer: he used pSX. The cutscene issue is a PCSX problem, not an ISO problem. That said, there are other potential categories besides Big Boss Extreme that would make for an interesting run (newgame+, the prospect of a perfect C4 battle against Ocelot alone would make it worthwhile). I plan to finish this damn Big Boss run no matter WHAT it takes, as long as it can be run as a single PXM file and encoded nicely.
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I applaud you, sir. This is exactly the kind of enthusiasm we need from our admins and our veteran runners. May this site never die!
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Crusader of Centy really surprised me by how good that run was. I was expecting a light LTTP clone, but...damn that was awesome! However, as much as I loved that run, I have to give this honour to Chrono Trigger. There wasn't another TAS this year that made me laugh, curse, drop my jaw and shake my head in confusion in the space of, what, just over 20 minutes? I just want to congratulate everyone who submitted a published run this year, and especially the nominees. This was a great year for us, and the quality of your runs is a huge part of what made 2009 so special for me.
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Post subject: Re: Jak and Daxter: The Precursor Legacy.
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Kitsune wrote:
I'm surprised a thread for this magnificent game hasn't been made yet.
I'm not. You're a generation ahead of the curve, Kitsune. Jak and Daxter was for the PlayStation 2.
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Post subject: 4 Resident Evil
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I was waiting for a thread to come up, but then I decided I might as well make it myself. For starters I want to direct you to the current-record new game speedrun in 1:50:53 done by Derek Taylor. It is completely up-to-date with every trick currently known (except for skipping the Salazar boss fight which can be found right here. The biggest hurdle we face is luck manipulation, because fallen Ganado can literally drop every kind of grenade, secondary weapon ammo, pistol ammo, green herb and numerous amounts of pesetas. Obviously, we would have to try and streamline the amount of sidetracking we do, and take advantage of manipulating required Ganado kills to produce satisfactory drops. Also, the GameCube version is significantly faster than Wii, because the former has the TMP glitch (which can skip an entire map and a half).
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SDR wrote:
voted no! bad emulation and boring play
Well you're within your right to say what you like about the play, but voting no because of emulation issues is completely insane. I'm voting yes, because it is not only a huge amazing nostalgia trip for me, it used a lot of techniques I wasn't familiar with through either the speedrun or the large amounts of time I wasted on the Crash Bandicoot trilogy as a kid :P Great job Mukki. You deserve this yes vote, from me at least.
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Clue.
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That was an amazing nostalgia trip, and a really well-made movie too :P I remember how ridiculously Nintendo Hard this game was, and for that I give you props for destroying it, Mukki. Voted yes whole-heartedly.
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p0rtal_0f_rain wrote:
Wait a second! Look for a Japanese ISO of this game and try that for the post-Rex defeat. Perhaps Liquid's speech can be cut short now that he has to talk Japanese. Don't worry, I'll get a hold of the ISO myself.
There is one version of Metal Gear Solid that allows you to skip the Liquid cutscene completely - MGS:Integral, which is also the only Japanese version of the game with actual difficulty levels (as far as I know, Integral Extreme is identical to North American and European Extreme). Unfortunately, Integral does not appear to work on the current version of PCSX. I would also be required to make a new memory card for a run on the Integral version, and I would need to restart the run from scratch, something which at this point I want to avoid at all costs.
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Still desyncing with movie sync mode turned on. And I did...something to the sound plugin, I'm not sure what. It's like half of the sound effects just don't play. You know what, I'll just wait on the encodes at this point. Could you do them, mz?
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I'm getting a desync with TAS Sound Plugin 0.2, just after the first quicksand pit in Turtle Woods. When I used Sound Plugin 0.1, I can go a bit further, but then Crash dies in the level's third bottomless pit. These are the specs I use to run the movie, although I usually use Sound Plugin 0.2, which as I said desyncs too So what am I doing wrong?
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Toothache wrote:
http://www.youtube.com/watch?v=1ol-kVQdxGY You might want to see how much this exploit can be used. It gets demonstrated a couple of times in this short video.
I still haven't been able to replicate that, and I have no idea how it works either.
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Okay, so I enjoyed this run. The game had a nice aesthetic, the gameplay was entertaining, and it had some...interesting uses of religious symbolism :P I know it's based on an anime, but I made up my own plot that you were fighting a crazed Hasidic Jew who was trying to take over the world with robots (thus explaining the rather large Star of David in the background of every boss fight). Voting yes.
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I discovered a little AI quirk that might save time in a future VR missions run, especially in No Weapons mode when you can't throw cancel. When approaching a guard from the left, run just behind him and then, at the perfect moment, move up-right and around him. The guard feels you hitting him, but he doesn't turn around fast enough to register you in his cone of vision. A demonstration is here http://www.filefront.com/15186319/ai-diparound-demonstration.pxm
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Nisto wrote:
So it won't be accepted because of that particular reason? That would be such a shame since I've worked for quite some while on this run and I really don't feel like making another run. Thank you Aktan for your kind words.
I'm sorry, dude. That was a bit harsh in retrospect, but seeing your submission comments kind of made me flash back to how ruthless the goons were to me when I...made some wall-banging Let's Play test posts. (Listen to me, making Freudian excuses.) Anyway, the point I was trying to make, and got rather carried away, was that this site encourages artistic expression through speed and rising above normal human skill. Your run does not use frame advance. The game itself is also not very interesting to watch; the movement of the player-character is erratic and stiff, and the only significant glitch, making enemies disappear, sounds cool but doesn't look impressive. You don't have to make a completely frame-perfect run (there's no such thing outside of some really rare cases) but in order to make a publish-worthy run, you must: a) Make a run that entertains b) Make the input feel godly Your run, and in general the game itself, fails to do either of these, especially in the early levels where it's mostly "run right". There are no movement tricks outside of the "wobbling" used to clear enemies from the screen and something which looks like a brief ladder zip, and the game's aesthetic does little to make up for this. Game choice is just as important to creating a well-received TAS, as input. (Cringes when MGS1 inevitably gets the same complaints) We are not Speed Demos Archive; we are creative artists, not ungodly athletes. Except for the occasional frame war on something like SMB1, where the game has been completely broken with a hatchet and put back together, we're not about competition. At TASvideos we want to make things that are beautiful, and seeing games being played beyond human potential is something we think is beautiful. (This isn't speedruns.net, either. In my opinion, they tend to have much lower standards and a lot of controversial runs that get rejected here end up there, mostly by coincidence but occasionally out of persistence.) The point I'm trying to make is this: you are still thinking like a human player. Think outside the Genesis. I am voting no, but I look forward to seeing your next submission for this game, if you decide to make one with frame advance. Once again I apologize for my initial post, and welcome to TASvideos!
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My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
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Okay so I watched the encode and, well, here are my thoughts. This movie bored me. It didn't bore me because it was poorly executed (it wasn't nearly as bad as I thought it would be, but it looked iffy at times), it didn't bore me because there was almost no combat. No, it bored me because I realized that a top-down Resident Evil game WITHOUT hilarious dialog is just a bunch of running through generic hallways. The input quality was surprising. From your submission comments and self-admitted mistake with the knife, I was expecting some noobish howler of a TAS that I wouldn't be able to distinguish from a normal speedrun. But, again, it was better than I anticipated. I did like how you collision zipped past the snake guarding the moon crest though :P Voting meh. Thought about voting no, but there were some interesting parts, and it wasn't completely horrible either. It would have been a wiser move from an entertainment perspective to run the PS1 version, because then at least the monotony of running down hallways could be broken up by some of the most unintentionally hilarious dialog this side of Symphony of the Night. I would totally love a run from you on the PS1 version, and would vote yes if it was good :D
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