Posts for zaphod77


1 2
9 10 11 12 13 14
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Now do an all captives rescued run. :) The rules for this are simple. 1) If there are multiple copies of the same character, each player playing must rescue one of them. 2) if there are more copies then players you don't have to rescue them. But all player's teams must be filled out with as many unique characters as possible. If you pick up extras, you can let them die, but you must grab another before you win. 3) if you play one player, then you only need to have one of each in team at game end. For two players, you need to have one of each in each team, if there are enough available. 4) having one player "die" and the other player rescue him to do a mid level character change is permissible. what matters is all teams are a full as possible at game end. Play on normal, of course, so there are captives to rescue. I think this requires more strategy, and will be even more interesting to watch, though it will be longer. Another idea: a pacifist run. Only enemies that prevent you from ending the level may be killed. On levels with no exit kill everything. On levels with an exit, if you can get even one character to the exit with no kills you must.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Well, need to a) reverse random generator and determine the number of possible seeds. b) test out all possible seeds to get their llayouts. c) eliminate all the aproduce an odd number of blocks d) eliminate all that produce a multiple of four blocks e) test all remaining initial states. i believ eit' sbetter in most cases to drop one extra piece than make one extra line clear. Because the number of pieces needed to clear the mode is dependent only on the initial amount of garbage, it is the number of clears that matters. WIth ludicrous luck, it's theoretically possible to remove the garbage in three line clears with two cells left over, leaving one single and 4 tetrises worth to clear. HOwever that is not needed. FInishing the level with 7 line clears, a bravo, and scoring line clears as high up the field as possible gives the best time. incidentally, 114 garbage cells is completely impossible. the maximum possible is 110 without filling one of the 12 lines garbage can spawn in.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It takes 7 line clear aniations to clear 25 lines 1)4 2)4 3)4 4)4 5)4 6)4 7)1 it takes 5 to clear 19 1)4 2)4 3)4 4)4 5)3 and 2 to clear 6 1)4 2)2 So we have 1)2 2)4 3)3 4)4 5)4 6)4 7)4 7 line clears. So this IS the minimum number of line clears after all. seven. now that bravo solution does not do it in only five line clears. it takes more. but regardless, any 19 line solution will require two line clears before or after it. and doing the line clears before it is faster. :) The real key is clearing as many garbage lines as possible with each line clear that clears garbage lines. There is a very nasty pattern just after halfway down on the left side that it really wold be a good idea to manipulate away if possible.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
yes the goal using this solution would be 0) manipulate the proper garbage pattern. 1) clear enough space on top to be able to make one tetris and one double. (hopefully not needed) 2) make the tetris and double 3) clear the rest. This in theory woudl be fastest.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It's quite possible to avoid battles in real time by simply opening the menu during every step. I've made miracle escapes in real time that way many times. Yes, you do have to let the army eyes capture you, which means you must survive their attacks. The "Gires items" (of which there are four) are of course very useful, because they effectively give you unlimited dimate power in combat. maybe less so in a TAS.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
it's very possible to do it in 34, if you have the right number of garbage blocks 25*10=250 cells (to clear 25 lines) - 34*4=136 cells (34 pieces) -------------- 114 cells (garbage blocks) :)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
in this case it follows the "play at hardest level" guideline. PAL tetris type B level 19 is MUCH harder than NTSC tetris type B level 19, and is BARELY possible to play at all unassisted.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
the reason he suggested PAL is level 19 pal has the same high gravity as level 29 ntsc.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
AS i recall in this version of tetris, the sequence cannot be manipulated, except by completing SMB with a different score. To play tetris fast the field must be kept as high as possible, until the end wher eit must be a s low as possible to reap tetrises. The mid level luck manipulation shenanigans will not work, so you must play honestly. So there's three challenges 1) get the ideal piece sequence 2) reach tetris as fast as possible 3) play as efficiently as possible, by stacking very high at the start, clearing all tetrises exceept for maybe your final line clear if you can't get a tetris in time and lowering the stack at the end.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
i think you have to speak with her multiple times to get her to lose count of her steps, and the last time must be on the right frame
Experienced Forum User
Joined: 1/13/2007
Posts: 335
i do believe it's simply a matter of talking on the right frame. with many retries i was able to do it in real time when trying to see if that route was feasible unassisted. My conclusion was that it is, but would require a lot of practice. Also she doesn't go into an invisible door. You go into the visible door when she's NOT in front of it and it's still open. If you go when she's in front of the door, she intercepts your entrance attempt and takes you to the room. but if she's somehow not there, you get sent to map 0 instead.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
This is absolutely worth publishing. While he makes a lot of it look easy, it really is not, and that's what TASing is all about. showing superhuman skill. (well that and glitching.) And some levels are hard even with tool assistance for this goal.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
main issue with this sort of game is that it's trivial to TAS, and only slightly less trivial to optimize. there are only three tasks. 1) optimize menu movements (easy) 2) optimize board generation (the only difficult one) 3) optimize ingame movement. (easy once you have optimized the board) Possibly interesting TAS ideas for this game. 1) generate a board that has an interesting pattern. 2) get all pairs to be adjacent, such that no square needs to be passed over. this would be an optimized board. this assumes that the cursor stays where it was after a selection. if this is not the case, then not much optimization is possible.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Patashu wrote:
Brian_pso wrote:
Using no zips is a good goal, because they usually take away part of the entertainment, but in SY3 I think the zip is way more entertaining than the utterly long wait for that enemy.
I found the SY3 long setup absolutely hilarious, in fact. Mainly because I thought he was going to use the enemy to bounce, then he did something completely unexpected with it.
Well the fact that a shield was picked up kinda gave away that a hit would be taken. And i think, while the luring was definitely clever, that in this case the no getting hit goal should have priority over the minimal zip goal.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
as i'm not a nicovideo member, i haven't really spotted anything i'd like offhand. However, i noticed that ripping stuff from NV and uploading to youtube without asking so others can watch it is very common. And this does ruffle quite a few feathers on the other side of the pond. It's more common in the case of certain other video types, especially when someone tries to give english subs to a japanese song. While a number of them do come to youtube to give themselves a wider audience, others prefer nicovideo, and will not upload anywhere else. NOw that they have branched out into english, it has become easier for us to join them, I think. and I am considering making an account there. BUried in the horrible english of this page http://savemiku.wikia.com/wiki/New_Objective%2BMessage is a statement that they want people to get permission, and as long as the lyrics aren't mangled they are usually willing to give it. Generally if you contact one and say something like 'Hi. Awesome video. may i upload it onto my youtube account if I link back to your original?" they will usually say yes. Also it's a good idea to send them your translation (if you have one) and have them check it and fix it up.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It is insanely difficult to machine translate well between Japanese and English. It's so bad that it's considered good form to send the original text, the machine translated text, and the translator link used when trying to communicate with japanese people. This gives them the best chance of working out what you were trying to say to them. :) Many Japanese are willing to give permission, but they wish to be asked. do not just blindly upload to youtube. While giving credit is good, they want to be respected.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
gamer89512 wrote:
adventure island
Wonderboy has been deemed to obsolete adventure island.
tmnt 3 all turtles switching
This goal is too ill-defined. How much use of each turtle needs to be done for it to count?
smb 3 all levels
Super mario world tracks your number of exits, and many are hidden, so they are entertaining to locate, so that's why the all exits run exists. SMB3 doesn't care, why should we?
air fortress
rejected already due to bad game choice. The combination of only being impressive to those who played it and long autoscrolling sections with no really special tricks killed the submission.
mega man 6 all letters
This is actually probably a worthwhile 100% goal.
mega man eng
The run syncs on the english rom as well. SO this already exists. :)
castlevania 3 eng
This is arguable, because the difficulty is increased, although the quality is worse. Worth a look.
contra eng
There is nothing to reccomend this over the japanese version.
donkey kong 3
I believe this would not be very entertaining. but someone could prove me wrong if they wanted to. :)
zelda 1&2 100%
100% runs would be slower and less entertaining. FOr Zelda 2, a 100% run would only differ by taking detours to grind exp and colect unused magics (and then not use them anyway) And in zelda 1, it's clear that the reason hear containers are skipped is because they aren't needed to win. ANyone can find all the secrets, the skill is in working fast with as few of them as possible. a 100% run would be considerably less skillful in both cases, and a TAS must showcase superhuman skill.
rad racer 2
Hey if somoene can make this intersting go for it.
mario 2 mario only
I assume you mean SMB 2 US version. if we are going to do that, we also need a luigi only and a toad only. It might be interesting to see which is fastest, though. :) Princess only exits because it was made when the princess was not used at all in the main run.
kid icaris best ending
All this means is you have to GRIND more. which is counterproductive to TASing. If the best ending can be had with no backtracking and no pausing to grind, then it might be worth doing.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I think this game would be interesting to TAS. Goal is to end game with max score in minimum number of frames. SOme info about the game to help those who would TAS it. The most points are scored by a tetris that clears the screen. Naturally, a TAS of this game should do this as often as possible. The piece sequence cannot be manipulated, except by getting a game over. The powerup blocks CAN be manipulated though. CLearing X lines scares as much as ((x-1)mod 4)+1 lines. so clearing 5 lines scores the same as clearing 1 line. (this can happen with use of flicky) The important powerups, score-wise,are sattelite and flicky. CLearing the entire field by shooting with the sattelite gives a bonus that's multiplied by your level. This increases without limit, so eventually, it will score more than a bravo. That said a TAS is unlikely to reach this limit. :) You can score bravos with flicky itself by filling each column with exactly 5. the firs tone dropped in the last column will clear a line, and if you drop the other four before the line finishes clearing you will score a tetris bravo. You may then repeat this if you have time. You can also set up the field so your next piece bravos, if it's an O, L, J or I piece. Depending on the field position, y9ou can also do this with satellite, by chipping away at the field. BLocks shot out by the sattelite do score points, but they are inconsequential. The scoring for line clears maxes out at level 10. A tetris bravo at this point gives you 1/10th of the score needed for the max-out. Lines cleared by the "4" powerup DO count towards increasing the level. Lines cleared by Flicky do NOT. Every four lines cleared raises the level. The level will also raise with time if no lines are cleared for a bit. So the 4 powerup can be useful in reaching level 10 fast. Collecting any powerup removes all others from the field. There is a priority system for selecting powerups when more than one is collected. the 4 powerup always has top priority, because it never screws anything up ever. I have not been able to work out the rest of the priority system.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
The reason for using the "lanter bomb" is because collecting RED lanters increases the rate of fire. Not even TAS precision lets you fire faster than a certain speed. The red lanters collected are to bypass that limit, so collecting those extra lives saves time overall.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Voting no,not enough glitching. :) (i'm just kidding, this was impressive) Seriously though, why make such an effort to clone Megaman games without including cool glitches that are useful for TASing?
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I agree that ending input when the finish line is crossed is the proper choice for this game. Now if you ended input early, and the marble rolled around five corners and THEN crossed the finish line, THEN it would be entertaining and worth publishing. :)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
As a player of the arcade game, I'm not impressed with the port. Many of these tricks will not work in the arcade. 1) Arcade caps you to four herbs at once. Well at least the version I played. apparently some do let you get 8. 2) no knockback when using a herb. So you need real health to take damage boosts, which can only be restored by sleeping at an inn, or by using one of the two elixirs in game, which can ONLY be used when you have no herbs, and would otherwise die. 3) every time you go to the inn to recharge and allow more damage boosting, the cost more than doubles. requiring 4) Grinding for exp and cash which negates the time saved by damage boosting. 5) much of the storyline is NOT skippable. You skip a required conversation and you will get deadlocked later, because you didn't trip the event flag. That said, I do think the kraken boss is still skippable, but recovering from it will be harder. While damage boosting can give you massive shortcuts, it can easily screw you over later, and make death inevitable. I agree the Ninja is best, and beat the game in one quarter using it many times.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Mainly it shows more of the game, and, well, pulling very rapid kills on guards is a bit more entertaining then just slipping past them, and showcases more skill. I think a few other versions of POP have tasing potential. The Mega CD version, the PC Engine version, and maybe the pc-98 version all have a speed option that allows you to increase the speed of the game by a large amount. Specifically, 60fps when not lagging. Much better than 15 FPS. :) The delay is the number of real time frames used for one in game frame. so speed 1 is 60 fps, speed2 is 30 fps, speed 3 is 20, speed 4 is 15, etc. Defaults in these version range between 2 and 4. Battle speed and out of battle speed are set separately, but in a TAS no reason not to use speed 1 for both. :) And the ingame timer isn't affected by the speed, so in game time is also better. Additionally the PC engine version has some unique bugs that allow for shortcuts. :) Like falling over 2 floors and grabbing an edge NOT killing you. I know two major skips made possible by this bug. Sound fun?
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Would anyone be interested in a 100% run of this game? I'd define 100% as 1) all life extensions collected. 2) the float and at least one screen inverse potion collected. Collecting the second one to fix your screen again is optional. :) 3) Genocide of Jaffar's guards. :) Yes this means the ost direct route will fail the objective. Surely you TASers can figure out how to slay them all and still beat the game. :) If any are left alive, explain why they must be allowed to survive to complete the game. A TAS that kills them will obsolete, even with a faster time. 4) potion of warp not used. 5) the skeleton that blocks the path to the level 3 exit counts as a guard, and must be defeated by knocking it into the crusher. Any other skip you can work out is fair game, so long as all guards in the level are slain that don't keep the level from being winnable. Yes, this means you must slay both guards in level 1, for example. If you can figure out how to do so without a sword, more power to you. ;)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
In my opinion,you have to reach an actual win state. any state where you can return to the game in progress afterwards when not intended by the game designer is not a true win state. Only #3 counts, in my opinion. The SMW entry is pretty unique in that it actually glitches into the win state. For games that make a "clear" save, it's much easier to make the call. if you don't get your credit for clearing the game, it's not a real win state. If you glitched into the credits for super mario bros 3, but starting your new game after didn't give you all the p wings, it wouldn't count. if you dont get your victory unlocks it doesn't count.
1 2
9 10 11 12 13 14