Posts for zaphod77


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Experienced Forum User
Joined: 1/13/2007
Posts: 335
some of the fangames have savewarping as AN INTENDED MECHANIC. I wanna be the Boshy is infamous for this. you cannot beat the game without savewarping.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
this version of joust is actually emulated from the arcade. only the rom is patched to skip the startup test, and samples are used to handle the sound effects. This fast flapping speed should be just as possible in MAME. I recommend the following categories as suggestions. 1)fastest difficulty plateau. this reaches the level at which the game's difficulty does not increase after and beats it. 2) fastest loop. this beats wave 90 and goes back to 1. 3) fastest max score. this puts up a score of all nines. possibly by abusing pterodactyls, which should be easily killable repeatedly under TAS conditions. 4) glitchfest. try to do as much wacky stuff as possible
Experienced Forum User
Joined: 1/13/2007
Posts: 335
they also can flap at 30 Hz, or at least really close to it. :)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Don't expect these tactics to work if you try to TAS the arcade. its' nearly impossible to get it to spawn one right under you. also there are levels that start with pterodactyls on the arcade version. they can trivially be defeated right off the bat though, even unassisted. also in the arcade the shadowlords HAVE SPAWN INVINCIBILITY LIKE YOU DO so even if ones DOES come up near you it will just wait for you to move away before becoming active.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Oddly enough that guard you are supposed to squash can be killed realtime. My strategy was to run halfway in (about) and immediately shield twice. the first shield gets blown up by his mega zap, and he will then roll a grenade to bypass your second shield. after you create the second shield, retreat, then jump back over the grenade while still remaining behind the shield. make shields and retreat to get him to advance, then kill him with a mega blast+normal shot while hiding behind the shields. If you get zapped by his megablast stop and shield a little earlier. if you got it right you will create the second shield just as the first one gets blown up. very useful in a RTA speedrun because you can skip the guard guarding the drop ball completely. The guy's tactics aren't quite good enough to force you to kill him the intended way even playing real time, though they are pretty good. In fact i first beat him in a straight up fight before i realized the globe shooting bit. And yes, this tactic works in every single version.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Most versions of lemings do nto let you frame advance or assign skills while paused. this makes some levels really difficult outside of a TAS, such as 29 mayhem, requiring very precisely times presses. I too would like to see a saves as many lemmings as possible TAS. many levels simply cannot be 100%ed by any means, but more can be done realtime then you'd expect, and possibly some more with TAS precision.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
even without glitching, this game would not be interesting to TAS, though it is very interesting to play. the reason is there are really only three optimal routes, one of which works depending on the level. and all the extras in this version are pretty much irrelevant for a TAS.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I wonder. is it possible to use ACE to program in the original NES castlevania? :) there is a PSX nes emulator, adn it CAN play castlevania i'm pretty sure.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
how does the slower route save time, and what is it? i understand moving slower to save time (excitebike), but it seems impossible for a slower route to save time. if it save time, then isn't it faster, by definition? is it lag management?
Experienced Forum User
Joined: 1/13/2007
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interesting but god those block screens. i'd like to see an encoding that removes them.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
this is actually entertaining, but only because it's two players. the combo action is hard to do real time, and looks awesome
Experienced Forum User
Joined: 1/13/2007
Posts: 335
i suspect these runs were grandfathered in, and are not acceptable under the new guidelines. A run the forgoes time saving damage is not vaultable. If it's not a moon it can't be published. I'm pretty sure those runs would be rejected if they were submitted today.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
shmupmame removes input lag from the game itself. so any TAS under it would be invalid.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
This TAS is an awesome example of imprudence. Yeah it's kinda silly to find a safe spot and time out the final boss. But this one also uses all remaining health to get knocked into the safe spot after input has stopped. That is what makes this early end of input so awesome.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
the game does loop, but it's not a 1 level loop. invaders start at a lower level at each level until you get to a certain one. btw this run uses a glitch/cheat (not sure which) where you get to fire two shots at once if you start on the first possible frame.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
No because the missiles are collected. :) Just kidding. but i would like to see a completion with 0 items.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
the real problem is the game was just too slow paced, i think. I thought it would be more entertaining in the same way the longer brain age TAS was, but nothing can really save that game.
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Joined: 1/13/2007
Posts: 335
The entire point of this hack is that it's a compilation of the hardest custom levels the hack author could find. hence "hard relay mario". So every level has annoyingly difficult challenges for challenge sake. I still liked the original air better then either of these though.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
i agree. this route is trivial to perform unassisted, though the frame count is a little more difficult to hit. If we aim for shortest in game time, there's another route. walk to center, pause, move when daily planet shows on screen. this one is even easier. :) I used both of these routes when i played this game on my atari back in the day and i thought it was fun. :)
Experienced Forum User
Joined: 1/13/2007
Posts: 335
honestly this (and the other one too) just look like really good speedruns. They are still entertaining, though. Making tough games look easy is entertaining, and the fact that this looks like something you could try to do yourself doesn't subtract from the entertainment. Both goals are very doable in real time, but definitely challenging to get close to this fast.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It has been determined that the true kill screen is rivets on versions with the skip glitch, because the following three screens can be beaten rapidly enough.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
Now we just have to do this for jeopardy. :) many more chances to give ridiculous answers.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
It is a max score TAS. 100% is requires for max score.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
I think stalling in the warp zones looks sloppy, and it would be more interesting if the stalling was done where there was actual risk (pits, enemies, etc). Other then that the run was superb.
Experienced Forum User
Joined: 1/13/2007
Posts: 335
NES Arkanoid comes with a paddle controller that allows you to do the same. :) But yeah confirmed cheating. The slots on the pokemon games are known to slip, just like the real pachislots they are based on. And yeah quite a few games implement "random" as "the last place you look". this is no obstacle to speedrunning as then the tactic is to find the most efficient order to visit them in.
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