Post subject: Disney's Donald Duck - Goin' Quackers
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
So, I have played this game lot of when I was kid (ps1 version) , and then I foundet n64 version, so I got idea to speedrun it. Heres wip of two frist levels ( rom name: Disney's Donald Duck - Goin' Quackers (U) [!].v64 ) Clik Re-reccords: 114 frames: 20610 (13650 input) any comments? etc?
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Joined: 11/18/2006
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Whenever I see a rerecord to time ratio that small, I think one of two things. One, the run has a ton of room for improvement, and is incredibly sloppy. Or two, the game is so linear that the author just needed to hold one direction the whole time and push an attack or jump every once in a while. This run has a little of 1 and a lot of 2. There are definiite improvements to be made, but overall the first level bored me quite a bit because it was so damn linear! There wasn't anything to do but run to the end! Sure you got some stars for an extra life (that doesn't mean anything in a TAS though, unless you're planning on heavy death abuse, which I kinda doubt). Overall I think this game lacks diversity. As for improvements, the first thing I noticed was the wobbiling from side to side. With a tool like the TAS plug-in, you should never have any motion be one you don't want. Go in a straight line whenever possible (which in the first level is all the time). Second, for the small amount of speed burst you get from the power punch thingy, I don't know if the long animation is worth it. This is especially true in the 2nd level at the very end, when not only do you have to wait for the animation to go, you have to wait for the power to stop before you can enter the teleporter. Would have been a lot faster I think to just skip it and run to the teleporter. I'm sure there's a few other things I could pick out if I were to watch it a second time, but that's enough to keep you busy with for now. Although some people might disagree, I think this isn't the best game choice because it is so linear and from what I've seen, doesn't have much to surprise an audience (ie a skilled player could probably play this as well as you did in real time). The later levels might be better though, I dunno. Anyway, good luck with it.
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Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
mmbossman wrote:
Whenever I see a rerecord to time ratio that small, I think one of two things. One, the run has a ton of room for improvement, and is incredibly sloppy. Or two, the game is so linear that the author just needed to hold one direction the whole time and push an attack or jump every once in a while. This run has a little of 1 and a lot of 2. There are definiite improvements to be made, but overall the first level bored me quite a bit because it was so damn linear! There wasn't anything to do but run to the end! Sure you got some stars for an extra life (that doesn't mean anything in a TAS though, unless you're planning on heavy death abuse, which I kinda doubt). Overall I think this game lacks diversity. As for improvements, the first thing I noticed was the wobbiling from side to side. With a tool like the TAS plug-in, you should never have any motion be one you don't want. Go in a straight line whenever possible (which in the first level is all the time). Second, for the small amount of speed burst you get from the power punch thingy, I don't know if the long animation is worth it. This is especially true in the 2nd level at the very end, when not only do you have to wait for the animation to go, you have to wait for the power to stop before you can enter the teleporter. Would have been a lot faster I think to just skip it and run to the teleporter. I'm sure there's a few other things I could pick out if I were to watch it a second time, but that's enough to keep you busy with for now. Although some people might disagree, I think this isn't the best game choice because it is so linear and from what I've seen, doesn't have much to surprise an audience (ie a skilled player could probably play this as well as you did in real time). The later levels might be better though, I dunno. Anyway, good luck with it.
I think same, ans I can play that game in real time good as I played on that wip (but whit litle mistakes) . And frist world are boring to watch, but I think world 3 and 4 looks better... :\ but hey, at last that are only WIP where testing some things ;) .
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Joined: 1/30/2011
Posts: 11
Location: United States
Agreed with mmbossman. Your WIP could use some work, but as far as the game goes, I think it's a decent game. It's not as linear as you think, mmbossman. I do believe the game's first few levels are a bit boring, though. As far as TASing this game goes, I say clean your WIP up and do it. :)
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Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
Having played the game A LOT while I grew up I must say that I disagree here, this game is way too linear (except for the last world) and way too few methods of moving to make a truly interesting TAS. Crash Bandicoot would also be quite unsuitable for TASing if it wasn't for the bridge levels (only Crash Bandicoot 1) and the horrible programming by Naughty Dog. [For the record: I know Crash Bandicoot is a playstation game, I just needed something to compare to] Nice bump to a 2 year old topic btw.
Joined: 1/30/2011
Posts: 11
Location: United States
I see what you mean, but some levels would be interesting to TAS, in my opinion. I'm not too picky when it comes to certain games that are TASed; I'd watch almost any TAS someone made. It's also a way of admiring their work. The only reason I "bumped" to this topic was because I wanted to see if anyone discovered or discussed anything interesting that had to do with this game. Plus, it's not that hard searching through just 4 pages...
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Umm.... as someone who is Tasing another Donald duck game, I am really excited for this one! cant wait for an encoded WIP!
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Editor, Skilled player (1441)
Joined: 3/31/2010
Posts: 2113
Yeah, I'd like to see an encode as well, I'm interested.