Posts for Challenger

Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Thanks for the map, because while I'm not still able to get level 12 warp, I got a warp to level 8 on that #5 hole! http://tasvideos.org/userfiles/info/52171179933082950 And I managed another completely new warp, to level 6, from hole #2! http://tasvideos.org/userfiles/info/52171100875200925 Less broken graphics (but the "X" kill ability doesn't work): http://tasvideos.org/userfiles/info/52173279020826580 level 6 checkpoint (a room before boss): http://tasvideos.org/userfiles/info/52173353379610868 Emulator used: BizHawk 1.13.2
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Seems for me that the fourth boss could be manipulated a bit better for the 1 player not descend when a bomb is thrown near him. I don't know if can be still possible or not. Other thing I've forgot to mention since this run was started: I remember that while the golden power-up allows autofiring by holding the button, the "normal" power-up can be fired a bit faster with turbo button. Actually I haven't checked the RAM search yet to know how is better.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: Now the 2005 run is finally going to be obsoleted!
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Yes it's finaly over! You worked on this game for a year and announced this project exactly on this day, December 27. Once posting the remaining of submission text, I'll comment about this run. Meanwhile, yes vote!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Great to hear about these warp things, since I haven't much knownledge with certain things! Also it's been a while since the last time I've touched this game. Once managing, would be useful a movie file for check it.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Grincevent wrote:
It goes from 15 to 18, my guess is that it adds the normal hit to the critical.
Exactly, since the normal hit occurs at the same time when taking damage. Another note I've forgot to mention on the submission text: The critical hit works because since the whip attack works exactly for only 1 frame, when getting hit, he "freezes", so the whip keep draining HP until "regains" movement (knockback). With ceiling trick, the "falling" is also "freezing state". Now the reason why the first boss has died with that critical hit, is because when Simon is in "climbing" state, he "freezes" for more time! How I explained and know about it? I used a hitbox lua script I've found in this emulator.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: Congrats for this run being accepted!
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Never considered how much improvement would be possible for this game, even beating sub-30 minutes! Would be nice to see an improvement for TMNT 2 too (someday).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Memory wrote:
This movie has it all: a cute witch girl, cool movement options, a cute witch girl, zips, a cute witch girl, boss quick kills, and a cute witch girl. Heck this game is OBVIOUSLY superior to Mega Man because it stars a cute witch girl. Apparently in the Japanese version of the game there were story cutscenes ala Ninja Gaiden so this game never got its best showing in the west. Despite starring a cute witch girl.
Hahahaha I liked your description! And this is one of the reasons why I like this game :p
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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After much laziness, I updated the submission text. Now you can understand more things that has occurred in this run. That's all folks! Now waiting 2019...
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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I'm not familiar with GB Castlevania games, but the glitch could work with other games or the movement works different?
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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How much damage does each level gun between Steve and Billy vs Bob and Cormano?
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Grincevent wrote:
In fact I was thinking about the moving platforms AND that framerule. I've said that I don't know much about where the framerules are, so if there is no framerule applied between the underground section and the part with the hunchbacks, and if an improvement exists with the moving platforms, it could gain a framerule at that door.
Framerule only works on rooms which has a door, and with those crushers of stage 06, no matter as soon as you start a room.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Grincevent wrote:
And I've never bothered with framerules in the first TAS so I don't know them well, is the next one at the door after the hunchback-dropping birds?
If you are referring the stage 11, I could break the framerule with one less turnaround if weren't one of the birds or hunchbacks on the way.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
The weird move can be performed by pressing down button every time. But in this case, I pressed down with left/right. About co-author: I imported your run and worked on TAStudio (I also did the same with King's Quest and Kenseiden, respectively). Some of the input is still remained. I haven't accounted Igor as a flaw, because he only dies when killing Frankestein, but was a nice idea changing this. These snakes isn't easy to see, but can be noticed on the score (does 100 points). My management for these improvements are thanks to TAStudio tool (brute work and testing - this is also why the rerecord is so high).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Grincevent wrote:
Because taking all the time you need to test and finish the run is what matters, no need to rush ^^.
Actually because this is the end of the year, with less than 2 weeks to start 2019. Well, I fixed some things, including stage 09, at the cost with more pausing to get a good pattern from the mummies. Also I decided to ignore that moving platform of stage 10 since I don't have much knownledge with certain things. Submitted: http://tasvideos.org/6200S.html
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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EZGames69 wrote:
I have just tested this to see if it would sync on lsnes and with success it worked. I did try with the all bosses but it desyncs at the beginning of the conservatory unfortunately.
This game has some nasty problems with certain transitions, principally when exiting the "continue or game over" room. I tried using sword or moving on some different frames to fix at least 1 frame.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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klmz wrote:
The "famous" horizontal zipping is actually constantly forward-ejecting onto 8-pixel grids plus slightly forward-sliding out of the grids every frame, which form a loop. If the Left or Right button on the D-pad is pressed in order to move Francesca out of the 8-pixel grids, the wall in front of her would only eject her backwards opposing her walking direction. That's why the horizontal zipping only works on Stage 2 AFAIK for it requires the D-pad-free sliding physics there.
This makes sense. Thanks!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Hey Vatchern, do you still have a WIP? I was thinking to improve this game sometime in the future. The current run is actually a 2004 run.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Just woke up to acess this site and found this run. After ? years of work, it's finally done! The constant use of broom, zipping, other weapons being used at least one time, and the new tricks...a bunch of things that could be missed without paying careful attention when TASing. Yes vote! Also, a question: It's odd to see that the "famous" horizontal zipping only works on Stage 2. Do you know the reason?
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Golf is very interesting, and this run is great! Superhuman, with creative strategies (like FractalFusion mentioned). Well executed TAS and yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Another update: I managed to minimize the pauses of stage 6, removed more 2 lag frames on the first room of stage 13 (after damage boost), and improved Death and Dracula (phase 2) again! Probably there's only one or two things to still test. Otherwise, it's done. I'll submit on a day or two.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Nach wrote:
For those thinking about TASing this, as DOS via libTAS is now closer to possibility, here's some info: Lemmings contains 120 levels, split into 4 segments. Oh no! More Lemmings contains 100 levels, split into 5 segments. Holiday Lemmings 1991 contains 4 levels, two of which are in ONML. A first TAS for this series might start here as it's short. Holiday Lemmings 1992 contains 4 levels, all unique. A first TAS for this series might start here as it's short. Holiday Lemmings 1993 contains 32 levels, split into 2 segments, all of which are also in 1994 version, so this game should be skipped if one wants to TAS a whole game instead of segment by segment. Holiday Lemmings 1994 contains 64 levels, split into 4 segments, including the 32 levels from the 1993 version.
Since I haven't watched the other Lemmings games, what an interesting information.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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There's a topic of this hack: http://tasvideos.org/forum/viewtopic.php?t=19155 I played a bit last year, but watched the whole game on Youtube. A bunch of interesting features not present in most MM2 hacks, and has potential to be accepted here!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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EZGames69 wrote:
So I guess no one submitted this?
Means author's nickname.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Never played this game, but watched the previous run for the first time back from 2011. Watched your progress since you posted that Volt Man skip, and also seeing this submission, you put much much effort with this "bad" game. Nice to see how the other weapons being usable, especially when an "useless" weapon proves wrong. Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
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Nearly 2 weeks have passed... Well, until now I had improved the last boss for 206 frames, and working along with some games. A week ago, my PC suffered a problem, was formatted, but sadly I can't acess these 2xxx BizHawk versions (I'm on 32-bit instead). I'll try to finish this run on a 64-bit notebook if possible. Hopefully I'll submit on the next week.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.