Posts for CoolKirby

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"Unofficial game" needs to be added as a tag to the publication. I like how Color Dreams threw Mario's jump sound into the game. It does ruin the atmosphere in the space levels though.
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I appreciate you sharing that, actually. I'm glad something I made is epic.
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Oh well. Thanks for your honest response. You're right, on all your points. Publish away.
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I'll offer this again: I jumped a lot during waiting periods when I could've just stood still (like in 4-3), and listening to those sections annoys me now too. Does my run stand a better chance of being accepted as a Moon instead if I edit the movie to jump less (or not at all) during waiting periods? I might not be able to do it until tonight though. Hope that's not a problem.
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That was hilarious.
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jlun2 wrote:
Is the N64 just inherently hard to emulate or is it lack of developers interested compared to other consoles?
I'm pretty sure it's because the N64 is a very complicated console and hard to emulate (since I've read that before on this site).
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So....should this be rejected for not being the fastest it can be? It doesn't look quite optimized, and jlun2 has (somewhat) proven that it can be completed faster.
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Just to be clear, is it being vaulted because of the annoying hopping sound effect? Or because of something else too?
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jlun2 wrote:
CoolKirby wrote:
This is the page I found on it. Also, the ROM name is simply Frogger 2 (USA).gbc, no subtitle. It's not the same game as the 1984 Frogger II or Swampy's Revenge.
Wikipedia let me down again. =(
I actually blame Konami for naming three different games "Frogger 2". They could've prevented this whole confusion by just giving them more unique names.
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TASeditor wrote:
Is it possible to manipulate the platforms and obstacles to move a shorter path? Or are they always following the same patterns?
Everything in this game follows a pattern. Nothing is RNG-controlled from what I found.
feos wrote:
This sound kills me, voting No, since there's no OH PLEASE HELL NO option.
Spikestuff wrote:
I actually like what you did even though there was too much of that jumping sfx that killed it a bit for me.
Do you want me to edit the movie so I jump less during waiting periods? I just figured it would be more entertaining if I was constantly moving, but I don't want my movie to annoy people. :/
jlun2 wrote:
"Five little frogs wandered across the pond. You'd better go look for them."
Huh?
That's what the Level 1 text says right before you start the level.
jlun2 wrote:
Anyway, "portable extension" of the original Frogger, huh? Are you sure it's simply titled "Frogger 2"? According to Wikipedia, there's 3 games with the name "Frogger 2" in it, and 2 of them are made near the 2000's.
This is the page I found on it. Also, the ROM name is simply Frogger 2 (USA).gbc, no subtitle. It's not the same game as the 1984 Frogger II or Swampy's Revenge.
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Wow, thank you very much for sharing this! I found the announcement; it's right here.
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Sorry, my mistake. It's fixed now.
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FractalFusion wrote:
SG-100
I failed to notice this earlier, but it appears there's a slight error in this system's name. It should be "1000". Could someone please correct this? It would take less than 30 seconds.
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jlun2 wrote:
I forgot to report this, but while TASing Sailor Moon R for the GB, for some odd reason, if you make a savestate during the lag frames before a boss encounter, then load an overworld stage savestate and back to the boss savestate, a frame of lag would randomly disappear. Then if you enter read-only mode, load a savestate at the beginning of the stage, then playback/fastforward all the way back to the boss, the lag frame would reappear, causing desync.
This has happened to me a few times too with another game (so it's not just Sailor Moon R), though it happened when loading the same savestate a few times. This isn't a major bug, but it is kind of annoying.
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Alba wrote:
I do have an idea for the 2nd/3rd room (can't remember which off the top of my head): Go into the room and break open the closest vent and go inside. Afterwards, it might be possible to jump from window seal to window seal without having to go back down and break the other vents. Just a thought ;)
Thanks! I actually tried that back when I was thinking of running this game, and I found that it works! Let me know if you find any other tricks like that though. You can post them here or PM me, either one. :)
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Okay, thanks! I'll let you know if I decide to pick this up. I've never TASed a 3D game with this kind of freedom of movement and I'm pretty busy myself but I might be able to!
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This is a funny game with cool music. I can see why it wasn't released though. The run kept me entertained, so Yes vote! It looked optimized too, and reading the nice submission text, I can see that it really was.
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Thanks for the encode, feos. I thought this would hold my interest, but unfortunately I would have to go with No if this were a full run. And judging by the rest of the votes (all No), I don't think a full "pacifist" run would be able to be published as a Moon, and since it wouldn't be an any% or 100% run, it wouldn't be accepted to the Vault either. If you were to make a normal TAS of this game, it could definitely be published in the Vault though, so feel free to make one if you want. You could use this movie as a reference too, and it should be easy to top his time.
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I also want to thank Patashu for posting this. This is even better than the any% run snark was working on, and it looks like there are optimizations everywhere. I really hope the runner continues working on this.
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What on earth did they do to the fish levels? And Lakitu?? This is actually decent for a pirate game, but I still wouldn't play it. The run was pretty entertaining though. Yes vote.
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I sure would like to see this game TASed! I'll do what I can to help, but I don't have experience with using memory addresses in 3D space. Good to know! I'll be here to provide help. :)
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I'm interested, but does this mean you're not planning on making a full run after all?
Post subject: Re: #3911: henke37's DS Theme Park "0%" in 00:09.41
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Warp wrote:
TASVideoAgent wrote:
Mothrayas: Rejecting because it fails to beat the game. No matter what Warp might think.
I fully expect the same argument to be used for the pokemon yellow submission.
Mothrayas isn't judging that one. We'll have to see what feos decides to do with it.
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Fast and entertaining, I like it! Yes vote.
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Oh, okay. Thanks for explaining that. I've corrected my post again (hopefully for the last time). It's awesome that all those games work now as well! Great work!