Posts for CtrlAltDestroy

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I don't know about others, but if a game is fun to watch, I like to watch it. For example, if someone were to redo the Yoshi's Island movie (My favorite movie on the site so far) claiming to be 5 minutes faster, I'd gladly watch the whole thing over again. In the same way, if someone were to take a 6-minute movie and improve it by 30 frames, I'd watch that over again too, just because I like to watch tool-assisted movies. As far as absolute perfection goes: I think it's okay to drop one or two frames here and there, as long as they're not easily noticed by somebody not trying to break your record. For example, a movie which makes someone say "Whoa, that last move looked like it might not have been as fast as possible, but maybe it was" is okay, but something that makes the viewer say "Whoa, that definitely was not as fast as possible" is not, and makes the run lose a little of its entertainment value.
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Here's the amazing story behind my awesomely cool name: It's something that my sister said one day after I got mad at my computer. Now it's internet pop culture. heh.
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I didn't see that option. All I know is that my sram kept getting erased when I would play the movie back, and this is the only method I could think of to get around that.
Post subject: CtrlAltDestroy's GBA Kirby - Boss Endurance in 3:32
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Since the site's engine isn't configured to handle submissions such as this one, I'll make it a "fake" submission and post it here. I chose the GBA port of this game over the original NES Kirby's Adventure because I used to speedrun this on my GBA all the time, and I was interested in seeing the theoretical speed limit from running it tool-assisted. My best time was around 4:55, but here, I get an astounding time of 3:25. The movie starts from a savestate because it plays an unlockable minigame which would otherwise be impossible to record a movie of. I found a SRAM file on Zophar's Domain (It can be found here), loaded it into VBA, took a savestate on frame 0, and began recording from there. The object of this minigame is to defeat the 9 bosses of Kirby: Nightmare in Dreamland, all in a row, with only 6 hit points. You can't get any powers except for those available in the boss stages, and if you beat a boss with a power, you can carry that power over to the next stage. I believe it's almost as fast as possible, though it looks like I may be able to squeeze an extra 5 seconds or so through better luck manipulation. What do you think?
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I voted no. I just didn't enjoy watching it. I know it aims for entertainment, but I think it could have been more entertaining. Here's a version of Level 1 part 1 that I just threw together in the style of the 1943 movie: http://www.samus.co.uk/cad/lgdwings.fcm This was played almost completely with frame advance, took about 3 hours to complete, and used about 500 rerecords. Your entire movie took a couple of days and used only 1000 rerecords. Mine also aims to kill everything and miss no shots. Yours aims for entertainment, and in doing so you keep some enemies alive for the sake of dodging their shots (such as the griffin statues), yet you fail to destroy quite a few of the normal enemies which could have been easily shot down. Mine keeps the weakest weapon, while yours rushes to the godly 5th weapon and spends most of the time plowing through enemies with it. I think there's a clear improvement. Anyway, I'm not trying to be offensive, and I'm not pretending that my movie would get published over yours, I'm just saying that your movie could be better if you changed your vision just a little more.
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Well, it's certainly impossible while using only the default weapon. And your movie contains lots of surviving enemies and missed shots :/
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I overwrote my movie file accidentally. I quit making the movie when I found you can't kill all the enemies on the first temple stage (Some are trapped between walls)
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These types of games are hard to make good TASs for. I've been doing 1943 for a while now, and it's really... weird trying to make a superplay movie when you have little to no control over time. For games like these, though, the general rules are: -Never get hit -Never miss a shot -Always use the weakest weapon I actually started one of this game a while back, in the style of the 1943 movie. I'll go try to dig it up.
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In response to the fact that you want to see a TAS of Legendary Wings: ...?
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Would it be possible to implement the disabling of sound channels in a future version?
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I'm convinced that there are ways to improve the run. For example, find a way to take advantage of the secret Mattock that appears in the first tower, and find a better way of collecting money (In the current movie, half the money gets eaten by the wall every time he kills the gargoyle... while he claims this is fast, it just seems like a terrible thing to do) I once considered playing around with this game myself, but I only know the first half of the game by heart. I'd rather let Joe and Walker work on it.
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Ha HA! I loved it. Watching the intended solutions get circumvented is so halarious. YES.
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I haven't watched, this, but is it a Melee (Everyone attacks you) or a Free For All (Everyone attacks each other) game? I've beaten 1v7c Free For All games many times, but I'd find a Melee victory to be extremely impressive.
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Hah! No Tool-assisted Starcraft movies for you! (unless, of course, we're talking SC64... ;) )
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Bag, you're talking about levels like 3-2 where there's a starman at the beginning of the level to start the continuous starman. I think he's referring to a stage with NO starmen whatsoever, but where you can trigger continuous starmen by starting the level with a star from your inventory. I've never heard of this... does a level like this exist?
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Well, I couldn't care less about this movie now, even though it did teach me to use frame advance. I'll go ahead and cancel it, because it really isn't material for this site.
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Jeez, I forgot how fun this game was. Levels 10 and 11 now done. You just gotta love the last shot at the end of 11. I cracked up when I watched the replay, it looks just perfect. Edit: This is weird. On the last level, it shows Destruction rate: 91% (if I can remember correctly.) Althouh, obviously, I did kill all the big green planes. Maybe I got a point taken off for killing that one that didn't finish dying on the screen? I'll try replaying it and see if it changes anything.
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Well, I can't say I didn't try. http://www.samus.co.uk/cad/c5leeper.fcm Here's the result of testing out the "use leeper to block second statue" strategy. As you can see, everything seemed to time itself out pretty perfectly. However, this only saves 500-something frames from the original submission, so I think that hanzou's movie still beats this. :(
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I wonder what would happen (if this is even possible) if you blocked snakey's spawn point with an emerald box, and blocked his second spawn point with leeper (either asleep or in egg form) ... would snakey reappear next to the first medusa? O_o
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I just thought of something for C-5. What if there was some crazy way to make leeper block the 2nd medusa statue, allowing you to kill snakey immediately when entering the room? Either there should be a way to lure him into that second part of the level, or to use your extra shot to egg him and push him to block the statue. I'll experiment around with this. If it doesn't work, I'll frame-perfect hanzou's technique and tell you how many frames it saves.
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I guess since you two went through all the trouble of resurrecting the thread, I'll give you another level to watch... http://www.samus.co.uk/cad/1943movie.fcm http://www.samus.co.uk/cad/1943movie.fcq Completes level 9. I'll admit that there are some cool looking parts in this, my favorite being where 4 planes crash into me at once.
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http://www.samus.co.uk/cad/me3.fcm That saves 280 frames from the original movie. Is that any better than hanzou's movie? I can't tell.
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http://www.samus.co.uk/cad/me2.fcm Good news: it worked. Bad news: it's a bajillion times slower. It's slower only because leeper was timed just about the worst possible way he could have been timed. If I could somehow optimize leeper, this level could be done a bajillion times faster.
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hanzou wrote:
When the timing is right and Leeper is on his way to the bottom you can move that block away and trap Don if you like, but technically you don't need to trap him (and for the sake of the TAS's entertainment I recommend we do not) since Lolo can safely hide out in half of the rightmost heart in the worst case. I also don't see what this has to do with Snakey reappearing since there is another emerald block there and you have plenty of time to move it onto Snakey's spot.
I finally managed this trick. Here was the problem: Emerald block used to block snakey = emerald block used to block medusa Emerald block used to block Don Medusa = emerald block used to block leeper In the time it takes to block Don Medusa, push the emerald block from snakey's old position to in front of medusa, grab that heart, and head for the exit, leeper's back and in your face. However, things got much simpler when I realized that there's another emerald block at the very end which you can push up 1/2 a square to block leeper from following you to the treasure chest. Now, you bring up the possibility of not blocking Don Medusa at all. I'll try that out now.
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Castle-5. Improvements on the current strategy: After shooting Leeper the first time, don't push him all the way down to Medusa. If you leave a full space gap between Medusa and Leeper, Leeper will have less distance to hop right before you shoot him the second time. Also, when you shoot the second time shoot as early as can be allowed, which means the egg should end up a half-space from Medusa's line of sight. Next, when pushing the egg down, you can leave a half-space between the egg and the wall before the egg hatches and Lolo puts Leeper to sleep. However, these frame optimizations are irrelevant because the optimal strategy for this level most likely involves a live Leeper. It's possible to beat this stage by relying on Leeper to hop down to the bottom when Lolo grabs the jewel box, and even if this doesn't time perfectly it could be significantly faster than having to wait for egg-hatching twice.
I'm trying to use the "keep leeper awake" strategy, but it isn't working. Leeper keeps chasing me, and the only way possible to block him from hopping into the second part of the level is to use the jewelbox that you're supposed to trap Don Medusa with. If you finally get around to trapping him, snakey re-appears before you have a chance to block his respawn. I have, however, found about 4 other improvements to this level which I'll test out now. Edit: Here's a bunch of minor improvements to the level which saves a total of 51 frames. http://www.samus.co.uk/cad/me.fcm (use the C-5 savestate) If a clever trick using a leeper could be done, even more time could be saved.