Posts for adelikat

adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
TheSwordUser wrote:
You are right.....ok, so. I decided to cancel this submission (rather no one will vote yes). And when i will have some free time, i try to make pacifist run with R (and B) power ups.
Sounds like a good plan :D The current pacifist run is in need of improvement.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
JXQ wrote:
HiddenGamer, what's the point of discouraging discussion? And why aren't you interested in someone's opinion on the topic you created that directly pertains to it? Because it is not someone doing work for you? Inzult's advice is very good; I suggest you do the same - actively pursue this goal by learning and experimenting. If nothing else, you could benefit by toning down the "cater to me" attitude, whether it's your intent or not.
Yeah, what he said.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The no power-up is a poor goal choice.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Looks good. This game has some of the most wickedly cool music of any NES game (especially that bass!). I really had no idea what was going on in this movie but it seemed like there must have been a lot of route planning involved. Anyway, yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Diman wrote:
Great job!! I was making a TAS of this game a long time go cuz I wanted to improve Walker's run, but then I quited cuz it was to strenuous. Anyway it is an improvment so I'm voting, >YES<
Thanks Diman :) And I'm glad there is someone else out there who knows how taxing it is to TAS this game ;)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
How about a cheat search function and a memory address viewing capability?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
voting yes for the run AND for it to obsolete the previous one. Good job Randil :)
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Ash Williams, FCEU .16 has a "use external input" feature built into it. Have you looked into that?
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adelikat
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Joined: 11/3/2004
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no, that is just the difference between the two boss fights
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
Bisqwit wrote:
At the pirate boss, couldn't you have luck-manipulated him to jump closer towards the chest that appears?
No, the treasure chests appear at x pixels in front of scrooge, regardless of position. As long as I am moving at full speed when it appears, it is optimal. EDIT: woops, overlooked Morrison's post. EDIT2: The spot at ~3650 acutally doesn't cost any time due to the 1st boss. His pattern is determined by the frame you enter (as determined by 008F). The optimal boss pattern occurs about every 30-50 frames (forget which). Accoding to my calculations, we would have to save 17 frames to see even 1 frame of actual improvement.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Cool, thanks for the info JXQ.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
No more late night submissions. Thanks Bisqwit for cleaning it up. Also, I forgot to put my partner's name on the submission form! I hope that when/if it gets published that it is properly attributted to "adelikat & guybrush". And sorry brushy :(
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
I applaud your efforts here Ash Williams! One other useful feature would be the ability to program macros like a + frame advance, a + fa, up+a+fa or some other combo. This would allow a TASer to program certain common button patterns into a single command. Like programming the button presses for the flying knee combo in double dragon 2 for instance. Even more useful is a macro function with a random x frames option in it. Something like: "20 random frames, then hold right and press A". This would especially be useful in luck manipulation for rpg's. The linux users will boo you for your efforts but the rest of us will grateful. Keep up the good work.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
OmnipotentEntity wrote:
does this window exist in Duck Tales 1?
Unfortunately, no.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Thanks for the good feedback guys :D
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
What a way to make your TASvideos debut :D Great run and great game. I never heard of this game until your submission. This game is fun to play and interesting to TAS. Easy yes vote.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Yes this game has variety: auto-scrollers, a slow-moving guy walking to the right, and every other aspect of a bad game. Sorry but this game isn't suited for a TAS. And to top it off, it is 50 minutes long! Voting No.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Well, I watched your run and it is indeed much better than neofix's run. I really have no complaints in terms of quality. The boss fights looks much better especially. Still, I don't find this game very interesting. Its not bad, but not very good either. I am not sure how to vote.
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
dave_dfwm wrote:
How is this different from the SMB1 timeattacks? The only difference would appear to be the popularity of the games. In SMB1, Mario goes right all the time, as fast as he can, and avoids enemies along the way.
In smb1, mario glitches through walls, does mid air jumps, jumps through enemies, goes through pipes and ends up in places he shouldn't, etc. In other words, he does the unexpected/incredible/impossible. A TAS should suprise and entertain the audience. A TAS should go beyond what a console run could do. Smb1 does all of this. This run does not. And yes, popularily is a factor in the entertainment value of runs, though it is not the end all. There are many unkown games that have been TASed in which the result is very entertaining even for someone who doesn't know the game. I don't think that is the issue here though. I am familiar with the game, and I know how limited the game can be.
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adelikat
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Joined: 11/3/2004
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Location: Tennessee
FODA wrote:
guybrush and adelikat... you can't say it's sloppy if you don't know the game.
I am quite familiar with the game. I didn't say it IS sloppy, but looks it due to moments where he must slow down. This game is simplistic and mostly just moving to the right. In this type of game, such moments are very detrimental whether they can be avoided are not.
this kind of criticizing has been happenning over and over at the workbench forum... play the game a little before judging if it's sloppy!
What other incidents are you referring to?
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Guybrush wrote:
Ack, a horrible horrible game for TASing... It's boring to watch a vechile going right all the time with very little of variety. I'm sorry but I have to vote no, run seemed improvable too.
I'm afraid I agree with Guybrush. In addition to not being very interesting, you slow down often. Often it seemed avoidable.
It's hard to look this good. My TAS projects
adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Big improvement, good job. Yes vote.
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adelikat
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Joined: 11/3/2004
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No I mean 25 sec. You have to wait for your score to tally.
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
The run looks good randil, keep it up!
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adelikat
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Joined: 11/3/2004
Posts: 4739
Location: Tennessee
Bag of Magic Food wrote:
I think a Mario-only run would be appropriate just because he hasn't really been used in any speed runs here yet. And hey, he's the title character! But maybe it's not necessary.
Sounds like Bag just made a coherent statement that actually added to the converstion O_o ;p You make a good point about mario hardly being in the other movies. If there were any reason to have this run, it would be because of that. I am still not convinced the run should be published. I would most likely vote no for this run. BTW, shouldn't this thread be moved to the smb2 thread or renamed to: Super Mario 2 USA Mario only run?
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