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The collision check is very frustrating to watch and is the primary reason I will be voting no. It seems everytime you get near the enemy, it is faster to stop and kill him or take damage. I would enjoy this game a lot more if it were possible to do more running and less bumping into enemies. By the last level I was getting very annoyed. In addition, the boss fights are very frustrating to watch (and seem very frustrating to play :O). This guy is SUPERMAN yet has to SLOWLY hit the bosses many many times for VERY LITTLE damage.
The run itself also seems improvable, with creativety at least
A strongly agree with all of these Ideas :)
In summary I vote:
"No" on the game
"Meh" on the run
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I %51 agree with this. If I now HAD to rank the top mm runs it would be mm5, rm2, rm1. And this one is certainly more accessible to a newcomer (1 & 2 I think are a bit TOO glitch-fest for a beginner)
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I've already made the song for punchout:
http://www.adelikat.com/Miscellaneous.html
If someone would "cut" my mtpo run and fit it to this, They would have my deepest admiration.
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It DID say 1023 before I brought it to their attention, its now updated.
While I am at Gigademon, it is only the 2nd guardian fight. That means 3 guardian fight and then the long tedious fight with necrosario. So while I am so close, It will take a while to complete, manipulating critical hits takes far more time (real time) than anything else, and I got A LOT of critical to get in these battles. In addition, my schedule has gotten suprisingly busy so I would be able to work on it occasionaly.
As far as how much time I've saved, I want to keep that a suprise (which also means no WIP until it is done). All I will say is that is won't be sub2hr (I made that overzealous prediction before I started the new run) but it will be a significant improvement ;)
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I messed with it some myself and couldn't get up there, but I am about 90% sure I've done it before (though very rarely). Perhaps getting hit at the peak of the jump, or maybe swinging your weapon at the same time?
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To complicate matters, I recently found a trick that would allow me to improve this run (by several seconds).
But if this run won't be published then why should I? The full 38min run is also improvable but I don't want to work on that unless this gets rejected.
So either way, I have an improved version on the way. I just need a decision to be made as to which one.
If somone rejects this run, I will work a new version of the 38min run.
If this gets accepted or at least confirmation that it COULD get accepted, I will immediately work on an improved version of this run.
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I've definately made that jump on the actual console, and I too thought it was done in the TAS =\ Maybe it wasn't I just never noticed. If I had noticed, I would have said something long ago...
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yes I plan on removing them when they are published, I guess I missed those being published, updating...
[Edit: Getting smaller already, 3 down, 57 to go....]
[Edit2: 1 more down, busy day for publishing]
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gah, these noobs with there sloppy runs of poor games....
But seriously, wow! I really loved the glitches in the game, they were fantastic, and the abuse of that super arrow. Personally I think this one deserves a star for both the quality of the TAS and the entertainment of the game (megaman running around upside down in gravity man - priceless)
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the 10-20 sec sounds a little more realistic. Whether the run gets published or not it accomplishes the more important goal. Now anyone wishing to do a run of this game doesn't have deal with famtasia ;)
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wow, I've been accused of being harsh by Phil :p
3:26 is a big improvement and I'm impressed by your work (and I did link to this from the famtasia challenge thread)
It just urks me to read about how a run can be improved before I even watch. You are certainly not the only one to do it, but it just urks me every time someone does that.
The problem is instead of watching the run for its great improvements, I am watching for the imperfections in it. That is a let down for me and certainly affects the way people view this run.
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Well I was told to post my FCEU problem here...
I've been TASing the game Dragon Warrior 4 for about 8 month now. I'm using Phil's patched version of blip's FCEU because Nitsuja's didn't exist until I was halfway done and it desynchs in it.
anyway,
Whenever I character is leveling up, the game frequently locks up during the re-recording process. Loading a savstate prior to this lock up correct the problem SEEMINGLY. Upon replay, the point where I loaded the savstate will inevitably desynch. This is a nasty bug since I record large portions of game only to find I have to redo it. Also, it seems to become more common as I approach the end of the run (at this point the run is almost 2 hrs long). The length of the movie may not have anything to do with it though, since I do more leveling up at the end, so I could just be perceiving it to be more common.
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yeah what bag said. Doesn't make me want to watch it when you say its improvable before I even watch it.
EDIT
Angerfist: in most cases that it is published it is because the improvments are small. 30 sec in not a small margin on any standard.
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Well, situation solved
the site I got my info was wrong, Gigademon's HP is 1200 not 1023
in case anybody is interested, the RAM address that holds boss HP is 727E
Bad news is I have to redo the Gigademon fight anyway becuase this game has a nasty habit of desynching during level ups :(
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I think combining our topics is a great idea. Lets pick a famtasia game and work at it one section at a time.
I wouldn't recommend castlevania for this, since it is a difficult run to reporduce and potentially problematic for making early levels longer to save time later (like bag mentioned)
A couple of suggestions:
Wrath of the Black Manta
TMNT2
Tecmo Superbowl (could be interesting since entertainment will be a big factor, intead of just speed)
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http://www.woodus.com/den/games/dw4nes/monsters.php
according to this chart, the Gigademon has 1023 hp (which seems to be max HP for any enemy)
I just inflicted 1054 damage to him in the first round but he did not go down!
he could have more than that, but I suspect something else...
Bosses have HP regeneration, but does it get added on between rounds?
Could it be added on the bosses action of the previous round? This would explain my problem since he attacked before ragnar did. If he got is regeneration bonus on his "turn" then that saved him from a 1 round KO.
Could someone look at this for me? I could redo the first round so that gigademon acts last. If my theory is correct this could save me about 30 seconds!
Unfortunately my run is now on hold for the millionth time...