Posts for scrimpeh

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Looking through this thread on speedrun.com, people over there say it's spliced. No clue if the run is actually legit or not, I haven't watched it. I'd be all over seeing a GTA: San Andreas TAS, but I don't think it's going to happen any time soon. I'm not sure if most of the tricks work on the PS2 version of the game, and the PC version will be TASable approximately never.
Post subject: Hello and welcome to my blog pt2
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When I was about 7 or 8 years old (2002-ish), a friend brought over a copy of ZSNES with a bunch of games loaded on it. I couldn't really get too far into any of them, but they were fun to play nonetheless. Some games I specifically recall trying out at the time: * Bart's Nightmare * Doom * Super Mario Kart * Yoshi's Island * Zombies Ate My Neighbors For a long time after that, I forgot about emulation entirely and played other games. Fast forward to about 2008, and the advent of Let's Plays got me interested into retro gaming once more. One day, I eventually decided to download ZSNES again, along with *ahem* acquiring a copy of Super Mario World. The rest, as they say, is history.
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I feel like you could have made a far more thematically interesting hack out of the premise that Mario is being late for work. Anyhow, there's nothing that particularily stands out about the hack or the TAS. If you want to make a TAS for an SMB hack, there's way better ones around.
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Really cool run. Hooray for our first Intellivision TAS.
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I wouldn't have thought that so much improvement could still be lurking in a game like Journey to Silius. Excellent work on the run. I liked the Stage 5 playaround, and the new timesavers really stood out. Yes vote.
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I watched the cutsceneless encode, and I can say I was thoroughly entertained. The action flowed really smoothly throughout, and the waiting sections were made very entertaining as well. Voting yes.
Post subject: Re: Listing ALL possible NES TAS material games
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MESHUGGAH wrote:
The purpose of this is making a list for all NES games that have a potential to make it TAS worthy. Obviously I would make a lot of edits (spending time for researching it and documenting). Should I just share it on google drive and link it here? And which sub-forum (I didn't wanted to pollute NES forum with a non-game fixed thread)?
Why not make a page on the TASvideos wiki? There's also Wiki: ListOfIdeas already. You could make a separate page for existing movies with improvements.
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Excellent work. As always, the sharp mechanical movement was very entertaining to watch. Here's another Yes vote.
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Personally, I've never really tried out either TAStudio or TASEditor. I've been meaning to try either of them out for a while now, but old habits die hard.
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Alright, thanks for the responses, everyone. I'm very glad the submission is doing well. @eternaljwh Yeah, to get certain powers, we need to go to specific levels. It influences our route, as we want the Ring power before entering Bongo Hills to clear the level in one go. For your benefit, I've quickly whipped up a world map showing all the level connections. The ink and water sprites are just for show. The kill line is always the bottom of the screen.
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Personally, I would suggest just upscaling the footage while maintaining the aspect ratio and uploading it as is. Even in 2017, not everyone has a widescreen monitor, and it's mad infuriating when people pillarbox their videos to fit in a 16:9 format regardless.
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Truly the only acceptable way to play Mario
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This was a pretty cool run. I enjoyed the fast and mechanical movement, so here is another Yes.
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I have rewatched the movie with the changes, and I can say I was very pleasantly surprised. It's even more entertaining now.
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Warp wrote:
[...], other than the method by which it's injected into the console?
Seems like a pretty significant factor if you ask me. It's the same question as why we cannot use cheats or modify the ROM to complete games faster. Everything a Tool-Assisted Superplay does is supplied by user input, and the same very much applies to ACE demos.
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Sweet! I appreciate you taking the time to improve the old Castlevania runs, and this one was very nifty as well. I enjoyed the new tricks and movement - I only wish there were more ways in the game to long jump. The tornado jump caught me by surprise. As it is, another enthusiastic yes vote for an excellent submission.
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The rerecord count can give a very rough metric of how much effort was put into a movie. However, it's not reliable at all. You can just open any movie file with a hex editor and put in whatever rerecord count you want. For the most part, we just keep it around because we like numbers.
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Blublu wrote:
In Dark Souls it's not really used in any routes, but only to recover from mistakes, I think. (at least the speedruns that I have seen)
Quitting out in Souls Games is actually used for a number of different purposes, ranging from: * Recovering from deadly falls * Resetting enemies to known locations * Skipping door opening animations * Cancelling deadly fall damage using the Fall Control spell The last one is particularily noteworthy, as it's a glitch and used a couple of times in the route in the Dark Souls All Bosses. There's a bunch of other assorted cases, but those are the main ones I can think of. Personally, I don't mind the quitting out to menu so much from a legitimacy perspective, but I think it kills the flow of watching somewhat. It's kinda annoying when you have to watch a 10 second loading screen just to skip 5 seconds of door opening.
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The TAS is very rapidly nearing completion. Until release, here's a little something I found. As far as I can tell, it's useless. Link to video
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Reeve wrote:
The same trick is used to trigger the Green Gate earlier in that session, but for door skip it's done continuously.
moozooh wrote:
Technically, if you only clip into solid objects, that's not considered out-of-bound. The term if for when you leave the physical boundaries of the level.
Alright, thanks for clarifying.
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I didn't think that a run of such a highly studied game could still yield so many surprises. All throughout the run, there were neat, new and unusual strategies, and the new route left me with my mouth open. There's something eerily beautiful about going through the Maridia the opposite way you normally do. I have to ask though: Does clipping through the door not count as out of bounds? Or is this considered a different glitch? I can't really say too much about the ammo underflow glitch. It was neat to finally see it in action, and while it does give Samus plenty of missiles to use during downtime, it honestly had less of an impact on the viewing experience for me than I would have anticipated. I guess I am sad to see the ammo management go, but for the purpose of an any% run, it's probably for the better. As it is, I'm voting yes enthusiastically. Finally, there's a new Super Metroid any% around.
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When the x2poet submission arrived and was rejected, I had the impression that abusing death in Arcade games is something that only purists care about, and runs submitted to tasvideos should be judged by this site's standards, rather than purist ideals about how an Arcade game "should" be played. However, entertainment factor should be taken into consideration. Death abuse can be a neat and unexpected strategy to stock back up on resources, or it can be seen as a cheap copout to get of a tricky situation, showing little mastery over the game. Like with other things such as difficulty setting, I believe it should be the author's reponsibility to make the decision on what's best for entertainment. Personally, I didn't mind seeing it in x2poet's run back then, but I can also see the merit in a deathless run. Maybe for some games, both a deathless run and a death abuse run could be accepted and published alongside eachother. I do however agree that using Continues in the run as opposed do deaths effectively constitute a cheat code and should generally not be allowed.
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zggzdydp wrote:
scrimpeh wrote:
I have to ask though why you didn't include this stair glitch
I didn't know the glitch before, it like the character switch glitch in Grant warp run. I found it works in some other areas and maybe saves time, if I use it more frequently, do you think that like using character switch glitch here and there in a Grant normal run?
I didn't really want to use stair glitches in the Grant run because of the long character switching animation. Still, there's a few that save time if you want to use them: [1] [2] There's probably more, but I forgot about them. As for Sypha, this is the only one that saves time that I know about. There may be more.
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Great improvements once again, just as with the the Sypha run. Nice lag reduction in the clock tower. Another enthusiastic yes vote right here.
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Woah, what an unexpected couple of submissions. I'm so glad to see an update to the old Sypha run. I thought the character switch stair drop wouldn't save time anywhere - thanks for proving me wrong on this. I also was totally not aware that enemies could drop the freeze spell in some levels, the Block 8 and A shortcuts completely blew me away. I have to ask though why you didn't include this stair glitch: Video link I'm voting yes regardless. Great improvement, and some incredible surprises throughout.