Posts for Hopper262

Hopper262
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That time save from minimizing inputs is really interesting. Even at full speed it was visible in the comparison video. Nice work!
Hopper262
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nymx wrote:
Well, you got me thinking all day. Came up with another plan and was able to find an RNG seed that cut 290 more frames.
Haha, I'm sorry to derail your day, but I'm glad I inspired an improvement! I can see why it'd be incredibly slow to test though.
Hopper262
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The article states the starting boards are randomly generated, with "over 500 possible initial configurations for each pattern." Is this true? If so, can RNG be manipulated to get a quicker-to-solve board? I glanced at the code but my C64 BASIC skills aren't good enough to follow the logic.
Hopper262
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Take that, other games that need multiple buttons to turn walls and floors into vague suggestions! Very nice work.
Hopper262
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Between the glitches and the interesting rationale for the endpoint, this is one of the most entertaining TASes I will never, ever, not in a million years ever watch in full. :)
Hopper262
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What a heartwarming tale of how catgirls and dog soldiers can put aside their differences and work together to watch a dude throw boomerangs.
Hopper262
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Even at 2x speed I couldn't watch the whole thing, but the concept of "Flappy Bird, but what if you're the walls instead of the bird" made me chuckle, so it's not the worst game ever.
Hopper262
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I know it's against the movie rules, but I was kinda hoping the C key would end input early, and give us the eight-minute playthrough the magazine promised. ;) On the other hand, thanks for not doing a full-completion TAS; I'm not up for watching 37 minutes of all 92 possible solutions.
Hopper262
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The gameplay may not be much, but look at those fancy intro animations and instructions! Fun to see just how much of the code listing was dedicated to the start and ending.
Hopper262
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Seems like TASing might actually be the optimal way to enjoy this game. Really cool concept, but doing it with 1 pulse would take ages, and even 2 looks like it'd be overwhelming for me. As a fan of puzzles, though, the routing problem of keeping 8 pulses alive and progressing toward completion looks interesting if you can pause and consider your options. Thanks for showing off all these neat little games!
Hopper262
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I'm not familiar with this game, but I'm surprised that avoiding (nearly) every ring doesn't cost time overall. For instance, in Icy Isles, do those extra jumps to dodge rings really not cost you any velocity or momentum? At only a 1-frame penalty, I'd have expected a few rings would end up being too much in the way for a branchless TAS to avoid.
Hopper262
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Commenting to drive engagement for influencers like Samsara so more content is created.
Hopper262
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That sure is... something. As often happens with Char TASes, I couldn't bring myself to sit through the entire video so I didn't vote, but I'm entertained by your quest to give the playthrough more optimization and polish than the developers gave to the game. I hesitate to bring this up because the "action" is slow enough, but is select+start a glitch, or an in-game code which disables the in-game mechanic of lag-for-break?
Hopper262
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nymx wrote:
I have reworded it. Does it make better sense?
Yep, thanks much! (For this, and for all the massive amounts of work all the staffers do to make the site awesome.)
Hopper262
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Not sure if this is the ideal place to mention it, but there's a small error in the publication description: you're not throwing footballs to a quarterback, you're playing as a quarterback throwing footballs to a receiver. Congrats on getting the rules system to the point where it can encompass odd little games like this!
Hopper262
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I've played the PC original, but didn't know about the NES version. Both the port and the TAS play here look really nice; thanks for showing this off! Having watched the linked glitched run, glitchless was the right choice IMO. The glitch replaces all the gameplay between 5:05 and 27:10 with two minutes of walking through identical garbage rooms instead. You can skip forward in the YouTube video to get the same level of entertainment.
Hopper262
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Love playing this casually; love seeing nothing but transition animations in the TAS. :) No idea how feasible it is, but an alt encode showing the mouse clicks would be pretty neato.
Hopper262
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Childhood me thanks you for giving that opposing car the thrashing it deserves! ;)
Hopper262
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I knew nothing about this game, but the extensive submission notes and commentary were very informative -- good enough for me to be entertained despite no prior context for what I was seeing. The "live atlas" encode gave a refreshing new perspective too; I watched at 0.5x and there was always something interesting to read or watch. Thanks for introducing me to this game, Lord Tom!
Hopper262
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Hopper262
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machinimagical
Hopper262
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Congrats on improving your TAS knowledge and making this! I didn't watch the whole thing -- repetition is the nature of the genre -- but I'm thrilled to see you thoroughly tackled your childhood dream.
Hopper262
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c-square wrote:
However, TASScript makes it pretty easy to make the updates, so you or anyone else is very welcome to take the existing script and make improvements! I'll be happy to give pointers.
Thanks for the responses, and TASScript does look quite cool -- I wouldn't have even started digging into this run's details if the input weren't so legible. If I get away from my hundred other unfinished projects, I'll try not to overwhelm you with questions. ;) Best of luck on the Zork project!
Hopper262
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In the versions I've played, including the online one, only the first six letters of a word are examined by the parser. This means you can type "satche" instead of "satchel", for instance. 11 keystrokes are used on words longer than this limit. EDIT: Nope, this trick doesn't work on this submission's executable. It does mean an earlier release might be faster, depending on luck manipulation. I'm curious about the time needed to type vs. waiting for lines. Playing along with the TAS, I notice you "get gown" instead of "get all" which spends one character to save several lines of output, so you presumably didn't go strictly for minimum character count. In the pub area, you could sacrifice two keystrokes to skip one wait turn, which might be worth it depending on the time and how luck manipulation works. (You can buy the sandwich instead of "z" before "sip", but you have to type "cheese" instead of "it" at the dog.) EDIT: If turns are instead faster than typing, you can wait twice to automatically ask Ford about your home. Perhaps these fall under "too many of these situations to test out", but I wonder what routing improvements may be lurking. I find text adventures to be an interesting optimization problem, even if nobody "watches" this TAS in the traditional sense. (Even in other genres, I often find the descriptions more entertaining than the videos.) Thanks for making and sharing this!
Hopper262
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I'd never played or even heard of this game, but I enjoyed it. Nice mix of visually interesting gameplay (more routing than run-right-for-justice), tricks that show off TAS capabilities (health planning, constant jump canceling), and a few typos and oddities that make bootlegs fun. Thanks for making this run!