Posts for heldtogetherwithtape

1 2
5 6 7
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Let's see, kind of a list here: Unknown time: Watched Morimoto's SMB3 TAS Unknown time: Stumbled across Saturn's WIP of Super Metroid Redesign and a clip from his RBO that featured the Ridley fight. A few summers back: Stumbled across Hero of the Day's Super Metroid any% TAS v2, which subsequently led to watching Cpadolf's any%'s on his youtube channel and Saturn's 14% run on his channel and eventually led to coming and lurking around the site for some time. 3rd time's the charm when it comes to how I found the site.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
That was very impressive HappyLee! It's always fun to see a new Super Mario Bros. run in the submission queue. I give you my yes vote.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Posts cat instead of self: http://i796.photobucket.com/albums/yy246/heldtogetherwithtape/003.jpg My cat kinda reminds me of the one Bisqwit posted way earlier in the thread. Edit: picture is large, not directly posting image
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Gigafrost wrote:
April 26th
I found mine!
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
That new route in pink brinstar is awesome, it's got such a buttery smooth feel to it. I'm glad to see you guy's back in action, throwing ideas around for improvements and all. Keep up the good work!
My user name is rather long, feel free to call me by htwt or tape.
Post subject: Re: on l+r
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
sack_bot wrote:
L+R preserves your momentum. coilshons with walls only happens in the forward direction. This works because there are only 2 times which you move backwards, sprite ejection and sliding. Since L+R preserves momentum, you can go in to a state that i call "Super sliding" as it makes you slide with out loosing momentum. It colud be posibul use this for purposes Besides going through walls.
This is yet another unique property of L+R that I found while I was experimenting with L+R. There is however a downside to this the "super slide" state, and that's that you can only enter walls with L+R at a certain speed, and the L+R speed after hitting something like an arrow push block is too high for this and you'll bounce off the wall. Preserving speed from a damage boost however is slow enough not to do that though, as is the speed from the damageless method. I actually took advantage of that a couple of times in 2-1 iirc.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I watched the video linked in the submission, all I have to say is that I'm amazed. It might just be me or does it seem like you have a knack for making game truncating TASes like this?
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
SDR wrote:
heldtogetherwithtape wrote:
Overall, I though this run was interesting and I am going to give a yes vote to it. I would however like to know why it was necessary to enable pause in the kool stuff menu. It seemed a little unnecessary to have it since it only looked like it was used in a few matches, especially towards the beginning. I couldn't really tell if you were using it or not in later matches since when I started watching the run, the emulator crashed at frame ~44000 or so, so I wasn't able to watch the input.
Enable pause: it is for charging special moves, because it controls the time from when you start doing any special one until the end......the pause used for control the charging in fighters as, Kitana( mainly during the fan because ) Jax( during the Ground Pound), Liu kang(bike), noob saibot(Teleport Slam), ermac(Telekinetic Slam), striker(Rapid Fire Gun), rain(Lightning), kano(Cannonball) and mileena(Sai Toss). When you makes kitana's fan and press start the game will understand that the action[paused] no happens, so you wait by frame(controling the pause) until kitana can make other fan ( making 2 fan consecutive)..you can control the time to special moves _____________ We used the pause many times, during the run
I had no idea it was abusable like that, thanks for explaining.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Overall, I though this run was interesting and I am going to give a yes vote to it. I would however like to know why it was necessary to enable pause in the kool stuff menu. It seemed a little unnecessary to have it since it only looked like it was used in a few matches, especially towards the beginning. I couldn't really tell if you were using it or not in later matches since when I started watching the run, the emulator crashed at frame ~44000 or so, so I wasn't able to watch the input.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I was going to watch this in snes9x, but the run was so awesome it crashed. I guess I'll vote after I watch the youtube encode then.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Holy crap! This run was amazing! Not only is this run my favorite run style of my favorite game, but it's a run by some of my favorite TASers too! I really hope this gets published, it's probably my favorite run of 2011. Yes vote!
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
This was a pleasant surprise. Congrats you guys on finally making it to sub-10 minutes! I vote yes.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I watched the .smv Mugg posted in the canceled run earlier today and my yes vote carries over from the previous one. Good job Pirohiko and Mugg on glitching the debug menu from the Onett glitch spot!
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Happy holidays everyone!
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Nicely done sack_bot! Glad to see you got it to work.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I finished World 2. For a nice change of pace, not every level is completely broken. As a matter of fact, World 2-4 and most of World 2-Boss were played as intended. EDIT 1: I'm well aware of the mistake in World 2-4. I was treating this WIP as more of a test run of World 2, and I'm going to be correcting in the next one. EDIT 2: I've redone the first 3 levels of World 2, current savings over the WIP is 733 frames, or 12.216~ seconds, with more likely to come because I still haven't redone 2-4. EDIT 3: Turns out the trick used for saving those frames doesn't complete the level. Looks like I need to redo the end of 2-3 and all of 2-4 now :( WTF File: WIP 2 Youtube: WIP 2 for those who prefer not to watch in hourglass
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I finished watching the updated submission, and I have to say that my yes vote still stands. I do agree with Pirohiko, I did miss the glitched music, but on the other hand, the death warp was a nice thing to see.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Great job on this run Pirohiko and Mugg, and thanks for the encode Dada. It's a nice improvement over the old run, and I liked the use of the Onett glitch spot. It makes the game look that much more broken because of the blue field above the map. Yes vote.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
sack_bot wrote:
tryed at normal speed
The timing for the directional change method is difficult to do in real time, but with practice it is doable. I'd recommend the damage boost method for real time use over the directional switch method.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
All of the improvements were spectacular. It's always fun to see new ways to break an old game faster. Yes vote.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
At least the NES version tries to look like a Mario game and kept the platforming element. The SNES version doesn't have any legit platforming other than the ability to jump back onto the ground you were standing on and had a surfing game with slightly catch music. IMO the NES version looks more entertaining than the SNES version, but I think it's still leaning towards bad game choice. I'll vote after watching. I'm going to give this a no vote now that I've watched it. The game is borderline poor game choice IMO, I think you may be able to manipulate the koopa patterns better so that you get the fastest pattern, and even on the patterns that weren't the fastest ones you didn't do much to keep the viewer entertained.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
Patashu wrote:
It's a shame that you can skip the bosses with your L+R trick, but at the same time hilarious. :D
From a review on Mario Fan Games Galaxy wrote:
The engine on the game is almost flawless.
Apparently almost doesn't include unexpected button combinations.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
sack_bot wrote:
Remember, i am not taking damage.
I know you're not taking damage, but entering the wall with L+R doesn't require taking damage. I chose to take damage in my WIP because it reduced the amount of time it took for the score tally by only having 1 or 2 health crystals left and makes setting up the wall entry after knocking the king or queen off their throne a little easier since the speed leftover from a L+R damage boost is the perfect amount to enter the wall before the screen scroll.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I've prepared a small WIP myself to show the extent of how entering the wall with L+R can be abused. I would say judging by how much gets skipped per level, it may be wise to have both a heavily glitched run and a low glitch run kind of like Pulse Man, since L+R can be used for even small optimizations. WIP: http://www.mediafire.com/download.php?axpubrfwfg23v9y Youtube: http://www.youtube.com/watch?v=xwm11v6MXmM Sorry about the small video, I forgot to add the zoom callout in camtasia when I was editing it.
My user name is rather long, feel free to call me by htwt or tape.
Experienced Forum User
Joined: 2/18/2010
Posts: 156
Location: home
I think it would be a better idea to redo world 1 considering it is no longer necessary to take damage to enter the walls with L+R. Some things to take note of (in no particular order): 1. In the first tutorial and 1-1, there are rather large skips you can do with L+R, and now that it can be done without taking damage you can pull off the underground skip as early as the area by the M switch in the tutorial. 2. You can regrab items that you've already thrown and to a limited extent even after they hit something, so the boss fight should be improvable too. 3. In 1-3, it is possible to go over the wall by the first pipe by entering the wall with L+R, allowing you to take the blue eggplant if you'd rather use that, and also if you L+R glitch into the water area instead of taking the pipe into it, you will retain the above water physics and not be slowed down by swimming. 4. Because the end of level jump onto the throne doesn't start until the screen is locked, you can set up enter the wall with L+R to skip the high jump. 5. If I recall correctly, running into an directional barrier while pressing L+R will preserve the push speed, and if I recall correctly it also works with treadmills. 6. Just because you are taking no damage doesn't mean that you have to fill up your health bar during the level. The lower your health is at the end of a level, the faster the score tally for the health bar is. 7. At the beginning of the World 1 boss level in the area with the blocks, you can break through the blocks without having to land on them. You may be able to skip that section anyways using L+R, but I'm not sure because I haven't tested. 8. Try to avoid bumping into walls while you are jumping to higher platforms as amaurea mentioned. 9. Ice blocks can be broken by throwing things at them. (Edit) Regrabbing enemies won't replenishes their power, but it will still let you reuse the enemy as a throwing item.
My user name is rather long, feel free to call me by htwt or tape.
1 2
5 6 7