Nicely done! That wrong warp is pretty cool. I assume you checked around to see if it could be used on other levels?
I wonder if the 3rd boss could be improved any more at all? In normal play when it does the smoke breath attack, by jumping and shaking the joystick left and right you can sometimes get one of the smoke clouds to end up moving veeeery sloooowly, giving you free reign to hit it since it won't do another attack until that one finishes. You barely lose any time to not attacking it in your run, so probably not, but it might be possible to squeeze out a few more frames. (I have no idea if this trick is well known or not, I don't know anything about Ganryu speedruns etc.)
Excellent improvement. As a nice bonus, it looks great too -- reducing lag frames is often not very different visually, but when all the bubbles are blowing up it's obvious that something special is going on there.
Logging in for the first time in like a decade to say how much I loved this video! This game has a special place in my heart because it's so weird and aggressively Japanese. Seeing it TASed so quickly was a very pleasant surprise. Great work Dream Team!
There is an English translation of the original arcade game, on the PSX's Namco Museum Vol. 4. It doesn't make things all that much easier besides being able to read the numbers, though.
Also check out this amazingly 80's LIVE ACTION promo video!
https://www.youtube.com/watch?v=OPTPwi8d9Yo
"Obviously that wasn't me— more of my robots."
Great job here, guys. The game has a strong LJN vibe, but the character changes keep things from getting too stale. The run itself looks good and the competitive-style TASing payed off I think. Highlights for me were the Spider-Man levels, boss fights, and the musical talents of Gambit. Really appreciate the preemptive encode and detailed notes too.
Yes vote for sure!
I thought this was good, not mindblowing, but amusing enough for 5 minutes. It's too bad the health management and luck manipulation is not more obvious, but many RPGs are full of things you don't see and they do alright.
This game looks pretty good, especially for a knock-off as you said. Having a main character a summoner is unique for a game this old (I think?) and the fight system seems generally interesting. I thought the music was really good too. The plot was rubbish, at least what I got from watching this TAS, but oh well. (And check out the cover art!)
For a TAS, it looks well done, but it's a little boring. Much of the game is spent avoiding battles, and during the battles the summons only ever do one attack, or occasionally block. Obviously there's a lot of luck manipulation going on and you don't exactly see that by just watching. The music really made the run more enjoyable. Overall, weak yes vote.
Some questions: is it really worth it to use the dagger when you do? Or is that more to do with luck manipulation. Or maybe there's no faster action when all your summons are out. And, do you know why some later dungeons need you to go into the menu to avoid battles?
In level one, is it at all possible to use the Red Arremer to damage-boost onto the moving platform in the water, so you can get on to it without waiting for it to return? It seems unlikely but maybe not impossible, and I can't run fba here.
I haven't logged in in a long time but I've been lurking around still.
I liked this video a lot, it's so much better than the NES version. I'd even like to see the game run through twice, to get the proper ending. It was well done and short enough that it wouldn't be that boring, and there are slight differences between the first and second playthrough. Same goes for the other GNG runs.
Thanks for the encode feos.
Cool vid. Short, but it looks good. I dunno anything about how the game system works but i like the combo near the middle where you're standing directly underneath the opponent and juggling them back
and forth using backwards facing jabs.
Thank you! That part with the back and forth jabs probably doesn't look too difficult but getting the positioning and timing right was a nightmare, even going frame-by-frame. I'm glad I stuck with it though because it's one of my favourite parts.
The rest of the video I tried to always be doing things that aren't typically found in normal gameplay and to bend a few rules. For instance after 3 launcher-type moves, no more attacks are supposed to hit, but I get past that in the 1st and last clip. I'm sure the game can be pushed much further but I think it's a good start. I wish I could've made it longer but I thought better to quit early than risk getting too repetitive. A longer one will take much more planning.
Maj wrote:
That Guile video took a long time. Like a year to capture all the footage and about a month to edit it all together. It was kind of a big deal, and i had to learn a lot of games that i wasn't particularly familiar with beforehand.
It definitely feels like a "big deal" video. I've watched it several times and I keep catching new things each time. That's really interesting to know that you included games you didn't know well, actually. Anyhow, the editing is superb; I generally favour minimal editing but that's because I feel many people aren't capable of overly enhancing the presentation without the editing and effects getting in the way.
Maj wrote:
Most 3-minute videos take me like a month or two. Here are some of my older videos that were made before i obtained programmable controllers:
CvS2 Guile Exhibition (Addendum) - a little over a month
CvS Ryu Expert Link Combos - two weeks
CvS2 Reversal Combo Exhibition - about two months
Usually depends on the depth/difficulty of the content, the length of the video, and how elaborate i want to make the editing.
Wow, how on earth do you do reversal combo videos without tool-assistance? Also, if you don't mind sharing some more, how many hours does "a month" translate to, roughly? Making my video took even more time than I thought it would, even though I do feel like it was worth it and am looking forward to when I have the time to work on something longer.
Well, I got distracted after finding out that the sequel to Asura Blade, called Asura Buster, now worked in MAME. So after playing it a bit and finding even less combo videos for it than Asura Blade, I made a very short video for it instead: http://www.youtube.com/watch?v=LRx2freFxgw
I'm still interested in making longer videos for both games, eventually.
Question, should you come back to this thread, Maj: how long did it take you to put your Guile video together?
Welcome back. You don't know me at all since I only joined recently, but I first started lurking about the time you left, and I liked your published runs a lot. Especially Kendo Rage, I still enjoy watching it often.
When your armour underflows from bow equipping, why does it go to 153? It seems like it would make more sense for it to become 2^x-1, instead of 153.
Yes vote for kick-ass luck-manipulation.
Ah, I was wrong, it was 99. The value is stored as binary coded decimal. 99h = 153, duh.
(Completely random, I know.)
While this is a perfectly reasonable request, I doubt it will be done as the user can easily mute the sound or lower it with their media player. That, and it will probably be taken as decreasing the integrity of the run or something.
I don't see why it would decrease the integrity of the run, as long as mike89 didn't object to it. Some videos have similar and more extreme changes (the solid magnet beam in the Rockman video) and I doubt anyone is going to miss the noise. As far as muting sound manually, you're right that it's not that hard for the viewer to do but it requires a degree of interactivity which normal viewing typically shouldn't.
It's not really a big deal, I think it would just be a nice tweak.
And there is precedent for such obsoletions. Such as my gradius playaround that obsoleted morimoto's. Or the published SNES mortal kombat movie that obsoleted the previous.
Indeed, I've seen both those movies and the ones they obsoleted and in both cases found the new ones were clearly better, even if better is up for debate. At the same time, it's a lot harder to say whether either of these could be improved further, whereas with a speed-only movie it's a fairly simple question of "can I do it in less frames?"
For instance, if I made a Gradius movie that, during the course of the whole game, spelled out an act of Shakespeare using the trick you used to spell out words, while keeping a large number of near-collisions and other tricks in the current run, is this a better movie? Some people would probably love it, and others would probably hate it even if they liked the current one.
You're right that it's not impossible to judge, only more difficult. But trying to improve movies like this seems like more of a risk for the author than improving a speedrun, and so I don't see a lot of people trying to improve playaround runs like this. I guess my ultimate point is that I really like movies like this when they are done well, and I want to see an easier way of categorizing and judging them because I think that would encourage more people to try them.
adelikat wrote:
Also, obsoleteability/competition is not a prerequisite for publication.
True, it's a byproduct of the speed-oriented nature of most runs here, and the nature of this site. At the same time only a few games have 4 movies published for them and most people think that's too many. This run got enough heat as it is, imagine if a second RCR playaround were published alongside it... o_O
I would like to watch and rate this movie. I really would. Unfortunately, there must be something wrong with the link provided for the Dega emulator. There are no .exe files (or anything similar) that I can see to even start the emulator. Just a lot of folders filled with .txt files.
I'm a little late to the party, but I finally watched this. Forgive me for adding my two cents even though it doesn't add a whole lot to what's been discussed already.
Overall I found it entertaining. I can certainly see why some people wouldn't though, and (perhaps more importantly) why a movie with such subjective goals would cause such an uproar on being published.
The main question (which I do not necessarily expect the authors to answer) is how would this movie be obsoleted? If I decided I wanted to do an RCR playaround movie, and that I did want it to be published seeing as that is the main goal of submitting movies to this site, there's really no objective basis of comparison for how my movie could be "better" than this one. Thus, the chance that I would work on an RCR playaround is very low unless I didn't actually care at all if it were published or not.
This is ultimately a flaw in the publishing/judging/obsoletion system. But I think that rather than withhold publishing this run because it causes problems with the current system, it's better to publish the run (which has happened) and address those problems (which may or may not happen to everyone's satisfaction).
Anyhow, bravo on getting this published. For what it's worth, I liked the glitches.
I tried to watch this earlier today, but couldn't compile VBA, so I just gave up and said I'd watch it if/when it got published. Thankfully I didn't have to wait long!
Question: What happens if you grab all the turkeys in the Taz stage? Do you still just have to wait it out? (Apologies if this was asked/answered in a previous submission thread.)
Looked like a good run overall, I give it my unnecessary yes vote.