Posts for Winslinator

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Correct, in an RTA run you’d never be able to manipulate it intentionally.
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[quote feos] Ah there's this screen here. Is it equivalent to best ending then? [/quote] Yes I forgot to mention that screen also only appears once you get 100% completion, so I suppose ‘best ending’ is a reasonable branch name too.
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[quote Samsara] First, given the TAS precision of the run, the total improvement is likely going to be about half of what is expected due to the need to go out of the way to drop off chirps (which is also slower than dropping off one continuous chain by itself). [/quote] Can confirm I did not consider the door having to open and close an extra time for the separate chirp chains so this is probably more accurate. [quote Samsara] Second, the one second's worth of improvement from skipping extra lives looks to require a specific score route that would mean the entire run would have to be redone. [/quote] Only a few of the first 16 or so levels would need redoing. And since there’s no RNG-dependent things to manipulate in the run (not as far as I know anyway), the subsequent levels should sync.
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Not the most riveting speedrun but it was Intellivision so of course I voted yes ! It was actually kind of funny how close the ball came to going in the gutter on most of the shots.
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This is my new favorite tas of all time. It is Master-class!
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Finally! I was wondering when a new TAS of this would come out. It does not disappoint and I love the new strategies for some of these levels like Round 44 in 9 seconds and abusing the floor clipping on Round 34 was funny xD However I noticed there are some improvements possible with minor changes to skip some of the bikini girl bonuses and extra life pauses, detailed in this guide. It was written up for RTA runs but there should still be viable methods here for skipping the five bikini girls and two extra life pauses.
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We’re one step ahead of ya on that :P http://tasvideos.org/5524S.html
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Thunder Castle WIP file: http://tasvideos.org/userfiles/info/67300471300731446 This completes the first loop of stages in 2:04.566. After four loops, the difficulty stops increasing and thus would be the point of completion accepted on TASVideos. I have no plans to continue working on this so anyone may feel free to continue where I left off! Link to video
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Due to having less free time, I have decided to step down from most of the projects I've started. Hit me up if you'd like to continue work on any of the following WIPs (Discord Winslinator#8142): GBC Bugs Bunny in Crazy Castle 4 GBC Croc GBC Game & Watch Gallery 3 "150 stars" GBC Paperboy GBC Winnie the Pooh: Adventures in the 100 Acre Wood "100%" Genesis Flicky Genesis Pac-Mania INTV Advanced Dungeons and Dragons: Cloudy Mountain "all items" INTV Armor Battle "2 players" INTV Atlantis "maximum score" INTV Tron: Deadly Discs
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[quote feos]Do you think a meaningful any% record is possible for this game, without caring about score explicity?[/quote] Sure there would. You would select each next game frame-perfectly and minimize lag wherever possible, as lag plagues pretty much every Intellivision game. So while IGT is certainly fixed, TAS time has leeway for optimizations. While I think this IS non-trivial, it would not be entertaining. Whether it’s meaningful is pretty subjective. Oh yeah and input would even end a minute early as it would coincide with the last game being selected. I instead went for the far more sensible goal which circumvents the entertainment issues... so I don’t see why a hypothetical goal irrelevant to this submission should have any bearing on the decision process here.
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I have an improvement to post. This new movie gets 512 points, a gain of 10 points, and is only 16 frames slower. Submission notes and temp encode have already been updated. http://tasvideos.org/userfiles/info/65254876577894993 Instead of waiting 48 frames to start Submarine, I first waited 21 frames before I switched to Submarine and then 24 before starting. I was able to start with 4 subs on the left so I gained 1 point there. The remaining 9 points actually came from Maze Shoot. This is the 5th time I've had to redo this minigame so I think I'm just getting really good at TASing it.
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I see the points being made about the movie being incomplete and they are fair. Thing is, I only had a desire to do the first loop as that is where the RTA speedrun ends and I really don't have much motivation to go any further. That being said, if anybody wants to pick this up where I left off I encourage them to do so, just add me as a coauthor in the end. Also I should make it clear that I haven't exhaustively attempted to TAS the 7th loop so I can't say it's definitively impossible. If someone were able to crack the enemy RNG on that loop it may be possible.
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[quote RetroEdit] What's with the pause around 2:02 in the video before ending Level 3? Also, wouldn't it save time to lure multiple enemies on one burger to drop the burgers down farther, or does the time for the enemies to move into place outweigh the potentially faster drops?[/quote] For your first question, it was to manipulate an enemy on Level 4 to spawn later which allows me to use one less pepper. As for your second question, can toppings move down more floors with more baddies in other versions? In this version, two floors is the maximum so I'll update the notes to address that. [quote nymx]I also see that you manipulate the AI correctly. My favorite version to play, growing up, was on the Colecovision. I see the same similar techniques used to do so. Although I think I remember that the speed wasn't the only thing affect...I believe the way the AI responded was different. As for using the hardest level, I plan on looking at the code to see if the level increases afterward. Hopefully I can do that soon.[/quote] As is the case with most of the arcade-style Intellivision games, selecting "disc" speed is the fastest with the three slower speeds inserting lag every few frames, and no other bearing on the game's difficulty. After each loop of the game, the speed of enemies increases and their AI slowly starts to be less predictable. With each loop, it seems that each change in direction enemies make has a higher likelihood of being a random one, and it appears no changes in enemy behavior occur beyond loop 7. I understand that the TAS would've been more complete had I beaten the first 7 loops (49 stages) but I haven't been able to complete any stage in that loop, considering enemies move more than twice the speed of the player. Therefore, I figured this would be complete enough for now but feel free to prove me wrong. You can play on the hardest loop by poking Main RAM address 71 to a value of 6 and you will start on Level 43. Similarly, poke address 6F to a value of 0-6 for the stage within the loop. Side question, how would I be able to view the code for an Intellivision game like this?
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Great TAS with some amazing improvements but I agree with what EZGames wrote about the entertainment factor. It's quite evident in the level cut encode. [quote EZGames69]Just from what I’m watching, I’m a little disappointed that you didn’t do any playaround with the snake area for example. That was what made the old movies so entertaining to watch. If they were in this new movie I would have suggested this for stars honestly. Still I’ll vote yes.[/quote]
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Voting 'no' because the routing looks very unoptimized
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To do this, you must hold either upper side button, the 0 key, and the WNW disc position on the second (right) controller while resetting or powering on the console. Then, press any button to start the game. Jokes aside, I suspect it's an intended cheat code, as many other games utilize similar odd button combinations on the title screen to unlock alternate title screens, stuff like this, or even an alternate game in the case of Dig Dug. The button combo is not listed in the manual.
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Thanks for publising, guys. Only thing is that the description forgot to mention that this was an 8-frame improvement over the predecessor movie, and I'd like to request it be added in. Thank you :)
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Phenomenal TAS, I might even have to rewatch it As I said in the Discord, going under the truck boss and the crazy 7-2 skip are my personal favorite parts!
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I like how with every new Sonic TAS that comes out, the levels make less and less sense :) I like the way the two Carnival Night acts are beat here One question I've had for a while is there a reason the Sonic 3 TASes don't reset the game to skip Launch Base 2 or the cutscene at the end of Sky Sanctuary?
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OK the submission text has been edited with a new temporary encode. link below is to the improved movie which is now an eight-frame improvement over my 2017 submission! http://tasvideos.org/userfiles/info/61773060081900787
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Ok gotcha. Saved yet another frame since my last post as well.
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The methodology was simple: look at the coordinates of the rooms that the enemies are in when the mountain is entered. If they're good, continue testing. If not, move on to the next situation. The reason the rerecord count is so low is because I started this project 3 years ago when the Intellivision core was still under development. When I was about ready to submit for the first time, I realized the movie didn't work on the newest version of BizHawk (due to new intellivision features) so I redid the entire movie and it reset the rerecord count. The original rerecord count is forever lost but I estimate it would've been somewhere around 5000. The extra 193 rerecords are simply from testing the new strategy. By the way, just found another 2-frame improvement, so I will be cancelling this submission.
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@feos Ok I understand your point about the score goal. Under what circumstances would playing all four subgames be an acceptable movie? The goal for the Vegas Stakes TAS seemed to be the fastest route to the credits, but there would be no such goal like that for this game.
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I think the zoomed-out encode that JXQ provided earlier is far more helpful than the Tails POV encode. It shows everything offscreen without the camera jittering
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@Memory Right, there would certainly not be any clear ending for this game, as you can keep playing for as long as you want, but i thought the first bullet point under the score guidelines, "There is no better way of defining full completion in the game" would best fit this game's case. FractalFusion also makes the point that you can simply enter $9999 as the starting wallet size, and while that would technically be the fastest way to get the "Maximum Score", it isn't terribly interesting; which is why I specifically named the branch "Maximum Earnings" so you would actually play for as much money as possible. I don't know if that's too arbitrary a goal for Vault or if there's even a precedent for such a case. In reference to your argument on completing a single game, there's actually three other card games you can play besides Blackjack, would winning one game of each be a more suitable goal or is that still too trivial? @FractalFusion That's an excellent improvement! I wish I knew how to actually analyze RNG in this manner as it would save me a lot of headaches working with these heavily luck-dependent Intellivision games. I see a couple small improvements to this I can make right off the bat but it looks like all the Blackjacks were dealt without much waiting time; I'd be happy to update the movie and add you as co-author (should this branch even be acceptable).