Posts for Baxter

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wimbledonswirl wrote:
78 rerecords!? In the guidelines it makes it quite clear that you need to put alot of effot into your TASes and if they used less than 1500 rerecords it shows that the player didn't try hard enough to publish their movie. I'm not sure the movie is actully that good.
You are aware that this movie was submitted over 6 years ago? TASing wasn't exactly the same as it is now. TASing was something new, and if gameplay was clearly better than unassisted play, it had good chances of getting published. There is little point in commenting on these runs using todays standards. The currently published TAS of this game is almost 2 minutes faster than this TAS... so yeah, 78 rerecords was not enough to create the best possible TAS, but maybe that wasn't even the goal of this movie...
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NitroGenesis wrote:
I explained this in the submission text
Oh, sorry... I missed that (I didn't expect it to be in the "Special thanks" section to be honest). Anyway, thanks for clearing that up.
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Nitrogenesis wrote:
I played this entirely frame by frame. It's not perfect, no TAS ever is. I'll be happy to answer any of your questions, so ask away.
How nice :). I noticed the submission says 56 rerecords were used. Is this number accurate? If not, how many rerecords would you estimate have been used for making this TAS? If so, do you think using more rerecords could have improved this TAS? (And I'm not referring to "It's not perfect, no TAS ever is.", I'm talking about if like 1000 rerecords were used instead)
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I agree with Mukki. Yes vote.
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These comments are mind boggling...
this would be more impressive if it was done without tool assistance
Maybe we should add this text to our encodes... :S
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You are aware that these posts were made over 5 years ago, right? Anyway, if you're looking for Yoshi's Island speedruns: http://speeddemosarchive.com/YoshisIsland.html At TASvideos, there is an any% TAS: http://tasvideos.org/362M.html And a glitched TAS: http://tasvideos.org/1314M.html And a 100% TAS is being worked on, WIP (work in progress) can be found here: http://tasvideos.org/forum/viewtopic.php?t=3371&start=200
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Yeah, I noticed later. Sorry! :)
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Nice encode, pity though that it doesn't have subtitles.
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Or another way: general rule: (a^p) * (a^q) = a^(p+q) x / sqrt(x) = (x^1) * (x^-0.5) = x^(1 - 0.5) = x^0.5 = sqrt(x)
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Nice credits, but that has nothing to do with the actual TAS. Voting no.
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Suggesting something in a 'list of ideas'-thread is fine... but if you want to see something very specific... just make the TAS yourself, don't ask specific TASers to do it for you. TASing costs a lot of time. You can't expect someone to spend hundreds of hours on some idea you had (it's possible that this might happen, but very unlikely).
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I don't know the game very well... but always using the same strategy wouldn't be nice. The first game had a glitch with handcuffs, which wouldn't make the game suitable for speedrunning, right? Maybe that's not the case for this game, then a speedrun might still be fun... Whether "quick" and "fast" is equally speedy should be easy to determine using an emulator with savestates and a frame counter.
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I saw nothing that made this game interesting for TASing. No music also didn't really help. Voting no.
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Nicos wrote:
if 0 stars = 5 peoples, the 120 stars = 600 peoples ?
Because, as we all know (5/0) * 120 = 600? (From youtube)
Bretaigne94 wrote:
LOL AT THE RERECORD COUNT. Honestly was that the real number?
SilentSlayers wrote:
Yes, with an uncertainty of +-10, 000.
How can there be an uncertainty of 10.000? Anyway, great improvement! (And I too am looking forward to a 120 star TAS)
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Skipping the levels by using the demo reminds me of Arkanoid "warped". Nice concept. Voting yes.
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Toothache wrote:
I see the no-voters are refusing to comment.
Nah, pirate_sephiroth did comment. He voted no for the sake of there being 2 no votes instead of 1...
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Sonikkustar wrote:
Are there still people that want this run obsoleted? Im still looking foward to a new version. :)
That want it obsoleted... sure! That will obsolete it... we need more of those!
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About Zelda... not sure about those item rooms in the dungeons. I think it would be pretty sweet though if you were to do a full run, if you'd map the dungeons in some way like this. It might also be cool if the white clouds that turn into enemies when you enter a room were there the entire time.
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1. The oldest Zelda TAS didn't use it http://tasvideos.org/659M.html. I'm also fairly certain that the movie which obsoleted it also didn't use the restart sequence http://tasvideos.org/658M.html. I'm not sure if the old SDA runs are somewhere... the current one does use up+A resetting, but old ones didn't. 2. You never know... but I personally think it's very unlikely that it would be accepted. There is a first quest, second quest, first quest swordless and a hack TAS for the game. One can think up countless of possible categories... one might for instance say that taking damage is then also not allowed. There have also been talks about 100% TASes and so on. You never know how the votes go though... if you just want to see it, then I say go for it. If you would only be happy if it got published, then making it would be taking quite a guess.
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NxCy and I finally completed the entire second world! not counting 2-1We saved about 85 seconds compared to Spezzafer's WIP. Time for a new WIP! We've been looking forward to releasing it for a long time. It completes the entire first world. We'll release more WIPs when we complete more of the TAS. Hope you like it :) http://dehacked.2y.net/microstorage.php/info/152158878/yi100%25-nxcy%2CbaxterWIP1-8%20complete.smv 1-5 We spend a lot of time to try and make this autoscroller look as interesting as possible. When we were finally done with 2/3 of the level, we noticed we had missed a red coin in the beginning, as it hadn’t appeared for some reason… and we had to redo the autoscroller nearly from the beginning. Our goal was to make it interesting enough for people not to turbo through it. A few frames were saved at the goalring. Time saved in 1-5: 14 frames Total time saved: 936 frames 1-6 It’s possible to enter a door right when the ground pound hits, so doing a ground pound when coming from below to enter a door is a nice little timesaver. In the second room, we use the tongue (Spezzafer surprisingly didn’t) to pick up the flashing egg (which is needed for a red coin). Starting here, a complicated egg route turned out to be needed. Mainly because we found some spots where using an extra egg would save time, and because we found some nice ways to conserve eggs. This planning also involved planning out level 1-7, and also making sure the eggs had the required color (for stars in 1-7). We made sure we left the first cave also with the maximum amount of eggs (6). We used one less egg than Spezzafer in shooting the red coins at the top left. Then by sheer accident, we found out that it was possibly to remove the stilts from an enemy by shooting another enemy at exactly the right angle over him. Doing this, we didn’t have to jump on the stilt enemies, and still pick up two enemies. Since the mole moves relatively slow, it turned out to be faster to go in a straight line, and pick up the red coin with an egg with regular Yoshi. The first ground pound on the pole outside might seem a bit strange, as you don’t hear the sounds at the familiar regular interval, but the first pound happens while Yoshi is still spinning around (this happens when Yoshi ground pound really close to the ground (this is also what happened at the start of the level)). In the final cave, we pick up more enemies to make eggs, both at the start and at the end of the cave. These will be needed to save time in 1-7. With the right acceleration we were able to get the last platform with only one flutter, instead of two. We needed a lot of red eggs, so we made another right before the goal ring. The next Yoshi picks it up. Time saved in 1-6: 345 frames Total time saved: 1281 frames 1-7 This first room is all about getting enough stars from enemies with the (red) eggs we collected to avoid using the middle ring, that Spezzafer used. We shoot one egg at exactly the right angle so that it moves through the log, instead of bouncing off. The game pauses shortly when picking up the melon, but without it, we would have needed too many eggs. Besides using a lot of eggs here, we also pick up quite a lot, as we will need them in 1-8. After the short next room we reach the cloud room, which turned out to be the biggest time savers compared to Spezzafers WIP sofar. We gradually refined the strategy for this room to finally save about 10 full seconds in this room. The red coins in this room are normally obtained by pushing a boulder in a specific spot, to make a cloud appear, which turns into a large flower when shot. Climb this flower to get on top of the clouds where the red coins are. When we enter the room, we look up for a bit, to make the screen scroll on our next jumps. The red coins spawn if one makes the screen scroll up high enough. There are four red coins, placed quite far apart from one another. By shooting from the exact right position at the right angle, we were able to collect them with two eggs (we also need to move to the right positions to make the red coins appear). Our time savings in this single room would have been even bigger if we didn’t take the time to pick up the two enemies at the end, but these eggs are needed for a egg consuming timesaver in 1-8. Time saved in 1-7: 716 frames Total time saved: 1997 frames 1-8 We saved a bit of time at the end of the first room since we shot the eggs differently. The main timesaver however comes from the second room. Instead of waiting for the platform to make its complete cycle, with optimized fluttering we were able to get on it before it was too low, so we could go to the upper left exit of the room right away. This saved 7 seconds! During the waiting, Spezzafer did pick up 3 eggs, so we had to compensate for that in 1-7. When we take damage for the first time a couple of small rooms later, we jump off the platform right away. We also saved another egg for shooting the pot, to obtain the key very fast. Tongue is used again to change direction. In the last room, we tried a different strategy, which involved only using the arrow platform to get the top, but the conventional method using the platforms at the left side of the room turned out to be faster. Ground pound used again to enter the boss room. By spitting an enemy into the boss after the first shot, and collecting the first egg again, the boss is being hit nearly constantly. It’s faster to jump down the lava at the end, as Yoshi won’t have to do his pose in front of the white keyhole. We moved to the pit hopping on the boss, which you will keep moving, even after the game restricts Yoshi from moving. You’ll keep your initial speed until you reach the ground (which in this case, we never do). This allowed us to postpone falling down a bit so that we could collect the final star as late as possible. Time saved in 1-7: 710 frames Total time saved: 2707 frames
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Nice birthday present :P Very awesome!
Experienced Forum User, Published Author, Skilled player (1403)
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Some more opinions are needed. The votes might seem to tip in the TAS's favor, but the comments don't... if I read:
teh noj wrote:
Only voting yes because it's a TAS...
I wonder to what extent there really is support for this TAS. It's a short TAS, please watch it and vote/comment. Thx!
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We'll release a wip after every full world we complete, so only two levels left! (2-7 is quite long though, and 2-8 is an absolute beast... easily as big as two levels. But we're getting there... we can't wait to post a new wip :)
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What about only spending time moving on in those games along when it absolutely doesn't cost time in the other games... that way, they should end quite a bit later. You could even go as far as intentionally losing time for those games to finish them all around the same time. Also (not that 8 games aren't enough), wouldn't it be possible to form a nice 3x3 grid when doing 9 games?
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These movies are really great :)