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The idea is you'd ride the van until after the second tunnel, at which point you could dash over things and maybe even ride it to the end of the level.
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To clarify, the thought I had was at 4:38. Instead of going to the back and then dashing once you're past the tunnel, stay on the front through the tunnel. Then at 4:40, jump as soon as you're out of the tunnel and then do the frame-perfect jump to make it over the red sign with enough speed to still land on the van for the next tunnel.
If memory serves, the yellow signs can be ignored, or is that just when standing on the van?
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I see... you don't go quite high enough to reach either the platform on the left or right, so the only choice is the moving platform... which resets and is in a bad position if you go that route.
Can the camera not be manipulated to prevent this?
Out of curiosity, did you try that with the vans in the later level?
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Well done! This must have been quite the adventure to manipulate the RNG, reduce lag, and find better routes. Always fun to see a game I had as a kid beaten like it's nothing.
Just before the final boss, there's a blue bouncing thing. Is there no way to use it to get up (either left or right)?
The other thing I noticed is the lack of glitches. The closest thing was using the momentum from the slide in the first level to go faster, but obviously that's intended. I have to wonder if there's some way to get more dashing or something.
At any rate, good work team!
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Wow, I had no idea Europe got such a garbage port of the SNES game. They really got shafted on this thing. Graphics and controls aside, you don't even get the second half of the game!
I did have two concerns with the TAS itself though:
- In the SNES version, you can roar next to those porcupines to flip them over. You can also roll through them if they're facing you. Does neither work here?
- I can't say I agree with doing hard mode here. All it seems to do is make fights take more hits and that stampede take even longer.
Just for the novelty of seeing such a bad port, I voted Yes.
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You're still running when you grab ropes and get shot out of barrels though, so it's not a true walkathon either way. I think beating the game in 0.5 Y presses would be more interesting.
Either way, been looking forward to this :D
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An interesting "category" indeed! A bit slow at times, but quite different from what you usually see here.
Idea: What if you do the entire game while holding Y instead? This would make it go slightly faster and avoid the issue of Queen Bee, all while still taking away the all-powerful roll the game is known for.
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Hey guys!
I know I haven't said anything here in quite a while, but I've been steadily working on this using Disappeared's TAS (the 42:40 one) as a starting point and sharing any new tricks on the DKC3 strategy discord. The TAS is actually nearly done; I'm on K Rool! Unfortunately, there has to be RNG involved here as well to make things more complicated.
If anyone has any questions about Disappeared's TAS, I should be able to answer them at this point. Everything will be explained in the submission as well, of course.
As a teaser, here's a comparison of Lightning Lookout, one of the bigger time saves compared to Disappeared:
Link to video
Enjoy!
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I figured it might be a good idea to share a sample of the sort of improvements I'm talking about with movement. Since I've locked down a variety of useful bytes, including both Kongs' X, Y, dX, and dY (including subpixels!), the same for the Toboggan, and more, I can fine-tune the movement much more precisely than Dooty could with just the dX and dY.
With that in mind, here's what a comparison of Demolition Drain-Pipe looks like:
Link to video
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Thanks guys!
I haven't quantified the individual levels beyond making sure each one is at least as fast in each section, and since I'm doing this on J 1.0 instead of U (I'll have to check J 1.1 afterward since Belcha is faster on it) AND on a "slower" emulator, it's hard to say exactly how many frames have been saved from new tricks and movement.
With that in mind, I'm 450 frames ahead at the start of Ripsaw (and lose 5 frames in that stage due to the goal being slightly higher...)
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Hey guys, I've been working on a new TAS for DKC3 Any% lately. I've got a long way to go before it's done, but so far the improvements in movement alone have been encouraging.
I figured it might be a good idea to show bits and pieces of it to get some feedback. To start, here's my version of Ripsaw Rage:
Link to video
What do you guys think?
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Sorry, that wasn't my intention. You're free to like or dislike gamebreaking glitches or cheats as much as anyone else, voting and commenting accordingly on submissions, but your personal preference shouldn't be the basis for how the site handles the case in general. Of course, the same goes for me.
Warp wrote:
A "blanket rule" does not mean "Holy Scripture, written in stone, forever immutable, no exceptions allowed nor discussed".
Can you really look at the beginning of this thread and say that having a blanket rule did not interfere with discussion of the merits of the submission?
Regarding the rest of what you said, your two posts seem to contradict each other... after all, it was the RTA community that decided that using IGC was allowed in a separate category. Could you clarify?
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feos wrote:
Didn't know TAS times are also listed on that site of "the speedrunning community as a whole". I was under impression them and us are totally different communities with totally different rules and totally different reasons behind them.
Of course the TAS times aren't listed on an RTA site; if you want those, you come here. Could it help bring the TAS and RTA communities together if there was a single site that had sections for both? Perhaps, but there isn't one right now.
As far as different rules are concerned, most of those differences stem from necessity. For example, a TAS is far easier to make with an emulator, which is exactly why they are typically not allowed in RTA, yet preferred to make a TAS.
feos wrote:
Are you arguing we're obliged to have 11 branches for SMW just because some other community embraces them? Also, how many rules does RTA community borrow from us in return?
The speedrunning community is quite large, and while obviously there's no obligation for one site to consider what happens on another, it would be beneficial to everyone involved if there wasn't any unnecessary things driving the TAS subset of that community away from the RTA subset. This works both ways, of course. I am aware that there are a ton of people that see a TAS as nothing more than "cheating".
However, there are also a lot of people, speedrunners and their fans, who look to what TAS can do for inspiration and guidance. Many new tricks are found when making TAS's of games, and sometimes those tricks can be applied to RTA as well. When someone is looking to see just how far a particular category in a game can go, a TAS is the definitive answer if it exists.
And now we get to the main reason I think it would be wise for TASVideos to include more than they do today. When someone is searching for the TAS of a specific category, should they search on YouTube or TASVideos? Maybe they search on Google for it. If it's not on TASVideos but is on YouTube (because, for example, it was rejected or never submitted for not being optimal), that person will watch it on YouTube and never look at TASVideos.
Furthermore, let's imagine a scenario where the only TAS of a category is a non-optimal TAS that is on TASVideos, and the person looks at it and thinks "I can do better than that". That might encourage them to make their own, better TAS of it. Then maybe they'll do another TAS, and so on. It's much less daunting to improve a run with clear flaws than to make a TAS of a new game or a highly optimized game.
These are not just hypothetical scenarios. In fact, the latter was an autobiography, so it was pretty easy to come up with. I highly doubt I am the only person who got into TASing after seeing an outdated or lackluster TAS and wanting to improve it.
I understand that one of the core tenants of TASVideos is "we want our content to look impressive, entertaining, superhuman". I also understand that not every branch in the world is going to be entertaining or unique. But ceding TAS mindspace to YouTube and the like simply because a TAS uses some in-game code or because there are already similar TAS's on the site seems like a poor choice to grow the site and the TAS community.