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Since this game has all levels, perhaps this game should be TAS'd and used to obsolete the published run. I think there's room for both fastest and 100% like this.
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feos wrote:
Nach: could you address the very possibility to get an Othello run published (if there is one, and why)?
I already addressed in my rejection that it probably isn't possible. However, if someone does something *entertaining* which differentiates it from a typical Othello play, by perhaps exploiting some bug in the engine, then it could be acceptable.
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Scepheo wrote:
From what I understand: yes, that results in a sub-optimal jump
Not sure why that results in a sub-optimal jump, it looks like there's plenty of room to jump earlier after the slide following going under the enemy.
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What exactly was going on with the impediment at the beginning of 8-4?
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Anybody have any comments or criticism on the gameplay in this run? Do you notice any flaws? Have ideas how to do something faster?
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Post subject: Re: Console verified!
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dwangoAC wrote:
I had a (somewhat depressing) conversation on IRC in #tasvideos where everyone seemed to be of the opinion that, because this is a board game, it is somehow ineligible to be published regardless of the tier.
The only tier that specifically rules out board games is the vault.
dwangoAC wrote:
To not publish this run on the basis of prejudiced rules that pre-date the creation of the Vault tier strikes me as wrong at every level.
No, the rules are specifically vault rules.
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SmartFrame wrote:
# The first jump out of the sand to the platform looks suboptimal. - charging up would be as laggy as just going underneath him as far as i tested and i also have to spent time for killing him -> so i left him out / i´ll look into this again to see if there is a way to get a better outcome!
I'm not sure what you're saying here, or how one kills a platform.
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The first jump out of the sand to the platform looks suboptimal. Also, I haven't researched this, but is it possible to slide under the platform? Or does Mega Man die before he gets low enough? The final enemy before Pharaoh Man, you kill using a powered up shot. I believe you can progress slightly faster if you fire non-powered up shots before he even appears on screen, and kill him quickly as soon as he appears. The boss fight itself looks like you don't always hit Pharaoh Man at the soonest possible moments. I have my doubts about switching to Pharaoh Shots so early in Ring Man's level, and grabbing a tiny refill, but without seeing a TAS of the whole thing, it's hard for me to judge the strategy employed. Edit: Also, to what extent was doing Pharaoh Man first researched? He is the "obvious first choice" based on that no weapon can significantly damages him that makes sense to use in a TAS. However, when looking at how laggy this game is, and how often enemies end up in your way, having the Flash Stopper can be quite useful to speed up the stages themselves.
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Completely accurate? Probably not. The best way to measure improvements though IMO, is to calculate the level start time (where X can first begin moving) and level end time (where X delivers the final blow to the boss), and subtract one from the other in each level. Then provide a table in your submission which says how many frames the old run used for a level, how many frames the new run uses, and the difference. There may be differences elsewhere, in terms of how long lag is between cutscenes and level loading times and so on, but we ignore such things when looking at a run anyway. We primarily focus on the changes in gameplay.
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Since Snex9x 1.43 is known to under emulate lag, I think we'd accept anything that was very close to the existing TAS in time if it's clear there's additional lag anywhere. Since you went one step further and beat the current published run in actual frames too, there's not much more that needs to be done. I was sick of how inaccurate the existing run is, and would welcome the improvement.
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Tangent wrote:
Difficulty doesn't really increase
If the difficulty never increases, and this is just a never ending game of the same level over and over (despite winning and losses tallies calculated), then this run does complete the game according to our rules.
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ReyVGM wrote:
The game doesn't actually end where the TAS video ends. The goal of the game is to achieve the rank of champion. Every 3 fights, you get a symbol on the lower right, every 5 symbols you move on to the next set. After 45 symbols (or 145 fights), you reach the rank of champion.
Does the game increase in difficulty in any way? Or is each fight the same?
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Nach wrote:
It's also surprising that the SNES TAS is currently in 2nd to last place.
And now it's currently first. Will Masterjun win 6 trophies this year? Or will someone else be appreciated enough to get 2 or 3?
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GoddessMaria15 wrote:
Is this the first time that everyone won?
Sort of, one year only one person ended up being nominated for a category, and won by default.
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I know what you mean, normally I end up on voting for say two of these, but this year I voted for four of them. It's also surprising that the SNES TAS is currently in 2nd to last place.
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Congrads to all nominees winning.
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Warp wrote:
You can argue all day long, but "superplay" is a backronym. The term "TAS" existed and was proposed to be used here before anybody came up with that interpretation.
Elsewhere. Here, the term has originally meant superplay.
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Warp wrote:
That's more of a backronym than anything else. The 'S' has always stood for "speedrun" since the days of Doom tool-assisted speedrunning.
On this site? Originally, they were called time attacks here, and every movie was marked "time attack". The original logo: After people complained that not every movie is about time, we switched to the name TAS, specifically to denote that all our movies are superplays. Original TAS logo: TAS term elsewhere may have been about speedrunning, but it's original use here was to denote superplays, and we used this logo on movies that were fast as well as for those that entertained in other ways, as it's a term applicable to both. Edit: I found the original edit of when TAS was added to the glossary: http://tasvideos.org/diff.exe?page=Glossary&rev=17&prev=16 TAS:Abbreviation for tool-assisted run. Shortly thereafter a fight ensued regarding the acronym elsewhere and here.. The fight is in a thread somewhere here which I'm sure someone can dig up. We've accepted TAS meant speedrun elsewhere, and is the usual meaning of it, but it wasn't the original meaning here, and was purposely selected for the ambiguity, unlike time attack. Edit 2: I would also like to direct your attention to our logo in the upper left corner of our forum.
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A more optimal jumping strategy should save you at least another 10 seconds in this run. According to some info dug up online, you should have better control over your jumps if you're not trying to move at the same time.
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We love you too. Keep up the good work TASing.
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Rapatap wrote:
Alright, so then are there some games in which upon replay desync is either inevitable or there are RNG elements that cannot be manipulated?
Replay in most emulators rarely if ever suffers from a desync. The issues with desyncing of an emulator run played back on a console is generally when the emulator implemented something slightly differently than the console, or that the emulator is deterministic, and the console for whatever area the game makes use of is not. Although in the case at AGDQ, desyncs were because electrical interference was causing the data traveling over the controller wires to be altered.
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Rapatap wrote:
Oh I see, I think I have misunderstood the procedure a little bit. So you are saying that the frames that make up the final TAS video are recorded as the run is created, not in a replay of the game where the input sequence is fed into the game in real-time after the fact?
Correct. Although we do the latter when creating normal (MP4, MKV) movie files.
Rapatap wrote:
Also, if that is the case, is console verification even considered important then?
In my opinion, it's not that important, as I view these things more theoretically, and care about multiple compatible platforms, and less about the reference implementation. However others, do find it quite important. In any case, out of our current 2758 published movies 79 of them have been console verified.
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Hello Rapatap, welcome to TASVideos! TASs are primarily made and played back using emulators, created by people looking at the game's memory, and at standard audio and video output to figure out how to go forward. Sometimes we have computer programs analyze a game and create favorable results for various segments. Please see our intro page for more details: http://tasvideos.org/WelcomeToTASVideos.html
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How long is this short story? 5 pages? 30 pages?
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And we're back to normal once again.
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