Link to videoLink to videoDoes anyone have this game on Steam who can check if TASing it in hourglass works or not? I only have this game on iPad. I want to TAS this but I don't want to buy the game a second time to discover the answer is 'no'. Any help on this would be greatly appreciated :)
Super Hexagon already has really impressive real time videos (most of them by vmvolcano / sigsig), but I think a TAS for this game would be really cool. Examples of things you could do (refer to http://steamcommunity.com/sharedfiles/filedetails/?id=121153531 for pattern names):
-Whenever you see two walls separated by a gap, you should be able to poke the pointer into the gap very briefly and pull it out again.
-Your pointer is considered to be in only one 'sector' at a time, so you can cruise on a seam between two sectors, making 1 frame adjustments to appear to be motionless yet remain alive.
-On the other extreme, it would be entertaining to clear patterns with as much extraneous and dangerous movement as possible.
-It is possible to slip through the diagonal cracks in patterns such as Double Whirlpool. In fact, it happens every time, but you could abuse this in a TAS to clear a double whirlpool with only a few frames of movement.
-The music in this game is great, so why not move to it from time to time?
-The patterns Stairs 1 and Stairs 2 have lots of alternate solutions besides the obvious ones, that are really dangerous. (Rain has a lot of things you can try, too.)
-Sometimes you get patterns like the picture for 'Solo' for Hexagon - double banded stripes just before a C. Seeing as I almost always die to these when I'm trapped in the wrong sector of them and can't react and spin fast enough to clear the C, a good playaround should defy death on these kinds of 'traps' as often as possible.
-Making very late movements would be entertaining in general, as well as rotating the long way around and still clearing, etc.
-On the last black/white stage, the pointer should do ridiculous things like linger on the top/bottom instead of the left/right (normally suicide since you have less time to react), incredibly death defying constant spinning and so on.
Another idea would be TASing Open Hexagon, a clone of Super Hexagon for the PC. You can script new levels for it using json and LUA, controlling things like patterns/speed/rotation speed even mid-level, so a ridiculously hard custom level could be made and cleared by TAS.
Link to video
It's kind of hard to contain how cool this hack is in a single screenshot. Maybe Megaman vs the 8 mini robot masters at the very end? Megaman vs wily's laser bullet hell saucer would be cool except I think the boss is actually killed so fast he doesn't get time to fire any of the really cool patterns.
@GhostSonic: If you're capable of coming to Summer Games Done Quick 2013 or Awesome Games Done Quick 2014 and taking your SNES bot with you, you should look into doing it. Not only would you be able to show a SNES TAS live to thousands of viewers (if you schedule it with Mike Uyama and he approves), there'd be plenty of SNES carts around that you could console verify TASes on for experimentation. I remember that an SGDQ ago a NESBot was brought in by DarkKobold to do a Wizards and Warriors 3 TAS live so there's a precedent for it.
https://forum.speeddemosarchive.com/board/marathon_discussion.html
Wow, all I can say is - this is really cool! I was half expecting it to turn into a full-blown SMB-samples-only looping soundtrack about half way through, but what we got instead was great.
You should try this with SMB3 or Super Mario World :)
Maybe because it was relevant to the discussion of 'How do we define 100% for OoT?' - as in 'If you can get more than 20 hearts using glitches, and we allow duping/rba/etc in 100%, does that mean it's not 100% to stop at 20?'
Pretty much this. TASing has a lot of applications, not just going as fast as absolutely possible but playarounds, showing off glitches, showing off idealized real time routes, etc
On the topic of the movie ending early: There's a precedent for games ending input as early as possible and still reaching the end, especially when it makes the ending amusing (donkey kong country 1 where your partner lands the final hit for you, super mario world, symphony of the night where the medusa shield does the killing for you, etc). Whether to go for earliest input end or earliest point where the game is finished is a stylistic choice.
The basis of the glitch is, when you reach a room for the first time you write 'visited' into an array that is as large as the map. But if you reach a room that is out of bounds the game writes 'visited' into arbitrary locations in memory, overwriting things like what souls you have, whether Menace has been beaten or not and so on. In game time must be one of them.
Since there's no timing elements to the puzzle, could you make a macro of mouse input that solves the puzzle and play it as quickly as the game will read it?