Posts for Spider-Waffle

Banned User
Joined: 5/11/2004
Posts: 1049
That’s great if you want to do a TAS of this, I was a bit disappointed the last author didn’t use some of my timesavers. I don’t think it’s a particularly hard game to TAS, you move a constant speed and such and it’s usually obviously if you’re slowing down or not. The swimming currents I don't think anyone knows exactly how they work, it's never been documented. I think the leading theory is that when you move into certain areas, probably rectangles, you activate a current which moves in one of four directions. These currents probably affect you when you’re in certain rectangles also. No one has mapped out all the rectangles. Also it seems you can deactivate a current while in it, stopping the ground might do this or maybe its rectangles again. I wasn’t aware the run activated a slowing current which could have been avoided. I think however, it might be faster to activate the current which starts at the seaweed tunnel moves you right through that large passage of seaweed and electric hazards. I’m just not sure what you have to do exactly to activate that current and if it’s worth it. I actually suggest you use raph as the last turtle in the swimming part, continue with him to glitch to missiles. Switch to leo and die, start by car as raph again, use him all the way through level 3, using single suriken to kill some guys and the bosses. Then continue with raph and glitch to ropes. From here you could continue with raph if you think it’d save time with lag, but remember he has limited range, can’t attack down, and you’ll need to use suriken on the boomerang guys to kill them in 2 hits. I thought about this cinema too, but are you sure the area four ending scene speeds up with less turtles active? I’m pretty sure if you still have don alive he always comes out at the same time, so if the other turtles are captured there is just a long pause before don come out. Also I don’t think you can get them killed without wasting more than 5 seconds or so, this is way longer than the time the cinema takes. I’ve checked all the possible ceiling + wall glitches I’m pretty sure; I know room 14 takes you to a scrambled area with water, seaweed and lava like most places in level 4. The game crashes. If you could some how get the glitch to work after the ropes part on that wall which meets the ceiling I think it would take you down to the next room and save time. But I’ve tried this for hours making no progress. It works on the wall before the ropes part, as you can move into that wall without getting pushed out. I’m curious as to what significant timesavers you do know that work. The only one that comes to mind would be the level 2 warp up the wall to the last ladder which some people think they’ve done but can’t do it again.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I dont' think so. The current speedrun is almost optimal. Only thing costing more than a few frames is the extra switching to change turtles on level 3 and 4 which can be avoided.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
For some levels, have you considered you might want to drop into second place for the first item pick up so you can get a tripple shroom, or maybe infi-shroom. This would happen if you needed to use mulitple shrooms in a row to do lap skipping shortcuts or something and there was no item pick up along the way.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
So you see the move toad did on his second and third laps? What was that? Looks just like a long boost to me.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Usually posts which add nothing get ingored, so yes, we ignore about 1/3 of your posts. Please don't disrepect Jack by flooding this topic with such posts.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
So now your saying Mission time is the top priority, and this is why you wasted 21 seconds of real time to save a fraction of a second of in game time. Well if mission time is the top priority then that's fine. Then you should also wait out cinemas, as this is much better ratio of MT saved to RT lost than 1 to 21. Or maybe you want to fail at achieving RT and MT and go for some random mix where you waste 21s RT to save 1s MT, then don’t waste 10s RT to save 10s MT. This makes no sense to me. This would mean anyone could half ass a TAS and either beat your MT or beat your RT, or by doing things such as not quitting out, beat both, still half assed. Fortunately it’s still not too late to make MT top priority and make a run with top-notch MT that won’t get beat. When did you explain why you can’t switch to 2.3 now? You’ve got the plugin, Henrick uses it just fine. All you have to do is switch to 2.3 the next time you pause. You’ll only miss the benefits of 2.3 on bunker 1. Or you could quit out just like you did on dam to get bunker 1 MT saved as well, which I don’t see how it’s any different than what you did on dam. You’re quitting out to save a second of MT both cases.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Hey, I'm wondering, does the gas tapping exploit work on the DS version of this game. My friend game tested that for nintendo.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I was thinking, you might be able to launch out way over the water and land on the grass past the turn, or launch out into the water and having gone just around the finish line and have it pick you up as if you made a lap. Or maybe do the same but over the wall on the other side.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Thanks, I'm glad you like it. Here's the video I'm referring to: http://youtube.com/watch?v=UwhlMHM1i5M Watch what toad does on the zipper his second and third laps. If that's not some kind long boost it looks just as good to me. Also, would it be possible to long boost off the start boost? TAS required, you would let go of gas the first frame of the boost, maybe that is soon enough, or maybe you can let go a frame before the boost and still get the boost.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I've seen, from what it looks like, that you can do a long boost by jumping into a wall, then coasting into a zipper. So what if you could manage to jump into a wall, coast and powerslide, release MB and hit zipper; or powerslide, jump into a wall (or player?) thus releasing a MB upon landing, then hit a zipper.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
I wonder if you could launch around the finish line this way.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
hmm, can't bump into anything during the infi-boost, but what about before it. Also I've seen an infi-boost video on youtube, MC3, match race, he does a lap with infi-boost, then hits the second player who is stoped on the finish line, this stops him too pretty much, but then he slowly builds speed and is back into the infi-boost not before too long. Another question I guess would be is why can't you use a shroom to go into infi-boost? Maybe pressing fire button stops the infi-boost? Or maybe those two boosts, zipper and shroom, were programed differently. So if you can't use a shroom to infi-boost you'd have to do the infi-boost setup into a zipper, then jump and hit a wall, or something like that I guess.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Lol, funny guy, sounds to me like you've got some issues to resolve but that's a whole new topic. In answer to your question, I saw that my post was the last one on the page and that there were two posts after it on the new page by people who would usually address the question. So I thought maybe they missed it. I thought I was just politely asking a simple question to a room full of experts on the matter. I didn't think anyone would think I was too demanding (until I met you of course) I’ve read of the page on Mario kart Mario kart physics which I thought was great. But I don’t know exactly about this long boost into a infi-boost. I was thinking you could release a mini-boost by jumping, hit the wall on the way up in the same jump and do the long boost, then if you didn’t jump after that you would still have the infi-boost. Or maybe you could jump right after the mini-boost, do the zipper or shroom boost, and get infi-boost after. But maybe there’s some flaw in my thinking. Having never performed either of these tricks I thought it’d be much easier to ask a room full of people who could probably give me really quick answer given their expertise. Or if for some reason they never thought about that and it can be done then I should put the idea out as early as possible, before opportunities to do it in the TAS are missed.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
No one answered my question.
Spider-Waffle wrote:
Is it possible to link a long boost into a infi-boost? If not, why not?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
If fried is doing those TT runs you'd think he could do levels like moo moo farm pretty well.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Is it possible to link a long boost into a infi-boost? If not, why not?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
so how's moo moo farm going? trying for any special shortcuts? There aren't any documented ones are there?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Wow that's a lot of stuff they never tell you about. Now someone needs to make a video of everything done in the run so far, this should be on youtube. please for the good of all man kind
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
There's MTs in super mario kart? Do you just have to go out of a power slide, or is there more?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Could someone please explain how the infi-boosting works? I've conjered it has something to do with holding two directions at once and staying on the ground. Would it be possible to infi-boost off of the intial starting boost?
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
Could someone please make a video of all the progress? Uploading to youtube would probably be best. I've seen three of the levels on youtube done TAS and they looked great. This is a great game to TAS.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
With 2.3 and 2.4 you shoot with the second controller, expect 2.3 is like 1.2 more so it's better. Shooting with the second controller you can fire bullets during any cinema and with 2.3 you can aim up and down while doing this. This helps most noteably on surface 2, bunker 1, and depot. Surface 2 you can shoot the camera way far back behind the trees. Bunker 1 you can fire early and guards will open all the doors to get to your starting position. Depot you can shoot out the screen early and guards will open the slow door to leave the room.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
There's one GE full game single segment speedrun, where Wouter skips through menus as fast as he can because he's trying to get the overall fastest time of beating the game. there is no PD single segment of the entire game yet (I want that to change...)
There's actually tons of GE full game single segment speedruns. Most of them, including Wouter's, go for mission time primarily and real time as a secondary objective or completely disregard real time. There's also tons of PD single segment speedruns for the entire game. If this run is going for real time as power up to last input it's doing a... not so good job of that. Even if there was no good input plug-in and you had to slow down to shoot the alarm it would have cost no more than a second. Quiting out cost you 21 seconds of real time. So there's 20 seconds of real time wasted right there. Or, even if you had to do the first 32 seconds with 1.2 you should have paused and changed it then unpaused and continued, wasting only 4 seconds instead of 21. Also instead of setting to 1.2 you should have set it to 2.3 like Henrick uses so well for his TASes. This will save around 20 seconds. It will be way faster to skip the intros to silo and get the key cards or wait longer on the guards to open the doors. It seems rather silly to spend 6 months perfecting each frame of a mission when you could save 40 seconds by doing the right things and then spend 1-2 hours a mission doing it 2 seconds slower and you'd end up with the same final time. It's such a crime to spend 6 months trying to save every frame possible then go and waste 2,400 frames on two easily avoidable poor decisions. Now that I see this run is going for real time but has already wasted 20 seconds, I’m not that interested anymore and I find it hard to support the goal of real time anymore.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
There's no telling what you can find out when you slow a game down. New discovers happen from this all the time.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."
Banned User
Joined: 5/11/2004
Posts: 1049
laughing_gas wrote:
I believe the elite set the precedent with focusing on mission time, as the competition is quite fierce.
Yes, I think the-elite did too, the-elite is the strongest speedrunning community for any set of games. But you have to think it would end up that way after the game was made. I mean people were going for fast mission times right away because they could unlock cheats. I don't think anyone was trying to see how fast they could go through the menus. Or comparing how fast they could go through menus to other people, that just ridiculous. The menus have never been considered part of the speedrunning element of the game. I think GE was one of the first games to inspire speedrunning on a large level, due to the target mission times.
"Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence."