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His use of the word seemed to indicate that he meant "doubtful," but I think he intended to say "uncertain."
"Oblivious" usually has a derogatory connotation, one would not typically use it to describe themselves.
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Don't be so hard on yourself, LLCoolDave, I enjoyed your original TAS! I had just beaten the game (on emulator) in college and it was exciting to see the game played very well. I haven't watched this new TAS yet, but I look forward to that one as well.
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Plus, isn't Adventure 2 just a mirror of Adventure 1? Or are there other changes? I don't recall any, except that, maybe, the coins were hidden in different spots.
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I forgot that the Chuckya glitch was used for this star... I was not aware of Myle's dry pipe discovery. Oh well, still other stars to try to get. Most likely of which is probably the invisible cap one in Big Boo's Haunt.
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Yeah, I used that trick to get under the ice in Zora's Domain in about 2001 (if I recall, this was the first way to get under there... too bad nothing special is down there). I think there is another corner that works around there, a bit to the right, as well. Thinking back, I suppose I did it as an Adult though, so I can't say for sure whether it is possible as child link.
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I just finished watching the Cel-shaded encode (how do you load hi-res packs in Mupen?) of the all medallions TAS. I think I saw some possible improvements, so I figured I'd post here for the largest readership (hopefully to get input on my comments):
General Observation: Couldn't that new turn-able super slide save gobs of time?
1. I already posted about this, but you don't need the Cuckoo to get by the waterfall to the Zora Domain
2. When getting past the Zora king guy, why was a superflip necessary? It is possible to get into that wall with a corner swordslash which, due to not having to wait for the bomb to blow up, may be faster
3. In the Forest temple, why was a super slide not used at the beginning of the 4 ghosts scene in the main room with the elevator? I know I've seen videos of getting into the elevator, why not slide into the middle of the room? (not the elevator)
4. When battling the Stalfos, there is significant slowdown when delivering the final blow. Is it possible to deliver that blow with something from a distance, like a bomb, to avoid the slowdown?
I look forward to an any% improvement!
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There are actually a couple of problems with that, most important of which is that the computer players race faster / slower depending on the speed that the human player is going. If Xenos were to begin slow, the CPUs likely would as well.
I, personally, don't think it looks sloppy.
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Awesome MMF run.
Also, dropping back for a single star was definitely faster than not for the challenge I am recalling: Luigi Raceway in GP with no shortcuts allowed. The star was used to cut the grass a significant amount. I am sure that 2 stars would have been better than one, but one star definitely got the job done with those restrictions and getting two stars in a row in real time is very difficult due to the low odds; case in point: http://www.youtube.com/watch?v=Ve2rmfAkmsM&feature=related (notice that the time was nearly an hour before getting two stars plus the SC).
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xenos wrote:
Comicalflop wrote:
I just heavily tested the star strat that was suggested. It is FAR slower. I was a good 3 seconds behind most of the time, and really lost out at the end... I got a star to last all the way to the 4th set of item boxes, but at that exact time, I had, using mushrooms, completed the 1st lap.
Hmm, I'm surprised I didn't speak up on the boards about this. Comicalflop was definitely wrong with that statement. On the mariokart64.com forums we used to have (and they probably still do) tournaments with all different crazy challenges. Sometimes these occurred in GP mode and I specifically remember that the people with the best times usually dropped back to get a star.
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Comicalflop wrote:
AngerFist wrote:
Weatherton, everything was absolutely beautiful except for one thing; please don't do those "move in circles and finish the stage a.s.a.p" thingy. In my opinion, I think they remove a lot of the entertainment factor. Don't get me wrong, I do appreciate them, in fact, it would be nice if we saw some laps doing those circle thingies. But a bit more variety in those stages wouldn't hurt :P Like for instance, do 1-2 of those circle thingies in Wario Stadium, and the remaining laps could contain a lot different stuff. That stage in particular should offer great amount of variety/tricks/different shortcuts you could display for us viewers.
The first full cup TAS that gets completed SHOULD aim for fastest in-game time for every single track, no questions asked. Saying some of the lap skips should be included is about as wrong as you can get. It's either include all of them or none. Your idea of no skipping should go to a completely different run; possibly one that completes all 16 NSC TT's, where because of lack of other items and CPUs, there's less skips to be had, and no lap skipping IS a legit category in the MK community (for TT).
I could see completing an entertainment focused TAS, not necessarily for submission purposes (but maybe it could be). Most courses offer a wealth of quirky behaviors and areas that do not lend themselves to fast times. It may help to do 2-player GP mode.
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n_slash_a wrote:
First off, I just watched the trial run of the flower cup, FREAKING AMAZING!! Comicalflop, I know that it takes a long time, and people complain (myself included a little), but the entire point of this site is tool-assisted speedruns, not tool-assisted prettyfastbutnotreallyruns, and I think you whole-heartedly embrace that concept. Keep up the amazing work!
I am curious as to what WIPs are up, I looked back about 8 pages and couldn't find any of completed cups, can someone post the link or quote the post with the link? Thanks.
Flower Cup
I'm glad you enjoyed my Flower Cup test run! I have uploaded it to YouTube with annotations from the post I made shortly after it was posted on this forum:
http://uk.youtube.com/watch?v=lGpROEgW6Hc
(I completed this test run on 11-April, 2007)
Star CupI have also decided to upload my Star Cup test run to YouTube, I suggest that you pay special attention to Royal Raceway, as I am most proud of the strategies I developed on that course:
http://uk.youtube.com/watch?v=Q_iOegJJsJs
(I have not worked on this test run since 9-April, 2008)
Note: the run is not complete because I was not able to do the CPU shortcut that I demonstrated years ago. I think it was something to do with not being close enough to the bridge to get the hit detection to load or something.
If you care to see what I'm talking about:
Weatherton wrote:
Special Cup
If you have not previously seen it, I submitted a TAS for the Special Cup on 25-April, 2007:
http://tasvideos.org/forum/viewtopic.php?t=5432&highlight=
It was uploaded to YouTube at:
http://uk.youtube.com/watch?v=ybA-qNouiRIMushroom Cup
As for Mushroom Cup, this is where a full test run does not yet exist, primarily due to undetermined strategies at Koopa Troopa Beach. Luigi Raceway was completed and then improved upon and then Xenos discovered the red shells strategy. Moo Moo Farm currently has not special strategies. Kalimari Desert's first lap is a strategy that I developed. Laps 2 and 3 were developed by Xenos:
xenos wrote:
I produced a test run (though not intrinsically improvable) of KD to test one of the two feasible routes on this course. While the difference between the two is slim, I personally would favour this one. Convenient clickable hyperlink.
I'd like to know why Bloobiebla holds onto that cuckoo for so long on his way up to Zora's domain. I didn't think you needed it to get through the waterfall, and it looked like it slowed him down the whole way (except the initial fence skip).
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For fun, I am going to quote what I said 3 years ago:
Weatherton wrote:
... no matter what controller you have, you can force it to be aligned to allow 100% in any direction (and realign real-time to get 100% in other directions)...
I guess, at the time, I didn't make it clear enough, but by "real-time" I was referring to the fact that this did not introduce any pause. The only issue is that it, likely, introduces one frame of delay. The delay would be in terms of a missed opportunity to provide useful input. However, it may be possible to perform the realignment in between the game's input frames. I don't feel like testing it right now though.
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xenos wrote:
I found a somewhat new strategy on LR that is faster than the current one though I wouldn't be surprised if someone had already thought of this given how obvious it is. Using red shells from the tunnel, you can launch yourself over the wall in much the same way that blue shells do. The end result is, as Weatherton predicted, much less entertaining than the current run which is a bit of a shame given how much I enjoyed the previous. I made a test run that finishes in 35.31.
Nice :) I had tried the Red shell but, for some reason was never able to get the forward momentum necessary to get over.
It really is a bit of a shame since the other version is so much more exciting to watch. Oh well though, there are plenty of other exciting courses left.
For the record, my Star Cup test run has been stuck on BC for a while now since I can't get the CPU hop SC to work... which is odd, since I've done it in real time.
Now, where we need a lot of effort put is on KTB. That course is crazy, there are potential huge CPU hop SC's, but they require all kinds of craziness. I will post a bit on it this weekend. Two SC's that I have been able to do is a jump over the first rock in front of the Turtle Rock and then using the messed up finish line (right side) to get good items in first place. I used that tremendously to my advantage in RRy.
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I'm glad you enjoy the discussion.
Usually, my experience has not been teleportation of CPUs. The order does not typically change drastically and appears to be due to CPUs interacting with one another. My feeling is that CPUs have a set maximum catchup speed and that, beyond that, you have to rely item manipulations.
I actually have a really good savestate on Bowser Castle where I can make Bowser fall from first to fourth by just shifting around a bit as I sit waiting for them to come. I think it was from Bowser getting bumped into a thwomp.
Not very conclusive discussion, I know, but I'm sure I'll test it more in-depth in the future. For the test runs, it has not been all that important yet.