Posts for moozooh

Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Sounds good, I'll see if I can make the videos (technically there's nothing preventing me from doing that, but they have either to be excerpts from the existing TASes, or manually set up demos, which can take some time). But first I suppose I need to stuff some more 10+ ppf characters on the list — I'm more than sure it isn't complete yet.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Post subject: Re: Fastest videogame character?
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
AKA wrote:
This topic is confusing ??? Are we talking about general gameplay here or when characters are moving at glitched speeds?
Of course you're confused, you haven't even read the first two posts (where it's made clear that glitches don't and shouldn't count, otherwise there would be little to no point in this topic at all).
Randil wrote:
It should be pointed out that zipping through walls does not count as "top speed" here, since that is not a "programmed" top speed.
moozooh wrote:
Things not taken into account: […] • zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates; • glitches leading to infinite or otherwise impossible acceleration rates; • theoretical speed limits not attainable in the game (for games that don't have sensible speed caps)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
comicalflop wrote:
-ECCO
Noted, goes at 11 px/f.
comicalflop wrote:
-Enguarde from DKC3 (seems to go faster than in DKC2)
Nah, only goes at 6 px/f.
comicalflop wrote:
-Mischief Makers, when going off a spring (10 pixels/frame)
Except those aren't real pixels, since you can render the screen at any resolution you like and values will stay the same.
comicalflop wrote:
-Battle of Olympus using left+right -Gradius full speed powerups -Castlevania: HoD: using whip-launch (I've gotten 17 pixels per frame or higher with Maxim)
Not noted (glitches/autoscrollers).
comicalflop wrote:
Now, one more idea I'd like to add is which character has the fastest reaction time (can maneuver throughout obstacles quickly and make many different moves very fast), not just max horizontal speed.
Take any character that has neither inertial movement nor uninterruptible motion sequences, and you get Vic Viper, Arkanoid paddle, and so on. :)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Unless you can undo mode-7 scaling to determine the actual pixel sizes/distances, it's going to be rather hard. :\
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
FODA wrote:
What about battletoads bike? That must win if you're double tap moving to the right during the end of the level.
Isn't that an autoscroller stage? That makes it largely irrelevant in this case.
Phil wrote:
As for Snes, probably some racing game. Let say Top Gear 3000.
Let's rather say F-Zero, with its 1000 km/h cars.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Bag of Magic Food wrote:
How fast does the Mario in Super Mario 64 go?
No way to determine since there are no pixels in a 3D-rendered game — only level coordinates, which are pretty much impossible to convert to pixels. Also, I wouldn't count BLJ speeds since it's a glitch.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
I'm currently doing a research and will be updating my post with new values. Things that are taken into account: • horizontal speed for sidescrollers; • one vector (any of them) for top-down/isometric scrollers; • highest registered speed value in games that don't have sensible speed caps, attainable without glitching. Things not taken into account: • double-vectoring (vector sums); • vertical speed (largely irrelevant in most games, anyway); • any speeds measured during uncontrollable cutscenes or autoscrollers; • zipping or other forms of object collision abuse that result in a [semi]uncontrollable displacement or acceleration rates; • glitches leading to infinite or otherwise impossible acceleration rates; • theoretical speed limits not attainable in the stages shipped with the game (for games that don't have sensible speed caps); • singular and momentary effects (such as damage-induced position displacements); • speeds lower than 10 px/f. 143 px/f: Arkanoid "ship" (when controlled using an arkanoid paddle) — Arkanoid (NES, 1987) I'm not sure if it's a good choice to include it since it's basically an arbitrary teleportation device, but whatever, let it be here. 32 px/f: Vinnie — Biker Mice From Mars (SNES, 1994) 25 px/f: Sonic — Sonic Advance 2 (GBA, 2002) (This is the highest I've registered, perhaps more is possible) 24 px/f: Knuckles (when gliding) — Sonic 3 & Knuckles (Genesis, 1994) 23 px/f: Sonic (when running off slopes) — Sonic 3 & Knuckles (Genesis, 1994) 22 px/f: Epsilon-Eagle (zero-teleport speed) — Alien Soldier (Genesis, 1995) 20 px/f: Any unicycle — Uniracers (SNES, 1994) 16 px/f: Mask — The Mask (SNES, 1995) Sparkster (when rocket-boosting) — Sparkster (SNES, 1994) 15 px/f: Samus Aran (shinespark at max acceleration) — Super Metroid (SNES, 1994) 11 px/f: Ecco — Ecco the Dolphin (Genesis, 1992) 10 px/f: Sparkster (when rocket-boosting) — Rocket Knight Adventures (Genesis, 1993) The Drasles (with treasure speed scroll) — Legacy of the Wizard (NES, 1987) Correct me if any of this information is wrong. Honorable mentions (characters who were close but didn't make it): Excitebike guy (9.25 px/f); Rambi (DKC2, 8 px/f).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Heh, only marginally faster than Samus in SM (15 px/f maximum speed). Actually, you got me interested in the research.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
arkiandruski wrote:
If you mean that I don't switch out to other bullet souls often enough, I'm planning to do that. When I redo the last room (since I'm not satisfied with it), I'm going to equip the ghost soul, which I'll then trade for student witch when I get that. I know it doesn't say that on my outline, but I've been playing around a bit, and I think that's best.
That's good; for example, I liked it very much that pirate switched souls often and used things like Creaking Skull — they add variety to the run.
arkiandruski wrote:
Are you sure you mean Medusa head? I can see how it might pull on RNG, but I don't see how hovering in midair is a speed boost.
Instant backdash cancelling, instant attack cancelling.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Phil wrote:
Cya in a better world, mmbossman.
Does this mean you've killed him, or committed suicide? %)
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
What I did like: optimization and the fact that you're collecting more than one soul of any kind (it counts when calculating the stat bonus from Headhunter, although I'm not entirely sure it will help much since you're getting it too late in the game). What I didn't like: that you didn't use bullet souls for fun, killing enemies with them like pirate did. Medusa head must be gotten as early as possible in the game, because it both shuffles RNG like mad and provides a very substantial speed boost.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Bisqwit wrote:
I like the antics in this movie better than in the one it replaces.
Same. Also, great improvement, voting yes (and pleeeease do other SMB2u runs soon).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
JXQ wrote:
Speaking of Misty Star World, I think it would be neat to make a demonstration of that level only, disregarding lag, power-changing, and other timed stuff, to allow freedom in going crazy and showing oddities in the game. Two things I'm thinking are to bring in a sub-item (cloud?) and maybe use that fireball powerup from Big Boo's Secret.
I agree, that level is a gift for various kinds of playaround. Also, yes vote for major awesomeness.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Well, can't say if the run itself has entertained me more than the introductory text in your submission (I'd like to see more of those in the future), but I suppose it wouldn't hurt to have it while we're at that. I'm sure fans would appreciate the run; I give it a borderline yes(/meh), by a tiny margin.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Not for the games that are speedrunnable, from what I can tell.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Sounds cool, good luck with your run.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Move 'zig'.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Kejardon, have you ever thought of creating a playaround TAS whose primary goal would be to glitch the hell out of everything you pass on your way? This is amazing stuff, just amazing.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
"Open collaboration"? "Community TAS"?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Well, I would certainly like to watch it, and I'm sure many other people (mostly DKC fans) would as well, but as I said earlier, the chance of it being accepted and published alongside the existing categories is nearly nonexistant, so if you desperately want your movie to get published, this is something to consider. However, if being published isn't a concern, then by all means, continue.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
What laughing_gas said. Apparently, the goals are rather arbitrary and most likely unpublishable. However, you can do it anyway, if you want. Although, from what I know, DKC is pretty laborsome to TAS, so it might be that your first run won't exceed the current published one's quality, either.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
ICheatAtGolf wrote:
Hey this is golf from M2K2. I've been lurking around here for a while and i'm just wondering about Moozooh and Evilchen's runs. Any progress?
Hey there. Yeah, there has been some slow but confident progress; currently we're up to pre-Torizo room in NBMB with 40 frames saved over my low% test run (granted it's comparable to any run up to this point), and planning on being a full second ahead before Brinstar. As for my low% test run itself, I've continued a bit and stopped at ~4.5 minutes of ingame time. I'm rarely working on it, but I do it in considerably large chunks at a time.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
Phil wrote:
... but making a good TAS isn't possible at full speed... Here, we host emulators with rerecord and its tools to make TASes. If you want to play in real time then use an other FCEU version there are many of them with what you want. Easy to find.
What if Blaziken257 wants to record his realtime playthrough?
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
I support the idea. Category change cases might be solved by having their classes compared directly (if they differ, the successor movie doesn't get listed). Improvement should be counted by the percentage of the time saved over the direct predecessor.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Experienced Forum User, Senior Moderator
Joined: 8/4/2005
Posts: 5772
Location: Away
AFAIK, we are waiting for okaygo to finally encode it (though I guess it'd be safe to say that if DeHackEd is willing to do it instead, he'll be done with it much faster).
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.