Posts for mwl

Post subject: Re: Thoughts on rejecting submissions that improve publicati
mwl
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Bisqwit wrote:
-- Making insignificant new publications (such as 32-frame improvements) decreases the signal-to-noise ratio, causing that the people who want to keep up-to-date with publications and to follow the front page, will lose interest in doing so. I want new publications to be radical.
...and? What keeps you from publishing the improvement without making an announcement on the front page?
mwl
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6 stars in Mario 64 DS? Never heard of it.
mwl
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mwl
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Congratulations Mukki.
zdude255 wrote:
I also drop about a second in Ikana Canyon to pick up a fairy to replenish my health, otherwise the last fifteen minutes of my movie would have been ruined by annoying bleeping. THANK YOU!!!
I think he would have needed it anyway because he had 1.5 hearts left when he picked up the fairy, and he lost two more after that.
mwl
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Since you're this close to the end, I'll go ahead and post my pointers for the final battle: Once you're on the moon, either superslide or Goron roll to Majora. Majora's Mask - You will need to experiment a bit with this, as there is no strategy that makes the battle trivial. Most runners in the past started off with Zora boomerangs, but I've found that if you hit Majora at exactly the right angle, you can ground it with an arrow even if your positioning may appear to be way off. Gilded sword jump attacks and Goron pounds deal 6 units of damage each. Try to ignore the other masks if at all possible. Majora's Incarnation - Quickspins a la Odolwa battle. Don't use Goron pounds; they're much slower and probably less damaging now that you have the Gilded Sword. Majora's Wrath - Timed slashes (if you can get in quickspins fast enough to keep it down, then use them instead. I haven't had much success with them, but I didn't use frame advance.)
mwl
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The long intro is the reason submissions of this game never pass. It's time to look past this and realize that there's very solid gameplay after the intro, for the vast majority of the run, and we should not discount it for something so minor. The viewer can always fast-forward that part.
mwl
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Definitely go for it. Your first submission was not as "bad" or suboptimal as the comments may have seemed to indicate. Just be sure to post regular progress updates (one for every few minutes of gameplay, minus cutscenes) and plenty of people will suggest improvements and offer advice.
mwl
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Here are my estimates: 1:37 Great Bay Temple entered 1:43 Great Bay Temple cleared 1:50 Stone Tower ascended 1:59 Stone Tower Temple cleared 2:03 Moon landing 2:06 Majora defeated 2:10 Last input By the way, I'd still really like to see regular WIPs, even if it means somewhat ruining the "surprise factor." This is just my personal opinion, though. The Garo Master and Majora battles are very tricky to optimise, and I'm curious to see what you can come up with. For the latter, I have a few pointers, too.
mwl
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I watched the latest segment and haven't found any obvious errors. Thanks, petrie.
mwl
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Wockes wrote:
Wait if this movie sux, that means the published one...
The published one uses a whole different strategy that involves actually going to temples and collecting medallions (as opposed to glitching them), so it's not really fair to compare the two.
mwl
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I just finished watching and I have mixed feelings about this one. While this movie did have its highlights, there were also more than a few places where it was inexcusably sloppy. And unlike Guano's first submission, the "errors" weren't due to new glitches being discovered long after the run had begun (and restarted three times), but due to laziness on the runner's part. For example, the many failed superslides that the runner didn't bother to correct. Taking the Odd Mushroom out before reaching the counter. Pulling on a bomb flower in Dodongo's Cavern when there was no reason to do so. What reason is there not to have used re-recording to rectify those mistakes, when the whole point of having tools is to use them to eliminate human error? So, meh vote.
mwl
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Is there an .avi of this floating around? If not, I'll have to fast-forward through all of the cutscenes.
mwl
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I just finished watching the new 35-minute video. Thanks again to bkDJ for converting. I hate to be the bearer of bad news, but I found some possible improvements: Correction #1 At, 6'59", you have Zora Mask / Arrows / Red Potion on the C-buttons. You put Red Potion on C-Down: Zora Mask / Red Potion / Arrows ...followed by the hookshot on C-Right: Zora Mask / Red Potion / Hookshot Why not simply put hookshot on C-Down? Zora Mask / Hookshot / Red Potion Time lost: a few frames Correction #2 At 21'10", you can fast-forward the ISoT cutscene just as you did for the SoDT cutscenes. Mash A and B. Your ISoT cutscene takes five seconds from selecting Yes until regaining control, while mine only takes three. Same thing at 23'50". Time lost: about 2 seconds each x 2 times = about 4 seconds Correction #3 For phase one of the Gekko battle in Woodfall, you can simply shoot a fire arrow. Gekko only has 4 HP, so a jump slash is unnecessary. Time lost: about 1-2 seconds These probably aren't worth redoing, but they're still good to know. Everything else looks great to me. I wish I could shoot arrows like that... EDIT: Swordless Link, I pointed that out shortly after he posted his Woodfall 1 segment. He said he felt it wasn't worth redoing.
mwl
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bkDJ wrote:
This is sweet! I will make an avi before tomorrow.
Thanks.
mwl
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Don't forget that there are dozens of other great N64 games out there just waiting to be TAS'ed.
mwl
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mwl
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okaygo wrote:
technical - 9!
Which section(s) do you think can be optimised even further?
mwl
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I'm very interested in a Wario Land 3 TAS.
mwl
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Ah, that's good news to hear. The RavenWorks update was just posted two days ago, so no wonder I missed it. Hopefully, figuring out the weapons won't be that complicated. I don't think we'll be picking up either the Spur or the Nemesis. Both involve fairly lengthy diversions. As I see it, the Spur takes too long to charge up, and when rapid fire isn't a problem with frame advance, the Spur is hardly worth it. Whoever ran Sacred Grounds in 2'17" dealt 1174 units of damage in about 1.6 seconds using Super Missiles and turbo-enhanced rapid fire. As you said, the Nemesis is slightly out of the way. I think scaling the Outer Wall for a second time takes far too long. In the Sacred Grounds, we could always use Curly's Nemesis by firing in the other direction. Hence, I think using the Blade is the way to go. It deals 15 damage at level 1, and 18 at Level 2. If I recall correctly, the Nemesis only deals 8 dmg at Level 1, and far less at 2 and 3. Plus, we'd constantly have to go out of our way to avoid picking up EXP. Trading the Polar Star for the Machine Gun is probably a wise idea, as the power of flight at Level 3 makes a lot of the early maps go by much faster. Per the above reasoning, my proposed final arsenal is * Machine Gun (for flight pre-Booster 2.0) * Super Missiles (for bosses) * Fireballs (for slopes, e.g. in Grasstown) * Blade (for normal fighting and bosses)
mwl
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I've been thinking about this recently, too. The DS port doesn't look like it will be finished anytime soon. Last I saw, the author released a "demo" with only a few maps ported. One can scroll the maps, but cannot play on them. There are no characters, enemies, items. I'd actually prefer an SNES port to a DS or PSP port. For one, we wouldn't be limited to a 256x192 pixel screen, and we wouldn't need to wait for a re-recording DS emulator. This game undoubtedly has huge TAS potential. All bosses, with the exception of Misery (if I recall correctly), seem to have no damage cap per cycle/round, so at 60 fps we can fire up to 30 bullets per second. If you noticed how quickly Ballos goes down in the 2'17"4 Sacred Grounds speedrun (which was produced with a turbo controller), just imagine the possibilities with frame advance and re-recording. When that day comes, I think we can be looking at completion times below one hour.
mwl
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Also, there's that nasty five-second delay when loading up the subscreen menu in OoT.
mwl
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We're going to need microphone support for games like Phantom Hourglass.
mwl
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Voting yes as a "concept demo." The three-minute ALttP run is boring to watch, but it gets the job done. It shows how to complete the game in an unexpected way, and this is no different. As long as there is another "no severe glitch" category, it really can't hurt to put this run on the site. Plus, a SML2 run is long overdue.
mwl
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Would it be possible to just continue the second quest run where the first quest run left off? It'd save the time needed to create a new file and input "ZELDA."
mwl
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mr_roberts_z wrote:
Might work for some of the Lobby courses, but any others and it would take too long to get back to nearer courses.
Since this is a concept demo and not a speedrun, wouldn't it be best to optimize on a per-course basis, rather than the movie as a whole?