Posts for scrimpeh

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This is a short demonstration of what tricks would be feasible if the game had faster character switching. Link to video The character switch timer is at $32 in RAM. I simply swapped out the bytes in the ROM that are written into the timer address. I might continue with this if there's any more interesting tricks to show. Sadly, I don't get to use screen wrapping with Grant in the video. //Edit: While going through the game, I also noticed another minor improvement to the current Grant run: With the right subpixel position, you get automatically pushed through the corner by the wall. You don't need to do the climbing animation. This should save a couple of frames whereever it's used.
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Pretty nice run. Voting yes.
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I found something interesting. Link to video Unfortunately, you get stuck at this point, since you can't get to the key. I'll go through the game and see if it can be made useful somewhere.
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So I learned of this game in this year's AGDQ. I'm quite happy to finally see a TAS arriving. The action was pretty smooth, which highly contrasts the game's innate jankyness. The tricks were pretty cool to see, too. The game itself is pretty goofy, in particular with the voice acting, making for a highly entertaining run overall. Voting yes.
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It's pretty amazing that this glitch exists, but I think it outstays its welcome pretty fast. In every stage, there's hardly any meaningful gameplay other than to die as fast as possible, without any interesting tricks or surprises to be seen. The novelty wears off pretty fast, and most of the run ends up being comprised of death animations and stage transitions. I hadn't seen a full playthrough of the game before, so after a while, I found myself being more interested in what the next stage looks like rather than what actually happens in it. Even for just 7 minutes, it drags on. I'd like to see this run published just for novelty's sake, but I wouldn't want to see it replace the full TAS of the game, because that run shows off far more gameplay. I'm honestly not sure what to vote on this run. I wanna vote Yes, because I think the glitch is extremely cool, but I also wanna vote No, because of how dull it makes the game overall. I'll be abstaining from voting for this reason.
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I find the hack really cool visually. The new color palettes really add a whole new flair to the areas. The gameplay was entertaining enough. I found the spring ball movement underwater in the beginning curious: Is that in the vanilla game too, or does the hack change the game physics? As far as entertainment goes, yes vote.
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DruidVorse wrote:
It wasn't actually used because it's somewhat hard to pull off but now it could be used just for the last zeta and maybe the zeta from area 5 too. Here's a video about that: https://www.youtube.com/watch?v=13E__xquuC0 I'm using a custom build that added the debug tools from a debug version before release, I was a tester of the game and I gave a debug version so they could modify it. I would like to TAS the full game but I'm waiting for someone that is going to work on the tools once the unnoficial 1.4 update gets released. If you are interested here are other ones that I uploaded: The nest in 1:26.05 https://www.youtube.com/watch?v=xjnMwbX9aLw Queen metroid in 1:16.967 https://www.youtube.com/watch?v=AL_bOLfN3d8 The new cleanup done in reversed order: https://www.youtube.com/watch?v=gq5KrZaCxKA Dual Alphas in 32.283 https://www.youtube.com/watch?v=gcXxV9WLizo
These are incredibly cool. I'd love to see a full TAS of the game eventually.
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Thanks for the encode, Challenger! I enjoyed watching the run quite a lot. Not knowing the game before watching the TAS, I was quite pleasantly surprised by how entertaining it was. Between the continued voidwalking, the action and all the other tricks, the run didn't get stale for me at all. Voting yes for entertainment, and good work, Ferret. Congrats on finally finishing the run.
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BioSpark wrote:
Fusion finally has a sequence break! https://www.youtube.com/watch?v=lnpelN7X11Q
Holy crap. I never thought I would see this day in my life.
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Oh, of course. Well, if you're melee range, you can generally just attack cancel your way through the boss fights, so I don't think that should be an issue.
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Fortranm wrote:
I forgot to check all the previous posts so I didn't see your video on the same trick. The one in the ship level is pretty neat as well. Have you found any useful non game-breaking usage of the stair glitch other than these two? I also have noticed that Grant% RTAs done on US version are generally faster than the ones done on JP version due to faster boss fights. Does this apply to TAS as well?
I don't recall any other useful glitches. I believe there was one more in Mad Forest, but it didn't save any time. I'd have to go through the game once more and find out. To be honest, I don't really know how the bosses differ between U and J. I wasn't aware there was a time difference there.
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Fortranm wrote:
https://www.twitch.tv/videos/244567501?t=19m52s I just found out that RTAs use the stair glitch to speed up Level 9 in Grant%. Should this be allowed in a future Grant run? It is the same glitch that leads to the warp glitch, but it's not really used for a glitch warp here.
For what it's worth, I have never been able to find a usable warp glitch in the J version of the game. While warp glitches do exist in the J version too, I don't think I've been able to reach any late game stage, with a way longer setup than in U. Originally, I wanted to forego stair glitches on the regular Grant run because I felt that the character switching animation would kill the flow of watching. Instead, I was looking for an ACE route of the game that could showcase the stair glitches instead. Since that never came to fruition, I now think that the "safe" stair glitches should be included in the regular run too. There was a couple I linked in the thread earlier, but there may be more. Going too deep into the glitched worlds can affect your game even after leaving them and returning back to the normal levels. The warp glitch is part of that. I think that an improvement to the Grant run should avoid triggering glitchy after effects to not overlap with the current warp glitch run. You could also draw an even stricter line by saying that the player must not enter any junk rooms. At any rate, I'd be seriously looking forward to an improvement of the Grant run. In particular, lag managment should be given far more attention than I did back then.
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This hack must contain some of my least favorite level design for Super Metroid romhacks: Long morphball mazes, copious underwater sections, and a ton of backtracking. I think the section where you had to slowly bomb your way through a long morphball tunnel coming back from Norfair was the worst offender. Thankfully, with each new item that you got, the backtracking sections got a little bit faster, and I enjoyed seeing the different strategies used to traverse the rooms. Overall, I'm erring on the side of "Meh" in terms of entertainment on this run. On the one hand, it's Super Metroid, and I can't get enough of that, on the other hand, as a TAS, it is very slow and tedious. Great work though, do keep it up nonetheless.
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Nice electronic beat, damn.
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The second run was pretty funny. I much prefer it to the first one. Voting yes for entertainment.
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I enjoyed watching the run quite a lot. The action was pretty quick and flowed smoothly without a lot of downtime. Yes vote.
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brunovalads wrote:
Since the old Glitchfest is dead, IgorSantos777 started a fresh new one, and it's really nice so far: Link to video
Man, this was seriously awesome. It's been a while since I last went WTF at a TAS.
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bruh
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Adding my two cents to the discussion, speed/entertainment tradeoffs are common and accepted in TASes. In the case of Super Mario Bros., it's even possible to squeeze in extra entertainment opportunities into the run without losing time because of the frame rule. If you want to see the SMB levels being completed as efficiently as possible with no slowdown at all, I'd suggest starting tracking separate TAS IL records for this game.
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Simply magnificient.
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Oh nice. I'm always down for more Metroid. Yes vote.
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Nice End Boss. Other than that, this is a remarkably impressive port of the game. The TAS looked solid too. Voting yes.
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I dig myself oddball goal choices, and I could watch Super Mario Bros. being played in cool and unusual ways foreverrr. By itself, the TAS was as masterful as you would expect, and a very entertaining run, but I feel like it is kinda sandwiched between the warpless run and the max coins run in terms of content. I'm voting yes for entertainment.
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scrimpeh wrote:
DUDE.
So I watched the run. What have you done to this poor game? How did we go from ammo underflow to this?
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DUDE.