Posts for t3h_Icy


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Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Smash Remix 1.5.0 - Home-Run Contest Playaround I made a playaround TAS of the popular Smash Remix mod. Check it out!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I made a full-game playaround for Kirby 64! Check it out! Link to video
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Here's to another 4 year bump. I improved my TAS of Fin to 1.40 using the same methodology and going for much longer. I would love to see what a well-coded bot could come up with!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I made a full game playaround for Zelda 2! It involves using lots of entertaining gameplay, speedy actions, and cool combat that you won't normally see in speedruns. Check it out! Link to video
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Amazing TAS! Thoroughly entertaining, highly varied, lots of little surprises, and at a great length! Easy yes vote!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Amazing TAS! Easy yes vote!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I spent the time to make a TAS of all 32 levels in Challenge Mode with the goal of getting the highest score possible. Here's a playlist link containing all of them. Here are individual level links if you prefer: 1-1 - 165100 1-2 - 153750 1-3 - 117400 1-4 - 17550 2-1 - 268300 2-2 - 31400 2-3 - 38900 2-4 - 18100 3-1 - 1416450 3-2 - 325300 3-3 - 67500 3-4 - 18050 4-1 - 42700 4-2 - 1412050 4-3 - 79100 4-4 - 20100 5-1 - 1037700 5-2 - 1417650 5-3 - 116300 5-4 - 17700 6-1 - 43050 6-2 - 1362450 6-3 - 31300 6-4 - 17650 7-1 - 2066700 7-2 - 31200 7-3 - 98600 7-4 - 19550 8-1 - 204050 8-2 - 1424350 8-3 - 112000 8-4 - 215050 Total Score - 12407050 (in-game score caps at 9999990) Some of these are ~100% maxed out, while others should be very good but there could be possible improvements left. I also played with no restrictions, and used techniques such as left and right simultaneously for faster acceleration, pausing for RNG manipulation, and more. Enjoy!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I tried a bunch of ideas at the block, but nothing seems too hopeful. I think most realistically there will be no way to do it. I'm not the expert though. After you die, you're placed back into the room with the sunset in the background. It has the skull robots who are very mobile and can probably give any desired coordinates for you to kill it and have it drop an Energy Refill. If not, you can go pretty far both back and forth in the level, and many of the other rooms have enemies that move around a lot. I'm thinking that this will pan out to be a cool exhibition which will just have to require using a password. On the positive, depending on the potency of the glitch, it could still be faster to complete the game than using the password to skip straight to Mr. X. That's the most optimistic result though.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
On the matter of hypothetical ideas, it is possible to slide over the cracked block into the Energy Balancer room if you can do so in mid-air somehow. The ladder trick where you have an invisible platform after climbing down doesn't quite work in this case, but it could suggest that some other method may exist. If you could get in there, you can get the Energy Balancer, slide out of the room into the cracked block, which would kill you, and you would start in the room with those jumpy skull robots. If the glitch is indeed affected by Energy Refill coordinates, this would be the perfect place for setting up any desired result. Essentially, if there is a way to get the Energy Balancer without passwords, Tomahawk Man's stage could potentially be the only level you would need to enter. That's a big if though.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Very interesting, I'm excited to see someone looking into it. As said, different enemies would give different effects, but the same specific enemy would in most cases give the same specific effect. My wild guess would be it involves something with the values of what screen you're on. In the same rooms, I could get each enemy to give the same result each time, and the longer, scrolling rooms are where multiple effects can happen. Similarly, I haven't found any cases where this glitch can be triggered in rooms near the beginning of the level, perhaps when the address is 00? I'm also assuming based on that piece of code that there's no other way to trigger the glitch other than having no weapons, which is also good information. Would this mean that there are a total of 256 possible effects from this glitch? 9 would be from weapons under normal circumstances, and I would guess the majority of the rest would cause odd effects. Perhaps it would also be possible to skip the other 7 Robot Masters by refilling their energies. I'm guessing that the game just checks what weapons have ammo for determining which you should have, and has some other flag for empty weapons. I'm assuming a lot here since I don't have the assembly code handy, but I think a lot of it could turn out correct. Edit: I was messing around with this some more and managed to get a softlock on the password screen. When I initially experimented with the glitch, I did notice getting multiple passwords for the same settings, but didn't think much of it. It's likely that the game gets stuck when it fails creating a password, which could actually hinder a lot of the possibilities. I believe that I got this from playing out Wind Man's stage as seen in my TAS, dying, and then killing the second panda robot twice for two small energy capsules.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Energy Balancer Glitches When you have the Energy Balancer and no weapons to refill, you can get some strange glitches when you pick up Energy Refills. The effects seem to be widely varying, and are particular to where exactly you pick them up. I'm not sure what specifically decides what effects you get, but they seem to consistently occur. In the video, I demonstrate that by using the glitch in Wind Man's stage, I finish the level with all the weapons from Wind, Centaur, and Knight, also getting Beat Part A, and having Centaur's stage completed. In this particular case, Knight would still have to be defeated normally, but Centaur can indeed be skipped. The obvious roadblock is that there's no known way to get the Energy Balancer without other weapons because it requires Rush Power, which you get with Flame Man's weapon. The only way currently is to use passwords. If there were a way to clip into the room and grab the Energy Balancer, there could potentially be some serious game-breaking results. I haven't explored very much with this glitch, so there could be a lot more interesting effects. It might be wise to study it with memory watches or a deeper understanding of the game's code and try to figure out what exactly is going on.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I made TASes of all of the Driver's Ed courses: Course 1 - 17:50 Course 2 - 20.98 Course 3 - 22.92 Course 4 - 22.88 Course 5 - 25.40 Additional information is in the video comments. Edit: Improved the first course.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Hope nobody minds this 5-days-short-of-a-decade bump. C1 - 3.45 Fin - 1.88 I spent some time TASing the stage challenges and the non-TAS world records seem to be very strong. I tied a lot of them, and the others I either couldn't solve to match the record, or couldn't get the necessary RNG (D1-D5), so I've only made videos of ones that are actually faster. The RNG also seems to be very rarely called by anything, so a quickly designed custom stage that both creates and clears our mice/cats is the best method I found. Most of the values seem to give "clumpy" results as well, that is, running the custom stage across 10 frames may yield identical results for each of them. This isn't always true, but the patterns are very slow to change. I definitely recommend trying out this game for any puzzle-savvy TASers, or those who are interested in bot work for the 100 Mice /Final Battle challenges, given how deterministic the game is. It seems to be pretty maxed out as is though.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I made a few TASes of Dragon Warrior for fun. The runs essentially act as solutions to math problems. I'm very confident the routes are all optimized, but I didn't spend any time making RNG manipulation occur as fast as possible. Low Level Gwaelin Rescue Low Level Bad Ending "Low%"
Post subject: Mario Party 2
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
I'm somewhat surprised no thread for this game exists. I suppose that's because it's hard to create a good goal for a submittable TAS. Anyway, I made a playaround TAS of the entire mini-game coaster I wanted to share: Link to video
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Link to video I made a full-game playaround TAS of Mega Man 4, check it out! Rather than purely focusing on speed, this involves messing with glitches, oddities, tricks, and other shenanigans! I highly recommend watching it in 720p60 for 60FPS.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Agreed with Bobo, it irks me too. If "cosmic ray bit flips" were the cause, we'd constantly be seeing crazy happenings all the time in all kinds of different games.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Nice job!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Weatherton wrote:
So I just realized that skipping the first key would very likely be done in the 120 star run as well. Is there any reason not to do that? Am I missing something that would make it slower?
You would need the red coin star in there, so it's slower to skip the first key.
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Top quality stuff! Very entertaining both in watching and with the technical details behind the scenes!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Godlike TAS and a major piece of history!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Loved the new route! Nice to see complex and genius ideas obsolete simply winning tons of rupees!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Loved the new clips and flow of the run all-throughout! Yes vote!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
Very excited for the finished product, keep it up!
Experienced Forum User, Published Author, Former player
Joined: 8/31/2009
Posts: 236
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