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Emulator: Snes 9X V 1.43 Warps: Uses None Errors: Uses None Takes hit in Bonus level to save time Aim for fastest time
The making of this movie was alot harder then the last one. In this one, I tried idea's that the viewers gave me.
Level 1: 2 seconds quicker. New Kicking techneque on Skele's. Level 2: 5 seconds quicker. Kill snakes with one shot of the hover and Juggles a Bee to gain an extra life. Bonus 1: Aimed for most pins before dieing. Level 3: The same. Level 4: The same. Level 5: Might be a second quicker, or at least a few frames. Bonus 2: Collect a few Dominoes before dieing. Level 6: Im not really sure if this is faster. it might be. Boss Level: Alot faster. Hits boss twice before she dissapears whenever possible.

TASVideoAgent
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This topic is for the purpose of discussing #606: Vatchern's SNES Battletoads in BattleManiacs in 19:56.17
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
was gonna watch it, but ... desync at 2nd level.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
well.. if you really cant seem to get it to work. just add me on msn and ill send the rom over.
Player (104)
Joined: 1/30/2005
Posts: 562
Location: Québec, Canada
The movie doesn't use WIP1 timing .. uncheck this checkbox.
ventuz
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Player (123)
Joined: 10/4/2004
Posts: 940
no, dont share the rom. i was wondering what's the setting you used. I tried all kind of setting, i think i have wrong rom and have to look up for different one. *edit, grammer / thanks, will uncheck WIP.*
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Ok. Now I've watched this run. It was better than before. But I still have some thoughts. In level 2. Are you sure that you can't kill the enemies quicker. Seems sad that you stop scrolling downwards. In the snake riding level it seems that you can finish the last part a bit quicker by grabbing the snakes head. You wait until the tail shows instead of running ahead. Second bonus stage - Seems like you can die a bit faster. Since the second black row you grab all the black bricks. But not the first row. :( Over all.. A bit more perfect moving. Such as not fooling around to much. I don't mind wobling or stuff like that. Just that some times it looks like your standing wrong, and you adjust that. Woulden't it look smother if you just ended up at the right spot directly, without changing a bit later? I know that I'm picky. But I see this is going better and better. Still though I'm giving this a YES vote.
nesrocks
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Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I'm pickier. In my point of view there's no reason to publish a 1 player timeattck of this game, since there really is no advantage on that (besides being easier to make the video). This movie is not far better than a non-tool assisted speedrun(see my humble 22 minutes attempt), and i dont think a 1 player can ever be without any major glitches. Ask Nach what he found about this game he has been using this game to test his emulators and he told me he found some interesting stuff. Even so, a 2 player timeattack will be infinitely better (and faster). I should vote "no", but i voted "meh", i know this is one vatchern's first timeattacks, but we have to vote for the movie here and what it adds to the site, which is, in my opinion, not much, sorry.
Player (70)
Joined: 8/24/2004
Posts: 2562
Location: Sweden
Good imput there Foda. I don't know about first time attacks though. This was version 8 so he had alot of good practice runs before that. For example I only had two versions of my Mystic Defender for Genesis which I cut down ALOT. Well... I made Royal Rumble before that. But that was more or less just a gag. :) A frame perfect two player run of this game would be ultimate.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Well Put both of you. Though, i have no further comment at this moment. I am going into a deep trence of how to improve this by Entertainment Mostly, and maybe a little on time, and a little on Perfectness. Until i plan it out(if i survive) ill come back on and say. Even though Foda says a 1 Player Can not be entertaining, Im going to challenge that. And i will suceed. If my next entry does not make it, Ill just give up and let Phil/Genisto do their 2P.
nesrocks
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Player (241)
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Posts: 4096
Location: Rio, Brazil
Allright, i wish you good luck and ask nach if he wants to share his knowledge (he told me he would like to try this game too). Or if he doesnt, you could spend some time trying to push the game to the limits. Here is my hint on how to: try to imagine some things to do on the game even if it seems pointless. It can be the doorway to finding useull glitches / strategies on other places. You can try it either at 100% speed (try and load 100 times untill you get what you want) or try frame advancing if you are pretty sure how it has to work). Either way, good luck.
Active player (278)
Joined: 5/29/2004
Posts: 5712
Why don't YOU do the 2-player game?
put yourself in my rocketpack if that poochie is one outrageous dude
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
I was gonna say the same. Especially because theres only room for one run at this game on this site: the 2 player run. Untill its available i guess we can have a 1 player run, but be adviced i dont see a reason to have 2 of them, so my vote is 2 players -> obsoletes 1 player (for this game).
Player (84)
Joined: 3/8/2005
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Location: Newfoundland, Canada
That is, Unless i do an AMAZING 1P, which i hope to do.
nesrocks
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Player (241)
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Location: Rio, Brazil
Then someone will make an amazing 2p run. Nowadays there's no excuse to make a 2p run on worse quality than a 1p, really. Frame advance lives. Show me all your tricks on the 1p run and i will make the 2p run in no time at all. What i mean is, unless some of the tricks work ONLY at 1p, which is unlikely, 2p will obsolete 1p.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I think I'll vote meh. While the run looks good, first bonus stage can be done faster (hint - Castlevania). I found some glitches in the game that I don't yet see how they can improve time, but they certainly improve the cool level. Regarding level 5 being faster, the case is no. I've tested the level multiple times, and no matter what, the level always lasts the same amount of frames because the level doesn't end till scuzz makes it to the finish line, and scuzz moves at a constant speed. Also, level 6 is highly glitched in Snes9x, which doesn't make it enjoyable to watch.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Nach, Can you explain what glitches you have found? maybe i can find a way to use them nicely. And could you also explain how to end the first bonus level faster?
nesrocks
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Player (241)
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Location: Rio, Brazil
i know how to make the bonus faster, can i tell? (nach gave me hint hehe)
Emulator Coder
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Location: In his lab studying psychology to find new ways to torture TASers and forumers
I found a few glitches that I don't see can improve time. For example, you can hit the stone pig when it's not on the screen, but it's faster to keep him on the screen. I also found glitches in level 5 so you can go faster, but that's not going to help time at all for that level. If you want to know how to end the first bonus level faster, watch Castlevania and pay attention.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Nach wrote:
If you want to know how to end the first bonus level faster, watch Castlevania and pay attention.
I must be pretty dumb. I still cant figure it out. does it have something to do with getting hit or anything?... I need another hint :P
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
he means screen loop right to left collision detection sprite buffer overflow frame vsync palette table actually, more like screen loop right to left collision
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
FODA wrote:
he means screen loop right to left collision detection sprite buffer overflow frame vsync palette table actually, more like screen loop right to left collision
.....Can you please put that in "Snes9x For Dummies"?
nesrocks
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Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
like, stay on the rightmost of the screen and try to hit the left of screen. some pins can be on the left corner while you are on the right and still hit
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Really, Ill have to try that out.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
That's not what I meant by the Castlevania hint. Have neither of you payed any attention at all how to handle "bonuses" or "extras" from it?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (84)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
No, i can not figure it out. Plus, FODA's trick would not work since The toads do not go over to the farthest side of the right side of the screen.