Post subject: Crash Bandicoot 2: N-Tranced
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I'm starting a brand-new topic on this one because the old Crash topic is too cluttered with stuff from the last game. I am planning on creating a TAS for this game rather than the first because of the Super Slide, allowing for time trials to be done earlier and quicker than the last. It also means I don't have to fight the last boss twice ;). Here's a partial test WIP I made - it has some blatantly obvious mistakes (like accidentally skipping gems altogether :( ) but it shows how the game engine can be abused to my heart's content. The only problem facing me so far is the atlasphere stages, which are EXTREMELY hard to optimize. I hope there's some way to abuse the godawful engine in an entertaining way. Does nitsuja have a speed RAM check for GBA? Anyway, post comments on engine abuse (not on terrible optimization, I know it's bad already thanks) and how this game can be broken, as I attempt to do this bitch for real.
My current project: Something mysterious (oooooh!) My username is all lower-case letters. Please get it right :(
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New WIP I improved the first area of this game for 36 frames of the publication of wwmarx. This was thanks to AndyD, which presented a WIP with a slide-spin-slide that does 5 or 6 frames more rapid
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
Warepire
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Looks great so far, can't wait to see the rest, keep up the nice work :)
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This is very easy, so far I'm halfway
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
ALAKTORN
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do you guys know which version is fastest? I've heard (at least for CB3) that PAL, NTSC-U and NTSC-J all have small differences… and it's not the usual timer thing due to refresh rate
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I think I realized something, the second area made 5 frames slower I do not know why, but I will try as it does wwmarx if he has some speed
[18:51] <scrimpy> Oh, nothing [18:51] <mmarks> oh [18:51] <Nach> I think scrimpy is just jealous of you mmarks
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Joined: 4/7/2010
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Location: Taguig City, Philippines
You can download my 100% WIP here. Emulator Used: Rom Used: Time: 03:07.00 Frames: 11220 Rerecord Count: 1515 About this WIP: Well, if you saw my userpage, this is my Secret 100% Run. This run uses a slide-spin move (Thanks to AndyD for making the slide-spin move faster). I'd stop in Lagoony Tunes because in Pharaoh level, I don't know which move is faster in a slippery path. And in wakeboard levels, instead of using a ramp, I'd jumped so I can save time. Here are some routes that I've planned for making a 100% Run: Island Intro - Crystal, Emerald Lagoony Tunes - Crystal, Emerald, Relic Pharaoh's Funhouse - Crystal, Red Gem Shard, Clear Gem Prints Of Persia - Crystal, Green Gem Shard, Clear Gem Globe Trottin' - Crystal, Emerald, Relic Runaway Rug - Crystal, Emerald Evil Crunch - Super Slide Pharaoh's Funhouse - Relic Island Intro - Relic Prints Of Persia - Relic Runaway Rug - Relic Tiki Torture - Crystal, Blue Gem Shard Clear Gem, Relic Barrel Roll - Crystal, Emerald, Relic Hoppin' Coffins - Crystal, Red Gem Shard, Clear Gem, Relic Flockfull of Seagulls - Crystal, Emerald, Relic Magma Mania - Crystal, Blue Gem Shard Clear Gem, Relic Evil Coco - Rocket Jump Now It's Instanbul - Crystal, Green Gem Shard, Clear Gem, Relic Water Logged - Crystal, Clear Gem, Relic Run From The Sun - Crystal, Clear Gem, Relic Mister Lava Lava - Crystal, Blue Gem Shard, Clear Gem, Relic Slip-N-Slidin' Sphinx - Crystal, Red Gem Shard, Clear Gem, Relic Fake Crash - Tornado Spin Rocks Can Roll - Crystal, Clear Gem, Relic Eruption Disruption - Crystal, Blue Gem Shard, Clear Gem, Relic Rock The Casaba - Crystal, Green Gem Shard, Clear Gem, Relic Spaced Out - Crystal, Clear Gem, Relic King Too Uncommon - Crystal, Red Gem Shard, Clear Gem, Relic N. Trance - Turbo Run 101 Arabian Kites - Crystal, Green Gem, Clear Gem, Relic Fire Walker - Crystal, Blue Gem Shard, Clear Gem, Relic Wild Nile Ride - Crystal, Red Gem, Clear Gem, Relic N. Trophy - Credits Note: If you think my routes aren't better enough, please suggest some. Thanks.
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You can download my Redo 100% WIP here. Time: 03:41.68 Frames: 13301 Rerecord Count: 2022 About this WIP: The same as my previous one but I'd finished in Pharaoh's Funhouse Bonus Area. I found a new trick that is very faster in slippery paths. I'm not sure this name but I call this trick, The Slippery Slide-Spin. How to use this trick: When you're in slippery area, Just do the slide-spin move Well, what do you say about this run?
Warepire
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Looking excellent so far! Do check if you can preserve the slippery speed on regular ground by jumping on the same frame as you land. (this works in Crash 2 and 3 for PSX, most of the physics seems to apply in this game too)
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You can download my another WIP here. Time: 03:41.65 Frames: 13299 Rerecord Count: 1677 About this WIP: This TAS improves at least 2 frames. Well, I'd compared between the slide-jumping and the slide-spinning in a slippery path. But still, the slide-spinning in a slippery path is still the fastest of all. Note: Before I learn the Super Slide Move, which do you think is faster? -The Super Slide-Spin move? -or The Super Slide Only move? If you chose the Super Slide-Spin move, from R, how many frames should I count before I press B?
Warepire
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The idea was to see if you can keep the slide-spin speed from slippery ground on normal ground by jumping on the frame you land. So slide-spin on the slippery and jump the frame just before you leave slippery, then keep jumping on the same frame that you land on regular ground... if you can keep the slide-spin on slippery speed you should be able to go quite fast for a while. Once you get super-slide I am quite sure that is the quickest move to use. Sadly I don't really have time these coming weeks to experiment with this stuff.
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Warepire wrote:
The idea was to see if you can keep the slide-spin speed from slippery ground on normal ground by jumping on the frame you land. So slide-spin on the slippery and jump the frame just before you leave slippery, then keep jumping on the same frame that you land on regular ground... if you can keep the slide-spin on slippery speed you should be able to go quite fast for a while.
Well, I'm sorry to say but I don't know what does it mean. Can you please explain it or you can give me a demo? You can use my WIP for demo.
Warepire
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Alright, I will try to get that done this weekend... I am working on my graduation thesis at university so I don't have much time.
Rolanmen1
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Warepire wrote:
The idea was to see if you can keep the slide-spin speed from slippery ground on normal ground by jumping on the frame you land. So slide-spin on the slippery and jump the frame just before you leave slippery, then keep jumping on the same frame that you land on regular ground... if you can keep the slide-spin on slippery speed you should be able to go quite fast for a while. Once you get super-slide I am quite sure that is the quickest move to use. Sadly I don't really have time these coming weeks to experiment with this stuff.
What Warepire is trying to say is to increased speed from slippery terrain (like ice) using the slide and then jump, when you exit the slippery terrain, keep jumping as soon as possible to keep the ice speed, if you want a demonstration, look at the Crash Bandicoot 2 TASes that uses this.
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Rolanmen1 wrote:
Warepire wrote:
The idea was to see if you can keep the slide-spin speed from slippery ground on normal ground by jumping on the frame you land. So slide-spin on the slippery and jump the frame just before you leave slippery, then keep jumping on the same frame that you land on regular ground... if you can keep the slide-spin on slippery speed you should be able to go quite fast for a while. Once you get super-slide I am quite sure that is the quickest move to use. Sadly I don't really have time these coming weeks to experiment with this stuff.
What Warepire is trying to say is to increased speed from slippery terrain (like ice) using the slide and then jump, when you exit the slippery terrain, keep jumping as soon as possible to keep the ice speed, if you want a demonstration, look at the Crash Bandicoot 2 TASes that uses this.
Thanks for explanation, Rolanmen1........ But still, the slide-spinning in a slippery ground is faster than slide-jumping. I'd compared between them already. Warepire: Thanks, but I don't need a demo
Warepire
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That is not the explanation actually, you slide-spin on the slippery ground but instead of just continuing to slide-spin onto the normal ground you jump off the slippery ground, and when you land on the normal ground you continue to jump as soon as possible, I will make a demo as soon as I have time to show you exactly what we are saying. If you don't want to wait for my demo, check [1506] PSX Crash Bandicoot 2: Cortex Strikes Back "item glitch" by pirohiko in 11:34.85
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Warepire wrote:
That is not the explanation actually, you slide-spin on the slippery ground but instead of just continuing to slide-spin onto the normal ground you jump off the slippery ground, and when you land on the normal ground you continue to jump as soon as possible, I will make a demo as soon as I have time to show you exactly what we are saying. If you don't want to wait for my demo, check [1506] PSX Crash Bandicoot 2: Cortex Strikes Back "item glitch" by pirohiko in 11:34.85
Thanks again, Warepire...... Well, I'll redo this TAS again, if possible. By the way, I re-planned the best route of making a 100% Run as I need an invincibility for a first TNT Block in Pharaoh's Funhouse: Island Intro - Crystal, Emerald Lagoony Tunes - Crystal, Emerald Pharaoh's Funhouse - Crystal, Red Gem Shard, Clear Gem Lagoony Tunes - Relic Prints Of Persia - Crystal, Green Gem Shard, Clear Gem Globe Trottin' - Crystal, Emerald, Relic Runaway Rug - Crystal, Emerald Evil Crunch - Super Slide Pharaoh's Funhouse - Relic Island Intro - Relic Prints Of Persia - Relic Runaway Rug - Relic Tiki Torture - Crystal, Blue Gem Shard Clear Gem, Relic Barrel Roll - Crystal, Emerald, Relic Hoppin' Coffins - Crystal, Red Gem Shard, Clear Gem, Relic Flockfull of Seagulls - Crystal, Emerald, Relic Magma Mania - Crystal, Blue Gem Shard Clear Gem, Relic Evil Coco - Rocket Jump Now It's Instanbul - Crystal, Green Gem Shard, Clear Gem, Relic Water Logged - Crystal, Clear Gem, Relic Run From The Sun - Crystal, Clear Gem, Relic Mister Lava Lava - Crystal, Blue Gem Shard, Clear Gem, Relic Slip-N-Slidin' Sphinx - Crystal, Red Gem Shard, Clear Gem, Relic Fake Crash - Tornado Spin Rocks Can Roll - Crystal, Clear Gem, Relic Eruption Disruption - Crystal, Blue Gem Shard, Clear Gem, Relic Rock The Casaba - Crystal, Green Gem Shard, Clear Gem, Relic Spaced Out - Crystal, Clear Gem, Relic King Too Uncommon - Crystal, Red Gem Shard, Clear Gem, Relic N. Trance - Turbo Run 101 Arabian Kites - Crystal, Green Gem, Clear Gem, Relic Fire Walker - Crystal, Blue Gem Shard, Clear Gem, Relic Wild Nile Ride - Crystal, Red Gem, Clear Gem, Relic N. Trophy - Credits
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Once again, you can download my redo WIP here. Time: 02:10.03 Frames: 7802 Rerecord Count: 1016 About this run: In Lagoony Tunes, I'd ignore the Relic run as I need an invincibility for a TNT Block in Pharaoh's Funhouse to takes damage in getting a Red Gem Shard. It is because When you get a timer, Crash Bandicoot's mask, Aku Aku, dissapears. And in Pharaoh's Funhouse, I'd stopped on a slippery ground because slide-spinning continuously can do in first slippery ground as when you slide-spin-jumping, you can only land to a Checkpoint Box unlike I did continuously can do twice. Can somebody please help me about a slippery ground?
Warepire
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I will look at this later tonight and see what I can accomplish. Do you have any RAM watch values to show Crash's speed? EDIT: This trick if it exists is not feasable in Pharaoh's Funhouse... First slippery- The "gate" stops Crash jump and resets his speed to 0, any shorter jumping distance makes Crash bounce from the checkpoint box. Second slippery- Any speed this would gain is stopped as you have to wait for the door to open Third slippery (gem shard)- No ground after slippery, either way. Fourth slippery- You need to slow down quite quickly to get the box-bridge.
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Sorry for a too late post, but.....
Warepire wrote:
Do you have any RAM watch values to show Crash's speed?
Well, I don't have, but as I say, I compared them using some frames. As for 1st slippery, I think slide-spinning continuously is better as if. EDIT: As in slippery ground in Pharaoh's Funhouse, i think slide-spinning continuously is better. To do this, You must have to press R on one frame, and then, press B on another frame. Then, walk until it gets possible.
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Finally! You can download my WIP here. Time: 05:31.17 Frames: 19870 Rerecord Count: 4070 About this WIP: As in Pharaoh's Funhouse, slide-spinning continuously should be better. In Prints of Persia, this level is challenging, especially in Bonus Area. Well, if you ask me why did I stopped after this level is because the next level is Globe Trottin'. This level is an Atlasphere level, and Atlasphere levels are very hard to optimized.
Warepire
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Looks excellent so far. The rollcage levels (what you call Atlasphere) are hell, when I originally tried to make an any% of this game... Globe Trottin' made me quit.
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You can download my another redo WIP here. Time: 05:30.97 Frames: 19858 Rerecord Count: 4250 Improvements: General Improvement: This run improves 12 frames. Thanks to bouncing prevention in Prints of Persia. Pharaoh's Funhouse: The improvement is in the Red Gem Area. I'd improved by not jumping into the 2nd Nitro Box. Prints of Persia - The improvement is to prevent from bouncing some boxes and enemies because it reduces speed. And also the Bonus Area. The smashing of a box is non-stopping. What do you think?
Warepire
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Nice improvements, never thought of those when I looked at your previous WIP.
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OK...... There are so many suboptimal routes in this game and this game is totally hard to optimize. So, I'll redo this TAS as I need to plan an optimal route. EDIT: Maybe I should redo this run using this WIP.