I'm just firing up the emulator to watch this now...
cstrakm - how did you manipulate the luck?
I scripted snes9x with Python and made it go over the item squares every frame to work out what item would come when, I assume you did something similar...?
Edit: Just watched it now.
Bowser Castle 1: superb improvement!
Mario Circuit 2: Saving the mushroom until you're starting was an excellent idea, I hadn't thought of that.
Choco Island 1 & 2: Ahaaaa! The legendary super skip! Congratulations on breaking the game!
One question:
On Ghost Valley 1 it might be possible to skip the last lap faster by instead of going round again, twisting and dropping off the edge. Did you try testing this?
I think someone could make a TAS with a goal of pure speed, with lots of variety. Someone else could make a new TAS with the same goal of pure speed, more optimized but worse to watch due to repetitiveness.
Maybe you could say the first goal doesn't really count as a goal because the first person failed, and if you do, I guess your definition is just different from mine. Optimization is good, but that doesn't mean that as a subjective human being, I have to enjoy it always.
I don't want to get misunderstood, so I want to make extra sure nobody thinks I am complaining about optimization. That would be quite lol.
I liked the jumping over large sections of the level or ramming into objects for top speed.
I didn't like the ramming into walls over and over for free laps. That was uninteresting.
(Though it did make for a nice screenshot)
Joined: 12/25/2007
Posts: 86
Location: Muhos, Finland
Cardboard wrote:
I vote no.
Too many levels doesn't look like a skilled driver, or tool-assisted driver, and they look boring.
Some stages are well done, like the final ice level, but overall, this is dull and too little racing.
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First I tried watching it with the Linux version of v1.43, same strange screens and desyncs as the bot posted occurred. Using the win32 build via wine, it ran fine and didn't desync at all.
Pretty entertaining. There was just enough exploitation to keep it entertaining and interesting all the way through. I never knew how glitchy this game was. Probably one of my most favorite TAS's.
He landed inside a wall, got bounced about then thrown out of the wall. The finish line happened to extend inside the wall though, so when he was bounced about he went over the line several times - thus racking up several laps in almost no time at all.
one minor point: on KB1, it might be beneficial to make use of the lone question mark after the 2nd turn. you can use a mushroom from the previous lap while on the question mark to jump over the dark water to the finish line while obtaining another mushroom; thus, bypassing the travel to the group of question marks.
major point: all walls can be glitched through with mushrooms. this would be beneficial on final laps and a longer course like MC3, where feathers aren't accessible
http://fr.youtube.com/watch?v=XgMIxnVrRI0
that CI1 lapskip was amazing. we had seen it on CI2 before, but i didn't know about the first one.
Simple. NESVideoAgent is using an old version of SNES9X, which also explains the obvious desyncs (Peach was never used, and the times never ran that high.)
Sorry for bumping a five-year-old thread but...
Shouldn't this movie have the "uses death to save time" tag? Or is falling off the track not considered "death" in this case?