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juef wrote:
Gau's father (Final Fantasy VI)
How about Gau in general? I don't remember clearly, but I don't believe any of the TASes to date have made any strategic use of his special ability. (i.e., I don't think we'll be seeing a TASer teach Gau a specific Rage.)
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Dromiceius wrote:
bzb95 wrote:
someone stop only to collect an extra life.
It's conceivable that a player would spend a small amount of time collecting an extra life to save time overall through death abuse. Can't think of an example
The glitched Contra (III I think) movie comes close to this, but not quite.
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Contra 3 does gain extra lives to save time -- the trick is to get the new life after losing your last one (via bombs), which causes the game to think that you've finished the level. Though, the extra lives are gotten through points rather than through pickups. Also, IIRC the H weapon has been used in a Contra 3 TAS, in a situation where it didn't cost time to pick up and the TASer had a free weapon slot for it.
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Dromiceius wrote:
How about Gau in general? I don't remember clearly, but I don't believe any of the TASes to date have made any strategic use of his special ability. (i.e., I don't think we'll be seeing a TASer teach Gau a specific Rage.)
A minute or two is wasted in the current published run in order to get Gau a certain potential one hit kill rage. I forget which one exactly, but I just watched it a couple months ago.
Post subject: Re: Things you don't think you'll ever see in a TAS
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Bisqwit wrote:
Thinking outside the box? Mega Man 3-6 ― E capsule Castlevania 2 ― Garlic Arkanoid ― Widener (deep blue capsule) *thinks* Wow, I remember less games than I thought I do. Castlevania ― Dagger Donkey Kong ― Hammer *browses http://tasvideos.org/movies.cgi* Solar Jetman ― Nippon Racing pod Solomon's Key ― Scroll length upgrade Super Mario Bros 2 USA ― Time stopper Final Fantasy IV ― Carrot
These are like the perfect things that should be considered to improve runs. heh...
Super Mario Bros. console speedrunner - Andrew Gardikis
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One thing I think we'll never see is an emulator to handle most PC-based games. Game wise I think there are plenty of things that I never would have thought of in either of them. Item glitches (for zipping for example) in Mega Man 2 comes to mind. Using death as shortcut is still that I think is quite quirky.
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Tornado ability in Kirby Amazing Mirror or Nightmare in Dreamland. Not sure about Kirby's Adventure...
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MUGG wrote:
Tornado ability in Kirby Amazing Mirror or Nightmare in Dreamland. Not sure about Kirby's Adventure...
Sleep ability.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
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mmbossman wrote:
Dromiceius wrote:
bzb95 wrote:
someone stop only to collect an extra life.
It's conceivable that a player would spend a small amount of time collecting an extra life to save time overall through death abuse. Can't think of an example
The glitched Contra (III I think) movie comes close to this, but not quite.
In the Chip 'n Dale runs all lives are used since the squirrels can be suicided to save time. I actually thought about game overing the other squirrel so he'd get 3 lives again, but that didn't work out.
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Bablo wrote:
In the Chip 'n Dale runs all lives are used since the squirrels can be suicided to save time.
We're chipmunks, not squirrels!
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
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Closing the DS lid in a game at a moment where doing so is not required to advance. The game receives what is basically an input signal and runs some extra code as a result before entering a sleep mode. If it receives the signal at an unexpected moment, this might potentially cause it to decide to run some buggy code, or skip a cutscene or something. But it seems so unlikely to actually be useful, considering that most games choose to immediately go to sleep or do something really simple like play a voice clip.
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Well yeah, there's all kinds of stuff you won't do in a speed run when it's "not required"... Kind of an odd condition to put on your answer to this question.
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What he meant was "not required as an expected input from the game to advance", like when you have to make the map impression in Phantom Hourglass. As I understand it Nitsuja's basically saying there's an opportunity for potential memory corruption or something similar if you close the lid when the game isn't expecting it, but he doesn't expect such a glitch to be discovered or prove useful.
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Bag of Magic Food wrote:
Well yeah, there's all kinds of stuff you won't do in a speed run when it's "not required"... Kind of an odd condition to put on your answer to this question.
I don't see what's odd about it. Speedruns constantly do things that aren't required to beat the game, because those things allow them to beat the game faster than normal. I'm saying that, for the set of DS games which can be beaten without closing the lid (which includes almost all DS games), I suspect that TASes of those games will never close the DS lid to save time, despite the potential it technically has to save time. I think there is a small but nonzero chance that I will be proven wrong by someone who finds a way to take a shortcut by closing the DS lid. I doubt it will really happen. (But it might be a good thing for people TASing DS games to check for, just in case, to make sure they're really taking all of the possibilities into account.)