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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Specter, can you do 2 of 2 things? 1) Post however far you got in your msot recent 105% WIP 2) Mention any time saving tricks in the physics of the game; it'd help funnyhair and I need to update the DKC trick page. If you can do these, danke!
Homepage ☣ Retired
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
The only two tricks I can think of at the moment (other than the extremely complicated rolling techniques which are hard to describe) are: - When jumping up to a higher ledge, it's necessary to test out all jump heights. Normally, it would be preferred in a TAS to jump just enough to get up to a ledge, but overjumping to a higher ledges sometimes lets you begin a roll earlier than normal. Also sort of along these lines, jumping up to a metal platform usually makes it sink a bit. There are certain jump heights and angles that will make it so that the metal platforms don't sink. - After collecting a coin at the end of a bonus, the screen will fade as soon as the Kongs touch any sort of solid object. There's a trick where you can press the jump button a frame before collecting the coin, and the Kongs will jump during their exiting animation. If they happen to jump into a wall, the screen will start fading, and you can save ~10 - 20 frames. As for the WIP, I actually don't have it (and won't for about a week, until I'm back home from vacation). Sorry =/ EDIT: Oh yeah, something else that's kinda complicated: During the animation when a Kong is picking up a barrel or a keg, you must wait a while to throw the barrel. However, the game lets you jump with the barrel earlier than it lets you throw it while standing. Once you press the jump button, you are allowed to throw the barrel, so jumping after grabbing a barrel will let you throw it earlier. And, if it's preferable to not gain y-distance in one of these situations, merely throw the barrel the frame after you hit the jump button and the Kong won't actually jump.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
specter, are you going to be working on the entire run? or should i keep going? also heres the WIp i had followings Tompas WIP. http://dehacked.2y.net/microstorage.php/info/636905564/DKC3-105%25%20-%20funnyhair.SMV
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
There's nothing stopping you from working on your own run, but I probably will be finishing this movie at some point in the future... I realize that I've been saying this forever, but it really is slowly being worked on, when I feel motivated. Sorry for being vague, and I don't want to discourage other runs.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
World 1 WIP is redone. I can't quite remember what I've shown anyone before, but this is very optimized compared to previous versions. However, please pick it apart if you're interested, as there may very well be improvements.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
I'm wondering if it's faster to skip the warp in Murky Hill... I don't remember if we ever tried it. Did we? Nice WIP at least. I'm going to try what I mentioned above once I get home, in case you don't do it before me:).
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
112954 RerecordS in just 1st World... You're very perfeccionist. Nice WIP.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
Most of it has to do with the finding of new things, the timing of Jumps. This isnt a new movie, hes beeen working on it off and on for some time.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
The run has been restarted at least twice using the same amount of rerecords, so it's a little bit misguided I believe.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
WORLD 1 redone, thanks to advice from Tompa. Gain of 565 frames (9.417 seconds) The difference is that I don't use the warp in Murky Mill. I was relying on my older (apparently faulty) notes in the previous WIP, which is why I had used the Warp. I'll probably have to question my notes from now on.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
awesome. i remember working on this, but you seem to be doing a better job than I. keep up the good work. ANd about murky mill, something told me it was faster tpo skip the warp.
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Post subject: Why theres no DK3 tas yet?
Joined: 3/5/2010
Posts: 2
Hi everybody Im from brazil n i really enjoy watching tas. Its very beautiful n very hard to make. I could notice by visiting tasvideos.org that a lot of people tried DK2 n DK1 full but until today there is not even one attempt on DK3 105% n i would like to know why. Is it too hard or too long? is it not so interesting as DK2? Whats the reason it took so long? ps: sorry for my bad english..lol :-)
Joined: 1/22/2008
Posts: 319
Location: Brasil
I never imagined DK3 complete TAS,.. its looking very good..
Run..Run...Run.....
Post subject: Re: Why theres no DK3 tas yet?
Joined: 4/29/2005
Posts: 1212
PabloHB wrote:
Hi everybody Im from brazil n i really enjoy watching tas. Its very beautiful n very hard to make. I could notice by visiting tasvideos.org that a lot of people tried DK2 n DK1 full but until today there is not even one attempt on DK3 105% n i would like to know why. Is it too hard or too long? is it not so interesting as DK2? Whats the reason it took so long? ps: sorry for my bad english..lol :-)
Well, from what I understand, there are a lot of variables. And I believe it is a rather hard game to TAS, apparently even harder than some N64 games. About all I can say is try to wait patiently. I'm still waiting patiently for the 100% SMW2 TAS.
Post subject: Re: Why theres no DK3 tas yet?
Joined: 5/12/2009
Posts: 748
Location: Brazil
Kitsune wrote:
I'm still waiting patiently for the 100% SMW2 TAS.
Me too.
Player (118)
Joined: 5/13/2009
Posts: 700
Location: suffern, ny
I do believe that Electrospecter is working on this from time to time. If you want to know what progress is being made, Pm him and wait for an answer. He's not very active, but he gets things done. I tried TASing this game when I was just starting out, and I have to say it was difficult. even though my WIP was the same number of frames as Tompa's, Specters 35 frames faster than mine. Just be patient on this run
[19:16] <scrimpy> silly portuguese [19:16] <scrimpy> it's like spanish, only less cool
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
I'm still learning, but I want to let you guys know that I'm on this one too. I just finished DKC2 102%, but since I reused big sections of the existing run, I guess this one will take a little longer to finish. a restart right at the start of the game makes it impossible to use TAS Movie Editor, sadly...
I am old enough to know better, but not enough to do it.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Ok.
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Man, this game can kick a TASer's ass pretty bad, but I'm wearing my iron pants, so, I guess it's ok. I'm currently at Doorstop Dash, 91 frames ahead, but my nickname is 56 frames faster to input than SPEX, so, I'm actually just 35 frames ahead.
I am old enough to know better, but not enough to do it.
Tompa
Any
Editor, Expert player (2224)
Joined: 8/15/2005
Posts: 1943
Location: Mullsjö, Sweden
Very nice. I'll see if I can be of any use with this project. Keep improving. Edit: By the way. http://dehacked.2y.net/microstorage.php/info/304214563/Copy%20of%20DKC3105%25.smv 147 frames faster password+name select, I win (For the moment being.)
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Hey, that's not fair, I'll also change my nickname to Dixie! seriously, any help is very welcome, I'll post a wip as soon as I finish Doorstop Dash, so you can see what I'm doing.
I am old enough to know better, but not enough to do it.
Active player (417)
Joined: 8/22/2008
Posts: 301
Location: Brazil
Dooty wrote:
I'll change my nickname to Dixie!
Uuuuuuuuuuuuuuuuuuuiiiiiiiiiiiiiiii!!!! [/joke]
Joined: 10/23/2009
Posts: 545
Location: Where?
Hey, to have the "hard version", you had to put a particular name?
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
The code is "TUFST", I guess it means "TOUGHEST", or something like that. anyway, I guess I'm doing it all wrong, ElectroSpecter have two "bear coins" after Lakside Limbo, but I have none. I guess I must also have those two coins, to buy the "shell" or the "mirror", so, I'm redoing Lakeside Limbo.
I am old enough to know better, but not enough to do it.
Player (246)
Joined: 8/6/2006
Posts: 784
Location: Connecticut, USA
Yeah, I tried to make a list of all the Bear Coins needed and this is what I came up with (55 total). The frames are how much it costs to collect the coin:
Lakeside Limbo

1. Top of platform, 25 frames
2. Top of platform, 0 frames (if #1 is collected)

Tidal Trouble 

1. Above bee, 0 frames

Skidda's Row

1. In front of second house, 0 frames
2. Hidden above platform before first bonus, 9 frames
3. After dropping out of first bonus, 0 frames

Springin' Spiders

5. Squawks sign, 0 frames

Fire-Ball Frenzy

1. Above second pit, 4 frames
3. Squitter sign, 0 frames

Demolition Drain Pipe

1. 0 frames
2. 0 frames
3. 0 frames
4. 0 frames
5. 0 frames
6. 0 frames
7. 0 frames

Ripsaw Rage

1. 0 frames
2. 0 frames 
3. 0 frames

Blazing Bazukas

2. Second rope crossing w/ TNT barrels, 0 frames
3. Squitter sign, 0 frames

Low-G Labyrinth

ROLL OFF LEDGES, ESPECIALLY WHEN TURNING

2. Above three bees, as Squawks, 0 frames
3. After second bonus, in shaft, 0 frames

Bazza's Blockade

1. In narrow passage, 0 frames
2. In narrow passage, 0 frames

Tracker Barrel Trek

3. Before DK Coin, 0 frames

Fish Food Frenzy

1. Under an urchin under K, 0 frames
2. In pit after N, 0 frames

Tearaway Toboggan

TRY NOT TO BOUNCE ON ENEMIES, LOW JUMPS, JUMP UP SLOPES

1. In front of second house, 0 frames
2. Slope before 4th house, 1 frame
3. In front of 4th house, 0 frames
5. Pit before house 6, 0 frames
6. Above 6th house, 13 frames

Krack-Shot Kroc

3. Above O, 0 frames
4. Below 2 red buzzes, 0 frames
5. Below 2 red buzzes, 0 frames (get hit)

Lemguin Lunge

1. In front of first house, 0 frames (!)

Buzzer Barrage

5. 0 frames

Kong-Fused Cliffs

1. 0 frames
2. 0 frames
3. 0 frames
4. 0 frames

Ropey Rumpus

2. 0 frames, if first is collected

Konveyor Rope Clash

2. 0 frames

Creepy Caverns

1. 0 frames, Squitter sign

Koindozer Klamber

1. 0 frames

Stampede Sprint

1. 0 frames

Criss Kross Cliffs

TEAM TOSS UP CRACKS, PERHAPS LOSE KIDDIE AT 2ND TO LAST BEE, COMPARE SWITCHING TEAMMATES TIME TO THIS

2. 0 frames

Tyrant Twin Tussle

1. In bird, 11 frames
2. Squitter sign, 0 frames

Swoopy Salvo

1. 0 frames
2. 0 frames

Rocket Rush

1. 0 frames
2. 0 frames
3. 0 frames
I don't remember doing most of this, so I can't remember specific locations. It should be pretty accurate though, as I tested each one somewhat extensively. EDIT: Forgot about those notes I wrote to myself, just ignore them ;)
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