That's one of the few Koei games I never really got into. The grind was horrible, something that is rather odd for their usual offerings. "Breaking" a Koei game system is half the fun, but I could never spot a break that wasn't tedious and utterly unsuited for speed. I may go back to play through it again, but that's an intimidating one to take on for speed.
I ponder whether a few PTO scenarios are viable. While the game flows a bit slowly, the battle at Midway or the Yamato's final run are both skirmishes with nearly instant action. Then again, that may be a pretty narrow interest run, and the initial setup is slow enough that it may be a drag for anyone not specifically a fan of the game.
Tales of Phantasia has a horribly high encounter rate even when you use Holy Bottles; unless it's possible to avoid encounters altogether, such a run would be incredibly long. On the other hand, if it is possible to avoid all encounters, then it could be interesting; it depends on how cheesable the boss fights are. Unfortunately I expect magic (barring Arche and Mint's very low-level spells) would typically not be very useful because of the pause in the action.
There was some emulator issue that kept the Super Star Wars games from being TASable. I'd be curious to know if that's still a problem now that we have lsnes.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
zelda link to the past all items & hearts
cybernator
f-zero all cups/master difficulty
star fox all courses 100%
pilotwings all courses/missions no bonus
mario rpg most powerful weapons & armor
yoshi's island 100%
super metroid in order 100%
tetris attack story mode hard
wario's woods vs com all
Each of the Super Mario Allstars games is just a remake of an existing game, and those games all have all-levels runs done for them already, so what exactly are you looking for?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
gamer89512: Please use the edit button if you forgot to add something to your previous post instead of posting again.
Some of the games:
Zelda - A link to the Past 100% -> Might be done later, right now every active AlttP TASer here is slowly working on an improvement to the any%
Yoshis Island 100% -> Being worked on, check the Yoshis Island thread.
Lost Vikings 1 -> Done on the Genesis versions because you can control all 3 characters at once.
Mario's Timemachine -> Will not be too entertaining
Mario's Missing -> Will not be too entertaining
MegaMan 7 eng 100% -> We do not publish several regions of the same game. JPN and USA will obsolete eachother if an improvement is done on respective version (not counting text length differences)
Castlevania 4 eng -> See MegaMan 7
Please browse around the site and forum some to become more familiar with how we do things. Specially project threads for your favorite games, if you did, you would have for example known already that Yoshi's Island 100% is already being worked on.
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Rock 'n Roll Racing should be done on the Genesis version. More music and racetracks.
Though, the SNES version does have the benefit of "perminate" upgrades. If you upgrade your car on the Genesis version, you lose the upgrades you bought.
When TAS does Quake 1, SDA will declare war.
The Prince doth arrive he doth please.
Hmm... The Breath of Fire games are good, but I don't know of any severe glitches in them that could be exploited to do a TAS. Breath of Fire 1 just has a money underflow dupe bug and a cheat code that lets you create a new save file 3/4 through the game, but not much that could be useful for a TAS.
Clearly he wants every game beaten all levels in the same run.
He wants to know how fast it's possible to generate 100% clear saves for all games with all levels beaten. THe different save system may be possible to exploit as well
Seems reasonable. i presume 100% means all perm collectibles collected and all bosses beaten.
That's just multiple runs back to back, and thus pointless.
Ok. Unless someone knows more than I do, this might be doable and entertaining.
What does 100% mean in an RPG? I'm assuming it means all pickups on the map collected, all optional sidequests complete, and the main story fully completed.
So in other words without doing anything that actually makes it a TAS. You want the TASer to be a good little player and go where he's supposed to when he's supposed to, don't get stuff by wall jumping/bomb climbing unless that's the only way to get it, etc. If we are going to be doing stuff the way the creator intended then why are we even TASing in the first place? Using frame advance was not intended by the creator.
Super Bomberman 3,I would do it if someone would help me set up the script for 2 players on snes9x or bsnes.
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
I saw that the Super Star Wars series was mentioned earlier, but I want to go a little in-depth as to why Super Empire Strikes Back in particular appears to have an incredible deal of potential in terms of TASing.
The movement options create a need for very precise inputs that can have you moving at multiple times the normal speed. Down+B makes your character slide much faster than any of his other options allow for. You can cancel the slide at any time by doing an attack with Y, which can be canceled at any time by jumping.
However, this is heavily influenced by the terrain, which is usually slanted in some way. Basically, if the ground is slanted so that you'd be moving upward, you slide backward instantly, which creates the need for the slide cancels. Also, everything that does damage in this game (which is a LOT of things) pushes your character back significantly, but it is often faster to double-jump over enemies than to kill them. Also, some fast-moving enemies can give you noticeable boosts in movement by touching you (and consequently hurting you) As a result, planning optimal movement presents quite the challenge in a TAS setting.
The game generates a lot of lag frames for all sorts of reasons. If RNG manipulation is reasonably easy to manage, some boss fights can be made significantly faster by making an enemy drop a thermal detonator right before getting to a boss, such as in the first Wampa Cave area and the Hoth Bases as Han Solo.
It's worth noting that this game is widely considered to be one of the hardest games the SNES has to offer. From what I can tell, speedrunners set it to Easy because of its otherwise-obnoxious difficulty. Clearing the sidescrolling vehicle areas in Jedi seems to be about hoping the enemies spawn in the right places so that you don't just get bombarded to death. I'm honestly not even sure if TAS powers could reliably overcome this unfortunate need to hope for luck. There are also some movement patterns that can be manipulated relatively easily in real-time there, and I could help go in-depth with that.
There only appear to be a few differences between difficulties (of which there are three), but they're really substantial changes. It appears to affect how much damage you take from hits, how much HP each enemy has, and how commonly enemies spawn. Also, in Jedi (the hardest difficulty), it is impossible to collect the hearts that fall out of defeated enemies in the Mode 7 vehicle stages.
Easy or Brave difficulty would be more of an exercise in maximizing efficient movement, but Jedi is where the game takes the kid gloves off and tears you a new one. Because of how notorious it is, I'd much prefer a Jedi mode TAS.
Anyway, I figured getting some details could potentially make some of you more interested in trying it. I'm a big fan of speedrunning of all sorts, and I'd love to see such a brutal game get brought to its knees. I would be willing to help with route-planning and the mention of specific mechanics if anyone wants it.
This hack of Super Mario World. It doesn't change any of the levels, instead it changes the physics - the player is sent flying at top speed in whatever direction they face. Spin jumps are a useful way of staying in one spot, and with Yoshi there's a delay on turning around. Of course, in a TAS this would be much easier to control - the main issue would probably be the camera.
This hack was made by a guy named GlitchMr, as a contest for a forum he used to run. Whoever got through all 96 exits legitimately first would get a custom user name colour. He edited a value in the save file so that people couldn't just import a previous SRAM and say they did it. I spent the better part of an evening doing this, since I fell in love with it as soon as I saw the title screen demo. It's ridiculously hard to control in realtime, though. One notable trick is that when you're big, you can clip through one tile high walls. It's like when you duck into a one tile high space and stand up, except it applies to the lower half of Mario. I don't have any other pearls of wisdom about this, though.