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RachelB
She/Her
Player (130)
Joined: 12/3/2011
Posts: 1579
Interesting that it says stage clear, and has the animation for that.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Started a new any% TAS (sorry, no motivation for 100%). Currently in 1-3 and saved 30 frames.
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
It'd be great to have a new TAS to watch =D
Joined: 12/9/2011
Posts: 25
Location: California
Nahoc wrote:
Started a new any% TAS (sorry, no motivation for 100%). Currently in 1-3 and saved 30 frames.
*waves a 50 USD bank note*
(04:58:27 PM) DarkKobold: cock plz k thnx bai
Joined: 3/17/2009
Posts: 496
Do you even get to the credits by finishing the first 5 "worlds"? :P In my opinion it shouldn't count as beating the game nor any% if you don't beat the final boss. I may be too strict on these issues though, people disagreed when I had a simular opinion on Ocarina of Time
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Synx wrote:
Do you even get to the credits by finishing the first 5 "worlds"? :P In my opinion it shouldn't count as beating the game nor any% if you don't beat the final boss. I may be too strict on these issues though, people disagreed when I had a simular opinion on Ocarina of Time
Yes, you do get to the credits.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Update: now in 1-4. 128 frames saved so far. Little WIP video: Link to video
Joined: 3/17/2009
Posts: 496
Nahoc wrote:
Synx wrote:
Do you even get to the credits by finishing the first 5 "worlds"? :P In my opinion it shouldn't count as beating the game nor any% if you don't beat the final boss. I may be too strict on these issues though, people disagreed when I had a simular opinion on Ocarina of Time
Yes, you do get to the credits.
thx for the info. Looks great so far Nahoc. Good luck with the run!
Experienced player (774)
Joined: 7/14/2007
Posts: 66
Location: Japan
So I've started a new 100%run, by myself so far. We're not sure if Nahoc or someone else would join the project. Anyway, now we'll need so much time to accomplish the work. I'll release only this short WIP until submission. http://www.youtube.com/watch?v=qbN3kcjqHeU
Joined: 3/17/2009
Posts: 496
zvsp wrote:
So I've started a new 100%run, by myself so far. We're not sure if Nahoc or someone else would join the project. Anyway, now we'll need so much time to accomplish the work. I'll release only this short WIP until submission. http://www.youtube.com/watch?v=qbN3kcjqHeU
This is the single greatest piece of TASing I have seen from bomberman 64 :D congratulations & GL with the rest of the run!
Joined: 3/4/2012
Posts: 74
zvsp wrote:
So I've started a new 100%run, by myself so far. We're not sure if Nahoc or someone else would join the project. Anyway, now we'll need so much time to accomplish the work. I'll release only this short WIP until submission. http://www.youtube.com/watch?v=qbN3kcjqHeU
Wow! I have not been this excited about a TAS project in a long time!
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
zvsp wrote:
So I've started a new 100%run, by myself so far. We're not sure if Nahoc or someone else would join the project. Anyway, now we'll need so much time to accomplish the work. I'll release only this short WIP until submission. http://www.youtube.com/watch?v=qbN3kcjqHeU
Pretty neat run, zvsp! I will to help if I get some time.
IG
Joined: 12/14/2012
Posts: 1
zvsp wrote:
So I've started a new 100%run, by myself so far. We're not sure if Nahoc or someone else would join the project. Anyway, now we'll need so much time to accomplish the work. I'll release only this short WIP until submission. http://www.youtube.com/watch?v=qbN3kcjqHeU
I really want to see the next level, great job. I would like to help you in this project, I'm not really good at TASing but I think it can be fun.
Joined: 7/10/2008
Posts: 56
Wow! I was hoping someone would take the time for a 100% on this. I am really looking forward to seeing more! This game certainly has a lot to offer for entertainment especially if you have played it in real time and understand how difficult and frustrating bomb jumping can be
i see...
Joined: 3/17/2009
Posts: 496
how is it going with the runs? =)
Experienced player (774)
Joined: 7/14/2007
Posts: 66
Location: Japan
I'm now fighting against spellmaker, who takes time because of non-remote battle. And also the next castle is the final difficulty of this run. Well, I think this run will be much more entertaining and save a lot of time than testrun. And so, it's too bad this game on Mupen has heavy lag in some levels... I hope I'll submit it early next month.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
zvsp wrote:
And so, it's too bad this game on Mupen has heavy lag in some levels...
Be sure to have the camera zoomed in at all time and try to play with your camera angles.
Joined: 3/17/2009
Posts: 496
zvsp wrote:
I'm now fighting against spellmaker, who takes time because of non-remote battle. And also the next castle is the final difficulty of this run. Well, I think this run will be much more entertaining and save a lot of time than testrun. And so, it's too bad this game on Mupen has heavy lag in some levels... I hope I'll submit it early next month.
This is good news. I wish you good luck in completing the work. I will look forward to the results. ありがとう!
darkszero
He/Him
Joined: 7/12/2009
Posts: 181
Location: São Paulo, Brazil
I'm looking so much for this run, I loved your testrun! This game is a memorable one from my children, particularly it's difficulty.
Experienced player (774)
Joined: 7/14/2007
Posts: 66
Location: Japan
100% submission came here. We'll do a new any% run later. http://tasvideos.org/3879S.html
Joined: 3/17/2009
Posts: 496
great run! good job!
Post subject: more questions
Joined: 8/19/2012
Posts: 4
Location: IRC
Thank you so much! I love getting more study material! So a couple questions: 1) I noticed in Red 3 you ran around a corner instead of bomb falling to cut across. Is bomb falling too situational to do all the time? (start of the second boulder room) 2) Green 3, I notice for the in-game timer, you exit the first room on 661, but I've often exited on 654 (IIRC). Is that enemy manipulation? Can I use that to predict behavior reliably? 3) Fish and Dragon manipulation doable on console? I feel like it might be, but so many times I've thought something can be reliable in practice, and it messes up once I do a run. 4) Doom Castle (Palace 3), reloading the entire room seems to take a lot of real time. Do enemies just take that long to regenerate that TAS tricks can't load them fast enough unless you exit? On a good day I finish in 180 in-game on console, but it's really hard to compare due to TAS optimization. I thought about reloading for Black 1, but because I didn't think I could kill more than 2 consistently per room loading, I abandoned the idea.
Experienced player (774)
Joined: 7/14/2007
Posts: 66
Location: Japan
Well, you are a speedrunner of this game. I watched your PB and was impressed with the strategic run. Also, thanks for the feedback. 1) To be sure, there's another route that I'd just missed. I'm not sure if it's faster since it needs at least one stun and a bit complicated jumps, but worth trying. 2) It's simply because I didn't power up fire at all in the whole run. I forgot to mention in submission text... I selected it mainly because of lag reduction. 3) If you say about luck manipulation I'm not sure. I didn't notice any pattern through heavy manipulations, but if you can do any manipulation of Avenger in your run, there're some possibilities. 4) Hmm, it seems I don't know enemy respawning system well. I thought I can't regenerate enemies so easily... but your strat is good and well considered.
Joined: 8/19/2012
Posts: 4
Location: IRC
Enemy generation is a big mystery to me, too. They USUALLY appear in the same place under the same conditions, but maybe I turned a couple pixels earlier or something and a different enemy is loaded, or another enemy unloads at a different time because of its randomness thus letting something else appear. I have no idea. The trend seems to be that only so many enemies are generated in a certain order if they're a certain distance from you. They tend not to appear again until you've gone far enough off screen and killed enough other enemies. But in the first room of Blue 3, I kill a bunch of red guys, the cannons, a butterfly, then the 2 spinners, go back to the arch above the beginning and kill another red guy, and the spinners generate next despite having just been killed 10 seconds ago. For Doom Castle (Palace 3) specifically, I've just got no precise consistency. The spades tend to appear after I hit the buttons near the beginning, but occasionally don't. The Clubs in the corners and start tend to appear after each button, sometimes don't, but sometimes do more than once per button. Maybe some day you can find some memory address that says "This enemy exists here, but isn't active yet because you're too far." I hoped some kind of pattern could be determined, and some kind of dance ritual be choreographed to manipulate this. I'm hoping I can one day stop saying the run is so luck based, because it's been putting other runners off. :^/ Ironically, "It's not your fault" is a very discouraging assurance.
Joined: 3/3/2013
Posts: 5
So during a 100% run today, this happened. http://www.twitch.tv/footbigmike/c/2415320 If anyone that has "The TAS Skills™" could look into this and see what exactly the effects of this glitch are, and how easy it is to reproduce. My guess is some combination of getting hit at the same frame you fall of an edge? It seems to interrupt the falling process or something weird. If it means you can float over pits, then it could be pretty big. But as it appears, while it's active, you can't trigger loading zones. Needs toying with.
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