Joined: 8/5/2011
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I'd prefer a Wii version, if it's faster and sync correctly. Also everything that's possible on GC version is possible on Wii, I tried both version and what sudgy said is false.
Joined: 12/6/2008
Posts: 1193
Wii TASing isn't quite there yet, from the input options. Plus motion controls will probably never be as precise as button controls. Ofcourse faster running is an argument. But from what I understand you could achive the same speed with sidewards running? Why not just use that?
rog wrote:
I tried on the GC version, and it didn't seem possible, but between running faster, throwing pikmin further and more accurately without needing to move around like an idiot to adjust aim, it should be pretty easy with the wii version.
Why would you need to move around like an idiot to aim in a TAS? The whole thing about a TAS is that you can just run to a place and do things, where console runners would have to aim. For an example see the door of time skip in OoT.
RachelB
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But from what I understand you could achive the same speed with sidewards running? Why not just use that?
Nope. The camera doesn't set to where you are facing when you press the button. If you continue moving, it will follow you for several seconds after you adjust the camera. There's no way to turn around quickly while still moving to the side. Even if it were fully optimized, it'd still be much slower.
Wii TASing isn't quite there yet, from the input options. Plus motion controls will probably never be as precise as button controls.
Well, for pikmin, the controls are quite limited. It used the IR to aim, but otherwise no other motion controls are used. It was not too difficult, and was precise enough, to use a controller for analog movement with my left hand, and mouse with the right for aiming+various buttons. It wasn't ideal, but it worked. Unfortunately wii recording does not sync almost at all right now, even just for moving around.
Why would you need to move around like an idiot to aim in a TAS?
Aiming is tied to movement. The wii version can aim independently. It takes like 2 seconds to turn around and aim behind you on the gc. The wii version can aim anywhere on the screen in 2 frames.
Joined: 12/6/2008
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rog wrote:
Aiming is tied to movement. The wii version can aim independently. It takes like 2 seconds to turn around and aim behind you on the gc. The wii version can aim anywhere on the screen in 2 frames.
Still don't see how that would be a problem in a TAS. You can just initially move in the right direction, so that you don't have to do extra movements to aim. Ofcourse it's a hassle but doable. Like I said there are quite some places in the OoT and MM TAS, where console players have to aim with c-up, but TAS just goes there and does it.
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Slowking wrote:
rog wrote:
Aiming is tied to movement. The wii version can aim independently. It takes like 2 seconds to turn around and aim behind you on the gc. The wii version can aim anywhere on the screen in 2 frames.
Still don't see how that would be a problem in a TAS. You can just initially move in the right direction, so that you don't have to do extra movements to aim
That is most certainly not possible. It is very frequently required to turn around repeatedly in a small area. You may be able to minimize it a lot, but the useless movement will be required to aim at some points. For example, if there are two enemies right next to each other, the GC version will need to slow down slightly and aim at each of them. On the wii version you can just run right past at full speed and toss a pikmin behind you. And don't forget that precise movement is often slower, due to moving so much slower when walking diagonally/vertically.
Joined: 6/7/2008
Posts: 124
Location: Portugal
This looks like one of those games that deserves a lot of different runs. GC real-time, GC low-day, Wii real-time, Wii low-day. And then we have Pikmin 2!... For a first run, I'd say GC real-time would be the best way to go. Aiming with the GC version is slower and trickier, but that's the fun of it! While humans need to aim and move clunkyly, in a TAS, it can be done smoothly. Also, the GC version is the one people play the most, so much that there are no speedruns out there made on the Wii version.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
RachelB
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6 day is fastest in both real time and game time, except possibly on GC. And even then, it's only a difference of a minute or two, so it's not really worth doing 2 seperate runs.
Joined: 7/11/2010
Posts: 98
I would also say to use the GC version just because it's the original. This is my opinion, of course, but I just don't like having a TAS for a newer version of a game unless there is a very good reason for it. I still think in day two you could just start out getting all the pikmin out, turn them all flowers right at the beginning with the grass, and put them on the wall. That would probably take a few extra seconds, which could be gained back with TAS-precision and luck-manipulation (especially with the snagrets, the video spent a couple times of him coming up to finish him).
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Joined: 7/25/2007
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Courtesy of SDA's Pikmin 1 and Pikmin 2, threads, we have new speedruns. Pikmin 1 in 8 days=90 mins. Link to video Done as single segment, so there's still improvements; particularly the 1 day Forest Navel strat isn't used. Pikmin 2 Done in 7days=2 hours Link to video Since it goes for gametime, it uses ultra slow Day 1 technique of waiting for Pikmin to mature before plucking, as such this won't be much of a template for a TAS route.
Joined: 8/7/2006
Posts: 344
Just FYI the Pikmin 2 video cuts out the cave sublevels because they're not relevant to getting a 7 day completion. The real run would be much longer than 2 hours.
Joined: 12/4/2011
Posts: 33
Location: Australia
Hey guys. I was playing Pikmin 2 doing a race when I discovered a little flaw in the game. If you have yellow pikmin , it activates the flag so you can call the blue pikmin in awaking wood over the fence without having to break down the electric fence. (Note that this was on the wii version of the game.) If you end the day after calling the pikmin, you will keep the blues you called and the onion moves to base on the next day. I'm not sure how useful it would be but I thought i would let you guys know
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Joined: 11/8/2010
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Don't forget Part 1: Link to video This is a cool-looking run though. Thanks for sharing this, Patashu.
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You posted the same video again!
Favorite animal: STOCK Gt(ROSA)26Sortm1.1(rtTA,EGFP)Nagy Grm7Tg(SMN2)89Ahmb Smn1tm1Msd Tg(SMN2*delta7)4299Ahmb Tg(tetO-SMN2,-luc)#aAhmb/J YouTube Twitch
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*facepalm* Fixed. Thanks for telling me that...
Patashu
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 6/7/2008
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I stumbled upon a bad ending TAS yesterday, with the aim to get 0 parts. Link to video It's not very optimized, and I'm pretty sure the tricks used are old, but still. Just remember to fast forward at the 2nd day.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
Patashu
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Link to video There's been a lot of Pikmin 2 TASes on nicovideo in recent months.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4045
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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Joined: 10/2/2005
Posts: 4045
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 3/6/2011
Posts: 5
is there any reason why you use diagonal movement for most of the run? it's quite significantly faster to be moving up/down/left/right at all times instead of on diagonals. if you're just finding out about this then i'm sorry...
Samsara
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Joined: 11/13/2006
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Patashu is just posting videos from Nicovideo for us to see. The actual runner doesn't check these forums.
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 3/6/2011
Posts: 5
oh. regardless, that tas is incredibly unoptimized because of the diagonal movement.
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For Pikmin 2: I know this idea is nuts, but how long would a run that starts at day 1, then grinds the first cave over and over to obtain the first credits that requires 10,000 pokos? That sounds like a decent April Fools idea, so there's that.
Memory
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Really slow. The bodies of enemies aren't worth that much. I think they're like 2 pokos each when you need like 10,000 pokos to pay off the debt and there isn't that much treasure you can get without going to the second area. Treasure doesn't respawn, so the only thing you could really grind for pokos are the corpses. Additionally, unlike day 1, time still passes on day 2 so the day clock still goes down every time you make the trek to the first cave, making it very likely it'd take multiple days. Unless you'd be counting this as some form of low%, it'd be slower than just going to other areas.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero