feos: Accepting to Alt because the codes used here don't add gameplay, similar to #9151: xy2_'s Flash Anti-Idle: The Game "in-game codes" in 15:23.83. The movie contains post-credits input to dodge the apple, otherwise the character dies. The movie doesn't contain the credits glitch that speeds up the ending a bit, because Hourglass is completely unusable, tho it could be used in the future by someone brave to obsolete this movie.
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Loud game is loud. Amplify(0.25) is used in the temp encode below.
Input overshoots by a lot as pointed out by the author, should be a 12:10.54 (maybe sooner if a jump can hold momentum).
Link to video
And I believe the site grabbed the framerate wrong as Hourglass reports it being 50fps.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account.Something better for yourself and also others.
Thanks Spikestuff for verifying and making an encode. I verified it as well, on the standard .exe available on the author's site.
I don't know why our site parser detected 51 FPS as Hourglass does show 50. The site calls this "NTSC 50 (Obsolete)", but it can't be obsolete as we have a current publication using this framerate (also marked 50 "Obsolete").
Thanks for the encode, Spikestuff!
Ooh, this is neat. Some missed shots at the bosses look a bit unclean, but overall this run was highly entertaining. I also don't have any reason to assume the run loses time because of that. I didn't realize just how much of this game can be skipped.
Very nice work, yes vote.
2012 TAS with (I think) the same ruleset, for possible comparison.
Link to video
In the IWBTG thread there's mention of a way to glitch the credits to get the final input sooner. Is that done in the submission?
CoolKirby wrote:
I don't know why our site parser detected 51 FPS as Hourglass does show 50.
The 4 bytes at 0x014 in the movie file = 51. Haven't checked inside Hourglass.
Edit: Site parser has been fixed now
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Randomno wrote:
In the IWBTG thread there's mention of a way to glitch the credits to get the final input sooner. Is that done in the submission?
It isn't, and I feel it's a weird edge case. It's arguably post-completion territory, where additional input required after the ending can be moved to a separate movie meant for encoding, tho it's preferred to keep it in the main one. The game is completed, the rest is mostly downtime, and actual completion is what matters when comparing records anyway.
On the other hand, you can't see the full ending if you die there by doing nothing: it's not an annoying dialog that you just have to skip, it's a projectile that you have to actively avoid, so also arguably part of gameplay. Arguably too, seeing maximum glitching is cooler, and if we're already allowing them all why not also this one? Yet another point is knowing absolute minimal record time needed overall.
All things considered, I'm in favor of optimizing the ending sequence as well.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
One could argue that the game has not been completed if you die at the end of the credits sequence, since the projectile actively has to be avoided. I'm pretty sure you get sent back to before the final boss if you die there, although I'm not 100% sure.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
RTA categories don't include the credits input, but having 4 minutes of almost nothing at the end would be a hassle for real-time runs, which isn't a relevant factor for the TAS. The author included the credits input initially too, so I would be in favour of glitching the credits.
The different rulesets are a bit odd. JP ruleset allows E+N+D and K hotkeys to skip boss fights.
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Randomno wrote:
JP ruleset allows E+N+D and K hotkeys to skip boss fights.
I can't help but feel these are cheat codes, and since they don't add gameplay they can't go to Standard. Fine for Alt tho, just with a branch label highlighting them.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 4/17/2010
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I tried adding the credits glitch in and it's a fucking nightmare!!!
Hourglass is completely unusable and crashes all the fucking time even if you disable the things it tells you to disable. That glitch is completely impossible to test because if you hit S at the wrong times the credits will drag for too long in the glitched form, and if you die from that apple and return to gameplay loading a state will freeze everything completely.
I'll accept this movie and leave this bullshit for whoever is crazy enough to try adding this "potential improvement" in.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.