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BigBoct
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The stated goal of the run is to maximize the truck's upgrades; as I said, that's 99 Nitro and 6 each of the other upgrades. You start with $100,000 to upgrade; you earn $150,000 from a 1st-place finish, $100,000 from 2nd-place, and $50,000 from 3rd-place. (4th place is a game over.) The total cost of upgrading everything is $1,680,000, not counting however much Nitro you might want to buy (Nitro is a consumable resource for a quick boost.) If you never use Nitro and only buy it, that's another $990,000. However, up to 8 pickups can appear on the track throughout a 4-lap race; 4 for Nitro, 4 for cash. First Nitro pickup is worth 1 Nitro and 1st cash pickup is $10,000, second of each is 2 Nitro or $20,000, and so on. Maxing out the truck's upgrades other than Nitro can be done within 12 races ($150,000 x 12 races = $1,800,000) if you do not collect any cash pickups and you do not buy any Nitro. If you can manipulate the cash pickups such that you can collect all 4 and still finish 1st, that cuts it down to 7 races ($250,000 x 7 races = $1,750,000.) I don't know where the tracks stop changing in the game order. (The game has you run some tracks backward, then adds sand blocks to others, and so on.)
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BigBoct
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You misplaced a decimal there. 9,999,999 divided by 150,000 (money for 1st place) is 66.6. With manipulation to collect 4 moneybags (extra 100,000) that can be brought down to 39.99999. EDIT: This was a game I enjoyed very much growing up. I would actually love to see a "full" run of this, which I would define as "until track order loops."
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BigBoct
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feos wrote:
Voting No because it's incredibly boring. And I don't understand the goal.
The goal is to max out all of the truck's upgrades, which is 99 units of Nitro and 6 units of everything else. I personally wouldn't count the Nitro since it's a finite resource instead of an actual upgrade. Also, voting No for the same reason as PikachuMan. I don't know if the track sequence is RNG or if there's a set pattern that eventually loops.
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BigBoct
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I believe the bridge skip was explained at some point in this thread, but I don't remember where exactly. You'll most likely have to go digging for it. If memory serves, it involves braking to create dust sprites which fill the sprite memory so that either Knuckles, the switch he jumps on, or both, don't spawn. Similar thing to the quick suicide after Hydrocity 1.
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BigBoct
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The multitaps are legitimate hardware made for the Super Nintendo. As far as I know, nothing official was ever made to use the expansion port.
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BigBoct
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That was great. I watched the encode with cutscenes, and it made me super-happy that the plot was pretty much fully intact. Yes vote.
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I would argue in favor of accepting this. I think that KOing Tyson is a reasonable goal for a superplay, and skipping to him with a password eliminate redundancy with the any% run.
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BigBoct
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AKheon wrote:
Kind of torn here. The run is very fascinating and well put together on a technical level, and quite entertaining too for the first 12 minutes. But the long string of deaths that follows is just, well... uninteresting. Since the string of deaths is over half of the run's length, I should probably only vote 'meh' for the run's entertainment value. Great work overall, though.
This is about how I feel too.
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Mitjitsu wrote:
I find the category too arbitrary. Yes, I'm well aware of what an underflow glitch is, but the fact is uses just about every other glitch out there makes it too similar to currently published runs.
I was all set to tell you off, but having watched up through CNZ, I find I have to agree. IMO, disallowing underflow without disallowing zipping completely leaves too much room to skip "most" of an act. If I want that I'll watch an any%.
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Warp wrote:
boct1584 wrote:
I would like to see "no underflow" maintained, for a few reasons. I thought I had posted them, but let me go over them again. 1. To a casual viewer, underflow/rollover is cool for a few reasons. Bosses are sped up because you can spam Super Missiles on them, and the arbitrarily large amount of ammo the glitch gives you completely removes the need to manage it and also lessens the need for luck manipulation. 2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
I suppose that in that sense it also diminishes the technical aspect of the run, as less work is required to make the TAS (less resource management, less luck manipulation, maybe less route planning...)
Exactly.
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Yeah, I'm kinda fickle. :p I'm trying to say that I feel both branches have merit.
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I would like to see "no underflow" maintained, for a few reasons. I thought I had posted them, but let me go over them again. 1. To a casual viewer, underflow/rollover is cool for a few reasons. Bosses are sped up because you can spam Super Missiles on them, and the arbitrarily large amount of ammo the glitch gives you completely removes the need to manage it and also lessens the need for luck manipulation. 2. Personally to me, as a TAS enthusiast, underflow, while cool, removes some entertainment, for exactly the same reasons it's cool to as a casual.
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I think he's just using "TASBot" as a colloquialism here to refer to playing back a TAS.
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The rollover glitch makes the remainder of the game completely trivial, aside from general optimization.
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That's a good way to look at it, Taco; move to "Any% rollover" and "any% no rollover" instead of "any% realtime" and any% "Ingame time." If we're taking votes on that subject, count me aligned with Taco.
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On the one hand, I agree with Cpadolf that the new route in conjunction with the ammo rollover glitch was wonderfully entertaining. On the other hand, I share Moozooh's worry about the rollover glitch becoming standardized for every feasible branch and every hack.
Me from the Super Metroid thread wrote:
To a casual viewer, the ammo rollover is going to look impressive because it removes a large chunk of the run's luck manipulation because you have an arbitrarily large amount of ammo, which also speed up bosses because you can just spam Supers. But to a TASer, it's probably going to lose some entertainment value for the exact same reasons.
I don't do a lot of TASing myself, but I've watched enough that I can usually tell when the RNG is being made to serve the player. I love watching for it. Take that away and...I don't know, it's still a hell of a fun run, but it feels less like Super Metroid.
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You might take a look at our Game Resources page for SMB. http://tasvideos.org/GameResources/NES/SuperMarioBros.html
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One of the judges can do that.
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The idea with both of the documents in my thread is to give an overview of the concept, with the longer one being used if the presenter has 4-5 minutes and the shorter one for less than that. (My goal with the short one was to essentially make a 30-second "elevator pitch," if you're familiar with that concept.)
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Not sure what the current version of gens is, but with Gens11SVN304 (crc32 09BB7F5A) the REV00 ROM desyncs before gameplay starts, and the REV01 ROM desyncs after the first scene transition.
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Loved it! Easy yes vote.
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That was awesome and I'm also super-happy about the point abuse in Sky Chase.
SmashManiac wrote:
Again, thank you for the correction. As for the "separate games" argument, I think that's irrelevant. What matters is that both games are extremely similar, and I can definitively see one run obsolete the other for this reason, just like it happened multiple times with Pokémon TASes.
I don't think that's a fair comparison. Pokemon games in the same generation, for the most part, are almost identical in every way; the differences between versions are only meant to force you to trade with another player for some monsters. Knuckles plays very differently from Sonic/Tails. That's enough in my mind to warrant separate branches if any of these wonderful TASers take on that challenge. Let's extrapolate what you're saying to another game. Would you say that we should only publish Richter runs of Castlevania: Symphony of the Night because Alucard runs take way longer? EDIT: Let's turn it another way too. Say Knuckles was playable in base Sonic 2 without locking it onto Sonic and Knuckles. What would your opinion be?
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Any plans to move onto base Sonic 2 ringattack?
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Heyo Anbang11 and welcome to the site! The Workbench is for submissions that are complete and beat records. For your first attempt I'd suggest uploading to Userfiles, but for some reason I can't find the link to the actual uploader. Once you've done that, there's a topic on Tetris in the NES Games forum to talk about it.
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BigBoct
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As a matter of fact, back when hacks needed prior approval, a hack to do exactly that was approved.
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