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BigBoct
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Hetfield90 wrote:
It's certainly a run I have interest in, but I don't have any immediate plans for it. It would definitely be cool to see some more variety with special weapons like the drill and shining laser(assuming 100% uses those) and all of the different sidequests.
How would you define 100%, just for curiosity's sake? Personally, I'd go with: * All side quests * All buildings repaired (or never damaged in the first place) * All treasure chests and holes in the wall * S-Rank on all of the TV station minigames * Fabricate every special weapon * Fabricate every Buster Gun part * All special items (including Canteen, but no need to raise its capacity)
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BigBoct
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Currently watching. One question, not related to the run at hand: any plans to do a 100% run? I love this game to death and would love to see that.
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BigBoct
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I had forgotten that we now have "100%" and "100% best ending," and was wondering why you were getting the Z-Saber and not setting things up to fight Ride Armor Goliath and Press Disposer. Yes vote now that I've mentally cleared that up.
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BigBoct
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Kung Knut wrote:
dukhsan wrote:
Yes. Star. Recommended for newcomers.
That about sums it up. Thank you for making this TAS, it is brilliant in so many ways. I'd also like to suggest a "Submission text of the year" category for the yearly TASvideos awards, and take the opportunity to be the first to nominate this one. (And I'm serious, why don' we have that category?)
I think it's covered by "Movie of the Year."
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BigBoct
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GoombaHeart wrote:
blahmoomoo wrote:
jlun2 wrote:
JSmith wrote:
boct1584 wrote:
Are there any videos of the old strategy for reaching Vanish Cap Under the Moat? I'd love to see how it originally looked.
Here you go.
Wait I thought that the wing cap needed like 10 stars or something. Unless they somehow got that in 4 minutes?
That video demonstrates that the moat skip is possible, so finding a faster way into VCUtM probably wasn't a priority yet. It's clear in the video that the wing cap is not a fast way in, since they indeed needed to collect 10 stars (the video skips the collection of those stars, but the HUD shows 10 stars).
I think he's referring to the "zigzag" strategy, before Tyler Kehne found a quicker route.
Indeed, that's what I meant; the strategy the TAS used to reach VCUtM before the quicker one mentioned in the submission text was found.
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BigBoct
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Are there any videos of the old strategy for reaching Vanish Cap Under the Moat? I'd love to see how it originally looked.
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BigBoct
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deuxhero wrote:
Is backwards long jump not possible/slower in the flooded part of the castle?
It's not possible because as soon as you hit surface of the water, you transition to swimming. The route here was all about preventing that in order to open the moat door without draining the moat.
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BigBoct
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ais523 wrote:
This run leaves me feeling a bit confused. We see at the start of the game that there's basically a glitch that lets you teleport anywhere as long as you're moving fast enough. Then it isn't used past BitFS. I assume that there are actually large restrictions on what you can do with an overflow jump, and that just isn't visible in the actual game. Nonetheless, I still enjoyed it. Not as much as the 70 star run, but it's interesting to see what sort of tricks let you cut down the time as much as possible.
From what I know, the problem is that you still have to go through loading zones in the castle; you can't just clip through the door at the mezzanine. You have to have the key to make the door active so you can go through it and activate the zone to load the top floors. The whole point of this movie is that it accesses a loading zone to the basement that doesn't need a key to activate it.
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BigBoct
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Perhaps something like Jump getting stronger every two times it's used in Super Mario RPG?
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BigBoct
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Unknown394 wrote:
feos wrote:
Unknown394 wrote:
resubmit as soon as possible.
Not the best idea really. It's always better to take your time and make sure it's optimal.
So that's why I wrote down all the possible improvements on a piece of paper and planned to do the run over and over again to optimize it. I have already done it once today and ended up with a 9 frames improvement, although I'm going to scratch it due to new flaws found in the new run. I'm probably going to do more research on the final boss fight.
I applaud your attitude here. You're taking the feedback in stride and making plans to improve, which bodes well for your future as a TASer. Some people just melt down and freak out.
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Remind me, is "No Major Glitches" a valid category for us? If it is, I would relabel the current Grant run (this one) with that label and publish this alongside it.
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xy2_ wrote:
Still fails to sync. Dip switches set; desyncs right at the start (doens't select the correct ship.) I would advise waiting for the FBA release before doing further work on this, it fixes CPS1 sync stability.
Thanks for the suggestion. Any idea how long that'll take?
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cawing.zip, 1407kb, CRC32 31B0791C
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BigBoct
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Where and how does it desync? Also, does the FBM movie format save dipswitch status? If it doesn't then a few things needs changed there; specifically, "Freeplay" to On (default Off,) "Enemy Difficulty" to 8 (default 4), "Player Difficulty" to Very Difficult (default Normal.)
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Update: Seems as though your excess fuel and special weapons are tallied all at once and don't count down, so not using all your weapons doesn't cost any time. Still not sure where I missed some enemies.
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So I've decided I'm gonna try and make this happen. WIP for Stage 1 using F/A-18 Hornet: http://tasvideos.org/userfiles/info/33352981544041656 EDIT: Basic weapons, duh. Red has the widest bullets, Blue has te best DPS, green is the happy medium. Obviously we want blue because tool-assisted precision. Red also has very poor firing rate at higher levels because it's made up of individual sprites and there is a hard sprite limit.
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Since the submission doesn't seem to mention: comparison by time to [2995] GBA Castlevania: Aria of Sorrow "all souls" by Fz-Last, alkdc, Pike in 18:45.26 seems to indicate that this movie is about 1min 41sec faster.
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BigBoct
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DeHackEd wrote:
Another vote for the four CPUs monopoly run. As a special request, I would like it to be presented like this:
At the end of input, call "Time!", unplug the controllers and wave them in the air to show you disconnected tasbot. Then start talking about the heavy luck manipulation of the run as through the run was actually over even though it's still playing. "Sorry, what? Oh it's basically over. We've won."
Or something to that general effect. Also Dwango had a TGM (Tetris) request we discussed briefly in IRC
Just saw this post, and decided to search for "tetris the grandmaster tas" on Youtube. Found this: https://www.youtube.com/watch?v=OZaq0jQcZVQ I think if a TGM TAS can be verified it would be incredible for either GDQ event, and perhaps we could get someone from the TGM crew to make an encore appearance to race against the TAS to demonstrate the gap between human skill and tool-assisted precision.
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I asked a couple years ago about the possibility of adding support for Nach's custom JMA compression algorithm for SNES roms; nothing ever came of it. Not really a big deal, but I'm curious why nothing happened with it.
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I would say a screenshot of X hitting Bit or Byte with the saber (which is normally impossible) would be ideal.
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Fast-paced action is always a winner for me. Voting Yes.
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I think you've about hit the nail on the head, Samsara. Let this one obsolete both any% runs, with the caveat that "2p any%" is still a valid category by our metrics.
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Nothing wrong with wanting to share your first TAS, but the Workbench is not meant for such things. You would be better served by uploading to Userfiles and posting in the Super Mario World thread in the SNES Games forum.
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Thanks for the comparison encode, Nahoc, and thanks for a very entertaining run, Hetfield90. Voting Yes.
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