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Actually the only cases where it's faster to backwalk will be long enough of a stretch to use a superslide so there will still be minimal backwalking
Also thankyou chaosv1 for the AVIs that's really helpful
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Well I assure you that the quality is just getting better and lots of new material exists. Publishing it would be great but that matters entirely on what the judges think of the category
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Submitting the run depends on whether the category is acceptable in the end, but it'd be awesome. Glad to hear you have been making a no major skips SS, just by playing on the NTSC rather than the PAL on the current one could make it at least 45 mins faster.
Also the trials won't be skipped
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I already know of quite a few improvements i could have made in the first half of my child segment. That being one. If I am up to it I will redo the child segment after the run just to see how much i can improve it by. I think i could it get it about a minute and a half faster
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Well it's definitely far from "as intended", because tons of tricks are used to skip portions of temples, but in a more entertaining way than using RBA. Any optimal tricks/glitches that don't use RBA are being used in the temples
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Sorry to end this discussion that you all seem to be so involved in.. but another side-goal was to avoid the DoT skip and RBA completely. I think RBA and DoT skip's main goal is to skip dungeons/temples and wouldn't be that appealing to see done in an all jewels run
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If you are talking about me, I already have had my route planned since before i started.
Spider-waffle: I think doing all that RBA AND all temples would just take more time in the longrun due to all the switching back and forth between areas and from child/adult link
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Comicalflop wrote:
However, a similar "when Link enters area" trigger cutscene, when you arrive at Hyrule Castle gate and Zelda+Shiek run away and Ganandorf appears, if you superslide into the cutscene, it's not delayed, nor does holding your shield up affect anything at all (the scene is shown with his shield down). Also, you cannot use superslides to skip Owl cutscenes, also a "when link enters area" trigger.
You CAN use a superslide to skip the owl cut scenes :) It is displayed in my run to skip the owl outside of Kakariko Village
chaosv1: Thanks a lot, it's a great offer to add segments of my child route to Youtube, but i'd rather wait until it's finished until that type of publicity is used. I'm more comfortable with just the forums seeing my WIPs, but once i finish the run that'd be awesome. Also it'd be cool to see it on google video as well, since that way it doesn't have to be segmented.
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Soulrivers wrote:
z0MG wrote:
Soulrivers wrote:
You are truly proving me wrong on the N64 being the bane of beginner TASers.
that makes no sense, 3D games are harder to TAS..
Obviously it is, but even a beginner TASer can pick up the N64 and make very good TASes, as showcased in Bloobiebla's WIPs.
Thanks for the compliment. I have also seen many beginner N64 TASes that don't turn out so good though. Before i started TASing i played the game consistently since it's release, so i think that got me started quickly
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AKA wrote:
You can jump through the waterfall from the otherside, also you could probably ignore the cucco altogether and use a couple of superflips in Zora's River. Also why didn't you get Deku Nuts they speed up the boomerang room and Barinade fight quite considerably. Also for the fire temple I think you can use the marathon man to act as a clock stopper glitch
Tried the other side of the waterfall for quite some time, couldn't get the angle to work for some reason. The superflip thing would have been a good idea, never considered it. Not taking deku nuts saved me a ton of time... ~15 seconds. For the fire temple i'm just going to take 2 heart containers, giving me a couple seconds slack in the fire temple. That'd be faster than going out of the way to the marathon man
Ahh yes i remember seeing that. It's the electric worms that don't allow it and it's any Barinade damage that doesn't allow it, or at least i couldn't get it to work. The jellyfish outside of the Barinade fight had no helpful use
Thanks a ton bkDJ for making that video
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Andypro wrote:
Bloobiebla: Excellent work.
I noticed one spot where you may have lost frames I think. At the bottom of Jabu Jabu when you had ruto and were waiting for the elevator, you ended up killing the enemy in the water. This therefore launched the "enemy death gameplay freeze" for a few frames thus delaying the elevator.
Do you want to include a save game file with your next WIP? I forgot to make one at the end and it's getting pretty long. Again, great work. I loved all the superflips, superslides, and king zora skip.
Thanks and that's a great point I never really thought about that. But, there are lots of little improvable frames in the run so it's all in good fun. I thought about adding a savestate but I never ended up doing it, definitely will for the next WIP though, now that it was brought up.
bkDJ: The trick wasn't usable anywhere in Jabu because I'd have to wait for the explosion of the bomb, thus wasting time. I thought about using an electric worm thing as the damage source but it turns out you can't shield any electricity damage. Thanks a ton for the compliments and it would be awesome if you could get a video of it for those who can't get it to synch, because the more people seeing it means the more suggestions i get.
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This TAS clearly does it's purpose of entertaining the viewer, far more than the previous submittion..so what's wrong with cutting out the text? Time was saved even with the text included, so i vote yes definitely.
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DaShiznawz wrote:
How come when I use frame advance to play the ocarina on earliest frames it is actually slow.
When you learn a song, there is a set time in which it makes you play it and it drags the song out. When you play a song to activate something, it actually plays it really fast. This is why if you make an AVI of you learning a song, it will play it back really fast, but when it's played back in the .m64, it's slow.
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DaShiznawz wrote:
A.) go through the warp to goron city. Ascend death mountain (either climb the wall or seam walk like in published run, whichever is faster) then RBA for songs and play ZL and get magic. Then head to gerudo either from where you are (the fairy place) or play one of the warp songs and then get there from there. Once ther hookshot across bridge trade RBA play POL.
B.) RBA for songs. Megaflip or hookshot onto bridge, leave into Hyrule Field. Superslide to gerudo. Hookshot across bridge. Trade RBA play Nocturn of shadow ascend death mountain get magic POL.
So does anybody have guesses as to which of these is faster if the majority says one of them I will go with it. If it seems split I will test both.
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DaShiznawz wrote:
I would like some feedback. Which of these two do you guys think would be faster.
After getting Poacher's Saw in lost woods
A.) go through the warp to goron city. Ascend death mountain (either climb the wall or seam walk like in published run, whichever is faster) then RBA for songs and play ZL and get magic. Then head to gerudo either from where you are (the fairy place) or play one of the warp songs and then get there from there. Once ther hookshot across bridge trade RBA play POL.
B.) RBA for songs. Megaflip or hookshot onto bridge, leave into Hyrule Field. Superslide to gerudo. Hookshot across bridge. Trade RBA play Nocturn of shadow ascend death mountain get magic POL.
Thanks for your help. If you know one would be faster I would rather not test.
To be a great TASer you need to test different situations and see which one turns out fastest even if it seems absurd. You are the best person to test this because you have the run and tools available to test it. Heres a tip: copy the .m64 file, then try each one and check the exact frame number that "Temple of Time" shows up on your screen, or something like that. Then just stick with the faster .m64
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bkDJ wrote:
if that works for cuccoo's then logically it should work with any item you can pick up, right? Does it work for bombs? because if so, then right before supersliding off of one bomb, you could "superslide grab" another, and when it's ready to blow up, stop the current superslide and then use the bomb to do whatever (new superslide at a different angle, megaflip, whatever).
I can't think of anywhere that might even be useful if it works except maybe castle grounds if you're pressed for time to see the princess...
Only problem i see with that trick is that you would have to stop the first superslide very short in order to get the next superslide in without the bomb blowing up too early. A spot for supersliding which is that short would probably just be faster to just sidehop there rather than set up the trick. Possibly a few spots though that it would save time, and i will probably come across a spot in my run where it seems useable so i'll just wait and see.
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chaosv1 wrote:
ya... the only one that has bombs would be bloobiebla's route. Too bad I found it too late cause it would look awsome in a TAS. Oh well mayb a future run might make some use of it
Yea that's a very nice timesaver. Just a little too late for my run though, could have saved me about 5-10 seconds. It'd be nice to see used sometime though.