Posts for Brian_pso


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Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Let the Multiplayer Mario 64 madness begin!
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Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Anyone else have seen this? http://www.youtube.com/watch?v=AJTLOiz5kws This could open a whole new world for Mario 64 TASing when it's fully functional. Truly amazing IMO
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Nearly 5 seconds is a hell of a improvement considering the amount of epicness of the old run!
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I'm just loving the effort you guys are putting in this game right now, I've never really played it before but I'm enjoying all the progress that is being made, great work so far breaking this game.
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The best luck for you guys, the hype is over the top for me! mkdasher, are there any other levels that can be kind of troublesome like LLL?
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Those are amazing news! I've been waiting for this TAS since a really long time, and I was starting to think as CoolKirby said. You guys should be really really proud of what you've done, this TAS will be the most optimized of all time! I bet 1:25 for the final time =D
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OMG! I hope he can do it, this really made my day =D
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Wow, all of you are just brilliant! All those neat combinations of moves, the enemy manipulation, I can't wait for the new TASes which'll use those strategies, great job into pushing this game to the limits.
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I'd like too much to see this on youtube, I can't watch the .smv files :/
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Great news! I think it's better to do just Hero side for now, since we don't have anything completed at all to begin with, later on you can do just as you said, that's my vote.
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I understand completely how it works, by "break" I meant making it do whatever you want it to do. The only thing I haven't seen/done yet since I developed this technique is making Sonic fall upwards. And as you said, the homing attack itself don't have this much power to really control gravity, unless you use some other force to aid you, like the one that pulls you towards the inner side of the loops, with it's help a homing attack can do cool things, but without anything like that, I doubt it can get any result close to what the bounce does at that part of the stage.
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I highly doubt that it would be possible to use that shortcut without the bounce attack, since it is what makes the gravity broken, but I prefer to be wrong in this case =) I'm happy to see some progress on this TAS man! Edit: In case you guys haven't seen it, this has been on my HD for many months: http://www.youtube.com/watch?v=GlzRJk5Na1o
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Using no zips is a good goal, because they usually take away part of the entertainment, but in SY3 I think the zip is way more entertaining than the utterly long wait for that enemy.
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I think it would be slower, there are many places where the light dash saves time: 1. The one after the 2nd checkpoint in Metal Harbor 2. The one just before the 2nd check in Green Forest 3. The first one after you start climbing the tree in Green Forest (which saves a big amount of time) 4. The last one in Green Forest 5. The first one in Crazy Gadget Those are the ones I can think now
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I'm speechless, this is just amazing, I hope great things can be done with this!
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Gravity bounce or gravity control are already the names of a trick. I think chain bouncing is quite cool and conforms with what the trick does.
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Yeah! Great job! This surely is an accomplishment!
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I agree with this if there's no other alternative
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I loved the WIP, great job so far man =D
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Eye Of The Beholder wrote:
Well, considering this will be an in-game time run, the back track have to be there. The reason is, if you're going for in-game time, sacrifices have to be made for that, and if reentering the door saves one second, it could be arbitrary to avoid reentering the room. You wouldn't be legitimely going for in-game time, and wouldn't be going for realtime too. You have to choose a goal. I honestly think this run should be going for in-game time while optimizing realtime too, for example, if you're not going to loose in-game time, you can optimize door scrolling and stuffs like that. But one thing that should be avoided for saving just little time is pausing the game. I thought about one pause screen that could save some frames, but you would have to pause the game twice for enabling and disabling speedbooster, and the gains will probably be just a few frames, so i don't think it's worth pausing the game and breaking the action for that.
As one of the viewers I think this idea is the best option to go.
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I'm totally going to enjoy watching these! Thank you!
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Joined: 10/30/2011
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Does turning off the hints saves enough time to make the time lost to take off the helmet worth it? If not, just turn the hints off and go for it.
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I'm looking forward to see this run! I honestly think that going for the "best ending" route is the way to go, no matter if it takes more time.
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I wanna see this game TASed SO BAD! I just love it.
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Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I hope someone can use this to discover some way of opening that damn door!