Posts for Brian_pso


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Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Well, the 2 ideas for Weapons Bed are these: The easy one is doing a hoverjump from the boxes that appear at 0:13 in Dennis's TAS with Sonic directly to the platform, this will save some time. The hard one will only be useful for a mission 3 run, it consists in doing the same hover jump everyone does non-TAS to reach the chao platform and then pass between the walls to get it, but instead of going where non-TASers go, aim the hover jump to land above the wall or in the box at the closest corner, this would save a lot of time, but I've never been able to do it non-TAS. These are my ideas for now, I'll take a look at some stages every now and then and if I have any idea I'll post it here.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Holy Jesus, those are amazing news, improvements in all levels!
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
What did I just read? This is amazing! I always tried to land there and never succeeded, man I really need to stop leaving ideas behind just because they didn't work non-TAS. I guess it's time to write them down to test later, I had 2 ideas for Weapons Bed, one worked non-TAS but the other is too hard for me, but since you guys are working on the story mode TAS there's no need to talk about these, unless you're willing to do something there now.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Make Wiggler Squirm 41.117 by Sony/Mickey beats the old WR by 0.5 seconds.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, 20 seconds is such a HUGE improvement!
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, every new WIP is getting me more and more amazed! One question: You really meant 20 SECONDS in DE2? Or you were to write frames?
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Great news! He said how much many frames they could save?
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Thanks a lot man, this will make things a whole lot easier, because most of us are making our opinions based on speculations about how much will any of these new glitches affect the course of the run. Numbers can surely help.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I'm in for getting less entertainment for the sake of speed, I watched so many "boring"(not even close to what this run can be when it comes to enterteainment) TASes here where the guy passes the whole video doing always the same thing over and over to get through the stages and the only fun parts are when he does something unexpected, and still liked it and respected it a lot because the guy had beaten the damn time of another TAS! So many people don't like the 007 Goldeneye TAS because bond is facing the floor most of the time but I enjoyed it a lot! Don't get me wrong guys, I like to see fancy things too, and I know this site is not just about being the fastest but making this kind of restrictions isn't a smart thing. Why don't you guys who'll be making the run make some brief calculations and give us an average number of levels that could be skipped using this glitch, without losing any time of course.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
If I remember right, the goal sphere glitch is not something they'd be able to abuse dozens of times by back-tracking to the same level over and over because each time you use it the distance from the level where you'll actually use the sphere is bigger since you'll have to walk past the other levels on the overworld, so I think it'll be no big deal, I can even mention the fact that they said the number of levels where it would save time is less than they initially thought (It seems that people are forgetting this) I'll take a look at the past responses to find a post that confirms my points.
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Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I want to see a fast run, I don't care if there's backtrack involved, one of the points of this run is to beat the current one and reach the goal with all possible means (aside from simply writing the desired value to the exit counter, although I'd like to see a glitched 96 exit TAS using this method). They even said that the goal sphere approach will only work in some stages, even less than they were thinking in the beginning so what's the matter? It's not like if the whole run would be traveling through the same places again and again getting a goal sphere until they get 96 exits.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
That's great news! I love this game, although I only played the Dreamcast version
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I'd like to write my full thoughts right now but I'm really busy until 8pm(it's 2:25pm here). The only thing I'd not like to see in this video would be you guys glitching the exit counter like in the any% run, this is fine there but here is another case. I'll edit this as soon as I can.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow, just wow!
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Wow! Those are great improvements man! So any good TASes being done at the moment here =D Can someone encode this WIP please?
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
That's awesome man I loved watching the first game's TAS and I have yet to watch the other one, great luck on your TAS!
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I've wondered about that also
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
I'll speculate here: IMO the game would give the win to the player whose number is closest to 1, just like it manages attack priorities if 2 identical attacks hit each other.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
It really runs great on the version I have(7676 with optimizations to the SSE2 instruction) but I need to do a long video to test it's playback stability a little further.
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Oh man, it would be amazing if someone really put some effort into TASing Tomba! 2, this is a hell of a great game =D
Experienced Forum User
Joined: 10/30/2011
Posts: 146
Location: Auckland, New Zealand
Those are the addresses in memory that shows the speed of the character, so with it we can know if something is faster or not for real, instead of trusting only in our eyes. This is an awesome discovery man, great job =D
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