Posts for Chef_Stef

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This is my list of interpretations of what "a 70 stars run" really means, from most bending of the definition to the least: 1. Get 70 stars by any method and finish the game that way; i.e. the only restriction is that 70 stars have to be collected. 2. Same as 1, but only go through the Bowser door after collecting 70 stars. This would allow glitches like the 0 stars Bowser1 glitch. 3. Get 70 stars the way Nintendo intended - go through the doors in order of when they can be opened (but glitching through if it's faster) 4. Same as 3, but actually open the doors. 5. Same as 4, but using the strategies Nintendo intended, too (like actually using the cannon for Blast Away the Wall). This would be a "no glitches or ninja tricks whatsoever" run. Personally, I believe 1 and 5 are a bit too extreme. 2 would involve picking 70 stars up from whichever levels could be accessed with the extra range of the glitch-through-door tricks. 3 is basically what is being aimed for right now... I personally wouldn't agree with any kind of door-glitching in a 70 star run because it undermines the idea behind this run - finish the game as quickly as the developers intended by picking up stars from (relatively) consecutive levels. Why place an arbitrary restriction on glitching through the Bowser door if you're just going to skip other parts of the game by glitching through other doors? I do believe, however, that the individual stars can and should be collected with the unusual strategies, though, because they do not come into conflict with the basic goal of this run. So, my favorite of the list is #4.
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I guess I should have come forward sooner... I was only working on this as a fun side project that I would eventually submit. Edit: I've been PM'ing with jimsfriend, and after watching his run, I have decided to let him continue working, without my help. He has a lot of unexpected tricks and glitches in his run... My run wasn't nearly as interesting, nor as fast. With that said, I've decided to post my run for your interest. As stated in a previous post, it goes up to the Red Switch Palace, and is 46 seconds ahead of JXQ & Fabian's run. http://dehacked.2y.net/microstorage.php/info/2950/Hex-test.smv Two of the most major tricks I used were: left/right in Sky World 2, and skipping the p-switch in Pipe World 2. Other than that, I just followed and optimized JXQ and Fabian's run. Expect much more from jimsfriend's run - I won't spoil any of the clever tricks he uses. I hope everybody enjoys my run as a sort of teaser for jimsfriend's completed run :)
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Since JXQ mentioned that somebody was working on an improvement to the SDW 120-exit run, I thought I should come forward. I've been working on an improvement to that run for a couple of months, now. I am about 1:15 into the run, and am 46 seconds ahead as of the Red Switch Palace. So... I thought that the other person improving this run and I should collaborate, or at least exchange information as to the progress and tricks in each of our runs.
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Tompa wrote:
You can get the upgraded ring box after level two, in Mayor Plen's House. And you shall use the pass at the same time as the level 2 sword, which will be after dungeon 4. Then you can wear 3 rings. So you shall put one more that may save some time. Don't know which one is best at the moment but... I can research some with that as well. [...] Yepp, the heart containers will fill up your hearts. I was thinking... If you are using the Power Ring lvl 3, you can hardly do any damage boosting... It will kill you at once:).
I took a look at all the available rings, and here are the ones you might consider using: -Power Ring lvl3 (increase in power, obviously) -Red Ring (if you need to damage boost) -Pegasus Ring (lets the seeds last longer) -Swimmer's Ring (might be useful for the underwater dungeons and the overworld swimming) -Bomber's Ring (lets you set two bombs, only useful for a couple of bosses/enemies vulnerable to bombs) -Whimsical Ring (only useful if the critical hits work on bosses, which is probably not the case) Most of the other rings are either useless (or semi-useless) for this TAS, or are weaker versions. I think the three you should choose if you take the 3-slot ring box are the power ring, the pegasus ring, and the swimmer's ring.
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Haha, I knew a small-only run had to have lots of walljumping. I applaud you for having the patience to perform these tricks... I know walljumps take a lot of rerecords to do properly.
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Well, it might be more than a frame, but I do remember it being a very short time... Here's a demonstration of what happens when I try to glitch across a pit: http://dehacked.2y.net/microstorage.php/info/2628/Pit_test.vbm I also tried it going over a pit above Link, but that didn't work either.
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I've been doing some testing in Link's Awakening, and I don't think the "walk across pits" trick works there. My best attempt made me stay hovering over the pit for a long time (quite amusing, actually, hehe), but I would eventually be pulled into the pit. Attempts one pixel up or down just made me go into the pit faster. So, either I haven't done enough testing, or the trick isn't possible. Believe me, I would love a trick to cross pits more often in Link's Awakening, but I think the programming for the pits is very solid. Damage-boosting requires very precise movements and manipulation, and the hookshot glitch allows for exactly one frame of free action (exploited by jumping) before the pit pulls you in. Just my thoughts...
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I want to explain right now that I'm not currently working on the TAS for OoA. The video I posted was sort of a demonstration for theenglishman as to where his WIP could be improved. I apoligize if I was misleading as to my intentions towards this run.
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Well, another glitch route would be interesting. However, that would make three different "warping" glitch routes (that is, those that skip dungeons) that have been discovered. First one is the obvious screen warp glitch. This route can be done from the beginning of the game, and the time for this run has been clocked at 4:22. Second is the u+d pegasus boots warp glitch. It's doable right after getting the pegasus boots (obviously) in the 3rd dungeon. I estimate that this route would result in a time of about 20 minutes. Third is this new route... it seems like the slowest, since one would have to get to the 4th dungeon and run all the way back to the boss room of the 1st dungeon. This would probably result in a time of 30-35 minutes. It is an interesting glitch (this game has too many :) but it seems like it would be pointless to take such a glitch route given the other options.
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DK64_MASTER wrote:
Those are both considered hardware modification.
Well, here's an example of unmodified hardware. I've been able to do left/right and up/down on my GBA SP. All it requires is a bit of pressure on both buttons, and it's easily possible. There used to be a guide on GameFAQS on how to glitch through Link to the Past for GBA using up/down and left/right.
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You could also play Super Mario Bros. Deluxe, for the GBC, since it has both a level-by-level score counter and a total score counter built in. There are some other features like a hidden Yoshi egg and five red coins in each level. The only problem is that you have to have beaten the game normally to have unlocked this score-challenge mode.... It would be interesting to see this kind of thing, though.
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Using rings is an interesting idea... I've been looking at this Ages Walkthrough (scroll almost to the bottom to find the rings section). It seems as though several of these rings could be useful: a. Whimsical Ring, for Tompa's reasons. I'm not so sure, though, that the critical hits work on bosses. b. Power Ring lvl2, increases sword damage c. Charge ring/Spin ring, allows for better use of the spin attack It might even be useful to grab the upgraded ring box, but remember that for each ring, you have to find and manipulate Maple, then go back to Vasu and have it appraised for 20 rupees. I seriously doubt getting more that one ring is useful. So, we should pick the most useful ring of those above. Although, I'm even starting to wonder if getting a single ring is worth the time. It seems to me that the combined time of manipulating a specific ring out of Maple, running back to Vasu and listening to his opening talk, then getting the ring appraised makes for too much wasted time. You could probably get the potion and the ring from Maple at the same time, but good luck trying to manipulate that! I would estimate that getting back to Vasu, after getting the ring from the closest Maple spot, would be a detour of about 30 seconds. Of course, you could also just use a password to get all 64 rings, but that's probably cheating :)
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Okay... I watched your run, and I have a couple of things to say. First, you can autofire A and B on alternate frames to skip text even faster. Second, there were a couple of movements that can be optimized (for instance, when Link automatically walks over to the stone with Impa, you can position him so that he doesn't have to walk down the extra space). Here's a testrun I made a few weeks ago: http://dehacked.2y.net/microstorage.php/info/2024/OoA%20testrun1.vbm It's about 550 frames faster than yours at the place where yours ends. I'm not bringing this up to discourage you (in fact, this was how I got better at TASing, when somebody improved my beginning to Link's Awakening). If you still want to TAS this game, I'll gladly step aside, let you work on the run, and give you helpful hints along the way :)
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Loved this run, voting yes. I just have one question: There were several cases where you changed to a fairy while moving down an elevator. As a fairy, you started from the middle of the elevator instead of from the side. Couldn't you have slash-bounced off the wall as Link, then switched to fairy once you gained that distance?
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Twisted Eye wrote:
DK64_MASTER wrote:
We could also bring items with us to help, bring along the speaker block (probably get the big boo messages)? Too bad there's no pipe block.
Definitely the same big boo messages, those are set in the Stage itself, transporting to these seemingly wiped worlds is still treated as being in the Big Boo Secret stage. May be why the pipes and dynamic blocks behave so strangely. I'm sure that beyond the goal lines lies the stage's boundary like normal, that's set in the specific room's setup, but if you leave that boundary, you'll just exit the stage like as if you were still in the very first room of BBSecret.
I learned a lot of this with Lunar Magic, the program used to hack SMW, and it's pretty straightforward. Basically, the extra areas are treated as a part of Big Boo's Secret since they are accessed by pipes and doors. So, the message blocks and exits will also match those in Big Boo's Secret.
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dezbeast wrote:
I was thinking, it would probably be quicker to steal the shovel also and let the shop keeper kill you. You start right back at the shop, and you don't have to waste time gathering 200 rupees.
I thought of this back when I first started the run, but I wasn't sure whether dying was "in the spirit" of a TAS. Not to mention that the run would lose the "best ending" title as well. That being said, I'm almost certain that stealing the shovel would save time. The only issue with rupees would be those needed to buy 20 bombs (and the quickest chest with 20 rupees would be in Tail Cave). At any rate, there's a lot of potential for improvement in this run; not just the little mistakes, but possible bomb/arrow use changes, more exploitation of glitches, using death, etc.
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I want to point out that I'm not trying to be pessimistic; I just want to make it clear that the run would work well as a concept demo, but would not likely be accepted because of the "loose" restrictions. With that said, I would be interested in seeing a run like this done. I worked on a run like this (not running) back when I was just learning how to make movies, and it was pretty fun. I discovered the sliding technique myself a long time ago. Good luck on the run - I hope you do find a way to glitch through the walls :)
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Has anybody read my post? I think the run is impossible because none of the whistles can be collected without pressing B, and a no-warps run seems impossible due to obstacles (like needing to pick up a shell in desert pyramid and needing to fly in ice world).
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Let's see... grabbing the first whistle out of 1-3 requires pressing B to open the chest. Grabbing the one out of the castle requires getting up to the secret door (I just tried using the walk-through-walls trick to get there, but it just leads you to the boss battle). Grabbing the third whistle requires using a hammer, but you need to press B to get into your inventory to use the hammer. Without whistles, you would run into trouble in World 2's desert pyramid. You either have to pick up a beetle shell or whack the blocks with a raccoon tail. I'm not sure if the walk through walls trick can be done with just walking speed... If you managed to get past the pyramid, there would be other levels (6-3, I think, comes to mind) that would be problematic. So the possibilities basically boil down to whether or not you can glitch through walls with walking speed. I might therefore hazard a guess that this type of run is impossible... Edit: I think the best you could do would be a no running TAS. There would be the question of whether a run like this could be accepted (after all, "no running" is a pretty loose and arbitrary restriction), but if you could get around that, there would be two routes to consider: 1) Collects whistles. Pro's are that you would only have to press B a couple of times to collect the whistles (getting the 1-3 whistle and the desert whistle). Downside is that we already have the normal runs, which cover worlds 1 and 8, and this would rehash that somewhat (albeit with a twist). 2) Doesn't collect whistles. Pro's are that more levels are seen, and this would be more "new" than the alternative. Downsides are that so many levels seen without running could make the run boring and unnecessarily long. That's just my observation, though.
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By the way, it is possible to complete a normal 11-exit run without taking any coins whatsoever, in case anybody was wondering.
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Yeah, people should really thank Tompa the most. All I really did was implement his plans. In total, I found about two route shortcuts, and planned the route to dungeon 3 myself... the rest was planned out by Tompa. Without him, I might have been able to complete the run, but certainly not with all the tricks that are in now.
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Looks very good... I like seeing how the Maku Tree's text can be skipped so quickly :) I think you could manipulate that Octorok outside Hero's cave (the one you walk around), that could save a small amount of time. But, I know how annoying it is to redo almost all the run for something so minor, so it's not a big deal.
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Doing the Oracle games is a great idea; I certainly would like to TAS those. I used to play them on my gameboy (Seasons was the first Zelda game I ever played!)... I don't think there are as many glitches or tricks, though. Link's Awakening had a ridiculous number of sequence breaks and skips (even without glitches); at least three or four owl speeches, large parts of dungeons, etc. etc. I think for now, I need to take a break from seriously working on a TAS for a little while. So maybe sometime in the future (it could be next week, month, or whenever) I'll bump the old Seasons topic with the beginnings of a TAS... or maybe I'll redo this DX run of mine. But now this has got me thinking... which would people prefer: an updated DX run, or an OoS run? Of course, this is assuming that I would be the only person to work on those.
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The Zip folder which has the Rom is titled "Legend_of_Zelda_DX", and the actual Rom inside is "The_Legend_of_Zelda_-_Link's_Awakening.gb". There weren't any problems with other people's versions, though. Edit: And, to Tompa: I take the hits during the Ganon battle because a. the bats are quite hard to avoid (i.e. for me, it wasted time to dodge them all), b. getting hit by one of the bats allowed me invincibility for a short time (which = more strikes on Ganon), and c. I tried to get hit in such a way that my "recovery" time would be minimal. But maybe you're right that it could be done faster (but only a little bit, if at all!)
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Aargh! I couldn't figure out this stupid error, so I thought I'd sleep on it. When I woke up this morning, I realized I had forgotten to put the movie into a zip folder... Anyway, the run is Submitted! I'll be editing the submission with errors and possible improvements to the run (as more come up).
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