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I voted Aria of Sorrow for many reasons. Besides Crusader, it was the newest run in terms of never before seen/highly anticipated. The amount of luck manipulation in it is phenomenal; it's like 120 King's Bounties rolled into one. It had the greatest amount of action, with a great combination of killing monsters/bosses and shopping for souls. The pace was incredible; MM2 is interrupted in between each stage, CT is interrupted by resets, etc. Aria was nonstop, and it got better and better as time went on.
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A funny little side note about N64 being lumped in this category: Sami and I are the only ones in the poll who have actually made both a SNES movie and a N64 movie.
I'm going to have to vote with NxCy. He makes the best SNES TASes of my favorite games.
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I see where Flygon is coming from. There's only so much "Neener neener look what award I have that you don't" that any average user can take. In the army, I can see the merit of wearing all the badges and medals and such that you win over years of service for protecting your country. But I see no reason for such Peacock-like displays on this site. We're supposed to be focusing on making entertaining movies, not focusing on the authors that made them.
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I nominate my partner NxCy. He's a great teammate, and he makes highly optimized and highly entertaining movies. DKC2 102%, Yoshi's Island warp run, and his WIP for Yoshi Island 100%. He also has a natural talent for the SMW games/hacks.
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Finally watched it. I like this game better than X5 or X6, so good to finally see a run for it. Especially since the bosses have such different patterns and strategies that the SDC yawnfest of the next two games isn't as present here. Yes vote.
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I didn't know what to expect, but I watched it with my brother and we both enjoyed it and laughed. Yes vote. While not star material, certainly very amusing.
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Use the original SMW ROM.
I've watched 1/4th of it. It really does have a lot of cool shortcuts. One that stuck in my mind was using the music note blocks to bounce you into a pipe. I can really see how a much more demanding hack causes the players to find new tricks and glitches, which can then be applied to the original game.
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Watched this a while ago. I sat throughout the entire movie, without being bored. While the pace was a little slow, the tricks and shortcuts kept me going through. Weak yes vote.
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Check right before the waterfall. Did nangosan do something different in the field to the left? I thought he did a CUS, then a loop de loop, then CUS/bomb combo.
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Having seen the WIP of the 96 exit run up to Gnarly, I can assure you that the use of the coin glitch is nothing short of amazing for two reasons. 1, it is not used in every single stage, so it doesn't get boring, and 2, the stages where it is used contain even more incredible series of actions for pulling it off.
I vote yes on the run btw. I thought that a different glitch was going to be used once you got Yoshi, so I was surprised there. (Once I saw what you were doing, I knew what was coming.) Great technical execution.
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I always found it silly that smw runs don't aim for ending input as fast as possible. Other runs on the site use very clever tricks to end input early; I can't think of other runs where slower frame-of-reference endings are sought after. Walking to peach is so very low priority in my mind, so you shouldn't even worry about that. I remember once testing a method of ending input early by using the cape, bouncing on top of the last mechakoopa, jumping and floating as high as possible, throwing the mechakoopa really high up, and letting you take damage from bowser if necessary.
Another thing to think about is that in the neverending quest for perfection in the game, you may not want to leave the 'end input early' out of it because you may wind up with a movie file where the only way it can be faster is if input is ended sooner. And how feasible is a new submission where the only faster thing is ending input earlier? If you take the 'defeat bowser sooner' method, you're essentially forcing each new smw run to use the same timing; timing which is more similar to SDA, not this site.
In one of the runs I'm working on, I'm planning to take the 'end input earlier' approach (even though I'll take damage) that previous runs don't take for this specific reason of aiming for lowest possible time.
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Watched it, and it's much better than the published run. However, there's still improvements to be made*, and I think you'd be much better off if you restarted using a lag free version of desmume, because those periods in between levels are still boring. And they can be made faster! it really is a significant amount of emulation error lag, and it can, and should, be fixed.
I'd also like to say that your waiting antics during 8-2 were very good.
*
-Sometimes you don't land on the very bottom part of the flagpole when you could
-Your acceleration and rounding corners when underwater was very bad. Especially in that level where the big eel chases you... the beginning, you didn't round corners at all, and also you didn't approach the tubes that shot bubbles optimally either. If you swim upwards towards them or float down from above you want to clip the corner and hit those bubbles as fast as possible.
-Is ducking off a ledge when running with star power faster than doing a small jump?
-I mentioned to adelikat about when doing vertical jumps in a tower, if you need to make many short jumps, it may be better to duck and jump, for the added benefit of making shorter jumps and having faster gravity acceleration so that you land and can jump sooner.
-In 8-2, at 22 seconds, can you take damage and wall jump on those spikes to get to the door faster?
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Wow. You didn't just beat my time. You BEAT my time.
I'm guessing you used 9.4+? The differences in lag really showed.
Out of curiosity, could you also post the .dsm? So many things happened so fast, I want to see in frame advance what things you did differently and while watching speed.
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Ah, thanks for finding those. I mostly just was trying to find the first address that showed speed so that I could make a test run of the first stage. Out of curiosity, are these addresses the same throughout the entire game? I know that many recent GBA games have the speed address change per level or per room.
Do you have any interest in doing a run of this game? I know I'm not the only one who'd be looking forward to a Nitsuja Sonic run.
Also, I haven't checked yet, but desmnume 9.2 made the stage very laggy. Recent versions may have fixed this, but I'm not sure yet.
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I rarely watch or enjoy NES TASes, but this was surprising since it was the first time I saw a run of this game. Music and level design are ho hum, but the speed and glitches and short completion time are good. Yes vote.
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So the power ranger's recent any% doesn't deserve a mention?
When you talk about how difficult the run was to make, you're asking people to commend you for the hard work you paid off. I showed 4 examples where you did this.
I do have my own opinion on what's entertaining to me. Super Metroid fails to fit in it.
Show me a super metroid run where people don't care about every single frame that can be saved. The TASers of Super Metroid have this tendency to compete against each other over subpixels. Don't tell me no one cares about 1 frame savers in Super Metroid, "the game that the TASers uber optimize the most rawr".
I know you didn't. You made the movie, I think you find Super Metroid entertaining, hence why you made it. But I don't find it entertaining, especially since I never played the game and continue to find each new run to be exactly the same boring stuff in my eyes. So, I used the fast-forward lua script to skip the many boring transitions, and manually held fast forward through the boring boss fights.
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I have a few problems with the attitude given in the submission.
"I am fully aware that this run will most likely not be published due to category issue (no, not optimization :P), but I started this run around a year ago, and with this submission text I will be proposing a possible solution to the "too many categories" issue with this game, and publicity!"
If you had read the posts about Saturn's run, you'd see why the Ice route wasn't published, but merely added in addition to another publication. Just because this one does the same thing but with one different item doesn't increase your odds at all, especially since you seem to have adopted Saturn's behavior.
"This run is the most optimized run created so far, with no known improvements, excluding the few-framers which would apply to the TASers part. "
One of the best recommendations I can give to you is to avoid mimicking Saturn's behavior as much as possible. You just said it's the most optimal run, not including the frame savers that exist.
"Easily the hardest run to perform both on console and TAS conditions"
"Why is this run so difficult?"
"Hopefully you will enjoy this, as it was so difficult to make."
"300k-400k rerecords"
No run should ever get sympathy votes because of how difficult it was to TAS.
"I guess that’s all you really need to know if you’re not a Super Metroid freak."
I am not a super metroid freak, and none of us non metroid freaks will ever understand why a change in route or one different item or whatever is more entertaining or not. The game all looks the same! I have never played it before! I can't tell if you did one segment 1 frame faster! The routes all look the same! The only noticeable difference in this compared to other runs is the boss fights, and this contains the slowest boss fights of any run. I had to hold turbo throughout the entire ridley and mother brain fight just to get through them.