Posts for Comicalflop


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Creatus wrote:
I would vote yes... if I could :D I'm still not active enough to be able to vote =(
I thought only lurkers couldn't vote. But I'm glad that yet another viewer has enjoyed the run!
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You need the record reset patch, available to download in my submission. Thank you all for the positive feedback you've given on this so far. I can't wait for more people to respond
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They are slower. plus quickspins carry damage just like jumpslashes would ( i think?), so no reason to use only jumplshases vs. quickspins.
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50 fps vs. 25 fps = twice as many buttons that can be pressed per second. But I don't see how that'd help, since Mario has no need except for BLJ to use that many button presses in so few seconds...
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Submitted. Everyone go vote!
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I just need to figure out how to submit and whatnot (I think I got it.) And I thought you guys would want to see the final boss fight as well.
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Animal Antics I thought was going to be easy- it relle isn't when done in fast TAS mode, because at full speed there are many places to get hit, especially once you get to the Squitter part the level gets much harder. The Sqauwk's part with the wind was actually fun to do TAS, I could not do that level unassisted when I first played the game on an emulator- I had to slow things down and do many rerecords just to beat it. I have no idea how the SDA guy breezed through it without getting hit once, single segment. But I go even faster :P 1/3 done with K. Rool rematch
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That hedgehog I couldn't find a way to jump over, so at the time I just ran as close to him as possible, and roll at him when he turns around. Rolling away and towards him again would not gain any frames. Arne discovered that glitch, so kudos to him. I love all the levels in K. Rool's Keep. No, I can't roll under that chain because toxic goo is there :P I missed Funky (3 times!) in Gloomy Gulch when he was on the way. Because it is very few frames saved and I was already at Windy well, I'll leave it for V9 like a few other miniscule mistakes previously noted. Finished Animal Antics, so on to the final boss!!!!!!! Animal Antics I could not kill all the enemies, the level was hard enough as it is, but I try to kill as many as possible. Glitch in the bonus too (too bad it didn't let me stay as Squawk's after the bonus, but saves time so I do't have to turn to Squitter which wastes seconds.)
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I could, but as with all things that are small mistakes, will be addressed in V9. Also Clapper's Cavern is many levels behind, and with an entire run out, all these minor mistakes are known beforehand so they can be addressed then. Good news- K. Rool Duel is complete!!!!!! K. Rool Duel I can only offer hints- Very little am I standing still, mostly in order to set up Dixie's endless rolling (a wait period of 21-22 frames, or sometimes longer if the situation calls for.) Got even more hair-raising close calls with hit detection than even the Kudgel fight, keep Dixie moving pretty much throughout the enitre fight, differentiate from Sami's methods while still a few frames faster (because luck manipulation, again pure random but in my benefit) one of the spiky balls next to K. Rool turned into the cannonball, and best of all, everything is done on the first possible frame. And the ending- well, to say the least, it puts Arne's final Kleaver's Kiln getting the coin glitch to shame. See for yourself :P I record fully the reset of the game, so from now on in order to watch you need to have the rerecord patch that's in my signature. Animal Antics, and The final boss rematch may in fact be done by tomorrow, fingers crossed!
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hippo wrote:
i've never completed a TAS before due to incredible ADD coupled with working too much
Don't let that deter you- I have mild ADD, and I must say TASing is in no way inhibited by that, if nothing it helps me to keep my character moving 100% of the time, especially at bosses which keeps audiences entertained. Plus, unlike single segment runs you can let your TAS work around your schedule, and not the other way around since you can stop at any time and pick up where toy left off.
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V9 will be entertaining as well (technically more so, with frame perfection and more movement since I'll try to be even more entertaining than in V8), and the dilemma is over since I'm on cannonball #3 with Dixie anyways, and it's looking good so far.
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It's 66 frames to normally switch between Diddy/Dixie vice versa. In game switches will not occur- I have 2 goal switches to work with. I can end Screech's Sprint with a goal switch and play K. Rool #1 with Dixie = 30 frames gained from Goal Switch, few frames wasted on throwing cannonball into gun, but gaining a different character's moves to do more entertaining stuff, and a few frames wasted in Animal Antics at the end (though like only 5 frames.) Whereas, 30 frames wasted from start with using Diddy, Throws cannonball better, and doesn't lose 5 frames at end of Animal Antics and lets Dixie be used in K. Rool duel #2. Dixie first, Diddy second: potential frames wasted, more entertaining Diddy First, Dixie second: Starts 30 frames slower, but potentially overcomes, slightly less entertaining K. Rool duel #1 I think I might play duel #1 with Dixie because A) Sami's had Diddy do the fight, it's time for Dixie to show K. Rool who's the boss and B) potentially you start off the bat with 30 frames saved, and there's no penatly by using her in Animal Antics, but then eh might lose a bunch of frames in the fight..... ach i seriously need a poll with casted votes
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As seen in all of the bosses, there are a lot of waiting periods, but I've found it no trouble at all to keep the kongs active. Rolling, jumping, duck sliding, helicoptering/endless rolling (if using Dixie), just plain goofing around- these are all things I can do while waiting for K. Rool. The Kudgel battle is going to look the most similar (though I am going to implement differences) in terms of gameplay to K. Rool's fight. And the reverse commands gas is colored purple, but I'm not going to get hit by that anyway. Poll: would audiences rather see Dixie or Diddy Kick K. Rool's ass? I ask because I am at the end of Screech's Sprint and need to make the goal switch/no goal switch decision now. Pros" cons: Diddy: Diddy has not had a single boss fight, he's lonely and wants some action. His rolls are faster, and his jumps are higher Dixie: Save 30 frames by doing a goal switch, more representation in the game overall as the boss killer, has the endless roll, helicoptering, and a shorter jump allowing for more jumps over a period of time, plus no losing frames when Animal Antics is reached. Either way, I am going to use one for one fight and one for the other to keep it fair. (goal switch is possible in Animal Antics I believe.) Hmmm.... Diddy throws the cannonball faster and in front of him, so Diddy it is and Dixie for the rematch post Animal Antics.
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Oh no, of course no more wobbling, except one I'd have to test to duck and slide under cannonballs, but I will be doing stunts 100% of the time, that's my goal. I got 98.113% kills in Web Woods, I might as well make up for it with 100% movement/stunts similar to the Krow rematch boss fight. Should I use Dixie for the last three levels, seeing as how Screech's Sprint saves 30 frames with a goal switch, Dixie gets endless rolling in the boss fights and Animal Antics starts off automatically as an animal, and therefore no time for Diddy to save frames? Currently I just got to Sqauwk's in Screech's Sprint, and I'm going to test one shortcut and implement another that were noticed when Sami's run was first published.
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I doubt it... his jumps are pretty fast going off the ground, which would net in no benefit from the platform spinning and pushing him up. so only if he slid from the top to the bottom would there be any benefit. I also consider entering the tower to be luck manipulation, so use the frame that you enter determine the best possible outcome, instead of going in the tower at the first possible frame and making due with the fastest method allotted for a stopped, slowed, sped up, or mixed up tower.
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I dunno... would it look more entertaining? I personally feel like being faster is better, and when watching DKC3 there's one level with purple water and it reverses your movement in the same way, and watching the TAS of it I could not tell the difference at all until I played the game myself, so personally I don't think either will add to the entertainment. The submission of NES Silver Surfer was rejected because the author purposefully made the run harder for himself, which netted not only in a not-accepted run but also a very non-entertaining movie. Sami had it right by dodging the cannonballs, but I'm going to try to dodge them in different and more stunning ways, as well as keeping the kongs constantly in motion. (on a side note, the stuck in mid-air glitch in Kleaver's Kiln also works at K. Rool)
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Especially if it does not slow you down, however when you are higher up among those spinning platforms there is very little space for you to land on (a miniscule size when the platform is perfectly vertical, I don't even think you can land on those) and would thus limit where you go to not fall all the way down, unless you start getting tricky with wall jumps off the vertical platforms.
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Yes, I found that the first possible frame that Sami charge jumps is 2 frames before Rattler's first possible charge jump. So got that covered. Toxic Tower getting to the DK coin looks slow, but is in fact the fastest way to get there. I am not rushing- but because there is only 2 1/2 levels +2 bosses left, as well as the many hours I will have over the weekend, plus next week, and the weekend after that, is that my projected finish time is next weekend, but I'll be spending copius amounts of time working on the 2 bosses and looking over the run that it might be a few days after that. OT, tomorrow is the 2 month anniversary of me starting V8, and another 10 days from now is the 3 month anniversary of when I first started the run just before August.
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I just went and tested every possible wall to do a backwards switch in Chain Link Chamber. results: in many I was able to go into the wall. In only one did I shoot straight up, and I got stuck shortly thereafter, with no efficient way to get out. Stretegically, there was one wall- the ideal spot to get the DK Coin via backwards switch for the 102% run- that I can't get into. it's the same pit design that Arne's third attempted backwards switch failed, with the bees that go down and up, on the right side of the three chain side with krows; just before the huge chain area with bees and the green kleaver. Becuase it is a small space, with the wall on one side and a ledge on the other, I can't go backwards into the wall, but that one spot is the only other place possible for a backwards switch. I'll test to see if a backwards switch is possible in Toxic Tower, and if that'll make getting squitter unnescessary, but we'll see. Edit: Nnnnnooooopppe so I'll be doing that level as normal. By normal I of course mean speeding through, showing off all the animals' tricks and taking hits to save time :P Based on how much free time over the weekend, free hours after class mondays/wednesdays/fridays, and that I'm 3 levels/2 bosses away, I might even finish by next week/weekend, but I make no promises.
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Diddy's speed is just plain faster. Dixie's hit detection is smaller when floating up in the air, but the level is big enough that Diddy's speed overcomes the small frames that would be saved by starting with Dixie. Using Diddy's speed overcomes it significantly, which I learned when testing levels of Dixie vs. Diddy. Dixie is just as fast as Diddy in some levels, like Redhot Ride, Artic Abyss, Rickety Rage, Klobber Karnage, etc.; not in Windy Well. For example, I considered starting Hornet Hole with Dixie, since most of the time I'd be riding Squitter, but the amount of the level before Squitter was faster with Diddy. Kannon's Klaim was fast with Dixie because she did not have to do the entire level, and it set up a good Goal Switch for the warp portion of the level. Redhot Ride Dixie's spin was useful, and again riding Rambi, and very little room for Diddy's speed to be used. Klobber Karnage, the route that Dixie takes is faster than if Diddy were to do it; I tried, plus spending most of the time showing off in the barrels. Artic Abyss; mostly swimming, so no Diddy benefits. Rickety Rage was on the Kart pretty much the whole time, so again no time for Diddy's speed. To compare, Sami exclusively used Diddy whenever he could, and only used Dixie twice in levels (Bramble Scramble and Web Woods, both for shortcuts by letting Diddy take a hit) and for 3 out of 6 bosses.
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It is not too long- however, I need to switch to Diddy to start Windy Well, and since a normal switch out of water is 66 frames, the way Sami switched under water and hit the target is faster than normal Dixie activating the song, and goal switching is faster than that as well. So what I do is the fastest method of all three.
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Chain Link Chamber I decided to lose 43 frames and do a backwards switch to get to bonus #2 so that I can save time by doing another successful backwards switch right after the bonus, and have Diddy for the rest of the level. So the 2 places that Arne found- in the wall underneath the two cannon krocs, and the indent with the DK barrel to skip horizontally through the wall- were the only places that allowed a successful backwards switch that did something useful. I found many other places to get inside the wall, but either I didn't shoot straight up or couldn't use it to horizontally create a shortcut. The rest of the level is really fast, so I am very proud that A) the level is really fast, faster than Sami at many parts and B) I pulled off two backwards switches, the first which loses 43 frames but the second which compliments the first and saves seconds by not needing to use Dixie for the rest of the level or go up and down the chains in the normal route. And I thought this level was going to take me days... Toxic Tower is going down! Are backwards switches possible here too?
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