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Yea looks like entertainment only. Depending on how many frames it freezes for upon being hit, as well as changing animation it might even waste 2-3 frames.
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The camera glitch in Hornet Hole I actually did test back in the day, and it's roughly 20 frames slower, and also you have to get hit and lose a Kong to deactivate the camera glitch, since you have to start going up then left to continue. It's one of those cases where the time wasted setting up the glitch and then deactivating it and going back to normal is not worth it, especially since with tools we're navigating the sticky honey areas at max speed/precision
The Double KO hit with Kreepy Krow I am not familiar with. Do you have a link to it? It could be an any% time saver if i ever get a new laptop to get bizhawk working.
To clarify an earlier question, if you are shot from a barrel at the goal target, Dixie is preferred because her guitar riff is ~3 seconds long, and Diddy's boombox dancing is ~7 seconds long. The Kong management in world 1 and 2 is designed to flow most naturally between the two kongs, using the select trick to activate the Target earlier in some places, and to avoid having to hit select during the level (which wastes around 66 frames switching the kongs) and also using Dixie in levels so short that her slower speed wont be a detriment.
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What new glitches does the PAL version bring to the table?
New wrong warp in Bramble Scramble definitely piqued my interest in making a new any% TAS for the game. I'm just not thrilled with changing to PAL; I would prefer working with US 1.1.
There was one very minor mistake (just a few frames) in world 5 in the current any% (that's featured in the 102%) that always bugged me and now has an opportunity to be fixed.
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You're also probably losing time due to using different strategies. The first aerial attack you use has a longer wind-down time; you sort of float and stay in the air longer, making you activate your smash later because you land on the ground later. It looks like you go A neutral air (for Mario's sex kick), forward smash, then aerial forward for the spike, while the WR does an up aerial (which lands on the ground sooner), then down smash (which gets DeeDee and Bowser off the edge faster, which not having to push them out as far), then forward aerial. Just watching them both back and forth, it looked like the enemies moved basically the same.
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Who made the new encode? Whoever it was clearly wasn't paying attention to the graphics plugin they were using and World 4 looks awful now.
For reference, skip to 32:19 here: https://www.youtube.com/watch?v=EtL3CBHjwa8
That's what World 4 is supposed to look like.
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Here is my unfinished WIP of Trauma center 1 that gets up to Mission 24 (DeSmuME version 9.03.00). If I were ever to get back on the project I'd obviously have to restart using the most recent version of Desmume.
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Just in case I never complete this project, here's my WIP up until Flambee.
One of the biggest reasons I might not ever complete this TAS is the faulty emulation for the game. If Bizhawk was able to fix the graphical and *especially* the lag issues, then I would consider finishing it.
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I would only ever make a new DKC2 Any% TAS if something major was discovered. There was one possible glitch that makes Dixie/Diddy walk off the map: http://www.nicozon.net/watch/sm11943480
If that ends up leading to something, then sure.
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I was under the impression that once you touch an item box, as it cycles through the different items, the frame that you press Z determines which item you get, and that (except for the glitch in Koopa Troopa Beach) what place you're in determines which items you cycle through (aka no getting Super Shroom in 1st place, highest odds of getting best items when in 8th place, etc.)
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Those were some incredible glitch videos. I watched the speedrun and my biggest question is: When you do the strafing motion with the weapons display (I'm guessing that's up C and left/Right C while holding R), it moves in a straight line, but does it go 40% faster than normal running like normal strafing? If so, it solves the longtime problem I had with TASing the game. I haven't fully watched through the speedrun, but I'm seeing a lot of improvements to the TAS. What are the time comparisons for the route changes compared to the SDA run (which is where I was basing my route)? Makes me motivated to consider the project again.
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This looks fun and fast, but my only criticism is that I think setting it to only 1 lap per course takes out a lot of the entertainment. I think you'd have a better movie with 3 laps per course, since there's a lot of menus in between each course and I think the audience would get bored with an average f 8 seconds of gameplay in between each 10+ second interval of menus.
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I thought about doing a testrun for Any% with cheats, but not sure if I'll get around to it or if I'll actually make a submission, since my 3D TASing is nowhere up to snuff as other N64 TASers.
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I'm not usually a fan of Contra style games, but this was colorful and fun and action packed (and also very very bloody?) I could tell from reading your forum posts just how much work went into this run, and I think also reflects my distaste for the Dream Team Competitions, where you can clearly see that a rushed project is never going to be as satisfying in quality as a fully dedicated project without deadlines. (Mostly I feel like trying to get a TAS product done as quickly as possible ruins the spirit of TASing.) Yes vote.
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I have to sleep early tonight because I'm not feeling well, I have a super busy day tomorrow followed by Valentines Day dinner date, then I have work tomorrow, all this means I CANT WATCH IMMEDIATELY I HATE YOU ALL
and I will love every minute of it when I finally get the chance to. Congrats on finishing this grueling run! I'm super psyced to finally get a chance to view the entire thing.
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When it comes to hacks, I usually dislike level design that's clearly a puzzle with you having to do a specific sequence of actions in order to solve it (heightened by the high presence of death objects that instantly kill you if you don't do the exact path/action required to solve the puzzle.) This is why I enjoy the Super Demo World runs, since the level design in that has occasional puzzles, but mostly redesigned actual levels. I'll vote meh because there was a good amount of interesting stuff to see in here (notably the Yoshi glitches), but I'm not a fan of the 'puzzle mode' feel of this hack.
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I haven't watched it fully yet but one thing I've noticed is that similar to the DS NSMB, I showed that when you have star power it's faster to duck and slide off of ledges (like shown in that TAS), rather than to jump since jumping is slower than star's running/ducking speed. Just from the first two levels I can see that the level of play isn't what I would call sloppy, but I can see that there's certainly room for improvements. Not rejection worthy, but I'm certain the level of optimization can be closer to the published DS TAS.
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That's a tough video comparison to comprehend, but am I correct in assuming that when you jump and make a bomb, each time it pushes your x pixel position a little bit?
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There's nothing wrong with Mario Kart 64 GP as going through the 4 cups, one after another each ending with a reset. I can maybe see the argument that the Time Trials can be done similar to this, however the Super Mario 64 120 Stars invalidates all theories that racing games are too hard to ever take on and shouldn't all be done in one go. If numerous TASers can spend millions of rerecords over 5 years for a TAS of over an hour, there's no reason that a similar effort can't be made for other 3D games of high optimization standards.
As for this TAS, I've watched F-Zero X TASes before (made them before too) so I'm glad to see something of a final product, even though it is incomplete. Yes vote, but I'd have preferred to see all tracks in one playthrough, even if it was going to take you longer to do.
Also, I had gotten JKT into TASing? Huh, I had completely forgotten that.
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Yes, especially for a first timer. You just want to be sure you're checking everything about making it optimal, as one sure sign that you're being sloppy is if you're making progress too fast. But keep up the good work!
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It was definitely a breath of fresh air compared to the other Portrait of Ruins runs, where each character's name is shouted during the character swap. The pace of these two characters is much faster and more fun to watch, and you tore through bosses and enemies like tissue paper. I also approve that there's no warps or out of bound glitches, letting more of the game to be seen. Yes vote.
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Everyone should watch Adelikat's TAS first, it makes this movie so much easier to understand what about the game is being broken. Yes vote for unprecedented improvement to a N64 game .
And yes, this means that an all stages run needs to be done.
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I had tried working on this mode before, but I used a different ship (Twin Noritta I believe) and while I managed to get an even faster start, controlling the darn thing at such high speeds in such a small time and hitting every single other racer is incredibly frustrating.