Posts for Comicalflop


Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
With the minor improvements here and there, does this mean I have to do the any% again? ;-) BTW I agree with your points on using the Kremkoin thing. It kept the movie intact, changed the route up a bit, and in the end was a good decision.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I think Super Monkey Ball Touch and Go would make for a better SMB TAS, at least until the GC games can be run. Mostly because the grahics, sound, and gameplay is better, and for me the most frustrating part of SMB Jr. is the fact that bouncing on anything slows you down, which is the opposite of all other SMB games, so bouncing to incredible speeds just isn't better. I saw a little WIP in the SMB Touch and Go thread, and I'm betting that working on that game will be a better use of time. I cancelled my old run because of poor viewer feedback. I'm voting meh on this run, with the preference that you work on the DS version.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
The Z+A trick I think also applies to when you land on the ground? I remember someone somewhere in this thread mentioning that if you hit the ground during a beak bomb, and you use Z+A plus some other cancelling thing that you can slide across the ground at beak bomb speed. bkJ's movement method up until getting Talon trot is best. Roll, jump and flap wings at the first possible frame so that banjo touches the ground the instant he jumps. aka jump-cancelling like in the GB DKC3 TAS. With the crouch thing, I've noticed in this game as well as the sequel that when your running at a good speed, if you crouch and reverse direction, you get a slight speed boost before slowing down (you see Sami do this in the run occasionally, when morphing out of Talon Trot to a spot he needs to get to as only Banjo) I think it needs to be looked into more because of various speedups I've gotten when playing both games. particularly in Banjo Tooie, using the speed cheat, running as only Kazooie, if you run and crouch, you get an insane speed boost moving forward, and even moreso if you turn around while crouching and face backwards as you slide. I cannot stress this enough: I have proven that when climbing poles/vines/trees, it is faster to jump and press Z to beak dive to grab a higher spot on the vine. I haven't found the exact reasons why, but you can zip up the vine/pole/tree as well. I seem to get it most when I hit Z right after A. It'll take experimentation, but Banjo should never have to climb anything. Even with doing just Jump +Z to regrab, I was able to save 30 frames over Sami's run, and that was just a test. But the zipping thing really works. Speaking of which, as a sidenote, I think there's a ton of hitbox-detection things you can mess with to save frames everywhere that I don't think Sami fully abused. Have you tried Z + B after getting the first Jiggy rather than rolling off those steps? I always wanted to see if there is a long waiting period if you Z + B off of a ledge, and the move ends in midair. (Hopefully not a splat.) You probably know this but potential big time savers in the run would be improving the route. I think on a big scale for each level Sami did a good job, but I predict route improvements could save some time.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If you specify it as a demonstration run, then I see no reason for controversy in using that cheat since the final product wont obsolete any run on the site. Out of curiosity, are you going to try and achieve the worst ending as fast as possible, or 102% as fast as possible?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Ah, finally people can stop requesting the 70 star BLJless category. Yes vote
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I had problems TASing this game as well. Desynchs and game playing speed mostly. Even when I went to the menus and turned the gameplay speed to the maximum, it still felt like it was running at 85% the speed of the PC version. The other main difference I noticed, and this is huge, is that your units are insanely attracted to opposing units. In the speedruns for the PC, you can click somewhere on the map, and your unit will run to it and ignore everything else. On the N64 version, if you try moving a unit somewhere, any time an enemy units comes within range, he instantly wants to stop and start firing. You have to multiclick numerous times per second to interrupt this and make him keep going, and even then the final product will look like your unit pausing momentarily every few seconds when enemy units are nearby. This will cost eventual seconds, and it will also prevent you from focusing on other parts of the battlefield if you have to constantly monitor one/more units squeezing past enemy units. While it's nice to create a "shortcut" on your home base (you can 'save' the screen position of any place, and with the press of one button, instantly go to it) I think that the other micro/macro commands from the PC version will be better. I think efforts would be better spent trying to make a run using Hourglass for the Windows version than the N64 one (I'm hoping that the single player modes have no randomness to map locations and such, unlike Diablo I/II). Who knows, maybe you can get an older patch and have access to some of the glitches, like dropping a Terran building on top of other buildings to destroy it, etc.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
You're doing awesome work on one of the fastest-paced DS runs, I'd be surprised if you didn't get dizzy every now and then.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Spider-Waffle wrote:
Not quite, Comicalflop said he tried and it was immpossible and it should never be mentioned here again and it was a waste of time to to talk about it. I said if people tried hard enough there would likely be a way found and there was documented on what people tried. It has nothing to do with me being right and comicalflop being wrong, it's about attitudes that help the community find faster strats and ones that don't.
I'd like to point out that at the time, I was testing it and I was able to in fact get the right angle to jump out of bounds past the door of time. The problem was that at that one angle, I couldn't jumplslash back into the door. It wasn't until people used the rolling and camera-angle shifting trick that they found they could sidehop through the gap at a better angle. So I guess in my defense I had tested within the parameters of what was currently known, but it took the ingenuity of others to find alternate methods to make it work.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Gonna withhold my vote due to some viewers noticing the imprecision; something that I noticed every now and then as well (not in the case where Sonic would stop moving for a bit to wait for Tails, since I'm assuming you can't collect rings when they're off screen and you have to wait for Tails to proceed). However, I was quite entertained, felt like I was watching a very fast paced pinball game.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Watched the WIP, and unfortunately once you've seen the old 100% WIP, there's no going back. I found the 100% run to be far more interesting. Best of luck to finish it, but I'd much rather see the 100% worked on.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AngerFist wrote:
Because he wants so, it's his pleasure, he likes it and there is nothing you can do about it. Speaking of which, if you go by Tompa's link, this run contains 23:35 minutes of actual gameplay and the rest (1 hour and around 40 minutes) contains cutscenes...
If you watched the link you would see that it's part 1 of the entire run. So it contains 23:35 minutes of actual gameplay up to the end of the Fire Temple.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes vote based purely on music alone.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes vote. Glad you found improvements where I had missed them.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
All those frames saved so far sure does make me look silly. How did you save those frames in those levels? And I'm kinda curious too if the world 4 route change possibility is faster as well. Btw that death glitch you posted on youtube, I've encountered that as well. Very odd.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
How many Wiimotes can control at once? 2? 4?
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I had an article to write and submit for my local paper today, but I used up 36 minutes watching this and thus had to write faster even closer to deadline. And it was so worth it!
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
This is one of my favorite runs on the site, nice to see it improved. I've tried TASing stage 1 before, so I know how optimal Nitsuja's version is, so props to saving 30 seconds on what I used to believe to be an unimproveable run. Yes vote for sure.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm currently at Flambee. That's progress, right? Also, where can i find the link to the test run?
Homepage ☣ Retired
Post subject: Re: smw 96-exit
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
My thoughts, based on what I think would make the best run. My biggest feeling is that 96 exit, at its heart, is a chance to show the entirety of the game that is missed in the any%. With that said: Chuck-Eat Glitch: I'm in favor of using it to spawn a key for underwater swimming levels, but not so much for spawning goal spheres. I suppose ISM's run has been doing the Yoshi Wing trick in a few levels, so maybe another 15 levels would be fine, I guess. Chuck-eat Secondary: anything that could be used to trigger the credits anyways is poo poo. I'm more in favor of using it only to change the current powerup or change what powerup is in reserve. Changing the overworld map, eh... Stun Sprite: useful in 5 levels, so that's fine I suppose Don't go for 99 exits, go for the normal 96. Makes it easier to keep the 96 exit category, and no sense in glitching just make the movie longer.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If you don't watch the movie from its entirety right from the very beginning, without loading any savestates or using fast-forward turbo, how are you going to know 100% for certain that it synchs 100% perfectly without using savestates and fast-forward turbo? Obviously there's some games that are incredibly synch stable and you don't bother to check, but you just never know. Donkey Kong Country 2 is insanely synch stable, but in the years that I've TASed it I've had 2 desynchs in total over 4ish runs, and if I hadn't bothered to watch my run from the very beginning occasionally, I wouldn't have noticed it.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
If someone were really motivated to do that, you need only look at the current WRs for the 3 lap, non shortcut levels. Those would give you what "normal" route to follow. Just go to time trials and have fun. "really motivated" in this case means, without discovering something major, copying the WR strats and maybe shaving off less than 0.5 seconds per course. Have fun! I'm more excited for the all-cup GP TAS. Despite the game-breaking shortcuts, there's just so much awesome TAS stuff that you simply will never be able to pull off real time in one go. Plus you get item manipulation, CPU manipulation, etc.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I see you forgot to go back and hex the part I told you about puffing up and blowing air before hitting the ground from a big height to avoid the slower bounce in 3-2.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
CoolKirby wrote:
and read-only mode is fixed so you don't have to play a 2+ hour movie from the beginning every time you want to check for desyncs.
I thought this was the only reliable way to ever check any movie for desynchs, regardless of which platform it's on.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
sudgy wrote:
When I saw the World of Goo posts I realized that it would be cool with 4 players. One would be moving the screen or using the whistle, and the rest would be placing goos every few frames. They could even make ridiculous overhanging structures because they would be finished before it fell!
Once Dolphin is really stable/ready I hope to work on World of Goo. Also, I've been watching some speedruns of Rayman: Origins. it would be really fun! and 2D, so it could be easily TASed like Megaman 10.
Homepage ☣ Retired
Editor, Experienced Forum User, Published Author, Experienced player (730)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Noob Irdoh wrote:
besides I've never seen a movie accepted any faster than that anyway.
Have you been on the site before 2011? That's essentially how all popular runs were done; it would be accepted and published the day it was submitted, then less than 24 hours later improvements would be found and everyone was left standing around awkwardly.
Homepage ☣ Retired