Posts for Comicalflop


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I have more justification to continue this than I ever expected to get:
laughing_gas wrote:
Just because we've watched this already doesn't mean we won't be eagerly awaiting your run.
hero of the day wrote:
I encourage you to continue your run, because it will be a full run. You seem to forget that the other 3 cups are of any importance. Even if you think the tricks in those cups aren't as cool, they should still be included on this site.
Xkeeper wrote:
Shock value comes from being able to see every level done this way. Most people (like myself) haven't.
alden wrote:
this only heightens my anticipation of your full run. Please keep going with our full support!
Michael Fried wrote:
I think it's still worth doing the 100% run. There are still plenty surprises left.
spockybiemmichab wrote:
Saying this, I'm really looking forward to the full run (which is not ruined at all by this).
nitsuja wrote:
comicalflop wrote:
... further shows that a full run of all 16 courses in one go shows all of the courses at their best, even the 4 anti-climactic ones, in a very smooth flow that leaves audiences with plenty of variation ...
If you're looking for a reason to continue, there it is.
AKA wrote:
I'd be happy to see this published and then get obseleted by a full run.
TorZelan wrote:
[longm supportive paragraphs] Anyway really hope you find motivation man. I like your runs and your person is a good addition on these forums and community in general.
Kles wrote:
Comicalflop, to be blunt, if you don't finish your run, you're a damned fool.
Tompa wrote:
But people will still love your run, no doubt. People would find it awesome to see the SMB run be improved. So why not show us an improvement of this cup along with the other three? Don't give up on us. I'm counting on you anyway!
Phallosvogel wrote:
I think they would be even more impressive in a full game run.
CtrlAltDestroy wrote:
This game needs a "Full Amazing Run" where you continually zoom around the entire course at relatively fast speeds, demonstrate crazy physics and glitches the entire way, and still end up in first place :P
hopper wrote:
Seeing just one cup makes me want to see the whole game so much more than I did before. Taken as a whole, with a mix of shocking - but repetitive - 30 second races, and high speed, eye popping complete races, a 100% run of this game will kick more ass than a Nike warehouse... filled with magical shoes... that are kicking a bunch of people who are visiting the warehouse in the ass. [way more supportive paragraphs]
hippo wrote:
I really hope that Comical Flop finds the motivation to keep working on his
Banarak wrote:
And if it matters, I'm looking forward to the 16 course run, regardless. And I'm sure to be suprised. =P
Joe wrote:
I hope to see all the tracks done sometime in the future
Chamale wrote:
Comicalflop, I'd kill to watch the all-course video. Don't give up!
ZeXr0 wrote:
I can't way to see comicalflop destroy those amazing time with a lot more optimization !
ZeXr0 wrote:
Anyway I still can't wait to see the run of comicalflop, and to see how faster it will be.
Progress has been slow, but MMF lap 1 is officially done. Which means, the experimenting/route for the rest of the course is done, which means (in theory, not in practice) that the next two laps should go by faster. I'm at a very iffy time in college right now; I missed a lot of classes and have to work my ass off to get a decent GPA for next year. I'm late for room selection for housing and class selection next year, and finals are coming up. But by May 18th, my vacation starts, with no summer camp to work at until late June. And then, post camp hours I won't have to babysit for my sister, which is more hours. Add to that I'll be driving on my own so that I can leave camp on time, get home and maximize all my free time to TAS, and then when I start college next year I'll be much better at organizing my time and be way more productive in TASing/schoolwork, and things are looking pretty good for the future. The last few months have not been kind to me... I've been lazy, frustrated, and low on energy, and school is about to end, which adds to stress; all of these are bad TASing environments. But once the creative energy is given room to stretch out its legs, watch out!
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just skippingthe cutscene because it's faster, yes. It would save a good amount of time, 5 seconds or so because you can deku stick+slingshot when backwalking. So we can get the bombchus at well early, but we need the lullabye, so we need to go see zelda which is slow as hell. So now, which is faster? we need to time it out the same way we calculated 2a to be faster than 2b in getting Epona...
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excellent find Kazooie. High Five! (Borat) and AKA, superslides trigger cutscenes (as shown in Guano's WIP where he slides across Hyrule, then enters is shown the scene with Zelda escaping), but deku stick+slingshot cancels out cutscenes that are activated by where Link is standing. Possibly today I'm going to skip ahead to Gohma's Cave and see what happens if I use the text skip technique... (except now I'm there and I can't figure out the buttons to press to make it work.)
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Uch no, our problem does not rest there. Dammit! It appears AKA was a few steps ahead of us and testing the switches in Jabu Jabu. In his video description he says it doesn't work on the pressure sensitive switch outside the boomerang room, which is exactly what I wanted to do. Crap! any confirmation on whether this is true or not? The last switch after we'd do the bomb hovers/chu boosting is not a problem, there are wooden crates in that room, and we can use those to let us in, in place of Ruto (just throw them across the gap, then bomb our way over in pursuit.) But unless a Rutoless way is found to get into the boomerang room, we're pwned.
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Post subject: Major dungeon route change/time saver!
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Jabu Jabu is Revamped! I just conversed with FIERCELINKMASTER, and we walked through step by step what would happen if we could skip talking to Ruto using the owl skip technique. Bottom line: MINUTES saved if the deku stick/slingshot trick works on Ruto. By all accounts, talking to her is triggered by when you walk into the room and reach a certain distance away from her, not automatically walking through the door. The any% route also perfectly aligns with successfully pulling this off, so there is no need to make any major changes, just one minor detour which is on the path/\. In order to beat Jabu Jabu, you must get the boomerang, and there are no wooden crates to bring there, so Ruto normally is a must in order to activate the switch. But remember a little bottle trick with a fishie? Winky Winky! We'll use a fish we catch in Zora's Domain and do the fish switch glitch in order to get that boomerang. Ok, so here is the route: 5. Kakariko Bottle 6. Superslide to Gerudo Valley (Odd Mushroom) 7. Gerudo Valley River -> Hylia (Get Caught) 8. Gold Scale + Letter in Bottle 9. Hylia -> Zora's Domain *Catch a Fish in your Kakariko Bottle* in the domain 10. Jabu Jabu (Jumpslash to Enter) Inside Jabu Jabu: -Backwalk past the bubbles, slingshot the switch on the ceiling, enter next room -backwalk, backflip, enter next room -use the deku stick/slingshot, and backwalk your way past Ruto, to the tunnel that leads to the boomerang. do not fall down any holes. -Go near the door where the boomerang is, do the fish switch trick to activate the switch, and enter the door. -kill the 4 mantas, collect the boomerang -exit boomerang room, exit tunnel, go back to the main room where Ruto is, use Deku Stick/Slingshot to avoid her dialogue if she is still there -Go through next room with holes and jellyfish -Use bombchus/bombs to make it across the large gap (I personally prefer Guano's method in the published run, it's only 2 bombchus used instead of many bombs and saves a lot of time.) *edit: this room also requires Ruto to open the door to the next room we go to, but there are wooden crates that we can use instead. -Go in the room, use boomerang to hit the switch on the ceiling -Fight Barinade -Talk to Ruto for the first time EDIT: will not work, Damn.
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What I loved the most is that this run had everything that an improvement to the 16 star should. -very noticeable optimizations. -new routes -new styles of play -excellent entertainment during waiting periods -superb camera work -great new strategies and ideas -Never skipped a beat. many previously fast paced levels were made even faster. There is no question that this gets a yes vote from me. Even if it gets obsoleted later on, I will still consider this one to be a major benchmark, for accomplishing every trait that I listed above, which is what I always expect a SM64 TAS to achieve. Fantastic job, the both of you.
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I did some thinking ahead, here are some theoretical applications of deku stick+slingshot text skipping: -Skip the door closing behind you in Gohma's cave *One of the rare doors like this we'll encounter, where it shuts behind you when you walk a certain distance. -Skip Nabooru's speech? *She's kind of blocking the tunnel, but it might be possible to squeeze around her, like the good little kid Link is. -Skip any "watch out for shadows of monsters hanging from the ceiling!" *unsure if this is based on Link loading into a room or if he takes one step forward. I remember in FT that it's based on where he treads that the message pops up. -Skip Ruto in Jabu Jabu!? *Is this possible? would it save time? (go straight to boomerang room, use crates for opening doors, use slingshot for switches on ceiling. In the room where the bomb hover takes place, there are crates nearby to throw and use for the floor switch, then use 2 bombchu method to blast there, instead of the 6 bomb hover method. -Ganon's Tower skippage *Everywhere there's triggers based on Link reaching an area (like mini-boos enemy spawns), but most of these need to be fulfilled to open the door...
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I see all of the WR's set using the Sega version, which seems to be the one they use solely here. (BTW, I joined the forums there so that I can snoop around the Sonic experts and get tips. Turns out, so far my discoveries have helped them more than what they have to offer me. o_O) From what I gathered, Saturn had superior special stages, and people wanted to see some sort of 100% involved with that since the bonuses are more entertaining. However, my guess is going to be no it should not obsolete it, I don't think an any% saturn 3d TAS should obsolete a sega any% TAS. (In fact, I think the version differences makes sega have an overall faster completion time, but I'm not positive.) We won't really know until Saturn emulation hits the scene, and we see more of what it will look like and whether it should obsolete it or not.
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Hm, I can't get it to work... is it version specific? (or I might be doing something wrong). Anyways, definitely something to think about later, but not now. although I don't know if too much time can be saved from the 3:38 WR. There's not much you can do in Sonic bosses except to hit them on the first possible frame.
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huh not a bad idea. I'd need a .sram that has access to Final Fight to do that, since level select is not accessible from a clean SRAM. And I'm not sure if the Final Fight is the most exciting thing on the planet. But as a bonus fight for audiences, yeah, I can see that happening.
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Difficult! ok I'm done. The game is tough to play. However, it probably will be easy to optimize now that I have the speed value, and already know where to go, what to do, etc. v1 took me a day to do, so I wouldn't call this the most difficult Sonic game to TAS ever (and in no way wanted to convey that at all) it's just the physics are very different and tricky to make work for me, as opposed to against me. I wanted to figure out how the game works, in order to determine what to do in each situation and be able to construct proven methods/techniques of what is fastest. Green Grove Zone 1 v2 is roughly 20% complete, ~20 frames saved so far. This will break the 47 second barrier for sure, so shouldn't take that long.
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From that site: "5. Special Stage The Special Stage is how you find the Chaos Emeralds. It is a bonus stage that exists out of the regular game. You don't need to collect all 7 Chaos Emeralds to win the game, but you do need them to fight the true final boss." So that settles it then. No Final Fight, but the game can be 'beaten' i.e. get to the credits. A 100% run can be made, getting the emeralds, and doing the final fight in order to achieve 'best ending'. But Any% comes first, since it's shorter and more entertaining.
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Yes to skip emeralds, yes I'm continuing. As had been noted by Zer0, route planning emeralds requires extra time, while adding nothing to entertainment (degrading it actually.) I like the natural flow/procession of one course to the next sans emeralds (a way faster transition from zone to zone compared to the other sonic games, so ratio wise this should have the most action), but I can't recall if in this topic it was determined if the final boss can be beaten without them. But Zer0 had said "no emeralds" so that's how I'm going as well. "I'm pretty sure I used to roll a little in advance, then jump as I hit the robot, sometimes that can nab the flickie" this was one Sonic player's suggestion. This would require precise frame timing and control, because I noticed jumping on or into enemies really cuts off your control of Sonic in the air, and he goes very far away from the Flickie. This is caused by the extreme 'bounce' when jumping up into or on enemies, and this results in a big acceleration away from the destroyed enemy. (of note, this effect does not work at high speeds... jumping on an enemy at max speed makes you bounce off and sail through the air at normal max speed. so no speed boost- unless you are at a normal stop- but a good vertical height boost.) However, from SprintGod's videos it does seem that this is the method by which he does it. This was mostly what I was doing in my previous WIP, so I guess this will be the method for when a spindash is not the fastest for getting to the next destination, such as very close by or many turns ahead.
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I was offered to make such an encode, but a 40 minute movie is out of my capabilities. to compare, I made a video of weatherton's run, and my 5 minute movie ended up being 138 mb. (probably should not have used H264 quantisizer 25 single pass. That made a very high quality encode, yet a massive filesize.) Plus on my laptop AVIs take soooooooo long to encode with mupen, when encoding it goes at about 6-10 frames a second. A 1 one minute WIP for me to encode can take 5+ minutes. So I'm going to leave this ball in DeHackEd's court. I could possibly create AVI's of each world individually, and make it lower quality than I usually do, but I have a justified suspicion DeHackEd is the man for yours (and others') AVI needs.
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I've thought about that, and experimented a little. once again, the physics get in the way. Holding two different direction buttons at once doesn't do anything too useful, so no good left+right or up+down glitches. I'd love for there to be some input/cancellations that makes Sonic come to a complete stop. I only know of one, the orange shield power up that can make you dive downwards, canceling all X/Y speed. But that shield does not appear everywhere, and even then is out of the way of the fastest route. (edit: I just watched volcanic valley 2. There is an orange shield on the way :-P) When they introduced the 3D element, they removed the 'polar grid' of Sonic's 8 directions. Sonic may have 8 directional movements, but his movements are not just limited to those 8 directions, they very often steer off course. That sounds complicated, so let me explain. The turning in the game is very counterintuitive. When sonic is in a complete standstill, if you hold the direction he is facing, he will run forwards in that direction. However (and what makes this game incredibly difficult) his turning does not work the same way as other 3D games. if you start turning to Sonic's right or left, he will make a wide arc until he eventually is going to intended direction. When it comes to making 180's, he sucks. (lame drawing, but just to get the idea across.) If you are holding up, then let go and start pressing down, Sonic will spin around on his right leg as a pivot, swing around and do a 180, then start accelerating in that new direction. he will now be lateral with the first direction he was facing, except displaced to the left/right. He will *literally* do a U turn, and not go the opposite direction on the direct path that he just came from, which is why the game is so difficult to play. When you are at average speeds, and trying to collect something small, like a Flickie, you will run towards it, overshoot, turn around to get back, but you're turning puts Sonic on a new trajectory, and you try to re-compensate, but that makes Sonic miss again and he has to turn around, etc. etc. etc. In real time, it can take me 10+ seconds to get a Flickie. This is what it looks like trying to catch one Flickie in the center of the field: Even when in a standstill, pressing a direction for 1 frame does not turn Sonic completely in that direction. You have to hold it 3-4 frames, and his X/Y positions will have changed in the same U turn style as if running (pivoting around his foot), so I have to take that into account too. Now, complete halt? here's where it gets even more tricky. The best idea to come to a halt is to *brake* by holding the opposite direction, right? This unfortunately causes the U turn problem that I mentioned earlier. I could be heading straight at a robot, do a U turn before I hit him, start to dash to kill the robot, and by the time I've stopped, I'm about 5 feet away from where the Flickie lands in a direction I was never even pressing. I have to test all sorts of unorthodox angles/braking techniques in order to get that dead-halt right after I hit a robot, and usually that does not work so well. But, knowing what I know now, here's what I would *like* to happen (and some things that I to not work:) -rolling is very bad, when your intent is to make sudden stops. when rolling, Sonic usually likes to keep rolling, even if his speed is very slow, and he hates turning (this applies to spin dashes too. These are both forms of rolling that are very straight sensitive; when you start to turn, your speed starts dropping). what is most aggravating is you can only charge a spindash when you are completely stopped, and going from a roll to a complete stop requires braking and losing speed about 10-20 frames before my intended target. I can be going at a speed of 10, press B, and Sonic will curl and roll slowly forwards at snail pace, not charging up a spindash. (Pressing A/C will make him jump.) -Jumping cancels all roll/spindash effects, so my guess is that jumping might be the key here to quick stops. But the jumps are just as quirky as Sonic's running movements, so jumping and ending up where you want to be are two completely different things, especially when not jumping in a straight line. -"braking"- i.e. holding opposite directions so that I decelerate enough when I reach the robot- works sometimes, I'll start a roll one frame before I hit a robot, and 10 frames before that I'd have been holding the opposite direction. Sonic usually overshoots the landing spot of the Flickie, and I have to adjust even more to compensate. So I suppose that I just have to watch SprintGod's videos closer (he makes many major mistakes in Flickie collecting; sometimes the slipperiness gets the better of him and he loses 1-3 seconds, other times he is spot on and loses no time in jumping, collecting, and running to the next destination), and at each robot test to see what is the most optimal way to slow down and either stop for a spindash to the next destination, or to jump and start running there (as I did for the most part in my WIP.) In my revised WIP, I've so far gotten 2 successful stop/spindash/collect Flickies done, which is good. But I like your idea of mentioning *now* of exploiting the game engine to create instant stops at high speeds, which the other sonic games offer, but I think this game is just too slippery and the controls built to resist such beneficial movements.
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Our good 'ole Pirate_Sephiroth is doing the all souls. I believe he has a handy frame search tool to help him with luck, and inside his own head mostly mapped out exactly how to run is going to turn out/where he needs to go/what to do. As for this, yeah, I had noticed the obvious delays, as compared to say the 12 minute hard mode warp run... I'd have to watch Atma's old run again to see if this was indeed slower or not.
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ooph, once again missing things. yeah, all coins + red coins = 2 stars per stage. So that makes the game beatable for sure. As for acceptable... it's mario 64, there's high demand. I guess the goal would seem fuzzy, but no less than CCCless. instead of collect every star, collect every coin, so a different kind of obscure 100%. But as with any game, an obscure separate run is best determined by the actual gameplay, so I'd be interested in seeing at least one level in action.
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I'd vote yes on the route planning alone. And it beats the game... getting all the way to Bowser 3 might be a problem. In fact, it might be a huge problem. just 15 stars, how are you going to get places? you need 15 just to make MIPs appear... so you're going to have to grab extra stars along the way anyways. I don't think there's enough coins to make enough stars to get into Bowser 1, unless you BLJ you're way into there. but you're still stuck at getting enough stars pre-MIPs. And yeah, first thought to come was respawning coins, both at Bowser and for example Hazy Maze Cave (although those spiders stop giving coins but keep spawning, iirc.) oh, and coin.txt linkie no workie.
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*squinting* huh... purple eyes are hot! if not a little unsettling sometimes. although I think this one isn't even close to a shade of purple, but you know how winter changes things like hair color to the human body...
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oh. that makes way more sense, so yes, that solves the "progression" situation, so that's one less hurdle. Interesting little concept... are there any videos/demonstrations of such a "collect all coins in the level"? ... holy crap, that must take a shitload of planning in making coin routes for every single level... anyone up to the task of making routes?
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So you go in a stage, you collect 100 coins, star appears, you collect it, you continue, then BAM! you get every coin in the entire level. what then? how do you progress to the next course? do you save and quit? does the number of coins you collected this way get saved? How would this run end? (I assume collect every coin in the entire game, then go beat bowser?) This run sounds both like it has its technical problems (like the ones I mentioned, plus the ones mwl mentioned) and that the run could be both a cool combination of 100 coin route style stars in the 120 run, yet also be anticlimactic and uncouth in its progression from course to course. It also brings up the question of does SM64 need 4 TASes?
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So as I understand it, your eyes changed color to purple very recently? hm.....
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We are all jealous of Juste's androgynous good looks and silvery long hair.
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Nah, I think that's stretching the number of TASes for this game, I think 16, 120, and CCCless is good enough. Plus, from a "non-conventional" standpoint, I think CCCless is the still the best option, and is far superior to 2092 coins.
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Not quite like that. but if you want to perceive it that way, fine by me. as I stated, I hate walls of shame, I suppose others (who actually have feelings and their runs mean something to them) would too, some seem to not perceive this as a wall of shame, and in the end, if you just want to call it statistics, and not see how those statistics can have implied meanings, whatever.
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