Posts for Comicalflop


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I actually looked at those earlier this week.... There's been a few trauma center TASes, and none of them have been as technically precise as mine. There was a Japanese player who has gone through a large chunk of the game, but his precision is very sloppy and all of my times from my old WIP are faster than his. The same applies for this user... Basically no one else has discovered the tricks that I've found for this game, and no one else works at the same level of precision that I do, so I'm not worried. If someone makes a hasty submission, I can post my old WIP's times to prove that it can be beaten faster. I've also not found anyone with the same level of precision as me to join as a partner; the only one is Atma, and he's working with Trauma Center 2.
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Post subject: teaser contained!
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Well, I suppose I could show this teaser of the bomb operation. That should whet your appetites.
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neo_omegon wrote:
Further improvements? Hahaha, I can't believe it.
So... why even bother submitting this version, especially since it's only 237 frames faster? Sounds like a major waste of time to me (similar to the currently published run. Notice a trend?)
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Post subject: Sarcasm is the tool of witty
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The hell is this? Most boring 0 star improvement I have ever seen. You expect me to enjoy the smallest and biggest improvements thoroughly tested with 400,000+ rerecords? Uch. Major disappointment, gonna have to give it a Yes Vote or something. For shame, for shame.
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Uch, I don't want to talk about it. This has not been the semester for me to TAS.
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Dooty wrote:
The code is "TUFST", I guess it means "TOUGHEST", or something like that.
Don't you need that for hard mode? What's the issue?
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Don't mess with my man Dixie.
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Post subject: Re: new smw96 wip
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Mister wrote:
A new glitch, which changes a sprite, is used in GROOVY and FUNKY. He's now improving FUNKY due to a new strategy with a dragon coin glitch used.
Can that sprite changing glitch (where the goal is moved closer) be used in any earlier levels? It looks like it can, since in the two last levels it's in, the conditions for doing it don't look unique to those two levels. I just feel like the discovery of that glitch would mean another entire redo to add it into every stage it can be done in.
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Dooty wrote:
and if I find anything that can help to improve your run, I'll post it here.
I'd prefer if you PM me any improvements that you find (that little habit of mine of wanting as much of a run to be a surprise as possible). I also PMed you about joining a specific IRC channel; if you could join there for easier discussion, that'd be ideal.
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I just made a rough calculation, and those two 'speedrun' videos, as unoptimized as they were, combined beat my movie by 18 seconds. So, uh, I guess I need to make a new any% run now. :-/
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I think there's a few minor mistakes that I fixed in the any% that are present here, since you're copying sections from the 102%. examples: -toxic tower: at one point, when crossing over that section with the 3 bees in a row, I found it faster to jump under the small square block and go to the right, then use the stored second jump to go over the bees, whereas you did what the old 102% did and go left, up, and around that block. -screech's sprint: in the any% I saved one frame by shooting an egg backwards, that made my wings extend far enough to touch the far left bottom corner blast barrel 1 frame sooner -are you using the let go of > trick when entering all doors/transitions? in animal antics it looks like you forgot to check for the end of the jungle rambi section. I should have been keeping track as I went along, because I forget some others. But I am impressed by a lot of the new things you are coming up with.
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Man, some of those things are really bizarre. In Kannon's klaim, I think I had tried team jumping up to the warp barrel, but for some reason it seems the barrel wouldn't exist until I had touched the platform that the krusha and the eeks are on, so I don't know if that time saving team jump stuff is faster. it seems the warp barrel existed in the video since he was revisiting the stage. Some of those glitches are really nice. invisible barrel holding in hothead hop (maybe lead to bonus warping that Arne was suggesting?) some improved techniques in lava lagoon (if not improved, then certainly ones to test.)
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I finally got a computer working enough to watch this. I like what I see (except for the boss fights, but that's only from seeing a change in playing style). Are you still doing the reverse order final bosses? I see a couple of small things which may save time in the any%... I wonder if a redo of that movie may be necessary after all the stuff you find. I'm going to have to watch it over again and take notes for more possiblities of saving time or questions I have. Also, that Kleever gltich, would it possibly lead to warping to later stages?
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I like the WIP shown so far, but I'm a teensy bit dismayed to see more speed-oriented strategies being used over creative/amusing solutions (in addition to the same speed-oriented strategies being repeated.) With the giant dictionary the game has, the potential for this TAS getting nominated for Funny TAS of the Year is there, but the WIP seemed like it was more than 75% dedicated to getting the starite as fast as possible.
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Well, when NxCy and I did the 102%, we thought of the possibility of finishing the stage first like in Arne's any%, then going back and start+select after finishing the 2nd bonus. I think the time difference was just enough that we decided to do it normally. But considering the new method is 24 seconds, it could be that complete the stage the new any% way, go back and get the rambi bonus, then get the other bonus and start+select inside the bonus may be faster. I'm not sure.
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NxCy wrote:
I don't think it's worth having a separate category for hard mode. The only real difference is a small change in Kong management; not a big deal. Hard mode will either end up faster or it won't. If it does, go with it and be happy that you saved some time making that choice. Why don't you want to obsolete the current run?
Remember, hard mode in Castle Crush = no barrel = no new glitch, and no doing the stage 102% without Rambi to start. I think I calculated the time saved from using hard mode to be obsoleted by the time wasted from getting Rambi normally. My laptop is still out of commission, so still can't view the WIPs, but as soon as that's all fixed I will give the WIP a viewing and give my suggestions.
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watched on youtube. I approve. I have a yes vote in my pocket if you want it.
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If you're using hard mode, then castle crush is going to be slower since you're going to have to turn into rambi like my old run rather than hold the DK barrel like in the current run. even if you can't post WIPs here, make sure you PM NxCy and I your work so we can constantly check it.
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IIRC, kafei's quest is set up in such a way that sequence breaks can't really be made and an entire extra 3 day cycle is needed. There's just not enough time in between the kafei stuff to do the entirety of the rest of 100%. Petrie is this correct? However, this would probably mean that a 100% TAS could spend a lot of the extra time accomplishing the rest of the 100% tasks in ultra cool ways rather than just the fastest way.
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Reminds me when a glitched video showed up on nicovideo where Rambi was taken to Web Woods, but NxCy and I researched into that. If you could find a way to carry Rambi into future levels, that'd probably save time...
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This looks much better than my very, very old WIP. Against the mini boss, would puffs of air after each hit cancel the animation and allow faster fire bursts?
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It's great that you're 41 frames ahead... but it's such an insignificant improvement compared to 1 minute saved from mine, and 5 minutes saved from Arne. Makes me wish we had collaborated while I was working on my version. Can't watch the WIP at the since my laptop is undergoing more virus stuff.
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Call me a hater, but I found both youtube videos to be boring. I probably would not enjoy seeing this game TASed. Your N64 TASing skills would be better served with a different game.
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Nahoc wrote:
• Collect all enemy cards
I don't recall the SDA run doing this. why are the enemy cards collected? How much time is wasted per card collected?
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Ah, it seems that Deign has proven he is the best princess out of all us! Keep up the good work, and nice to see you back.
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