Posts for DaTeL237


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I realize I'm asking for things that require huge amounts of effort and time... but I just need to know :) what are the chances of having LUA support in the latest Snes9x v1.51? (when i did Mr Nutz, I recorded in 1.51 and did the LUA stuff in 1.43... not very convenient :P)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I might pick this up after i finish my current run as stated here is anybody else working on this or has there been any progress other than the available WIP and the non-accepted TAS? (speedrun progress, memory analysis, glitches found, etc) edit: I'm not quite sure yet whether it would be any% or 100% (all scripts)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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TASsing this game is on the top of my list atm (after finishing my current one, dont like to have parallel projects) i have a few ideas and first thing would be figuring out the slot machine so i can have it come up with useful combinations... already did some very short tests to confirm that its at least possible to manipulate it, now some deeper digging has to be done (i have a pretty decent plan how to do that) unless mushroom has any objections (like.. working on this run again or planning to) I'll open up a thread for it and hit it soon edit: oh I was stupid and overlooked the already-existing topic because of it unexpectedly long title :P [Request for Time Attack: Animaniacs]
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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hmm I still think you can gain a lot of visual accuracy without using more/smaller tiles let me try to explain based on an example say you're currently matching screenshots mean color values to regions of 16x16 pixels in the target picture instead, split up the region to 4 smaller regions of 8x8 pixels and determine the mean color values of each of the screenshots' quadrants, now rank them (the screenshots) based on their mean square error in these 4 values (rather than 1, as you currently do)... ofc the split could be into any arbitrary shape and amount oh btw, you can probably avoid insane memory usage by first creating a lookup table (only 3 bytes per image for RGB)... which might also speed things up depending on your implementation
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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impressive! :) any chance of increasing accuracy? :D (e.g. match the tiles after splitting them, then picking the best screenshot that best matches several regions (note this assumes that atm you only look for nearest mean color...) also try difference color spaces :) edit: and is there any chance of doing a video-mosaic on an existing (short!) TAS? :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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mag3b wrote:
I can think of a NES game that sort of fits that description: http://en.wikipedia.org/wiki/Tiny_Toon_Adventures_Cartoon_Workshop I suppose there could've been a PC port. Or that you're talking about a completely different game entirely.
It's not the one I have in mind but its probably similar mine had larger characters (ratio to screen-height) and I'd say a more limited yet brighter palette (less 'detailed' textures... more cartoony)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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without having watched it yet.... *wow* at saving 20s! more feedback soon if i have time for it
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I played a DOS game that was basically a (2D) animation-creation game in which Warner Bros characters and several items could be combined to form a short animation The 'player' could set all kinds of stuff like background and music on the timeline
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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haven't watched the new version yet but I'm sure it wont change my 'yes' to a 'no' :) I'll have a look at the changes tonight :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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Well I was thinking of an 8-player TAS :D surely some insane amount of planning would be required :) a good combination of speedy movement (some sorcs and assasins?) and dmg would obviously be useful it might even pay off to have 1 char be a full-time town player, just to speed up the movement of items (both normal and quest) (I'm assuming it wont be possible to just have any item drop off anything... this assumption might be wrong ofc)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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to keep the fun going, and my hopes of toolassisted d2 ever happening :D... let's discuss the best multiplayer party configuration (and perhaps strategies) for a TAS! btw funny nobody mentioned how using bots is practically TAS.... i'm sure nobody can manually do pindleskin as fast as the bots out there can :P edit: ye ye i used to use 'em as well... and i liked it too! it's fun playing with high-end gear!
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I'm not familiar with the game at all but why would it have to be equipable? :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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*cant wait* :)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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thnx for the encode :) great fun to watch this, partly due to the nostalgic value :) thnx for creating it
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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If somebody makes it possible to do a similar kind of thing in UT (the original) (multiplayer required ofc), then I'd *love* to make some movies for the Assault mode.. which I'd say most resembles a traditional 'do objective for progress' kind of gameplay (not that you'd see much of it in these movies :)) edit: oh and ontopic: knowing that these were TASed, imo these arent very impressive (yet? :))
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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nice and smooth run :) hadn't ever seen the previous one but i liked this :D easy yes
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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I'd love to see it encoded :) (since i can't run it myself) nostalgia rocks :P
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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words can't describe my level of surprise and appreciation :D really great idea (and props for working it out like you did!) any next steps planned? (though this is already *amazing*!)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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meh, Spyder's sac requires 10 hits... unfortunately pretty much any action (movement included) introduces lag :/ (up to half a second *per hit*), so I gotta decide whether i go for fast and boring or have some 'fun' with the mirror and move around edit: come to think of it, I've gone for 'a few frames faster' in the minetracks which looks worse so I'm going with pure speed again edit2: after more detailed tests, i only have to to test the 1st and 5th pass2B versions (already have 4th) v2 and v3 just dont make any sense when the data is available v6 is very similar to v5 and, with the data, clearly slower edit3: right, turns out v5 is faster than v4... it reaches Spyder (the actual load-point) 360 frames faster, after which both routes need to 'deathwarp, switch to above ground' and use 1 teleport... v4 needs to walk from Gzone's udnerground entry to G and from E to rainbow.... 360+54+88 = 360+142 = 502 frames v5 needs to walk from IJLO's UG entry to J and from D to rainbow... 76+344 =~= 420 frames v5 is 82 frames faster than v4 now to compare v1 to v5... essentially the only difference is that v1 does IJLOentry to IJLO_UG_entry and IJLO_UG_entry to I versus v5 does J to IJLO_UG_entry and back (not the same as twice) all measures from freeze-on to freeze-off v1 338 72 = IJLOentry to IJLO_UG_entry 266 = IJLO_UG_entry to I v5 354 200 = IJLOentry to I 78 = J to IJLO_UG_entry 76 = IJLO_UG_entry to J v1 should be 16 frames faster than v5 /lol edit4: v1 granted another unexpected advantage... because Spyder is done first, the underground is already initialized which means walking from CF to K is a bit faster (an ant does not have to crawl-out-of-the-ground/spawn anymore clearing my path earlier) expected time saved v1 vs v4: 16+82 = 98 frames actualy time saved v1 vs v4: 131 frames edit5: I found a somewhat decent purpose for the last available break-out-of-a-freeze... it can be used to 'undo' a time-stop (the effect of the hourglass) basically the idea is to use hourglas, break out of it, wake dragon up by casting on him (lightning or snow... Li is faster) rather than by waiting, cast again to actually damage him doesn't save much but so far it's the only use i found :P edit6: Hmm interesting, found a way (quite obvious, don't really see how I missed it last time :lol:) to glitch the final minecart that looks very promising... I can't wait until I have more time for testing :D edit7: :( edit8: best use for it so far is the ability to instant-suicide after picking up the 16th heartpiece (after finishing the 3d door/boss, drive to 4th, then hop back on and collect heartpiece, suicide asap and deathwarp back to 4th door)... obviously a better timesaver than the attack-dragon-slightly-faster one, yet still disappointing for such a massive glitch edit9: currently fighting the dragon, it's possible to freeze him in a certain frame such that merlin can walk through him as if he isn't there... but that doesn't grant access to the dungeon unfortunately (the trigger simply doesn't work while the dragon is alive). still havent found a better use for the cart-glitch or a way to bypass the trigger that makes merlin get on the cart :( edit10: driving into a 'get off the cart' trigger from the non-intended direction still makes merlin jump off at the correct (doorway's) side :( doing this at a bouncy ball will simply make merlin bounce as expected found that its possible to drive through walls and springs and re-track behind the walls... but thats the case in many places :P might be fastest to do this at the very start, pick up heartpiece, bounce @ 4th door, drive to door 1. Either that or the suicide-early plan i said earlier edit11: some realtime testing clearly indicates the wall-ride to be faster :) hurray getting from start to door #1 takes about 1700 frames if i dont pick up the heartpiece (yet) and less than 2100 if i glitch through the wall, pick up the hearpiece and then head for door #1... I don't think there's any other way of getting that heartpiece within 400 frames. edit11: I've tested ways of breaking all bosses except the final one, found one nice cutscene-skip (on the pig.. same one as at the start with a tiny twist). Bloop doesn't have a cutscene and his parts can probably be manipulated to gather up at the very door. I couldnt find any break on Spyder unfortunately, also not when using the lake-lady's-press-start-to-continue (all i can manage is getting stuck in an infinite loop (same as at the tree trump) :P) final boss i can use the start-break to get behind him, but shooting the blue energy ball before the intended moment does nothing... so that's useless. Will do some more testing on him before continuing, but i dont expect much to come up, after that the run should be finished quite fast edit12: heh another idea came up with nice results that will be visible in the end product :) edit13: last few things I'll have to figure out are
    * can i make bloop split up earlier? and how to get the parts to line up nicely so i can kill them simultaneously, like before.. mustn't forget to check whether they can travel/hop through walls * how to take out final boss' eye-bats fastest (combinations of star and matchstick?) * determine how the heart-locket works exactly (how to get the maximum number of hits per charge, the invincibility drink might come to use here) boss starts with 32 hp... smells like 6+2, 5+3 or 4+4 hits using 2 charges (1 hit constitutes 4 units of damage)
edit14: reached final boss :) seems like it might be possible to get 8 hits on just 1 charge (the one you start with)... at least i know there's 8 zaps on every charge (might look like less when 2 zaps are in the same direction... but a new one is started every 12 frames) edit15: I was wrong, i cannot ever get over 4 hits
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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afaik the 'move through closed doors' only occurs on online play (other player has opened it, but your client didn't receive this info)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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hmm personally i dont recall any magic (blue) staff with +x to a tab... crafted 'caster' items could make for good gear btw
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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submission 1100 Mr. Nutz by DaTeL237 441 kills in 29:27.27 14.97 kills/minute pretty aggressive squirrel eh :) (didn't count enemies in boss stages.. wasn't sure whether they count, since sometimes it's hard to distinguish between an enemy and a projectile)
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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heh loved the series as a kid, but never even heard of this game :P appears to me as an horribly slow game to play non-TAS... but thats not very relevant atm ^J^ you manage to use a variety of abilities to make your way through the stages with some surprising shortcuts, stage 5 in particular :) can't say much about optimality since i don't know the game, but it sure does looks fast (and on top of that, i dont expect anybody else to TAS this game anytime soon) so yes-vote
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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YautjaElder wrote:
You do need it to get past the waterfall. Either that or play the song, which is slower.
crazy suggestion from a zelda noob: invoke a chicken raid/rain, run normal speed to and get dmg-boosted through the waterfall?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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wow thanks a lot for helping me on this :) I'm gonna do some unoptimized (allow some wall-walking) runs on all alternatives to figure out which one to use.... so I'll keep updating this thread with framecounts from time to time first I'll figure out independent stuff like 'how many frames to pick up heartpiece X from Y' so i dont have to actually do those things in the test-runs I've continued the TAS with the pass1-no-heartpiece route and when watching it back it looks real fast :) haven't counted the duration of it yet though (well, the movie now ends at 29:00 and thats during the load of leaving rainbowland) edit: ok, counted the frames on that start point = first non-black screen when entering IJLO zone (up to that point is same for all passes anyway) end point = first 'freeze' frame (7E03D2==1) pass1 with 3wood = edit: obsoleted by a faster version I'm going to do the 3wood1heartpiece full TAS as well... btw, and while working on that I noticed that I do not need to take a drink if I take the CF wood from teleport F (it's basically a be-pushed-through-by-enemies-sequencebreak), so thats ~140 frames saved, on top of that way being closer to it so... I'll have to do more testing to see whether I can do the break from C without the extra health before being able to compare :/ edit: ok made a new list (combination of yours and mine). From these estimate times it seems better to collect the heartpiece in pass 2 (havent done the math for passes 3 and 4 yet) [] = estimate (excludes mutual actions such as 'kill spyder') {} = fully TASed time 3 wood [1905] {2056} [IJLOentry2L + L2I + warp + Cbreak + 3*warp + D2exit] [100 + 175 + 190 + 520 + 3*190 + 350] [1905] enter at ED zone crawl to IJLO zone pick up wooden heart teleport I->C pick up wooden heart teleport C->N pick up wooden heart teleport N->J->D 3 wood & heartpiece [2610] v1 =[3155] {3336} v1 = [IJLOentry2L + L2I + 2*warp + N2M + warp + Fbreak + warp + B2Bheart + 3*warp + D2exit] v1 = [100 + 175 + 2*190 + 200 + 190 + 300 + 190 + 700 + 3*190 + 350] v2 = [2610] v2 = [IJLOentry2I + 2*warp + N2M + warp + Fbreak + warp + B2Aheart + 3*warp + E2exit] v2 = [200 + 2*190 + 200 + 190 + 300 + 190 + 500 + 3*190 + 80] enter at ED zone crawl to IJLO zone v1 = pick up IJLO heart v2 = - teleport I->C->N pick up HMN heart teleport M->F pick up CF heart teleport F->B pick up heartpiece v1 = teleport B->N->J->D v2 = teleport A->O, pick up IJLO heart, teleport L->G->E OR [IJLOentry2L + L2I + warp + Cbreak + C2F + F2B + B2Bheart + 3*warp + D2exit] [100 + 175 + 190 + 520 + 170 + 900 + 700 + 3*190 + 350] [3675] enter at ED zone crawl to IJLO zone pick up wooden heart teleport I->C pick up wooden heart crawl to AB zone pick up heartpiece teleport B->N pick up wooden heart teleport N->J->D OR [IJLOentry2J + 2*warp + L2O + warp + Fbreak + warp + B2Bheart + 3*warp + D2exit] [125 + 2*190 + 275 + 190 + 300 + 190 + 700 + 3*190 + 350] [3080] // IJLO->CF->HMN, teleport more crawl to IJLO zone teleport J->D->L pick up wooden heart in IJLO zone teleport O->F pick up wooden heart in CF zone teleport F->B pick up heart piece teleport B->N pick up wooden heart in HMN zone teleport N->J->D leave OR others? spider & daffodil [4190] 5800-(5100-4600) = 5300 [IJLOentry2I + warp + C2F + F2K + K2B + B2A - detourbonus + warp + O2L + warp + G2Spyder + death + toggle + warp + E2exit] [200 + 190 + 170 + 650 + 800 + 185 - 100 + 190 + 275 + 190 + 900 + 120 + 150 + 190 + 80] [4190] // daffo -> G -> Spyder teleport I->C crawl to K zone for flower crawl to AB zone teleport A->O & teleport L->G beat Spyder & deathwarp back teleport G->E OR 5300 [IJLOentry2I + warp + C2F + F2K + K2F + F2C + warp + N2Spyder + death + NMexit2IJLOexit + toggle + IJLOentry2L + 2*warp + E2exit] [200 + 190 + 170 + 650 + 650 + 170 + 190 + 800 + 120 + 400 + 150 + 150 + 2*190 + 80] [4300] // daffo, then spider from NM/IJLO teleport I->C crouch to K zone for flower teleport C->N kill spider (& deathwarp back?) surface at IJLO zone teleport L->G->E OR 6300 [IJLOentry2J + 3*warp + G2Spyder + Spyder2IJLOentry + IJLOentry2I + warp + C2F + F2K + K2F + F2C + 3*warp + D2exit] [125 + 3*190 + 900 + 900 + 200 + 190 + 170 + 650 + 650 + 170 + 3*190 + 350] [5445] // spider from G, then daffo teleport J->D->L->G kill spider surface at IJLO zone teleport I->C crouch to K zone for flower surface at CF zone teleport C->N->J->D OR 5700 - (1950-1450) = 5200 [IJLOentry2J + 3*warp + N2Spyder + Spyder2M + warp + F2K + K2F + 4*warp + D2exit] [125 + 3*190 + 800 + 800 + 190 + 650 + 650 + 4*190 + 350] [4895] // spider from NM/IJLO, then daffo teleport J->D->L or I->C->N kill spider teleport M->F crouch to K zone for flower surface at CF zone teleport F->B->N->J->D (faster) or teleport F->B & teleport A->O & teleport L->G->E OR [IJLOentry2Spyder + death + toggle + IJLOentry2I + warp + C2F + F2K + K2F + F2C + 4*warp + D2exit] [900 + 120 + 150 + 200 + 190 + 170 + 650 + 650 + 170 + 4*190 + 350] [4310] // IJLO->Spyder->daffo crawl to IJLO zone beat Spyder & death-warp back to IJLO teleport I->C crawl to K zone for flower back to CF zone teleport C->N->J->D leave spider & daffodil & heartpiece [4505] v1 [IJLOentry2Spyder + death + toggle + IJLOentry2I + warp + C2F + F2K + K2B + B2Bheart + 4*warp + D2exit] [900 + 120 + 150 + 200 + 190 + 170 + 650 + 800 + 700 + 4*190 + 350] [4990] // IJLO->Spyder->daffo->heart, crawl to heart crawl to IJLO zone beat Spyder & death-warp back to IJLO teleport I->C crawl to K zone for flower crawl to AB zone pick up heartpiece (death warp & ?) teleport B->N->J->D OR teleport A->O & teleport L->G->E leave OR v2 [IJLOentry2Spyder + death + toggle + IJLOentry2I + 2*warp + N2M + warp + F2K + K2F + warp + B2Bheart + 4*warp + D2exit] [900 + 120 + 150 + 200 + 2*190 + 200 + 190 + 650 + 650 + 190 + 700 + 4*190 + 350] [5440] // IJLO->Spyder->daffo->heart, teleport to heart crawl to IJLO zone beat Spyder & death-warp back to IJLO teleport I->C->N & teleport M->F crawl to K zone for flower teleport F->B pick up heartpiece death warp & teleport B->N->J->D OR teleport A->O & teleport L->G->E leave OR v3 [IJLOentry2I + 2*warp + N2Spyder + death + toggle + N2M + warp + F2K + K2F + warp + B2Bheart + 4*warp + D2exit] [200 + 2*190 + 800 + 120 + 150 + 200 + 190 + 650 + 650 + 190 + 700 + 4*190 + 350] [5340] // HMN->Spyder->daffo->heart crawl to IJLO zone teleport I->C->N beat Spyder & deathwarp back teleport M->F crawl to K zone for flower surface at CF zone teleport F->B pick up heartpiece death warp & teleport B->N->J->D OR teleport A->O & teleport L->G->E leave OR v4 [IJLOentry2I + warp + C2F + F2K + K2B + B2Aheart - detourbonus + warp + O2L + warp + G2Spyder + death + toggle + warp + E2exit] [200 + 190 + 170 + 650 + 800 + 500 - 100 + 190 + 275 + 190 + 900 + 120 + 150 + 190 + 80] [4505] // daffo->heart->G->Spyder crawl to IJLO zone teleport I->C crawl to K zone for flower crawl to AB zone pick up heartpiece teleport A->O & teleport L->G beat Spyder & deathwarp back teleport G->E leave OR v5 (tested to be faster than v6) [IJLOentry2I + warp + C2F + F2K + K2B + B2Bheart + 2*warp + J2Spyder + death + toggle + IJLOentry2J + warp + D2exit] [200 + 190 + 170 + 650 + 800 + 700 + 2*190 + 900 + 120 + 150 + 80 + 190 + 350] [4880] // daffo->heart->IJLO->Spyfer crawl to IJLO zone teleport I->C crawl to K zone for flower crawl to AB zone pick up heartpiece teleport B->N->J beat Spyder & deathwarp back teleport J->D leave OR v6 [IJLOentry2I + warp + C2F + F2K + K2B + B2Bheart + warp + N2Spyder + death + toggle + N2M + 2*warp + D2exit] [200 + 190 + 170 + 650 + 800 + 700 + 190 + 800 + 120 + 150 + 200 + 2*190 + 350] [4900] // daffo->heart->HMN->Spyfer crawl to IJLO zone teleport I->C crawl to K zone for flower crawl to AB zone pick up heartpiece teleport B->N beat Spyder & deathwarp back teleport N->J->D leave OR others?
TASes: [URL=http://tasvideos.org/Movies-298up-Obs.html]Mr. Nutz (SNES), Young Merlin 100% (SNES), Animaniacs 100% (SNES)[/URL]
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