Posts for Espyo

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Well, go to Options, General, Message, and uncheck enable. I hope you're not using this to cheat... I mean, I hope you aren't trying to pass off a tool-assisted run for a real time run, and the "Movie finished" message was giving you out.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Amazing! That was very entertaining to watch. Although I am wondering why you went for the special stage in act 1, but not act 2. That said, I feel that the special stage is very unoptimized, but it might just be me. (Sorry if this was mentioned somewhere before in the thread — couldn't find anything). Also, was that Buzz Bomber in act 3 high above meant to be there? As in, is there any ground nearby where the badnik could belong to, or is it just high above as an oversight or something? And for those wondering, there's a 37x combo in act 3.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Posts: 123
Location: Portugal
I can see it only working well for certain games. Ideally, the run would have to match the normal run's time. But the character's actions would be crazy. For instance, a run of SMB. Mario's going forward at top speed, but jumping several times, spazzing left and right, ducking, etc. Even still that has very limited entertainment potential. Like Personman said, it's fun to see the character (or in his example, the blocks) spazz out everywhere, while the run is still going fast and perfect... for the first few minutes. Then it gets annoying, and if you're able to ignore it, it becomes just like a normal TAS. Not to mention that, for instance, in Super Mario World, pressing Y and X alternately between frames will count as a lot of keypresses, but visually and practically, Mario still runs at the same speed, and nothing appears different (right?). So that isn't very entertaining. Like I said, it may be good for very specific games. And even then...
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Posts: 123
Location: Portugal
0 ring challenges, heh? Not sure if it'll help, but I did some Low Ring/Score Challenges for Sonic 2 some years ago. ARZ1, 0 points: http://www.youtube.com/watch?v=JKPo7daAEPo ARZ2, 0 rings: http://www.youtube.com/watch?v=LTpkmS2tp80 CNZ1, 0 points: http://www.youtube.com/watch?v=o-ym7Cv2eFk CPZ1, 0 points: http://www.youtube.com/watch?v=IsFJCN7MAXk EHZ1, 0 points: http://www.youtube.com/watch?v=Kgcr5R7_o1M HTZ1, 0 points: http://www.youtube.com/watch?v=6AHJhwlCUEY MCZ1, 0 points: http://www.youtube.com/watch?v=3I_z5n-VaRU OOZ1, 0 points: http://www.youtube.com/watch?v=hkcJ05J9peQ SCZ, 0 points: http://www.youtube.com/watch?v=1ouU0gbPwnE Hope these help.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Well I sure liked that run. But will the guidelines like it?
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Location: Portugal
Brushy wrote:
I voted meh. Everything else was superb and very enjoyable, but killing Meryl was just such a big let down.
Well, it aims to save time. Having 2 sessions of torture that add an extra total of around 2 minutes is pretty boring. Specially because those sessions just have you mash a button, nothing quite interesting happens. And one'd think the TASer'd need to be careful with the controller's turbo, but... the game seems to be very loose about it. I once tried using a controller with turbo functionality to see what'd happen and Ocelot didn't pick it up.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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That's odd, I never knew about anything like that. I know the game has a few secrets that affect gameplay here and there, like backtracking to a previously visited portion of the level to find a 1-up that magically appeared. But having the rope sequence be skipped because of your health sounds weird. Anyway, if the run aims to use suicide to save time, dying 3 times on the Rug Ride level should prove to be faster. ...Or is it just something that happens on the easiest difficulties?
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Posts: 123
Location: Portugal
The run was pretty great, but... one can't help but notice all those moments after the cutscenes are skipped when the video is nothing but pitch black for around 10 seconds. That, combined with the fact that the codec calls can't be instantly skipped (unlike in the PC version) make for some pretty nasty flow-stoppers. Still, that's the game's fault, not the run's. The run was still pretty fluid and seemed pretty optimized. Yes vote from me.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Guh-buh-what?! An advanced version of the debug menu? What's that all about? A mod made by fans, or just a small thing that triggers an advanced menu already in the game? And it seems like it's a memory card mod. How would that be able to contain a custom debug menu?
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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This looks like one of those games that deserves a lot of different runs. GC real-time, GC low-day, Wii real-time, Wii low-day. And then we have Pikmin 2!... For a first run, I'd say GC real-time would be the best way to go. Aiming with the GC version is slower and trickier, but that's the fun of it! While humans need to aim and move clunkyly, in a TAS, it can be done smoothly. Also, the GC version is the one people play the most, so much that there are no speedruns out there made on the Wii version.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Location: Portugal
Ah, I knew I was subscribed. On a sort of related topic, your latest video was meant to loop using the pause annotation glitch on YouTube, right? Because the glitch failed and made Flash take up 50% of the CPU usage. Anyway, I'm sure there's a way to play a debug menu battle with team attack. Entering the regular multiplayer mode menu, changing the rules, and then entering the debug menu might work. ...If that's at all possible. If only the debug menu had more documentation...
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Location: Portugal
I'd say the real-time taken should be the top priority. Mainly because, if the speedrun requires 7 days, someone will go along and make a 6-day run soon after, without having speed as a first priority.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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If I recall correctly, it's 1>2>3>4 in Melee and Brawl, and 1<2<3<4 in Smash64. ...Somehow that is a bit bad. When you have a friend over, he's usually the 2nd player, and he's usually worse than you. The game should then prioritize the 2nd player. =P
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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http://www.freewebs.com/suklaalevy/files/megadrive/ Then I saw this run from maTO on his website.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Uh... don't we already have a TAS of this? And if you play on the Easy difficulty, the game ends after stage 3. If you play in Normal, the game goes all the way to the end. But if you play on hard, there is an extra level before the first one.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I'd prefer having no waiting times. Like Slowking said, TASes aren't speedruns, and they will never be. Of course, we want the games to run as vanilla as possible, but in the end, people will still know that an emulator just skips loading times, the game as a whole is still there. And besides, how could there be a proper loading time emulation? In some clips I see, doors take ages to load, in others, they load almost instantly. My GC and Wii in particular are, somehow, very fast at loading stuff.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Well, I didn't mention that a TAS for it existed. I didn't even knew there was one! I can't wait to finish some stuff and watch this one!
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I'd say it could be faster, but mostly circumstantial. Only in huge stretches of land.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I have a proposition for those who TAS Brawl. Would it be possible to make a counter chain? 2 blue Ikes on the left, facing right; 2 red Ikes on the right, facing left. Have red1 attack blue1, and blue1 counter it. Now, quickly move red2 into blue1's counter, and let red2 counter that. Then have blue2 counter red2's counter. Then red1 counter blue2's counter, and so forth. Could that be possible? If so, I'd love to see that happen, and see what the final damage output would be like.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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Allow me to explain. Basically, in a 100% run, one can collect enough rings on the slide in Icecap to become Super Sonic and not lose the snowboard. At least that's what I saw in the movie. I didn't see the CNZ one though.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I liked watching this, but some of the battles were a bit repetitive. It was basically using SHFFLs and Shine combos to rack up the damage. I was expecting item manipulation to rape the AI with all sorts of original ways. Then again, it's not easy to rack up damage otherwise, and when you weren't comboing in the same old matter, you were actually quite original... I don't know, I suppose it could use more originality, but I still liked what I saw. I guess I'll vote Meh because of that.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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The bit in BitFS was sexy, but I wasn't honestly expecting it to be proven useful. Anyway, I know I could offend the skilled SM64 TASers by pointing this out, but I must do it regardless. If you guys already thought about it, you could feel offended that I'm calling you dumb or something. But that's not my intent. On the spiral stairs, right after the clip, couldn't it be faster to BLJ up the stairs, instead of against the wall? If the BLJ was made towards the stairs, Mario would be less time airborne after the first long jump. I suppose that BLJ can only be done because it's a side-BLJ or something, but I don't know, I just went ahead and gave an idea. Other than that, tiny typo in the description.
and make him to run
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I didn't quite understand at first what you meant about the speed, but I finally got it after doing a quick test. Yes, you should jump instead of walking in several points. Also, I'm pretty sure this won't help, but you can duck and dodge some attacks, despite Spot only crouching like 10% in his sprites. At least, I'm pretty sure I remember dodging some projectiles when I used to play. Also, I'm pretty sure you could save a bit more time at some points by not killing enemies and instead trying to go around them.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I love the WIP. I'd rather you TAS the Genesis version because... it's the one I grew up with... Hehe. I don't remember much of the speed tricks I used to do when I used to play this, but the ones I do remember are already used in the current WIP. The only info I can give is that in the PAL version, "UNCOLA" is "VIRGIN", not that that's helpful. Also, in the 4th special stage, I think it's faster to collect the final 7 points (in that 7-up pickup) right away. And just what is wrong after you die in Toying Around (at 91% cool)? You walk slowly, you stop to kill enemies... What, did you just stop the WIP there and decided to goof around, or...?
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen
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I don't know... Cave Story kinda reserves the spot of being the very first complete PC Tool Assisted Speedrun, and having CSWii come out after that will just... I'm just saying... But anyway, the best thing to do would be to TAS the original normally, and maybe TAS the Wii version on hard mode.
I'm Espyo from the SRB2 Forums. Current project: A Pikmin fan engine, Pikifen