Posts for Eszik


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Eszik
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Joined: 2/9/2014
Posts: 163
I don't know much about X-ray glitches, but how does this compare to the "cloud" issue in Super Mario World? RTA runs of SMW use the cloud for "low glitch" runs but the possibility of TAS doing that has been ruled out several times because grabbing the cloud is the starting point of ACE runs. Is this a similar run? Is there any point in the run where an ACE-potential gltich was used in another way?
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
franpa wrote:
What's with the periodic pausing?
From the run description: "Autojumping: It allows for the character to make full jumps and jump inputs on every frame at the same time. It is performed by holding jump, pausing, releasing jump, and unpausing. It can be cancelled by pressing jump again."
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Using Kilaye's Linux TAS tool (libTAS I believe), Matte created this incredible any% TAS, beating the game in 15:32. This is 2 min faster than the current RTA WR, 1:30 faster than Kilaye's previous TAS and 50s faster than Hankyu's segmented run. It's absolutely mesmerizing to watch :D Link to video He was able to make it as a whole input file, so no video editing shenanigans were involved. I believe he doesn't plan on submitting here though because the tool still has numerous syncing issues.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
sonicpacker wrote:
In The Deep Freeze in 5"30
Is this really tied with the single star record? Or are the timings different?
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Experienced Forum User
Joined: 2/9/2014
Posts: 163
Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz - Chrome 62.0.3202.94
User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/62.0.3202.94 Safari/537.36
Vector	Block	Result	Duration
12	3	correct	76.74ms
13	3	correct	93.51ms
14	3	correct	189.11ms
15	3	correct	372.92ms
16	3	correct	718.67ms
12	4	correct	99.27ms
13	4	correct	190.34ms
14	4	correct	392.19ms
15	4	correct	808.26ms
16	4	correct	1588.66ms
12	5	correct	202.15ms
13	5	correct	396.00ms
14	5	correct	807.39ms
15	5	correct	1594.31ms
16	5	correct	3209.74ms
Status: Done.
I problably made mistakes, sorry for my bad English, I'm French :v
Post subject: Re: Super Mario 64 - Beating the Game With No Keys
Eszik
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Joined: 2/9/2014
Posts: 163
Trueace wrote:
3 - When this is done, you will still be in a black area, but I belive that the upstairs will be loaded. This is the theory section
You need the key to enter the door, both ways.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
I can understand that a TAS using the GIM route would be both a hassle to create (because you'd have to use Doplhin) and extremely similar to the RTA record. However, a few weeks before GIM was discovered (about... three years ago, damn), there had been a lot of work on a completely different run that was planned to get bombchus in BotW and use them to speed up Deku Tree. Several TAS-only tricks would have been used in that route: 321 skip using a groundclip, clipping out of Gohma's room + wrong warping using chus... That route also doesn't require any emulator/VC-only tricks. I think it would be awesome to see this route TASed and optimized.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
A note about this that might make it viable even with TAS timing: the minigame demo is the third to play, but you can skip the first two just by pressing start as they start.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
This was my most anticipated TAS of the year, and boy did it deliver. Each of the 16 routes is unique, the run abuses the RNG and the AI in the most absurd ways, and there's barely no downtime. This TAS blows my mind like only a few things do. TAS of the decade, for sure.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
It think [2558] SNES Super Metroid "GT code, game end glitch" by amaurea, Cpadolf, total in 14:52.88 deserves a spot here. It's probably the last Super Metroid TAS that used such unique tricks, and its route diverges pretty quickly from any run ever published here.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Mandatory Pokémon submission :p Also one of of my most anticipated TASes of the year, and didn't disappoint :D [2892] DS Pokémon: Pearl Version "Void glitch" by mkdasher in 53:01.39 Also even though the fights are few and far between, the luck involved in beating the final boss with 10 HP and FP is enough for me to nominate Paper Mario :v [2818] N64 Paper Mario by Malleoz in 1:30:40.15
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Hophoolio wrote:
Bobo the King wrote:
To do otherwise invites a slippery slope argument towards invalidating any TAS that can't be console-verified.
No? It only invalidating any TAS that either use known emulator only tricks, or any TAS that doesn't play back on console. Certain runs might get invalidated when there are console-verification tools for these games.
From what I understand, that's exactly what he meant. And I think it would be a terrible idea to reject runs because they don't play back on console (I'm pretty sure this isn't the site policy at all, as several game end glitch TASes have been published despite the console verification failing). To me though, there's a major difference between a TAS that doesn't play back on console and a TAS that uses a emulator-exclusive glitch. One of the goal of TASes have for a long time (if not always) been to create the "theorical maximum", the perfect run that could be performed on console. Anyway, emulator-only glitches have been frowned upon for a long time now, and I don't see any good reason to change this rule. Now more on topic, about using VC/emulator-only glitches, I think it's fair only if you actually emulate the VC ROM (i.e play it on Dolphin which as far as I understand isn't possible?). So it should be documented, but I don't think it should be used on a emulator supposed to reproduce how a N64 run the game.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Is there really anyone taking Taylor's reaction seriously here or is it some kind of double joke I can't understand? (Btw, I voted yes even though I was 99% sure the run would be rejected. Grats on your work Taylor, it's always nice to see a new OoT TAS :D)
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Most of it was done in slow motion, although some parts was done frame by frame.
I haven't watched your TAS, but this is already a bad point. It's (almost) impossible to create an optimized TAS without using frame advance for the whole run, especially on SMW where the optimized movement method involves frame perfect jumping. Looking at your submission text though, you seem to have put some effort into your making your run both fast and entertaining, which is a really cool attitude :D Also, don't forget to check other TASes and RTA speedruns, and look for info about how to optimize your game: SMW has a really informative resources page on this site (http://tasvideos.org/GameResources/SNES/SuperMarioWorld.html), I think you should take a look at it, you'll probably learn a lot from it :D
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Gymnast is streaming a full game TAS (I still can't believe it): http://www.twitch.tv/gymnast86
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
He actually beated this time during the Pokemon Speedruns marathon, I think he got a 2:18:xx. By the way RTA runners now use RNG manipulation by quicksaving and reloading the save at specific floors, which might be useful to figure out how the floor layouts are determined. I'd like to dig into that but I have no experience in dissassembling or anything like that :/
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Could anyone experienced point out the time saves? I know ToT and Snark were trying to save time on the BitS entry but I don't know if they eventually figured anything out.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Nice work Soig, looks promising :D Though, couldn't you corner boost of the ? block around 0:13?
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Experienced Forum User
Joined: 2/9/2014
Posts: 163
Loved this run, really entertaining! Especially 5-Tower and 7-Castle. Obvious yes vote for this new run of one of my favourite games :D (still waiting for the 100% TAS c:) Btw, is there any place where I can find resources about this game? For example you talk a lot about corner boosting, how does it work exactly?
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Experienced Forum User
Joined: 2/9/2014
Posts: 163
Samsara wrote:
Eszik wrote:
Even though I love this run and voted yes, I still hope someone will eventually put the time and effort needed into an optimized run using cloud.
[2604] SNES Super Mario World "game end glitch" by Masterjun in 00:41.98
This is getting old.
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Even though I love this run and voted yes, I still hope someone will eventually put the time and effort needed into an optimized run using cloud. Nonetheless, congrats to all the TASers on improving this run, and hopefully we'll see a console verification of this run for the first time :D
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
http://www.twitch.tv/authorblues/c/6454659 All right, new RTA "no credit warp" WR in 9:30. It uses a new strat involving getting Big Boo in the inventory and beating him instead of Bowser. Now that isn't cloud, so no ACE... so new 11-exit TAS hype?
I problably made mistakes, sorry for my bad English, I'm French :v
Post subject: Nintendo is taking down TASes on Nicovideo
Eszik
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Joined: 2/9/2014
Posts: 163
So apparently Nintendo decided that LPs were okay, but TASes weren't. That really sucks, and I don't really see how TASes could harm Nintendo :/ I hope this doesn't get applied in Werstern countries, but it seems that Nintendo isn't okay with TASes. (sources: http://mynintendonews.com/2015/03/15/nintendo-takes-down-tool-assisted-speed-run-videos-and-rom-hacked-games-on-nicovideo/ and http://www.neogaf.com/forum/showthread.php?t=1010851) (I didn't really know where to post this thread, if there's a better section a mod can move it)
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Oh please yes, having both this route and the N64 one published would be awesome! I don't know what are the rules for VC runs though, are they considered ports or is their status different?
I problably made mistakes, sorry for my bad English, I'm French :v
Eszik
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Joined: 2/9/2014
Posts: 163
Same as Brushy. I helped my team in the beginning but lost both motivation and time. I didn't drop out earlier because I hoped to come back before the end, but in the end there isn't a single frame of input from me in "our" file, so I'd like to give them the credit they deserve.
I problably made mistakes, sorry for my bad English, I'm French :v
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