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Your submission notes mention manipulating RNG with the radio and "checking the NPCs". These are strategies employed in RTA runs because runners cannot directly see the RNG value in RAM; however, a TAS can. Are there faster ways to advance/manipulate the RNG you can use with a RAM watch?
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This movie appears suboptimal to me. Since the final destination is reached with both time and money to spare, wouldn't it be better to drop off the first customers later, reducing the time bonus given? It may even be within the realm of possibility to skip one of the first three customers altogether.
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I actually smiled at several points in First Cycle, which I didn't think was possible. You performed the RNG-heavy parts pretty quickly and explained them quite accurately too (I say that as a computer scientist and someone familair with OoT SRM). Huge Yes vote, and a shoo-in for 3DS TAS of the year (unless you outdo yourself later).
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Technically impressive in every sense of the phrase. Even ignoring the ACE it's quite novel and entertaining. Yes vote.
I do wish the description was a little more fleshed out, with better grammar and some more explanation of the "turbo gate", payload, and controller reading.
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Interesting, I'm a big fan of the PS1/PC version, never knew there was a GBC version.
Strategies used look optimal, although at 9 points in Stage 3 it looks like another ball could be spawned? But maybe the opponent would return it.
Yes vote.
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Basically this, but I come from a background of competitive Melee. I was expecting a lot of technical, humanly infeasible combos utilizing techniques like edge cancels, ala Home Run Contest TAS, but instead I got to see 100 clearly slow egg throws and ledge camping. I'm not sure what part of camping the edge appealed to your entertainment sense of a superplay.
I was also completely bored during the Zelda fight. Going into the cave to stall and prolong the match, to use an item in the most repetitive way possible, disappointed me.
I was also disappointed to see Charizard used during the Team Falcon fight, as opposed to a probably more optimal option like Moltres.
Finally, the movement techniques displayed throughout are completely unimpressive to me because I regularly see top technical players perform them, and I do them myself when playing around in real time. It got very stale to see boost running/Charliewalking displayed as some sort of God Gamer movement.
tl;dr didn't like the speed for entertainment tradeoffs you chose. Voted No.
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Should activating glitched instant text boxes be valid in a Glitchless run? I know the RTA mods decided this was cool with them but I'd like to see what TASVideos thinks.
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From a viewer's perspective, I could see this password having merit in a full game run. But "game end glitch" already screams "use any means necessary to go faster", and this password does the polar opposite of that.
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Entertaining? That's a given.
My heart is screaming at the thought of the NTSC TAS being obsoleted by an unfamiliar version being faster.
My brain is having trouble justifying this case being different than other games switching region for faster text or version differences.
At the very least, I think this should be published in some way or another.
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The movement looked slightly suspect in some areas where slides were involved, particularly the Wasteland HESS.
the end of the LACS text is skippable in English 1.0. I forget, is that not the case on Japanese?
The rest looks super solidly optimized, yes vote!
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The rest of 2017 doesn't even need to happen. This is the easiest TAS of the Year award I've ever seen. The payload gets executed early in the movie, is completely unbelievable, and pushes the GBC to its very limit.
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The wall clipping and sanic speeds please me greatly, but there's just too much menuing and overall repetitiveness for me to recommend for Stars or For Newcomers. An encode that cuts out the resets might make this more watchable.
Still, incredible optimization on such a difficult trick!
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It's been quite a while since I did my research into ST. I've beaten it twice or so casually, but never tried to speedrun it.
I really think it's best to complete research on movement speeds before beginning. With 49152 possible touch screen coordinates, there are a lot of speeds to keep track of. If you can find a way to automate the process, that's definitely the best option.
I was involved with Pokemon RNG abuse years back (actually I pulled the RNG equation from BW(2), likely a common Nintendo SDK thing), so I tried my best to control it. I couldn't even correlate rock drops with RNG values. Good luck with that.
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HOLY SHIT YES
I especially applaud the effort to optimize for console. I would have made a pretty big stink if situations that crashed on console were abused *coughOoTcough*