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Fortranm
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(Vote after watching!)
I didn't vote until I watched the entire movie, although I already made the decision 30 seconds into the run. Probably N64/Nintendo 3D TAS of the year.
Fortranm
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TheAngryPanda wrote:
As far as useful things for the OoB's, I'm only at the end of Tower 2
If there is any major sequence break, it might affect the route beforehand. It's unlikely though. The only potential one came into my mind is the gate between France and Spain... I mean Loire and Sylvain Castle. I don't know if you have it already, but here is an editor that can help checking game data: http://www.romhacking.net/utilities/1072/
Fortranm
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Glad to see someone working on this game! Has any useful application of the OoB glitch been found? Apparently you can't save on world map in this game like in FF games, but sometimes I wonder if using sub-frame reset on lsnes can lead to useful memory corruption.
Fortranm
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Did you choose 60fps or 50fps?
Fortranm
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Samsara wrote:
Yeah, and that's basically the entire point of an NG+ run. It's going to use mostly the same strategies, just a lot faster and without any of the risks and challenges involved. The entire point is that it's a poor decision that offers no return other than "It's faster!" In this case, faster doesn't matter when no one likes the run. The fact that you used that glitch, as Mothrayas said, puts the run in a distinctly different category, one that's required to be entertaining to make it onto the site in the first place... and the glitch removes anything that someone could find entertaining, things such as carefully managing HP and damage boosts and just barely dodging things when you're one hit away from death.
I agree what you say about site rules and category choice, but I still don't see how this glitch removes anything entertaining. As you can see easily from the encode, I am one hit away from death for around 13 minutes, which is more than half of the run. As mentioned in my finished submission text, damages boost is used extensively. Extra HP only makes it happen more often, and this doesn't mean HP is not carefully managed. If this run looks boring to you, a run without data transfer glitch probably won't look any better. I didn't know a run without this glitch is eligible for Vault though; I thought only strict any% and 100% runs of a game can be in Vault.
Fortranm
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Samsara wrote:
It removes tons of routing and management from the run, not to mention potential entertainment from actually needing a strategy to take down bosses rather than just destroying them in a couple seconds with stats you shouldn't have in the first place.
IMHO, I don't think the run on Nicovideo uses much different strategies. The majority of my route is taken from that run, and it does seem to be the most optimal route with or without this glitch. If this glitch is not used, the biggest difference in boss battles is that you stand on the ground and occasionally doges attacks by moving a little for a longer time. There is no essential change in strategies. The glitch only makes it faster.
Fortranm
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Samsara wrote:
Fortranm wrote:
I don't see the need to make a new game +category for this mode so I just went with the fastest way to beat the game in this run.
But you did technically make a New Game + run with the data transfer glitch. It's not an official one supported by the game, but it's still using previously attained upgrades and items. If you really don't see the need to make an NG+ category, then don't use that glitch.
Can't the two categories be merged? The sequence and the general play style of the run are not affected by this data transfer glitch, the glitch makes the run faster, and you have to start from SRAM no matter what.
Invariel wrote:
TASVideoAgent wrote:
This run is about 2 minutes and 20 seconds faster than <a>http://www.nicovideo.jp/watch/sm25546884</a>
This line seems a lot disingenuous, given that you are using New Game+ through a glitch, and not playing through normal mode on a raw file like that run does.
Maybe, but I started attacking Legion and Mummy Man earlier and used corner boost while going up as often as I can. This run is technically more optimized than the run on Nicovideo for sure.
Fortranm
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Fortranm wrote:
Extra MP makes it slower to empty MP in order to perform downward speed-boost trick.
When I said this, I was talking about the effect on management. It does not actually make the run slower. Apparently there hasn't been any Sisters mode runs published here. I don't see the need to make a new game +category for this mode so I just went with the fastest way to beat the game in this run.
Fortranm
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Invariel wrote:
I have to vote "no" here. Watching Stella and Loretta glide effortlessly over the entire game wasn't interesting, and watching the player fire useless shots into the air for no reason made me think this was more of a playaround than an actual speed attempt.
The purpose of firing useless shots into air is to empty MP so the characters move downward faster.
Mothrayas wrote:
Looks like you're still using the NG+ carryover glitch. That's still a major turn-off, it makes it look like Sisters are cheesing through the game way too easily (and making MP management a lot easier, it looks like). It also disqualifies it from the Vault, as that doesn't allow NG+ categories (glitched or otherwise).
I thought any runs that require SRAM would not be qualified for vault since they are not strict any% or 100% runs. That glitch affects MP management differently under different circumstances. Extra MP makes it slower to empty MP in order to perform downward speed-boost trick. I would say the biggest benefits of this glitch are higher attack power and more HP for damage boost. Extra MP does not make that much of a difference.
Fortranm
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Link to video Here is an encode.
Fortranm
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sonicpacker wrote:
It's not temporary, and every SM64 publication since 2010 has used the same filter. Some people love it, some people hate it, but that's why both links exist, so you can choose a preferred viewing method. Maybe consider nitpicking the actual run since there's already an upload to your liking ;)
I can't find non-HD Youtube links on publication pages of any SM64 runs or the SM74 run. I would be great if the link to alternate encode is on publication page.
Fortranm
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Can't believe it has been almost 5 years since the release of Star Road. :(
Fortranm
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So SM64 any% looks more like SM64DS any% now. Yes vote for pure awesomeness.
Fortranm
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Link to video RTA WR is here for sake of comparison. Link to video Surprisingly, there is a 100% run.
Fortranm
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Good luck on optimizing this game. It is surely a watered down version of Contra 3, but it has much higher playability than the port on GBA does.
Fortranm
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Mothrayas wrote:
With lvl1 hard mode to avoid level-up screens and experience management, yet with glitched newgame+ to still defeat bosses fast
As long as the data transferring glitch is used, there is practically no EXP management. If there is no level cap, I simply need to make sure there is no leveling up outside of boss battles. The only thing lv.1 cap does here is allowing me to kill much more enemies without wasting much time so the trip to the bosses is not super boring.
Fortranm
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arandomgameTASer wrote:
1) The category. It's Hard Level 1 but also...New Game +, which buffs your damage. Kind of defeats the point of Hard Level 1. If it was so you can kill more enemies without leveling up, just kill less enemies and group your levelups on boss kills. Can't compare to the nicovideo TAS if your category choice is completely different.
This is not in New Game + mode because there is no such option for Richter, Sisters, and Old Axe Armor modes. I'm using a glitch to acquire certain items from Johnathan mode, and the use of such a non game breaking glitch probably doesn't make the category choice different. Not to say that any runs in Richter, Sisters, and Old Axe Armor modes have to start from SRAM at the first place.
arandomgameTASer wrote:
2) Not draining your MP to fall faster. Just...what? Why would you not do that? MP regenerates incredibly fast on the ground and you can grab hearts to restore it even faster. Not doing this because you wanted to hit more enemies is really dumb.
There are times when you lose time if you intentionally touch the ground to regenerate MP in order to hit more enemies. It's less arbitrary to forgo this trick outright. Not using this trick also gives Loretta more chances to appear because otherwise Stella would be used for most time in order to perform this trick despite the fact that Loretta usually deals more damage than Stella does under TAS condition.
Fortranm
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http://tasvideos.org/userfiles/info/33868877693726780 The desync is fixed. I'm uploading an encode. Edit: It will be here when it's ready. Link to video
Fortranm
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It seems there hasn't been any videos on this trick yet. Link to video After killing Dario, there is a one frame window where you can press buttons before the Magical Seal appears. If you use Paranoia on this frame, you will enter the mirror and watch Dario dying. However, the game thinks you have defeated Aguni. I used Death to defeat Dario in this video. Apparently Death is not available at this point on a new game run, but any Guardian Souls with similar effect should work. This can be very helpful on a non-"all souls" run.
Fortranm
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Samsara wrote:
Do it before the run.
I'm talking about the fact that you need to use two GBA cartridges to access all contents in that game so you have to change the content in slot 2 in the middle of the run. This discussion probably should be moved to DS Emulators forum though.
Fortranm
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Well, I guess it's off-topic to ask this question here, but what can be done when a DS game requires slot 2 cartridge to be changed to access all contents? For example, you need Megaman Zero 3 cartridge to fight the bosses from this game in Megaman ZX and Megaman Zero 4 cartridge for MMZ4 bosses.
Fortranm
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I just realized that the run desyncs around the five minutes mark. The reason seems to be the fact that the slot 2 was set to have a CV AoS cartridge when I started making the run because I was messing with DoS earlier, and I set slot 2 to be empty in the middle of making this run. I'm trying to make the run syncs without AoS cartridge right now, but is it allowed to submit a DS movie in which the content in slot 2 changes during the run?
Fortranm
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Thanks for the explanation. Have you considered getting Secret Power? It seems you fought the optional trainer in the tunnel in order to get Strength early in every run so far. Secret Power's base power is only lowered than that of Strength by 10. Maybe it can work as the substitute for Strength before you get Fly.
Fortranm
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You can actually skip the first few levels of World 7 in version 1.0 of this game, and this trick is used in the RTA WR. Using the latest version to feature a few more levels is not a bad thing though.
Fortranm
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It's nice to see Machop in action again 7 years after [923] GBA Pokémon: Sapphire Version by FractalFusion in 1:35:07.97. Have you considered catching a Makuhita in Granite Cave though? It evolves earlier than Machop does, and Hariyama's attack is even higher than that of Machoke.