Posts for Hopper262


Hopper262
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As someone who played (but never beat) the Atari 2600 version as a kid, it was satisfying to see you breeze through it.
Hopper262
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Tool Assisted Tool Assisted Submission Text Extraction Title One day, Donald found a map inside one of uncle Scrooge's old books. Then, he and his nephews got on a plane to search for "The Great Duck Treasure." Mexico Mexico: Here Donald will get "Some Information." I assume you already know what a TAS is, but here's the basics just in case. First of all, to keep track of our speed and position we watch memory adresses. Pretty confusing in real time, isn't it? But TASes are played frame by frame. We no longer rely on reflexes to dodge bullets, or jump over bottomless pits. But if a mistake is made, and we know how to fix it, save states are there for us. Do you want to know more? Please visit http://TASvideos.org Duckburg Duckburg: Here Donald will take the "Hero Key." Even being the smallest stage of the game, quite some time was saved here. Duckburg: 27 frames saved. Total : 186 frames ahead. Mexico Mexico: Here Donald will get the "Red Plunger." I don't fully understand this address, but it was helpful to create this TAS. It controls some of Donald's actions, like recover from damage animation. The Belly Slide is also controlled by this timer making it easier to start a new one. In the previous run it was not found, so there's less trial and error now. In this stage Donald must do something he doesn't do very often; go to the left. Not really a big deal, but I don't know why Donald moves so fast to the left. Avoid this green block was not so hard... ...but this one still needs to be shot. Hit boxes are really useful sometimes, like when Donald goes underground. How to go underground: press Up+Down on ladders. Trivia: Donald made his debut in the 1934 short film "The Wise Little Hen." Mexico: 168 frames saved. Total : 354 frames ahead. Duckburg Duckburg: Here Donald will take the "Bubblegum Ammo." One of the new tricks, the "Long Jump," adds a lot of speed to Donald's jumps. But some times you can only do a normal jump as it needs some room to perform. You must press C+Down to Belly Slide, jump and then hold C+Down. There's a long zip-line section coming, and the only thing to do is hang on... Um... what about that hit box again? It'll sure make it more entertaining. Ah, I've got something else to show; the long jump seems to have a buffer. Donald jumped from the last zip-line with a speed of 19. Now it's back to a normal zip-line jumping speed of 15. There are two more stages with zip-lines, and I'll try to use that "buffer" again. Are you wondering why this ladder was not used to go underground here? It's not possible to reach the start of this stage doing the Ladder Trick. Not really useful, but he can go to the zip-line section while down there. Trivia: Donald's full name is "Donald Fauntleroy Duck." Duckburg: 149 frames saved. Total : 503 frames ahead. Transylvania Transylvania: Here Donald gets the "Real Treasure Map." Jump just to shoot an enemy was one of many mistakes of the old run. Now I'm trying to plan farther ahead and shoot whenever I have to jump. Pausing before a chat is older than the old run, but it's still useful. There are places where it would just waste time to avoid damage... ...but waiting here saves 15 frames compared to taking damage. The Long Jump is even more effective underwater. Here's a place where it's easy to avoid taking damage but it's not worth it. If you import the old run into BizHawk, you'll get a desync at this point. There is much more lag in this stage now, but I tried to reduce it when possible. The strategy used in this section comes from the RTA World Record of Quack Shot. The RTA runner jumps inside this wall and Donald zips to the end of this area. The drawback; he dies in the process... Still, faster than the old strategy. Boss: Dracula. Trivia: In the Kingdom Hearts series, Donald has the highest Magic stat. Transylvania: 603 frames saved. Total : 1176 frames ahead. Maharajah Maharajah: Here Donald will get the "Sphinx Tear." As you can see, I won't collect all five Peppers here, just four of them. Why not? Well, the Peppers are not so useful here as they were in Duckburg. And in Egypt they are pretty much useless since the last one is almost at the end. More hit box fun, for every one! In most places jumping around ledges is slower than falling off of them. Shooting makes Donald's hit box smaller, but it was overlooked in the old run. Not using the Peppers in Maharajah forced me to find better ways to kill some foes. Boss: Shere Khan. Trivia: In Finland, Donald's comics were banned due to "inappropriate clothing." Maharajah: 83 frames slower. Total : 1093 frames ahead. Egypt Egypt: Here Donald will get the "Scepter of Ra." And here we are with a strategy that will put these Peppers to good use at last. The Long Jump was found here during a "play around" to enter this door. By the way, you can not enter this door before the flag is set, not matter what. Here you can jump at the top of this ladder, but in Mexico you can not. I almost forgot to say it, but shooting after a Long Jump makes it even faster. So, if you see me shooting for no apparent reason, it is to gain that extra boost. It's also kinda late to say it, but it's not possible to slide on steep slopes. And without a slide, it's impossible to start a new Power Walk, unfortunately. How to Power Walk: Press C+Down then Up+Down+Right+A+C Wow, Egypt is a huge stage! The Hideout is longer, but there we have a boss... If you go slower at the end Donald starts a death animation but doesn't lose a life. Trivia: Donald has black eyes and suffers from color blindness. Egypt: 696 frames saved. Total: 1789 frames ahead. Southpole South Pole: Here donald will take the "Viking Key." Another small stage full of improvements; a lot more damage was taken, for example. The trick to collect the Viking Key and call the Airplane was also improved. South Pole: 113 frames saved. Total : 1902 frames ahead. Viking Ship Viking Ship: Here Donald will take the "Green Plunger." Plungers... not the best ammo of the game, then, why is it the most used one? The reason is pretty simple; it's not possible to manipulate enemy drops. Gunshots interupt some of the other sound effects, but the opposite is also true. Remember the speed buffer? It's impossible to use it here, but I'll keep trying. Some platforms drop your speed to zero. You must slowdown a bit to avoid it. Hit boxes, again? I have been saving Popcorn Ammo for some time and it's time to find out why. Boss: Viking Ghost. Viking Ship: 220 frames saved. Total : 2122 frames ahead. South Pole South Pole: Here Donald will take the "Viking Diary." The Long Jump buffer, as one would expect, doesn't work with Green Plungers. In any case, it's a good idea to grab the Plunger as high as you possibly can. Why? Well, that's the height you're going to release the Plunger no matter what. I'll freeze his hit box at the position he will release it as an example. If I jump, take damage or go all the way down, Donald appears at the green square. How to Get Low: Press Up+Down on Birds. Here comes a barrage of Long Jumps! I'll shut up for a while, enjoy. New South Pole skip strategy, and again, it's from the RTA World Record. South Pole: 203 frames saved. Total : 2325 frames ahead. Hideout Hideout: Here Donald gets back the "Viking Diary." That's right, Donald won't get the "Map" back as Pete has promised... ...otherwise it would be possible to go back to "Duckburg," for example. Like in South Pole, Donald releases the Plunger as high as he grabbed it. It's possible to shoot upward and keep all your speed while doing so. This is a pretty basic trick, but I just found it at this point in the run. How to Shoot Up: Press Right+A+B+C then Up+Down+C The physics of these mine carts and how it messes with Donald's speed is crazy. Thanks to faster movements, one phase of these moving platforms is now skipped. Something I have tried for quite some time in the old run, but couldn't make happen. There are Big Bad Pete faces everywhere. I wonder what "B.B.P" stands for though... The muscle bound thugs are invincible, so it's faster to just take damage. Boss: Big Bad Pete. Hideout: 321 frames saved. Total : 2646 frames ahead. The Island The Island: Here Donald finally beats "The Guardian." When a video of a guy beating him in one phase was shown, little detail was given. It was all figured out and explained much later, after the old run was published. Now, imagine how frustrating it is to know that your TAS is not on par with an RTA... Please don't get me wrong, I'm not saying "TASes must be better," no, it's not it. But since it uses all sorts of tools, it should at a very least be faster. Here comes the last zip-line of the game. It's now or never for that buffer... It worked! Long Jumps do have a buffer if you can grab a zip-line afterwards. Earlier I said; "to the left is faster," but how much faster is it anyway? It's so fast I can reach the last platform before it goes to the right this time. Here's an estimate of the maximum speeds: to the Right: 31, to the Left: 37! What lies ahead is a good example of how TAS and RTA can benefit from each other. Boss: Guardian. Credits SPECIAL THANKS TO: mklip2001 For bringing this game to my attention. Mitjitsu For pointing out the Final Boss Glitch and sugesting the use of sub pixels. sicanjal For figuring out the Final Boss Glitch. PPLToast For his Wall Trick in Transylvania. FatRatKnight For his tutorial about sub pixels. marzojr For sharing his memory addresses. Reeve For support on the forum and suggestions of possible improvements. Evil_3D For support on the forum. Tool Assisted Submission Text by Dooty Thank you for watching, and see you next time!
Hopper262
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When I first played (the Flash version) years ago, I immediately wondered what a TAS would look like, with precise control to preserve momentum and choose your angle. Thanks for satisfying my curiosity, as much as the current tools will allow. Yes vote. I'm biased toward the game, but it's short enough that I didn't get bored watching the whole thing at 50% speed.
Hopper262
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A goal of "maximum unique coins" would be a concise way to define a no-loops run. Such a run would need deaths to take alternate paths and reach as many of the 1225 coins as possible, but taking the same coin twice wouldn't advance the goal. I was surprised and entertained by the existence and execution of the loops (disclaimer: I watched the "fast-skip" encode), and I'm not sure which goal I'd prefer if I had to pick only one. Aside from that, I was very impressed with the variety of tricks not shown in the standard categories, and thoroughly enjoyed this run. Thank you, CuteQt and HappyLee!
Hopper262
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I was entertained. I watch enough OoT speedruns to understand and appreciate the tricks and movement choices, but I'm not expert enough to spot the suboptimal parts. I find the route pretty funny: such a long detour just for the hookshot to make that ground jump, then back to Gohma and wrong-warping but as adult Link. At the same time, it reduces this category to essentially the any% route with extra stuff in the middle, which makes it hard to recommend for publication. Too bad April 1 is a long way off; this would have been a perfect "it's a joke, or is it" submission. Thanks for sharing the TAS, and I hope you had a great time making it.
Hopper262
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April Foola Day? I prefer this zero-frame improvement. It's hex-edited which is why the re-record count is still at 69. Pity you can't end input sooner, but anything under 420 frames plays Rick Astley instead of Snoop Dogg.
Hopper262
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Here's a page with more info on the shortest games. Choose the "Wipeouts" section: http://www.samsoft.org.uk/reversi/default.asp It mentions 57 possibilities, and says, "Ignoring reflections & rotations there are 5 with the perpendicular opening, 23 with the diagonal and 29 with the parallel." The left-hand list has 24 entries, but many of those have variations linked in the description, so I think all of the unique cases are covered. Now all that's left is for someone to count the flips and find promising candidates for improvement ;)
Hopper262
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This game brings back memories, although I didn't know about the PSX port. The intrusive loading pauses, right before long corridors designed to mask load times, made me laugh. You mention the lack of damage in the first skydive: would you mind explaining why? It's not a great entertainment tradeoff, since you have the (nearly) perfect dive in Level 5. Despite the game's oddness, it's not the most exciting watch because of the waiting periods, ammo management, and slow fire rates for some weapons. Level 3 in particular feels slow, though I'm sure that's the game's fault rather than yours. Weak yes vote, but I'm glad I got to see this. P.S. Thanks for the good submission comments. They explained a lot of things that stood out to me while watching.
Hopper262
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Personally, the graphical glitch greatly reduced my enjoyment of an otherwise 'straight' playthrough. Watching the spike dodging in the autoscrollers is just not as fun when the Captain is a TV half the time.
Hopper262
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I wasn't expecting to be entertained by 20 minutes of Q*bert, but I was. I can't tell how optimized it is, but the enemy usage and dodging shows off the tool assistance, and the board traversals were more varied than I expected. With the number of things going on, I expect more fun could be had with AI manipulation and close calls, but I didn't notice any particular missed opportunities without sacrificing speed.
Hopper262
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I'm so glad you all helped me on this, I never could have done it on my own. (Even though I did the absolute hardest input all by myself. You know the part, the trick that makes everything else in the run look sloppy and amateurish.) So yeah, we make a great team! Looking forward to the next one. Love you guys.
Hopper262
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I was entertained. You worked to keep it interesting, even though the gameplay is so simple. The 100% goal helped. The levels were varied and increasingly Pepsi-covered, so it got stranger and funnier as it went on. Weak Yes.
Hopper262
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A Sonic game where the character actually stays on screen? Weird, but refreshing. I'm not qualified to judge the technical quality, but I was very much entertained.
Hopper262
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Man, that game looks bad. I did watch the whole thing, though, and it's just complicated enough to look TAS-precise. Weak yes.
Hopper262
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Finally! I was afraid I'd go my whole life without seeing Sailor Moon spit on evil Pac-Men riding pogo sticks.
Hopper262
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I strongly doubt that VirtualBox (or similar VM software) would be suitable for general-purpose TASing. In typical use, it's more like a hypervisor than a true emulator, so you're subject to timing issues of the host machine's CPU. I imagine it'd work in the same situations as Hourglass does. VirtualBox does have software emulation support borrowed from QEMU, which would be a better starting point for a serious effort. QEMU is definitely not cycle-accurate, and from what I gather it's not always deterministic either. It looks like MARSSx86 is an attempt at a cycle-accurate system, leveraging code from QEMU. Bochs is another x86 emulator that lacks many of QEMU's optimizations. That relative simplicity might make it easier to turn into a TAS-capable program, at the expense of slow playback. I can't find good discussion about how accurate and deterministic it really is.
Hopper262
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Is there a version of Tetris where the highest speed remains playable, and the RNG can be wrapped in a reasonable timeframe? Seems like that would be the purest example of continuous progress. It wouldn't be as entertaining as this loop, though.
Hopper262
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Does this mean CCC is the most poetic of SM64 runs? After all, it proves Mario doesn't need fancy caps or lots of coins to find true happiness. Voting yes for both time and style improvements over previous CaD runs. The way you matched this dinosaur's color scheme with the opening graphics was a big aesthetic improvement. Hope to see the 100% soon!
Hopper262
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Voting no for Moon, voting ineligible for Vault, voting yes for TAS Encode of the Year
Hopper262
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With all those shortcut jumps over lava, I expected Croc to run into Jason from Master Blaster... Surprisingly entertaining for a GBC game, and looks optimized to my amateur eye. Yes vote.
Hopper262
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The double jumping and environmental traversal to collect keys makes it pretty interesting for an NES game. However, with the graphics, moves, and bits of levels blatantly ripped from SMW, I can't help but evaluate this as an SMW hack. By those standards, they swapped out varied and distinct power-ups for relatively minor physics tweaks, and added extremely slow door transitions and score counting. Watching this, I just end up thinking, "why aren't I watching a real Mario game instead?" Not voting, as I've only seen the first ten minutes of feos' encode, and I'm in no mood to see any more. It's a shame, I'd enjoy the run if it weren't reminding me of a better game on every single frame.
Hopper262
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It's hard for such a linear game to look really interesting, and having to pause occasionally for coins killed the momentum (literally and figuratively). But there were a nice variety of enemies, many of which kept trailing after you, so that added interest for the short duration. I'd never heard of the game before, but it's easy to see how the game would be really difficult unassisted. I wouldn't want to watch a non-warp version, but this landed just on the "yes" side of "meh" for me.
Hopper262
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I owned this game, and TheAxeMan is totally right about the difficulty and unfairness of powerups. The vehicles were the most fun part of normal play, but too slow to show off here. The constant sprinting, management of freezing enemies, and boss manipulation kept me interested. It's by no means a great game, but the optimization makes it visibly different from the SDA run, and I found it just varied enough to pass the "run right for justice" test. Yes vote.
Hopper262
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I dunno, you don't pick up nearly enough power bracelets! :P Awesome work; I'm only 10 minutes in, and I've seen a lot of glitches new to me (since they're useless in a speedrun situation). The submission text is excellent as well; "I fought Missingno" made me laugh in particular.
Hopper262
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To me, the aspect ratio is the least of the display problems authenticity-wise; the crispness and color differences are much more jarring when compared to the average television screen of the '90s. Instead, I think of the emulator-captured videos as more of the "designer's view" of the game, and in Nintendo's games at least, the graphics seem to have been designed without regard for the television-induced stretching. I can't recall an instance where a circular coin was designed at, say, 12 SNES pixels wide x 14 SNES pixels tall so it would look correct on a 4:3 TV. Personally, I prefer encodes either with graphics presented as the designer designed them (which is pretty obviously square pixels in every SGB game I can recall), or fully accurate to the display medium with scanline-blurring and NTSC color quirks. Stretching the pixels while ignoring the other television distortion factors is a very unappealing middle ground for me.