Posts for JSmith


1 2 3 4 5
17 18
Experienced Forum User
Joined: 8/1/2006
Posts: 428
The first Spiral Mountain backflip is extremely difficult on Mupen for some reason. It took thousands of re-records to get the one in the current TAS.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Hyperresonance wrote:
Stiv said you can actually make the final jump without ground pounding with his strat, so that's likely fastest.
Nice find. I think every optimized non-talon-trot strat should start the jump from the same spot anyway, so we should be able to take the best of both strats.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Hyperresonance wrote:
This video http://youtu.be/Ef0mHJrr_ig?t=10m19s is likely is fastest method to get the jiggy on top of mumbo's mountain without talon trot. If it's possible to get it in talon trot it MAY be a bit faster though.
I think it would be faster to: *Backflip to the very edge of the slope over the sign *Jump backwards off the edge *Immediately flap back on, so that you land before the upwards part of the flap. This resets the timer until you start to slide when you enter the airspace over the slope. *Roll, jump, flap up the slope to the boundary of the steepest section. *If you cannot reach the steep section before starting to slide, delay the slide with a roll. *Jump and ground pound to cross the steep section. Clip the Jiggy hitbox before you land from the ground pound recoil. It's important to start moving forwards as soon as possible after you reset the slide timer, even at the expense of gaining height. Also, jumping and/or rolling up the side of the entrance may be faster than backflipping under TAS conditions due to less landing lag. This should be tested.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Hyperresonance wrote:
As for beak bombing with the snow, there might be a use for it other than what was used in the current TAS, but I'm not sure where
Mumbo skull entry is the obvious place; the current TAS enters in the air and spends just over a second in normal flight after the snowman-killing jiggy cutscene.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
There are several methods for getting to the Wozza honeycomb tunnel as Banjo. I think the fastest is to go straight to the tunnel and quickdive (a+z at the surface), using damage recoil to enter the tunnel, but a talon trot edge dive from the nearby crystal has one less damage recoil. Also, I'd love to see the new TAS make better use of keeping beak bomb momentum after landing or crashing on snow.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
feos wrote:
If we suddenly start considering this run an improvement, then I have a question: what exactly prevented doing so in the initial submission? If nothing, then there's no point in "obsoleting" it. Otherwise I can make 100 submissions of a single game with slightly edited endings, each of which would be "more entertaining". And I'm not even mentioning what Masterjun can do to abuse such an approach.
This isn't just a slight improvement. It's about 25% more entertaining (per minute) than the published movie. And it's moon tier, which means that sort of speed-entertainment tradeoff is a good thing.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
I too prefer this ending to the previous one.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Shouldn't the category be "game end glitch", since you don't actually do the wrong warp?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Kuwaga wrote:
Drifiting and all that should influence the RNG because it'll pull a different amount of numbers for graphical effects.
Huh... that means C^ might be useful for luck manipulation by changing the number of effects onscreen.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Weatherton wrote:
Based on that (granted, it's a single sample) the item seed seemed to depend somewhat on jumping. Not sure what to make of that.
If it works like other games, that means the rng draws from a fixed sequence of numbers, gets poked some number of times every frame, and gets poked some additional times when you slide, probably related to the dust puffs. So what you actually need is a count of how many rng numbers you are consuming during the item spin, the 'nearby' numbers in the sequence when the item pops, and a list of which actions consume how many numbers.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Also, when BLJing, the TAS normally presses A every other frame. However, the 0-star TAS pauses as it releases A, so it only moves 1 frame's distance between jumps. This lets it get an extra jump, and therefore a bit of extra speed, before it runs out of staircase. And the extra speed lets it pass through the DDD entrance without triggering it.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Azure Abyss red coins could have been ~1s faster by manipulating a Skeeter below the final jump into water.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Your shopping at the very start looked mis-routed. Is there a reason you needed to make an extra shop visit to sell a single potion?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
That was not nearly as exciting as the phrase "infinite speed" in the submission notes implied.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
The obvious thing to generate on D:7 is more Scrolls of Earth. Generating a staircase/trapdoor/hole/level teleport trap adjacent to the Sokoban staircase would also be flashy.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
The frog timer really makes this run.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
How do you do the the 'walk through walls' glitch?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
In case you ever need to do it again, Xorns can manipulate luck to some extent without using time by kicking at empty space.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
I think boss keys should be included in 100% simply because it's the most blatant thing that MST skips. This is purely an entertainment issue.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
I think the fastest place to take damage is off Conga while shooting at him. That combines the damage-taking animation with waiting for Conga to throw the second batch of oranges.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
ais523 wrote:
We've already arranged to be able to lose arbitrary items (other than bulky equipment like armour) on the way up through the dungeon, so it's quite easy to get rid of conflict after the Quest without losing time. However, Astral's proving more of a problem.
Can't you activate conflict on Water, by putting on a ring right before jumping into the portal, without screwing up the egg hatching?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
I didn't find this entertaining at all.
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Will the run be finished by November 13th, 2015?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Just "Total Control" then?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
Experienced Forum User
Joined: 8/1/2006
Posts: 428
Why don't you polymorph into a flesh golem on the Oracle level, for humor's sake if nothing else?
Trying 127.0.0.1... telnet: connect to address 127.0.0.1: Connection refused telnet: Unable to connect to remote host
1 2 3 4 5
17 18