Posts for Lord_Tom

1 2
7 8 9
15 16
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
GAH why do I always find out about awesome things like this when I'm at work and can't watch?! And it's even for one of my runs! Can't wait to check it out, sounds awesome, and based on the description I would totally flip if it were replicated for Legacy of the Wizard!
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
-I played and beat this game as a kid, but as Truncated mentioned survival was pretty much a matter of dodging. The high number of enemies/missiles killed definitely makes this a "superplay" in my book. -At 300% speed, I thought the pace was decent; it's no Super Metroid, but there's some good action there -Agree that if you remake, try using all your missiles to increase overall carnage, or at least the apparent tempo -Lag is a serious bummer (1 in 3 frames?!) though I doubt there's anything to be done -Not sure it's ever gonna go over with the community/judges, but I would have liked to have seen this published, and will happily watch an improvement. -Do you have to repeat the mission if you crash the landing? If not, I think it'd be funny to do the 1st landings fine, then get everything looking fine for the final one but dump it in the water. That's probably just me though! :) -Overall, nice work, sorry the Grue got you, don't get discouraged!
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Yes, the warps run will also be coming soon; there are other improvements than the ones in the warpless which we are incorporating.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
KennyMan: Glad you approve of the subtitles; I agree that most every run should have them - though I totally understand why they annoy some people, especially the first time one is viewing a run. They're easy to turn off once you learn how, both in an FM2 or an encode. Speaking of which, if you're de-synching, try using the streaming link embedded in our submission, or getting the latest FCEUX, using the Old PPU.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
DarkKobold: -If one has P-speed, one could get into the floor and grab the wand on, I think 2 of the airships. I tested this and it saved 2-3 frames. BUT, the get-ahead-of-the-screen glitch makes it impossible to enter the boss room with P-speed, and there's not enough time after the boss is killed to get P-speed and jump into the floor. -Regarding airship 6, we need the leaf which prevents us from getting ahead of the screen earlier. And the route you propose will not work, as one cannot get into a flat wall, one either needs to drop in from a top-left corner, or duck-jump under a ceiling. EDIT: -In 1-5, the movement you're referring to was to optimize x subpixel for the next level; this is usually done by letting off the "accelerator" for a few frames, or by holding left for a bit. -In 7-1, we hold right all the way, so not sure what you saw -Blame me for the subtitles, but at least they can be shut off! And some people do like them...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Wow, great demo of luck manipulation! I definitely spent 100's of hours playing Civs I-III back in the day, so it's great to see the game destroyed like this (barbarian cavalry - LOL!) Yes vote. This joins a number of movies with text-based output that scrolls by too fast to see (unless you're a really fast reader) and, IMO, whose entertainment would benefit from an intentional, set delay. As to possible other goals for a Civ run...I'm not sure, on this port. It'd be great to see the strategies, but the sound effects are annoying, not sure if a longer run wouldn't drive me crazy... And finally, any chance you'll share your Lua scripts?
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Tafatt wrote:
This game was played in 1969. http://www.chessgames.com/perl/chessgame?gid=1371171
...and if you read the comments, it seems that many (otherwise) decent players have blundered into checkmate this way. Which is amazing, since it seems like a decision no human player would make - "I don't like what's going on here, I'd better hurry up and get my King out there!" Note: I suck at chess, though I've read lots of books about it. I agree w/ adelikat that this goal-set is perhaps not the most entertainment one could hope to get from a chess TAS, but since noone's made anything better, yes vote from me.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
The secret mushroom house appears when you get all possible coins on 1-4. I'd totally forgotten about it until Alden suggested the idea (auto-scrollers are avoided at all costs in a normal TAS as they can't be completed quickly).
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
SMB3 Walkathon WIP I needed a change of pace (har har) from the SMB3 warpless, so I started a walkathon using Alden's route and rules suggested above (B button used only for accessing inventory and opening chests). This WIP is pretty well optimized, and gets both whistles in world 1. Let me know what you think; I'll probably finish this at some point and may submit if it ends up looking good.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Any decision on the puzzle category star? For both objective and biased reasons, I'd love to see Lemmings get a star. But looking at Baxter's list of TAS's in the puzzle genre, I'd say that Arkanoid no-warps stands out as another candidate. I'd further say that 2 stars for the puzzle genre would be very reasonable...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
I'd be perfectly fine with this sort of project as long as the source code for the modified version were available -- so that at least theoretically one could verify that the author has made a good-faith effort to avoid gameplay-altering mods. We TAS on emulators, not the original hardware, so I just don't see what difference it makes to add TAS capabilities into the source code of the original game.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Glad you like the wip. :D Unless ppl object, I think I'll do something unorthodox and include both strats for MC1 in the eventual submission...it's time trial, so there's no in-game reason not to, and I agree there's a certain thrill to seeing the traditional strat optimized - it really pushes the vehicle to the limit of what it can do on the ground.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Ok, for what it's worth here's a wip that completes all 3 laps using the normal strat: http://dehacked.2y.net/microstorage.php/info/349441153/Lord%20Tom%20FZeroX.m64 This bests MuuMu's WR by 0.68s, but is slower than WMJ's version using the floating strat. (I wanted to finish a full 3-lap wip before changing up strats, just cuz) WMJ: I note on the Mr Fix-It site there is a new record from March 20th for MC1 with times for PAL and NTSC...I'm guessing the site just does an algorithmic conversion and that you didn't actually run the NTSC time? If you did run it, do you have a video? Thx! :) Edit: Just watched the improved PAL WR...sweet! Will get working on a wip using the floating strat asap
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Nice. I'm not sure how much it applies to an NTSC run; is it possible to elevate like that off the ramp in NTSC? I've tried, but was unsuccessful.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
New WIP: Mute City 1, Lap 1, 17.10 Notes: -After (seriously) 15 hours and 5k re-records of tinkering, I watched the WR frame-by-frame and figured out how he was taking the 3rd boost so fast...it uses the double-tap-right attack to swing around really fast; the trick is you then need to hold R for a certain time or the car will grip, causing a big loss of speed -Late in the lap, note how I'm hiking up on the rail a bit during some turns...with precise control, one can do so without taking damage (and losing speed), and obviously being right on the rail has the advantage of being the shortest possible path around the turn. This wip doesn't take full advantage, but I'm moving on to lap 2 to make some more progress finding new strats -The 1st half of the lap was also improved to get a bit more speed coming off the 2nd boost -I finish with full energy, 0.33s ahead of the WR; as WMJ noted this is desirable as laps 2 and (more so) 3 are limited in the WR by energy, both for rail slides and boosts -I promise the link works this time! Same settings as before.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Sorry about the apparently incomplete movie file before. WMJ was right about there not being much energy to spare, so I'm reworking that 3rd booster strat to use essentially the same path used in the WR (slower in the short term, but doesn't lose any energy). I'm picking up tons of useful subtleties relating to turning and speed, which I'll document for posterity. For instance, the key to maintaining speed out of a slide is un-spin as late as possible, as quickly as possible, and end up at such an angle that you can maneuver immediately without sliding again. I'll repost after I get another lap 1 wip...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Nice find! As to the B button use, I'm in favor of interpreting walkathon to mean "no using B to enhance speed" rather than preventing tail flips or certainly item use. Others should weigh in if they feel differently, of course... While I'm posting in this thread, andymac, adelikat and I are making (slow) progress on the warpless improvement...up to World 4...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
The only way one could get through the wall in the room with the spikes would be to drop though a block to get into the floor, which is not possible at walking speed. It's not possible to get up on the ceiling to get the whistle the normal way without having the tail. It's too high to wall jump, and in any case, wall jumping also requires running speed. If anyone's motivated to do it, I would like to see a walkathon with the route mentioned above (whistles from 1-3 and world 2).
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
I agree; on vgmaps.com you can see the whistle room located there, but it's the same room you teleport to when you get the whistle the normal way. This is all on the US version, but I'm skeptical there's a version with 2 whistles on the same level.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
Here at last is a wip for Mute City 1, lap one! Mupen64 v0.5.0; -Video=Jabo's 1.5.2 -Input=TAS Input 0.6 -Sound=Jabo's 1.6 -RSP=RSP emulation plugin The latter half is still unoptimized. Once I came upon the boost-slide + rail slide strat off the 3rd booster I just wanted to finish out the lap and feel good after many hours of frustrating testing. The basics: -Lap 1 time is 0.39s faster than the unassisted WR -0.1s saved in optimizing the first 2 rail slides and closer wall hugging; the rest comes from the (still unoptimized) slide into the wall off the 3rd booster. -I'm hoping the life lost improving lap 1 will be recoverable in later laps by skipping boosts that closely coincide with the boosters on the track, and therefore have minimal impact... Please give me any feedback/tips you see. No one else who's TAS'd this game seems forthcoming with their emulator inputs (.m64 files), so in some ways I had to start from scratch figuring things out. Also, I didn't find any previous TAS's for this track, though many others have vids on YouTube.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
That level of detail is way beyond my hazy memories of the making of this run. Off the cuff, I'd say... -I do remember checking using different entry points on the doors, and don't recall it working. If you have an .fcm or .fm2 of this in action it would be useful. Depending on the size of the effect, it could save 1-2 seconds. -In the Evil Fortress, I believe that the small pause was to maximize running time as you speculated; full running speed is much faster than flying upwards, so it's overall faster to hit the corner of that cliff. -If anyone ever does an improvement to this run, I also know 2 proven improvements early on in the run...better manipulation of the last jumping creature in the opening town (0.5s) and better entrance to the ladder in the room before the mattock by having the jumping creature damage boost the character onto the ladder (maybe 0.5-1s; very tricky). Sorry I can't provide more detail; all my old files/notes are in a closet on an old hard drive...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
I've started work again on this game and finally have found a slight improvement to the (unassisted!) WR for the start of Mute City 1, up to the 3rd boost on lap 1. A few observations... -The WR's for this title are absolutely incredible; the ghosting feature on console seems to allow for very precise tuning of the various strats. I'm guessing/hoping this is less prominent later in a 3-lap run, as one can't as easily just keep hitting reset and comparing times after the first 10 seconds or so. -This game is extremely technical, with a huge body of known techniques born of the active speedrunning community, which I'm still trying to unravel -I'll hopefully post a lap-1 wip for Mute City soon...there's just one boost-slide that's giving me trouble...
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
There are no opportunities to get the flower before then. I don't recall the precise timing, but I do remember it wasn't close when I compared the 2 strats way back when.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
As Mitjitsu said, using it once was an artistic decision, though I daresay we didn't spend hours pondering exactly what the right number was... For my part, the thought process was "We should have it in there. Ok, we do. Cool." :) It's perhaps worth noting that using the trick affects Mario's physics as it requires a tail-flip; so it's not really practical to use it many times during the auto's (as it would conflict with the pursuit of 99 lives) though an improvement could certainly decide to use it more than once or twice.
Lord_Tom
He/Him
Experienced Forum User, Published Author, Expert player (3276)
Joined: 5/25/2007
Posts: 399
Location: New England
So glad you guys did this; that boss fight was a treat. I can only imagine what it must have been like to TAS 100 some levels of this game. One question on the timing between levels. Does the transition timer go off when the last enemy is killed or when the last fruit hits the ground?
1 2
7 8 9
15 16