Posts for MUGG


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I think there was a strategy to achieve a lower item count than RBA. RBA would destroy the purpose of such a run anyway. As for the 100% run, please don't use RBA either and don't spend time showing off but do it as fast as possible.
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http://www.youtube.com/watch?v=7ljdWzZNkMI This seems to be a glitch which manipulates the savedata and opens the gate without having collected all the mirror pieces. I was under the impression the player might have used a cheat though. Today he sent me a message: "here i was playing kirby on emulator and i saved with f1 and then fall down and i the last boss doors where open.i unlocked 5-6 doors im not realy sure how did the glitch hapen but then i load game and tape it.and if you know please tell me how to cheat." I don't know if that guy can be trusted, but there might be the possibility for a glitched run..... His last line refers to my question if he used cheats. I'm asking him a few more questions.
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Nicos wrote:
a publication in not even 24h ? that's a record
See here for the fastest publication in TASvideos' history http://tasvideos.org/forum/viewtopic.php?t=1352 I'm going to watch the run later.
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Didn't find this entertaining at all... Perhaps shooting the ducks as fast as possible isn't a very good goal but I can't think of a better way. Maybe missing them on purpose and then hit them at the last frame possible?
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Just drop a link to the RBA WIP on the description of GuanoBowl's TAS... Otherwise I'd say take it down. I also like the idea of tagging those movies with "has large improvements".
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arflech wrote:
MUGG wrote:
My bad, the video I posted was the first half. Here's the second http://dic.nicovideo.jp/v/sm9351230
It's not a matter of which half it is; the streams just do not start for me.
According to the FAQ, if the video doesn't play delete your cookies or get the newest Adobe Flash Player. Otherwise it can be an temporary issue with the site itself.
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My bad, the video I posted was the first half. Here's the second http://dic.nicovideo.jp/v/sm9351230
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Bezman wrote:
MUGG wrote:
http://tasvideos.org/forum/viewtopic.php?t=8420
Oops! Sorry, I didn't even think to search! Thanks for the info. :-) Are you able, by any chance, to also tell me how many frames each frame of animation is usually 'held' for? I imagine that the walk cycle in SMB is closer to 20 or 30FPS. Or if you're kind enough to explain to me how to do frame advance in a NES emulator (or I can work it out myself...) I'll maybe discover the info that way.
Uh, I'm not sure if I know what you mean. I can only provide that thread. Using frame advance has been explained... so I hope others will help you.
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I'm not sure about the extra levels... About ending the input: Use either 1) or 3). Does resetting save time in the main TAS? If not, then don't be afraid to reset. As I described in my earlier post the Kirby Super Star TAS will use a lot of resets so a single reset at the end of your TAS won't hurt in my opinion. It can feel abrupt if the reset is right at the goal ring though... in that case I would prefer 1) over 3).
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Wrecking Crew "1-100ALL" [57:33.50] I haven't played the game but as the title suggests it seems to play from level 1 - 100. Recently posted on nicovideo. I am not aware of the author.
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熱血格闘伝説 (Nekketsu Kakutou Densetsu) Playaround A somewhat enjoyable playaround recently posted on nicovideo. I'm not aware of the author.
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Wario Ware, Inc.: Mega Microgames$! [29:16.58] (元 / Ryuto138) Much time was cut down due to the use of resets. I think many of the mini-games could have been done more entertaining (for example, instead of finishing the games as fast as possible, finish them very close to the end). Otherwise it is a good TAS in my opinion.
Post subject: EDIT: New Milky Way Wishes 100%
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This post includes some info and a list of movies. There's actually nothing new, I just made this because I felt like it. Everything here was done on the Japanese version of the game. This version allows some glitches that don't work on the US version, most prominently the Jet up/down and fire up/down glitch. If you use Jet with running state in mid-air and press up+down, you will fly diagonally and can reach high places very fast. You can use this to enter ceilings from the side. If you bump against a wall you will fly skywards very fast. If you use fire with running state in mid-air and press up+down, you will zip through the ground at a tremendous speed (~2.5 block heights/frame). If you have the Plasma ability acquired an hold left+right and press "up", you will immediately charge to the maximum. (If you have the Yoyo ability acquired and press up+down+Y in mid-air, Kirby will disappear. If you do this with a helper, the game acts as if the helper never existed.) Spring Breeze Spring Breeze [02:48.78] (mugg) (Updated 7th February 2010) The 100% WIP is being worked on at the moment. Dyna Blade Dyna Blade any% [04:03.55] (OGA) Part of the any% WIP. Dyna Blade 100% not available. Dyna Blade lowscore [04:32.78] (OGA) Gourmet Race Grandprix mode differs from the time-attack mode in that there's food on the course. Food can be used to keep momentum (in #2), but it blocks Kirby's air pellets (in #1). Gourmet Race #1 [19.77] (persona4432) Grandprix Record: 19.82 (mugg) Gourmet Race #2 [30.07] (smns72) Grandprix Record: 30.05 (mugg) (movie file will follow by request) Gourmet Race #3 Jet [06.40] (mugg) Grandprix Record: 06.40 (---) Gourmet Race #3 Parasol [37.37] (persona4432) Gourmet Race #3 Wing [34.77] (persona4432) Gourmet Race #3 Wheel [39.74] (persona4432) Gourmet Race #3 Ninja [39.99] (persona4432) Gourmet Race #3 No-Ability [43.40] (yukihis) Grand Prix highscore 297 [02:14.01] (OGA) Grand Prix no-food [01:08.19] (smns72) Great Cave Offensive Great Cave Offensive any% [03:45.40] (OGA) Part of the any% WIP. Great Cave Offensive 100% [15:11.95] (WaddleDX) 13.xx.xx could be possible. Use jet for the first area, switch to wheelie for Fatty Whale... Metaknight's Revenge Metaknight's Revenge 1Player-Only [09:23.??] (WaddleDX, OGA) A proper 2Player run is not available to my knowledge. I don't know if a 2Player run would be faster than the 1Player run. Milky Way Wishes Milky Way Wishes any% [10.08.35] (WaddleDX) Skyhigh 100% (movie file, unfinished) (OGA)[/url] Milky Way Wishes 100% [11.45.97] (WaddleDX) (2017 edit) The Arena The Arena Parasol [03:28.93] (WaddleDX) The Arena Fighter [03:55.82] (WaddleDX) The Arena Stone [02:48.23] (0xwas) The Arena No-Ability [08:00.18] (WaddleDX) For a complete list, go to http://www5e.biglobe.ne.jp/~hosiza/tas.html -> Full-game TAS Kirby Super Star any% WIP (OGA, smns72) smv (Requires 1.43) (14th July 2010) No proper 100% WIP at the moment. I have attempted this run several times but improvements were found all the time and TASing the game is very tedious. The order of the modes would be either of these depending on where you can set up the fall-through-floor glitch for Dyna Blade faster (Gourmet Race or Great Cave Offensive? If it wastes ingame time in Gourmet Race, I don't encourage setting the glitch up there):
  • Spring Breeze -> Gourmet Race -> Great Cave Offensive -> Dyna Blade -> Milky Way Wishes -> Arena
  • Spring Breeze -> Gourmet Race -> Dyna Blade -> Great Cave Offensive -> Milky Way Wishes -> Arena
In order to create the order you need to consider after which modes you reset, the frames you lose for switching between the modes, and that you need to set up the fall-through-platform glitch for Dyna Blade (-> the first room with the platforms). For an explanation of the Fall-through-platform glitch, go to http://bb2.atbb.jp/tas/viewtopic.php?p=92#92 The mechanics of the glitch are not fully understood yet (at least I can't always reproduce the glitch by the criteria of the explanation). There are also a lot more useful glitches, like the cannon glitch or the Heavy-Lobster-skip (?). But OGA is a lot more knowledgeable about these than I am... Useful lua script (X/Y-coordinates/speed, RNG): http://pastebin.com/f431f97c5 About 1.43 vs 1.51: There is more lag on 1.51. Switching to this version is difficult because: - If OGA switched from 1.43 to 1.51, his effort on the any% would be essentially wasted. - Due to the added lag, comparing to older movies from 1.43 becomes difficult. - Due to the added lag, TASing the game in general becomes difficult. The game is already somewhat laggy so having more lag will make lag reduction harder. Personally, I look forward to TASing on bsnes which is the most accurate SNES emulator available. Rather than switching from 1.43 to 1.51, I would like to see a switch from 1.43 to bsnes in the future.
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I know. My problem was that I didn't know you could scroll the screen down at the settings menu.
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Hello timy93 and welcome to TASvideos. To sum it up: There is also Savestates. You can save your state (your progress so to say) and load it when needed. You can use this feature to optimize your movement in a TAS, to test different ways of solving a situation, ... You can use the memory viewer to see what is going on 'inside' the game. It lets you see all the values of the memory addresses. I don't know if there is a version of snes9x which has a proper memory viewer that shows you more than 10 memory addresses at a time (VBA and FCEUX show you ~50). If you know the memory address that states someone's HP, you can use memory watch or a lua script (use the former if you are not familiar with lua scripting) to display the value at a given frame. You can find out what the needed HP memory address is by searching with snes9x' memory viewer. Search for an unspecified value, damage the enemy or let yourself get damaged depending on what address you need, and search for a value that is lower. Repeat.
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While I think this movie was okay to be published, I find the GBA version of Lode Runner a bit boring. I'm not familiar with it and the level design, colors, and all doesn't make it more entertaining for me. I only played the GB version (ironically, you may find that version boring). It features some glitches, most notably the one where you go through the floor, as well as some skips (using bad guys as platforms). I have a newer WIP of this game, starting from level 15 but I stopped because I didn't figure out what determines the probability bad guys drop their gold piles. I actually think there is a timer rather than a RNG involved. Maybe I'll continue the WIP some day and post it.
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Two obvious things to note: - Use autofire A only when necessary. Hearing the loud monotone sound for many seconds isn't very amusing. Clearly you can't do anything, just walk to the right but using autofire A in many places doesn't feel like a god played the game (it doesn't automatically make a good TAS, for me at least) - You bumped against a wall somewhere in level 1, and (I'm not sure but) possibly you could still improve positioning on the staircase sequences. You did very well with the boss fights. When you reached the point were you can't improve the boss fights time-wise, the next thing to do is to improve the boss fight entertainment-wise (but everyone has a different taste and I can't give you pointers on what else to do in a boss fight other than being sure to not lose time due to bad positioning which you avoided this time. At least, as an important pointer, I think the run could be more amusing with less autofire A) Maybe a third obvious point: Only 280 rerecords this time... Kirkq has a good point there and I agree that you should use rerecords when necessary. However I don't agree about this:
Most experienced TASers can use roughly 800 rerecords per hour, so you can quickly see how minimal 465 is. Obviously if you become more experienced you will be able to get to that level, but we all had to start somewhere.
This sounds like being a good TASer implies to have a low rerecord number. Maybe Kirkq didn't mean so, but I want to clear it up anyway: It is, aside from your effort, largely game-dependent how high or low your rerecord number is going to turn out to be. Maybe in this game where you simply walk to the right while jumping / flying you won't spend a high number of rerecords, but you can use rerecords to redo the parts where you jump over a gap or on / across an enemy until it's looking satisfactory. While TASing the Mario Land 4 hack I even had a place where I faced much lag, so you could use rerecords to reduce this lag (I don't know how or if it's possible at all, or if it's in the original game at all!). You shouldn't worry about lag reduction for now though... But, NitroGenesis, you should learn TASing is more than just going through the game at 50% speed and enabling autofire at certain times. I don't know how interesting it is for you to engage in TASing the way I mentioned above, but this is how I TAS. Maybe you'll find it boring and time-consuming to spend much time on a small place in a level.. it is up to you how you are going to make your next TASes. After all I'm just saying I'd like to see more from you than just an apparent 50%-speed-autofire-A-TAS. After writing all this, I think kirkq actually did better than me at giving advice. I just feel like you shouldn't worry about the rerecord number, just use the rerecords and make an entertaining movie. EDIT: Oh, and you went the slower route again. Here a movie I made for you to compare. http://dehacked.2y.net/microstorage.php/info/1603492354/shinchan1.vbm - Jumping seems to have 1 delay frame, so only jump when necessary (You can make entertainment/speed trade-offs if you wish) Not used in the movie above
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I use mozilla's adblock plus. I find advertisements annoying... I couldn't think of any ad that would catch my eye.
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There's a similar problem with SNES Kirby Super Star: While the last real mode, Milky Way Wishes, gives you a great and colorful staff roll with nice music, the last mode to be played in order to get 100% is the Arena mode and its ending isn't nearly as beautiful (only Kirby holding a golden cup). The upcoming any% run will use many resets to skip cutscenes and a 100% run would also skip the staff roll I mentioned and directly go on to the Arena mode. Therefore I say, use the fastest way of acquiring 100% without any entertainment trade-offs (I don't know about the warp glitch, I don't really care if it is used or not). You can decide how to end the movie but I wouldn't redo all of 6-8 for the credits.
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I decided to make a short playaround of Kunio's Nekketsu Soccer League. This game is very well suited for TASing, there are some nice bugs and tricks to do (even though they aren't always well reproducible). And I think I did well. http://www.youtube.com/watch?v=B7wg3r83bHU At the time I made this I didn't know how to change settings related to weather conditions so I went on. The gameFAQs guides didn't cover this very well. Now I know I accidently skipped it (just press A/down at the screen which asks you where to play, and what the ground is like...). A playaround should definitely have some tornados and lightning in it since it would be more pleasant to watch. I might restart a new playaround later, but not now.
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Stage 1: Looks great, especially the health management before the miniboss. The lag is a little questionable before you enter the tree, but it looks like there wasn't much you can do about it. With Wispy Woods, does he always have to drop a spike in each set of 3?
I tried for 20.000 rerecords to optimize the last room of level 1 to eliminate as much lag as possible but this is the best I could come up with. Whispy either drops 2 gordos + 1 apple or 1 gordo + 2 apples.
Stage 2: Nice job beating Lololo as the miniboss without taking damage, and pretty decent playaround for the other two hits. I'm surprised that inhaling the bottom row of blocks in the next room is the fastest way to go. With the boss, how much control do you have over which rows they use? It seems like you spend a bit of time moving to the middle for the final hit... would it be faster to inhale the first box closer to the middle?
The no-stun trick is used a lot in this run (swallowing something, be close to the next thing you suck in so the animation gets skipped). Due to this trick I could spit the last box at the miniboss at the instant I sucked it in. And for the same reason, going through the bottom row and bein close to the second to last box at the boss is faster. I regain control faster, can spit it at Lololo (or Lalala) and immediately go on.
Stage 3: I'm guessing all the damage in the water was to avoid lag... very clever! I also like the glitched enemy in the floor shortly afterward. It's a shame you had to skip the spicy food here, but honestly, you've cleaned up crazy amounts of lag. Good luck with improving the Kaboola fight!
Usually you can damage boost in this game, but due to the lag it ends up slower most of the time. It was still used in level 2, room 3 even though it was one frame slower because it eliminated a lot of lag in the following rooms. Taking damage in the water seems to be better because you regain control faster. EDIT: And yes, at one point it boosted me forward so a cannon isn't lagging very much. :) Thanks for your comments :)
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1297M - SNES Earthbound (USA) by pirohiko in 1:10:00.95 1415M - SNES Super Mario World (USA) by ISM & Mister in 10:22.17
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1346M - NES Mega Man 2 (JPN) by Shinryuu, pirohiko & FinalFighter in 23:54.75 1349M - NES "warpless" Super Mario Bros (JPN/USA PRG0) by HappyLee in 18:41.7