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Memory
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Right before the Fawful Express, why do you actually need to see the puzzle solution first? Does the game not allow you to try to solve it blindly? EDIT: Also what is with the music disappearing upon collecting the last of the initial Dimble Woods attack pieces? Can that happen on console? EDIT2: At the start of airway, I could have sworn it was possible to dodge that second air cheap. Is it slower? EDIT3: At the end of the first liftoglobin section you collide into the wall while jumping to the pipe at the end, does that matter?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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This couldn't be improved at all by strafing instead of actually waiting to turn the corner?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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EZGames69 wrote:
Doesn’t GC pal allow for 60hz or is that just for later games on the system?
Depends on the game but it's fairly common, with titles using PAL 60 as early as 2001. I'm assuming they specified 50hz because that was specifically faster for whatever reason.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Now that the possibility of another category that would feature the training levels with damage has been more or less ruled out, I'm interested in how people feel about the training levels as a whole and how they fit into this run. Do they add to the run? Do they detract? Personally I feel that the training levels add a more gradual introduction to the madness that is about to come but I'm not exactly married to them either.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Post subject: Re: #6305: Gonquai's GC Super Monkey Ball Adventure "All Challenge Mode Difficulties" in 12:08.25
Memory
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TASVideoAgent wrote:
Last thing to mention; I use the 3rd fastest version of the game (fastest being PSP, 2nd fastest is GC PAL at 50hz), as it is essentially the standard that most people play on.
How is PAL at 50hz faster than this version?
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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If people aren't that interested in an all levels using sram to abuse damage in challenge levels, I feel the best place to place the tutorial levels would be here if the community finds them sufficiently entertaining.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I mean a low rerecord count can definitely be a hint that one might want to look into a game more but it's not definitive.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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The differences between Sonic characters is like night and day, I think obsoleting a Knuckles run with Sonic & Tails would be a bit forced.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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The tricks that were there were interesting but I'm curious if better cornering could be at all possible or helpful. I saw quite a number of times where you ran against a wall. Curious if it could be possible to smooth it out.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Thing is that locking it out from editing would exclude any estimated rerecords that are inevitably lost due to incorrectly saving files or crashes amongst other things. Generally if you make your rerecord count look unrealistically high, it wouldn't really benefit you. Besides sometimes rerecord counts CAN be lowered due to more efficient testing or even bots rather than brute force. EDIT: In fact in my last TAS my rerecord count is edited to be LOWER than what it originally was from the input file since I did things irrelevant to the branch I ended up submitting for in that same input file and simply trimmed them out.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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So basically I see minimum 2 potential branches to avoid the vast majority of redundancy here with the possibility of a third (excluding potential ingame time runs or fastest completion without damage):
  1. Fastest completion through credits: What is seen in these two submissions. In this specific submission it optionally completes the training levels. This could be seen as a speed entertainment tradeoff.
  2. Full completion of some variety. This would be from fresh save and could optionally involve collectibles but would require doing all stages damageless.
  3. All levels from SRAM aiming for real time. This would mean all levels would be done with damage, including the tutorial and challenge levels. However, this would have 20 levels with completely redundant contents to the first. It also might be seen as awkward doing the challenge levels with damage if the point is to beat them without. However I see it as the only remotely viable category that would show off the remaining levels (3 last land levels, 55 challenge levels) with damage and would also beat the levels that typically have birds (10) as quickly as possible.
If the last goal is viable for acceptance, I would lean towards the submission without the tutorial levels to reduce the amount of overlap between fastest completion and the all levels with damage category. If the last goal is NOT viable for acceptance I would lean more towards accepting this submission, provided the community finds the tutorial levels sufficiently entertaining when done in this fashion.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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E-Sh4rk wrote:
7. Damageless, all levels -- does not require SRAM 8. Master Grade -- complete all levels damageless and beat all Master times (should actually be the same as "Damageless, all levels")
To clarify, would the training levels be done damageless in both of these categories or is the damageless restriction just to unlock further content? EDIT: Basically I want to know in which viable categories would the training levels be done with damage as they are in this run.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I would like to see a sort of list of feasible goals for this game in general. An all levels run might require sram for the training levels to be done at full speed as demonstrated here, I know full completion requires avoiding getting hit.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I mean a rerecord count never tells everything so it's fine.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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We typically don't delete this kind of submission, it was already cancelled so there is no need.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I took a look at Super Bonk and figured out that it runs on a modified version of the engine from Bonk's Revenge. Changes from Revenge: Bunny Hopping is nerfed in that you lose 32 speed every time you land, you now only get additional speed from invincibility state like in Adventure, other power up states have no speed increase unlike in Revenge, invincibility speed is lowered, no more power down transition speed boost, and hovering is nerfed.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Got done 2-1 fairly quick, was really happy with it though. Link to video
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Atma wrote:
The real question though, is where is the signature monkey ball THUNK whenever you bounce hard and the SNAP of the goal tape? Both are replaced by some weird 'bubbly' sounding effect and I honestly found it extremely off putting.
This game was developed by someone completely different from the first two games and is widely considered to be one of the worst entrants in the series for a variety of reasons. If something about this game seems weird compared to other Monkey Balls, don't be surprised.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Game was incredibly boring voting no
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Edit the submission, list his name under "Nickname".
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Oh my god this game is adorable yes vote The TAS was nice too.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Every time I watch Adventure I am reminded how weird the physics in this game are compared to other monkey balls. It's like the ball in this game is made of rubber instead of plastic.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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I cannot find a Dolphin 5.0-5536, I can find 5.0-5537 and 5.0-5534 but not 5.0-5536. Is the version listed correct? I will try to sync it on 5537 anyways but I want to make sure I'm not going insane.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Memory
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Entirety of round 1: Link to video
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero