Posts for NEVERDOORS


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wicked way to introduce 3DS movies to the site finally. can confirm that this is very very well optimized, especially given the current state of Citra TAS tools as described. so fresh + so clean + W + based + reverse ratio + i helped edit the description + epic twisted backfill+ i love you
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feos wrote:
So using the current approach, branching this movie would depend on whether OOB is used in other branches. If OOB is avoided in most of them, then this is blank branch and the other one is "inbounds". Judging by https://www.speedrun.com/lm "inbounds" is in minority indeed?
The only main category that explicitly bans going out of bounds is the most popular one, 'Any% No OoB' (it's banned in low% too, for the obvious reason that using this MSG would trivialize the challenge of not collecting any money). There are other categories that do utilize OoB travel without the full MSG seen in this run, such as 'All Boos' and 'All Portraits' that both utilize OoB after Area 1 to reach Area 3 early. Out of Bounds is not banned in 100%, although it is not used by RTA runners, however it would be used in a 100% TAS. So OoB itself is relatively common (except for the most well known category), but any% is the only category that uses OoB to achieve this major skip. I'm not sure if a MSG label is entirely necessary given TASVideos standards (as in literally, I don't know lol), but either way I would consider it appropriate for this category since it is the only one in this game that uses such a skip. I am still most definitely in favor of branching [3090] GC Luigi's Mansion "in bounds" by Malleoz in 54:21.70 with 'Inbounds', since it is also the only main category with this restriction and is distinct from any%.
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Samsara wrote:
I personally agree with this (apart from using "any%" as a branch). As far as I can tell, there wasn't much of a discussion on the original changes to the branches, and it's not really consistent with how we branch other things. Unless there are any objections, I'd like to keep this category branchless, and rebranch the no OoB run to "inbounds". I'll give up to a week for discussion, unless there's a pretty clear opinion before that, because I really don't want to keep this run waiting any longer than it needs to.
I submitted it like that just to bring the point up but yea it should be branchless. 'Inbounds' sounds good to me 👍 tysm
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this run binted my bogos fr yes vote
Active player, Experienced Forum User, Published Author (408)
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Active player, Experienced Forum User, Published Author (408)
Joined: 1/18/2013
Posts: 49
Active player, Experienced Forum User, Published Author (408)
Joined: 1/18/2013
Posts: 49
Active player, Experienced Forum User, Published Author (408)
Joined: 1/18/2013
Posts: 49
I really enjoyed this movie! As an Undertale Enthusiast it was nice (?) to see genocide route content (Undyne The Undying fight, slowed area songs, different cutscenes etc.) that I almost never see otherwise (i would never personally play through genocide) mixed in with some very technical glitches and sequence breaks. Just the concept of messing with the redemption flag at all and still being able to complete the genocide route is mind blowing to me as a technical layman, given what I know about the lengths Undertale goes to internally to ensure that an accurate record of the game state/flags are kept. I don't pretend to completely understand all the glitches happening, even after reading the very detailed submission notes, but they are visually interesting anyway and I can understand enough to generally follow what is happening sequentially. yes vote, from the heart, for these reasons alone. As for the actual restriction of the run (minimum Z press), I didn't quite see why it was interesting at all, at first. To me, what makes the the SM64 A-Button Challenge so compelling is the fact that there are so few of them (under 20!) required to 100% the game. So I couldn't help but wonder what the point of the restriction was when there are well over 1000 Z presses still required. After watching the movie though, I'm really not concerned about it anymore because I can see that, at least for genocide, this restriction creates really unique routing problems and allows them to be solved using a combination of glitches you wouldn't see all together in another run, and that is reason enough for it to exist. Seriously, much respect to the scientists who were able to cook up some these tricks using a bunch of seemingly disparate bugs. Besides, all 'minimum press' challenges have to start somewhere right? As for publication on this site, i mean what the hell why not, i dont know. dont ask me, i just work here. apparently this was submitted at a transitional time WRT site rules anyway so I guess we'll see whats up next year. It's an enthusiastic 'hell yeah' from me until then 4 sure i'd definitely go with this run over the Neutral Ending Miminum Z Press run though, if I had to choose
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you may not like it, but this is what the ideal speedrun looks like. gg!
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yeah
Active player, Experienced Forum User, Published Author (408)
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Potato wrote:
NEVERDOORS wrote:
Easiest yes vote of my life. Truly a treat to watch! I remember when barrel storage was found years ago and it's really satisfying to see it finally used optimally to it's full potential. Amazing job :)
Barrel Storage was also used to its full potential in the old TAS from 2012 done by mugg. Other than finding a way to get High Jump on Mario for english, not much was really found that involved barrel storage. Hat teleportation was the glitch who was truly used to its full potential this time, which allowed us to go past many walls. We spent almost 7 months documenting and understanding how it works and how to get the most out of it.
Ah, I see. Definitely excited to read the write up for how that works by itself and in the route used for the TAS. Awesome job any way
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Easiest yes vote of my life. Truly a treat to watch! I remember when barrel storage was found years ago and it's really satisfying to see it finally used optimally to it's full potential. Amazing job :)
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of course yes, great job optimizing the little movement there is left in this category! love the deku nut flashbang-into-the-credits ending
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"its good'
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Kenttsu wrote:
I didn't watch more than few minutes from the beginning, but a seizure warning might be a good idea.
Thanks for letting me know, I added one to top of the video description.
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Nice, total immersion in the creation process can be very fruitful if you can pace yourself. Wasn't expecting this to be done nearly as soon but I'm really looking forward to the release! From what I've already seen I have no doubt you did the game justice.
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Fantastic work, the clipping tech makes most of these levels a treat to watch. Voted yes for the Bond glasses ONLY
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Fog wrote:
TaylorTotFTW, do you have any screenshot suggestions for publication?
I'm assuming you mean for the submission thumbnail? frame 37619, if you please:
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I really enjoyed this movie, plenty of interesting tech that is too rarely showcased. Very impressive TASing! I will have to rewatch the commentated version because I'm not as familiar with MM. Thanks for making this, voted yes
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My apologies, I forgot that you cannot save the input file over after the movie is (finished). I know how this program works i swear! Here's the correction with a final time of 2:24:37.003 Surprised by the acceptance, but I agree :) It was the route, or simply the idea of the run that made it interesting, and I'm proud to have brought that idea life. It is almost astonishing that this simple restriction produces such an interesting glitch exhibition, and it showcases many techniques that were more frequently theorized than documented. I'm glad to know it's appreciated here!
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Radiant wrote:
So yeah. I'm not sure how a goal of "almost no doors" is tenable.
If you want to count this as a door, you must also count the gates Zelda opens during the collapse sequence, the 'doors' that Dampe opens during the race, and hey, why not count Water/Spirit boss key skips since you press A in front of it to jumpslash in, and that's another technicality that can be argued? To further corroborate the Goron City 'door' not really being a door, we can look to the fact that it is called 'bg_spot18_shutter' in the game files, while all other doors are referred to as such (en_door, door_shutter, door_gerudo etc). We decided on what definition of 'using a door' we wanted to go with before the run started, and stayed consistent with it. If you have a problem with this definition, feel free to make another TAS using what you find appropriate.