Posts for Newpants87


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theoretically you could do it with 1 vine, but i haven't been able to manipulate the camera to cause the glitch to happen. you need to manipulate the camera so that you grab back onto the vine as it's transitioning off screen.
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I've honestly thought about using the hard difficulty as well before the first submission. I understand it is preferred, but it doesn't say it is mandatory and so I made the decision to use the normal difficulty. The main reason I decided against it is that I felt it added less content to the tas. In my eyes, having the ability to show off a few extra 1 frame damage boosts shows off more of the game's mechanics and content rather than having to forgo them having just 1 less health. You can find things to replenish health easily in any let's play video or people using roundabout strategies, but it is doubtful you will find faster boss kills or these damage boosts in this game. As for why I used snes9x 1.51x, it's mainly because I felt it was less resource heavy and more accessible for me. I saw that it said it was being depreciated but still ok to use.
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Hello, Yes, there are several differences between us and japanese version. Just to further clarify. The reason he has to kill chaos the way he does is because in the US version you can infinitely team throw after bumping while in J you can't. Previously japanese runs never knew about this team up jump and had to use a damage boost for one of the last hits, while US version can just keep team throwing and trying to kill it in one cycle staying infinitely in the air. There are also several different bee cycles as well in J and US, but not a big difference regarding time. The main thing however, is how much time is saved in J vs US. Many of the speedrunners have experienced that J runs much faster, but it is still unclear how much time is saved in either what is maybe transitioning or loading. 1 person has said that it might be over a minute faster though by playing J, which is a very huge number. So with the new way the japanese run can kill, it might overall be the fastest version with that boss kill and transitionings. Hopefully, Dooty can figure it out :)
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you have to try to maximize the height before the 2nd jump. the timing does feel a bit tighter or strange compared to the other versions. anyways, before the 2nd jump, have a+b held down, and then you need to hold b much longer before the 2nd jump. i was wondering about the jump at the start of the 2 ice levels because the tas did them before. i thought it was faster to start with jump because the rolling start up on ice is slower?
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it's nice to see more progress. w5 had looked pretty darn good. i have a few of questions about w6: starting out in arctic and clappers, would it be faster to start with a jump rather than immediately rolling? and for clappers was it slower to try to roll through the bug after midpoint instead of just rolling under it? in windy well, was it not faster to just goalswap instead of swapping mid route? the rattly section of toxic tower i don't think should have to change that much. as far as i can tell, i can reach all the same heights as all the other versions. i can still make it into that up barrel near the dk coin. it's a shame how slow engaurde is in pal, but it looks like you were able to make the best outta it.
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that's an interesting find. i haven't been able to reproduce that in any other version except for 1.1 pal. i guess it's probably due to the difference in physics again.
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in pirate panic just jump over the goal after the warp and you can swap. even if you don't take the warp, you should still be able to switch because you break open a kong and just run on the goal to swap (if you get on rambi i believe it will not work). you can backtrack yes, but i believe only because you probably have broken a dk barrel open. it should never have anything to do with spawning the goal. just your speed or a close by warp. hot head bop is like kannon's klaim, something is bouncing you straight to the goal after the warp. if you look at your alternate kong you can see he/she has some weird rolling animation going on instead of the normal idle animation that stops after awhile. those 2 are the only situations where i think you can just turn around and swap. maybe hot head bop might be fastest to complete in 102% with teamup jump to warp first with goal swap and then start+select on the last bonus but i am doubtful. in lava lagoon you can swap if you enter in dixie/diddy only and open a dk barrel somewhere along the way, going straight to the end. i'm not sure how entering bonuses affect goalswap; i don't often look into 102%. i think you are looking too deep into this. most of the useful goal swaps have been formalized. imo, it's either a dk barrel has been broken in the level, a warp to the goal that lets you swap, or transforming back from an animal buddy. transitions probably affect your ability to swap.
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i believe goalswapping has to do with the status of your alternate kong. for some, they are because of a warp or being shot out of a barrel and your alternate kong seems to have that weird status. running seems to keeps your kong in that status for a lot of the goals. for the others, you land very close to the goal anyhow before your alternate kong can lose the status. for instance in the lost world level, black ice battle, if you use diddy the whole time and try to goal swap it will not work, but if you get hit and open a kong, swapping seems to magically work afterwards easily.
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because you never take damage and get a kong from dk barrel or take any warp in hornet hole, it is possible you will not be able to swap partner on goal. goal swapping is very weird though so maybe it will still work anyhow. also swapping in bramble scramble takes only about 1 second, i am unsure if having dixie in front for all of target terror and beginning of bramble will be faster. i think it will be very close. i believe you can still use dixie to make the wrong warp too, the invincibility from damage should last long enough to go over a few of the bramble and make it over the krook. it could be faster but i am doubtful of using dixie for rickety race.
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Dooty wrote:
Yes,you're right; I also made the jump, but I had to turn right for two frames in order to delay the spawn of the bees. Is that what you did too? But about the invincibility barrel, it is possible to set up the release of the beetle without it, but then I can't make the jump over the Krook. :(
no i never turned right. the timing for pal is very precise. the jump needs to be just high enough to go over the bramble, need to always be holding left and be pressing y as much as possible without picking up barrel. if it is not possible for you after that, it might be because i'm using snes9x. were you able to find out a new way to make the invis barrel? you can jump over the krook without getting hit while holding the beetle. i believe it is a one frame in which you can jump over. it is only possible with diddy though, dixie cannot make it over. if you found a new method, maybe you can swap and kill dixie off instead. it would make the next level faster as well. --- Link to video was 44f slower but i don't think i did it optimally. that should be enough to not take the invincibility barrel anymore because you don't have to swap anymore in the next stage. also diddy should be faster getting to the cart.
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skipping the invincible barrel might be difficult unless you can find a pixel without a hurtbox. i looked for a bit using both diddy and dixie, there wasn't any quick obvious places to make it work. also ty, i never figured out what exactly was different with the animal buddies. i tried a lot to jump into the top barrel instead of the bottom with rambi in 3-1 but now i see why i could not. maybe after this is done you could go through all the minute differences you've found in pal. and i tested out bramble scramble on pal, jumping over the 2 bees is still possible :)
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nice progress i'm surprised that a faster way to make invis barrels was found and that you were able to use it twice so far. nice find with the bramble blast barrel skip. i tried to do it on the other versions but seems to be pal only. in bramble scramble you threw the dk barrel upwards. you can jump over the 2 bees without ever pressing right or picking up the barrel. i tried this out, i'm not sure if it's faster than what you do. i used the edge before the hook throwing guy though. Link to video also cool seeing rambiless rumbi in here, i'm guessing you opted for that since rambi is so slow here?
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Hello, After seeing this talk about what version to use, I looked a bit into 1.0 pal. I only tested by doing a playthrough using realtime speedrun strats while on snes 1.51x. I'm not sure if it'd be the same for lsnes/bishawk, but I figured I'd try to list the differences I spotted anyways. The boss timings are definitely different than 1.1 U/J, but is also different from 1.0 U/J. It's a lot closer to 1.1's timings though and seems to be mostly insignificant. All bosses except Kleaver and Kudgel seem to be different. Kreepy Krow, I was still able to bump off of him (though only at the end of the 2nd set of ropes after the up barrel) which is impossible on 1.1 U/J. Rambi's dash is significantly slower. Enguarde's dash seems slightly slower not sure though. The rest of the animal buddies feel roughly the same. None of the other versions have had Rambi like this though. There are quite a few rolls that work on 1.1 and 1.0 that do not work on this version. The slow startup rolls also limits some of the options you are normally able to do in several of the levels. Some of the hitboxes feel a bit different, namely in rattle battle but also a few others, though that is probably due to speed/rolling differences. The team up scrolling glitch in 4-1 after mounting on the spider after dismounting the hook is much slower than all the other versions. Meaning you'd most likely be forced to use the spider route instead. Castle crush is mostly the same but without lag, several of the spinies and hook guys have different timings though. The spinies at the typical barrel break spot for castle crush glitch run out much faster and the hooks thrown are much slower. I believe the hook throwing speed is changed in windy well as well. The lag does feel pretty much non-existent throughout the game, though I feel that they don't add up to be too much in the other versions with lag reduction. Also the team swap glitch that allows for wall zipping cannot be done in here but are possible in the other 1.0 versions. --- This is just my opinion, but I don't really see the need for changing to pal. The team up throw jump glitch would not play significantly in any level except perhaps kleaver. And to be honest, the pal version felt rather clunky to play after playing the other versions due to the slow startup of the roll. I don't think a speedrunner would ever want to play this version. Though I suppose that shouldn't really factor into whether a TAS is made on it.
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I made an unoptimized tas awhile ago using the camera glitch that beats it in 17 mins and 46 secs. You might be right. I was just trying to be optimistic :). Anyways, the main reason players don't really want to use the camera glitch is that it is uninteresting for the people who play it. It trivializes the difficulty and skill needed to beat the game. However, for the people who have never played this game, that glitch probably looks interesting and crazy. I guess I could call it similar to not orbing in smw. (kind of) That said, this is well made, optimized, and faster than nitsuja's. Though, if someone were to ever make an optimized run using the camera glitch, I wouldn't mind seeing this be obsoleted. Mainly because I do think the line between camera freeze and the other tricks in this game is very thin.
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a camera freeze time would probably be 15 mins or under most likely.
Experienced Forum User, Published Author, Player (68)
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dang, loved playing crazy taxi on the dc. good music choices, had to think twice when i heard sonic.
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I'm glad there are other people interested in speedrunning this. I had started this TAS in the interest of also speedrunning it. But dang! Those routes are really good. Your Louie 1 is much better for playing in real time; I'm happy about that. I'm now rather curious about your other routes in the other levels. I'll be redoing the TAS sometime.
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Hi all. I made a new TAS that uses the new skips. Uploaded in case anyone wanted to look at it. I used gens11svn296 if that matters. http://dehacked.2y.net/microstorage.php/info/237188863/ECCO%20%28U%291%20%5B!%5D.gmv It is sloppy. My main goal was to figure out roughly how much long Ecco should be now with the new tech. I hope someone else will pick Ecco up and does a better and more thorough job than me. Especially by monitoring ecco's speed and considering lag frames (and doing a better autoscroll section lol). Anyways, I highlighted it on twitch as a simple way to watch. http://www.twitch.tv/newpants87/c/2092748 There are 2 ideas in hard water and island zone that might be faster. So if anyone picks it up, be sure to test: clipping in the beginning of island zone, running to the end sonar the whale from inside the wall and popping out up and right, finishing by going the natural route. (also explore trilobite, the 4th jurassic stage more) I don't have any intention on doing another unless new significant real-time tricks are found. For this to happen I think someone needs to figure out how the sonar trick works so that we can figure out all the places we can use it. (or find a faster wall clip strat) --- I can shed some more detail on the new method to rock clip. It locks the camera while letting you move. While the camera is locked, wall boundaries are not as defined when not on screen. So, to do the movement to clip into rocks, ecco must start in an idle position. To keep the camera from moving, you use a rhythm of right and left (or up and down if idled vertically). During the rhythm, to make ecco move, B is pressed during either direction and ecco should move the opposite direction and can be repeated. However, B, the dash, has a cooldown. This can result in ecco not moving as far depending on how often it is pressed. Ecco does not move as far if pressed every right/left. So, there is some complexity to this movement that should be considered. Doing horizontal wall clips anywhere is very feasible playing on console, but vertically is much more limited. Ecco does not seem to be able to idle naturally vertically except for in certain vertical sections. It is a possibility that there may be a frame of idle vertically though before defaulting back into a horizontal position. I haven't explored it though. In terms of route, there may be better areas to rock clip or go through. It is honestly hard to say with all the possibilities. Because you are pressing opposite directions for the camera lock, this movement is much slower than regular movement, which always must be taken into consideration. **Should also note, although the lagoon clip also abuses the camera, it is caused by the auto-homing nature of the dash on the jellyfish. -long post-