Posts for Orange_Claw_Hammer

Experienced Forum User
Joined: 2/28/2009
Posts: 99
MUGG wrote:
༼ ຈل͜ຈ༽
when's new trip world tas
Experienced Forum User
Joined: 2/28/2009
Posts: 99
٩( ᐛ )و
Experienced Forum User
Joined: 2/28/2009
Posts: 99
very excited for any new Rockman 2 developments :D
Experienced Forum User
Joined: 2/28/2009
Posts: 99
i love super metroid submission threads
Experienced Forum User
Joined: 2/28/2009
Posts: 99
i believe in the tripzip~
Experienced Forum User
Joined: 2/28/2009
Posts: 99
shinryuu & finalfighter, are you aware of the new realtime speedrun strategies for wily 1 & wily 4? i believe the extended zip at the top of wily 4 should be faster for TAS as well. the different item-2 route starting in wily 1 would need to be tested under TAS conditions.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
i have never been more pleasantly surprised at a TAS than when i watched this one. every single part besides the bit of downtime during the autoscroller was super entertaining. definitely one of the best TAS's i've ever watched, yes vote & congrats!
Experienced Forum User
Joined: 2/28/2009
Posts: 99
Myself and a few other speedrunners who have been steadily playing through Lolo 2J would be incredibly interested in any TAS activity on the game, if that's any motivation - there's some interest in doing actual speedruns of it. It's the best logic-centric puzzle game I've ever played for sure so any TAS activity would be very exciting to see.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
just want to pipe in and say i'm really looking forward to an improved TAS ^ _^
Experienced Forum User
Joined: 2/28/2009
Posts: 99
well, i've actually quit speedrunning - but i never had any real interest in TASing either. it always seemed much too tedious for me. thanks for the praise though! i always appreciate it.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
yes
Experienced Forum User
Joined: 2/28/2009
Posts: 99
1-2: 1. to reduce lag (the emulator aglar used undoubtedly has less lag than console, probably less lag than bizhawk), you can dirk the left-moving spikecar just before the vertical climb with the 4 spikecars on platforms and then landing punch it to destroy it. 2. new strat on the ninja at the end of the stage. after bataranging him prior to landing, it seems to be 1 frame faster to jump over him, turn around, and batarang him from in front of him, which scrolls him offscreen. 2-1: the set of 2 walljumps that skip up a "floor", underneath the two torchers. it is faster (for RTA play at least) to walljump into the top-left block and then descend back down to the bottom-right block and walljump again, this time getting on top of the top-right block. 2-2: 1. same principle as the 2-1 improvement, a couple seconds after the initial two running guys. walljump into the right wall and descend back down to the left wall, and then walljump again. 2. a few seconds afterward, do an instant turnaround off of the left wall when climbing up to the platform with the floor-bomb, instead of walljumping off of it. (i haven't actually done a frame comparison of this one yet, but it definitely looks faster) 3. after the long vertical climb, at the very edge of the top ledge jump into the ceiling with the electrical current - then jump again after landing on the electrical current on the floor. 2-3: 1. might be a tiny bit faster to shoot the ceiling enemy that releases the follow-bombs with the rocket gun - this delays when it normally releases a bomb by a slight amount compared to normal. alternatively, you can turn around in midair while jumping over the floor-bomb and destroy the falling follow-bomb with a boomerang. not sure if either would be faster for TAS. 2. during the fall through the smaller shaft lined with cogs, do a neutral jump and hit the left shaft of cogs from the right as high up as possible. you'll be able to jump to the platform on the left without falling down to do a walljump due to invincibility. 4-1: 1. might be a bit faster due to lag to kill the follow-bomb that gets dropped around the beginning of the stage, if possible. 2. it is possible to jump from the first raised platform directly to the second raised platform, though killing the torcher on the 2nd raised platform (without significant lag either) might be problematic. 4-2: it's faster to jump into the cogs at the end instead of walljumping over them. for the 2nd cog, jump off the cog after taking damage and dirk the spikecars upon landing. 4-3: known damage-taking improvement where you don't dodge the electric bolts in the shafts at the beginning of the level. i have input files of most of these strats, though they're all for the emulator aglar used for this '08 TAS, fceu something. if anyone wants to see them though i'll upload them.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
couldn't find a more recent thread of this so in the course of various people's efforts in optimizing this game for RTAs there have been quite a few improvements found to aglar's TAS from 2008. several involve taking damage but some do not. i have no interest in TASing myself but i'd like to see an updated TAS of this game that includes all the new things that've been found.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
glad to see this TAS was published with the star that it deserves : )
Experienced Forum User
Joined: 2/28/2009
Posts: 99
we want star! we want star!
Experienced Forum User
Joined: 2/28/2009
Posts: 99
very disappointed this didn't make it to the star tier, though i guess there might be a bit too much downtime without interesting stuff going on for the average viewer. i still think this is more deserving of a star than several TAS's currently in the star tier. i've already watched this TAS 3 times now btw, which for the span of time it's been published i can't say about any other TAS. it's also inspired me to try out speedrunning the game and see if some of the cooler tricks are feasible to do in realtime, though you might know about that already zvsp. thank you again for making this awesome movie!!
Experienced Forum User
Joined: 2/28/2009
Posts: 99
hi zvsp, this is cyghfer this is a beloved childhood game for me, and i've been waiting for this TAS for a long time now. i had very high expectations coming into watching this - and holy cow they were exceeded. i love how seamlessly you rack up enemy kills while collecting the rest of the cards and the costume pieces. i love the minor tech like skipping the bomb pick-up animation that you'd normally need to do sit through in order to destroy something above you by stacking them instead. i love how you worked with the absurdly strong ice physics in ice 3. i love all the huge bomb staircases of course. and goddamn i loved all the boss fights :> although there are some unavoidably slow/repetitive parts, the entirety of the rest of the TAS was entertaining and astonishing enough for me to put this in my top 5 or so TAS's ever. thank you so much zvsp for putting in the time to create this, i had a ton of fun watching it!
Experienced Forum User
Joined: 2/28/2009
Posts: 99
!!! can't check this out just now because i'm too busy practicing for AGDQ, but i can't wait to watch this once i've returned from that (though i still would've much rather seen a best ending run...!) i've been loosely following this TAS for awhile now and i know how many times you've restarted or redone sections so it's cool to see it finally finished. congrats toothache.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
ah, good to hear about bizhawk anyway, here are improvements that have come to light since this thread was last active: stage 1 room before the 2nd puzzle room: it's 10 frames or so faster to have goofy grapple the barrel in the bottom-left of the screen and throw it at the guy immediately stage 3 3rd room of the level: goofy throws pots at the top right and bottom left switches (and walks on the bottom right switch) while max grabs the hookshot, walks near the exit, hooks the top-right barrel against the top wall, and throws it at the top left switch. subsequently, goofy is able to pick up the plank in the room with the row of living armors, saving max some walking time, though goofy is only able to pick up one of the 3 pots on the far left wall (i think in the current TAS he picks up two of them, but i could be wrong, too lazy to check). goofy game overs at the end of the next room with the cannon, and respawns as soon as max has switched selected item from hookshot to plank in the following room. we also changed the route for the set of three rooms beginning with the O P E N room, but i think it might be slower for TAS. i'll have to get back to you on that. and again, we have some untested ideas in stage 5.
Experienced Forum User
Joined: 2/28/2009
Posts: 99
oh i see, thanks for the update. just so you know, other improvements have come to light recently (including a stage 1 improvement courtesy of alko/edenal), and blechy & i have some more ideas to test still in stage 5. understandable that the luck system in this game might be a damper on motivation. glad to hear you're still interested though !
Experienced Forum User
Joined: 2/28/2009
Posts: 99
hey randil so what happened with this
Experienced Forum User
Joined: 2/28/2009
Posts: 99
very happy this was published : - )
Experienced Forum User
Joined: 2/28/2009
Posts: 99
looks great, glad to see some nice progress on this!!! btw, blechy and i (hi im cyghfer) are considering doing a 2-player console run of this game in the future, and a completed TAS of this would help us immensely in planning such a run. seems like your motivation is pretty strong but any extra couldn't hurt!
Experienced Forum User
Joined: 2/28/2009
Posts: 99
sounds great, i'm looking forward to it : )))
Experienced Forum User
Joined: 2/28/2009
Posts: 99
i highly support this TAS :) i look forward to seeing some crazy tornado action!