Posts for Sigma_7


Experienced Forum User
Joined: 9/11/2006
Posts: 10
There's already a minus world run. See: https://tasvideos.org/1365M The other minus world run is slightly faster (after adjusting for FDS loading time), and also qualifies as a complete run.
Experienced Forum User
Joined: 9/11/2006
Posts: 10
It turned out not to be your problem, but in rr v7 svn193, you may notice problems with "Fake Mute Desync workaround". It won't crash it outright, but it will cause the sound to stop working after a while.
Experienced Forum User
Joined: 9/11/2006
Posts: 10
Phil wrote:
Nice improvement. There is only one thing that I don't like. I think there is too many excessive shooting in auto-scrolling shooting level. Other than that it's really good and nice discovery for enemies that don't fall. I didn't know that one.
That's a time-saving tactic - it cuts down on the amount of time required to advance to the next level. The two ways to do the shooting is to use "three-shot-bursts" or to use a long chain of 100 bullets just before the boss fight. It's slightly faster using "Game A", but lughtbulb hits (assuming that Zapper input is now recorded correctly) isn't really that entertaining.
Experienced Forum User
Joined: 9/11/2006
Posts: 10
I saw this on speedruns.net. Good job in breaking game mechanics. The only catch was that I was fastforwarding past some of the cutscenes and kind of missed stuff. I had the PC version, but didn't really get that far at the time.
Experienced Forum User
Joined: 9/11/2006
Posts: 10
This run has just been made obsolete by a regular speedrun: http://speeddemosarchive.com/ChronoTrigger.html Completed in 3:34 (although using the Japanese version). Thus run has heavy abuse of Alya's Dino Tail to defeat Lavos. It's an order of magnitude faster than simply a couple of frames - it gets one of the pre-Epoch endings.
Post subject: Re: #1420: Chamale's GB Tom and Jerry in 08:53.73
Experienced Forum User
Joined: 9/11/2006
Posts: 10
I haven't played the game, but here's my take on it:
LEVEL 4 The staircases were tricky to navigate. It is possible to go up with B pressed.. I spent a long time figuring out how to jump off the chairs to top height – literally jumping on every frame for a few frames around landing time. There’s a lot of ridiculous couch jumping. Jerry can actually move higher, so high the camera loses track of him, but then he gets knocked down by a ledge. I spent a lot of time trying to figure out where to guide him, then realised the super-jump wouldn’t work at all. At the end of the level, note the 3 picture frame area. I experimented with being knocked onto the ledge by a picture frame, but it’s slower than just going onto the lower ledge and running.
FYI, the jumping pattern used in this level has the look of being unoptimized, even if this isn't the case. If you speedrun it again, you may consider looking for a path that takes the same amount of time but appears to jump sooner - but I doubt this would be easy to find.
LEVEL 5 This level is interesting because it has so many gaps. Enter: TAS. Viewing in slow motion, you can see Jerry getting “678” under him as he enters water. What’s up with that? There are little platforms above the shower I thought he could jump onto. He can’t jump on from anywhere close, so I abandoned the thought. They’re probably for decoration. The pools were very interesting to go through. I often had trouble getting the timing right flying out of the pool. There are actually 2 routes at the end that get the identical end time – 21 frame rule, much? The TAS uses the more impressive one.
The exit section looks good, although it seems that you stop completely while jumping out. Could be an animation thing, but that's a good choice for a route compared to taking the swim.
<p>LEVEL 10 This has so many ways to go, and only 1 is right. I actually went through in normal speed to find the right way (I think my end time was 3:40 on normal time… lol). There really wasn’t much to this level – simple TAS pwnage. </blockquote>
I suspect you may have missed a few frames on the first couch jump - could be jump latancy, though.
Note: When writing something that affects the processing of this movie, please edit the submission instead of posting at the forum.
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Experienced Forum User
Joined: 9/11/2006
Posts: 10
theenglishman wrote:
I like the second one. Glitch world ftw~!
As much as I'd like that, there's a high risk of users thinking that a bad/corrupt ROM was used (either that, or they suspect it's some wierd transitional loading.)
Experienced Forum User
Joined: 9/11/2006
Posts: 10
IMHO, I would recommend using a dedicated cartridge rather than an "X-games-in-1". Aside from the initial delay of selecting a game to begin with, such cartridges may not necessarily be available as the dedicated ones. Also,you may want to just use the name of the game played in the submission title rather than the name of the ROM file. If the single cart isn't available, that's okay (especially since you have an extra digit to work with in your movie.)
Experienced Forum User
Joined: 9/11/2006
Posts: 10
Mukki wrote:
To be honest, i always thought that any game that could not be completed and quality of the player is based entirely on the high score would be a pointless TAS.
Some of the Angband Competitions have worked around this issue. While most competitions use "victory in fewest turns" as the primary winning condition, there are some cases where there is no victory or there is a tie in this regard. Some of the competitions then came up with an "Experience/Turns" rule, which encourages fast play. Since the amount of experience gained is rate-limited (you can only kill so many monsters per turns, and experience gain slows as you gain levels), the victors will generally be the ones that advance as far as possible.
But it isn't a speedrun because it takes place within a time period that is unalterable. Pointless?
As you know, some scenes in Super Mario Bros 3 are auto-scrollers which perform at a fixed rate. The rules in these cases is to be as impressive as possible (e.g. perform acrobatics, get 100% kills, or "insane" stunts). The same applies when you have the entire game locked under a fixed-progress rate. The mission behind TASVideos is entertainment - even if you finish Urban Champion in 1:23, you still need to make the game interesting to watch.
Post subject: Re: Wonderful
Experienced Forum User
Joined: 9/11/2006
Posts: 10
Masarin@JP wrote:
Hi there. I'm a big fan of this game(Kiwi Kraze... known as "The Newzealand Story" in Japan). I used to play this game when I was a little child. This movie reminds me my childhood memories. so... I wanna see NO SHORTCUT PLAYING movie!! Plaese.... please... please!!!
Hi Masarin, Just letting you know that I've started work on a "no-shortcut" movie. So far, I've completed stages 1-1 through 1-4 in 2 minutes. As far as I know, it's as fast as I can make it without using warps or other exploits. BTW, I've seen a double-jump performed in the movie - while I've managed to pull it off, I'm still not sure on the trigger and how to consistantly reproduce it. But since it looks like a programming bug, I probably won't be using it to advance through the game. (Acrobatics is find, however.)