Posts for Tangent


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Patashu wrote:
Anyone else notice 666 got skipped? I'm spooked. What kind of movie was going to be in that number?!?
The one that ended up at 667.
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I find the math irrationally upsetting.
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mtvf1 wrote:
adelikat wrote:
[980] NES Snow Bros. "2 players" by Randil in 13:56.85 Entertainment rating of 3.8 and pretty clearly not moon material. I think it is in moons because it can't be in the vault because the 1 player run is there and faster (only any% and 100% in the vault). Therefore, I propose that we have the 1 player movie obsolete the 2 player, I think that would have been the better decision back when 1 player was published, and it is not too late to do that now. I'm willing to give some leeway on entertainment ratings for moon movies (especially since ratings are not that accurate, and there is no definition of what a moon movie's rating should be). But 3.8 is awfully low, and I think a vast majority of people would agree it is not moon material.
How many more frames cost when using one-arm bandit in 2 player one?
It takes only a cursory look to see that the 2 player run is noticeable faster on most stages, although ironically, not the first few. As stages get more complicated, it's often a full second or two ahead. The advantage is completely wiped out by the ~13 extra seconds per bonus stage times four bonus stages. It's obviously suboptimal, but it's also ancient.
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Svimmer wrote:
Tangent wrote:
First, I explicitly addressed that in 2/3 of the sentences I wrote. I did not forget anything. Second, that addresses literally nothing I said. Third, it's a poor assumption that just because a combo is infinite, it will be fastest.
Having a bad day? Here's what the guy meant: in the examples you pointed out the fighters are ALREADY at the edge of the arena. No matter what combo you do on the opponent, they're going to be blown back towards the edge. With the bicycle kick, you're not just hitting them for tons of damage but it also doubles as covering the distance to get to them. Also the 4 seconds for charging it up looks like it starts before the round has started (unless it means 4 in-game seconds) so it's not as big as it sounds. Basically that whole time is spent waiting for the opponent to get their one blow in, which the author says he looked for the optimal way to manipulate in each case. So it all makes good sense to me!
Please explain to me what you think "not in the corner" means.
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First, I explicitly addressed that in 2/3 of the sentences I wrote. I did not forget anything. Second, that addresses literally nothing I said. Third, it's a poor assumption that just because a combo is infinite, it will be fastest.
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Are you sure this is the fastest 100% combo? Even for Liu Kang, Bicycle kick is really slow, and even if that's the fastest way to get near the corner, I've got to imagine that FF(HK) into whatever is a much faster way to end things. eg (arcade ver) https://www.youtube.com/watch?v=bGbOeO5etTI&#t=3m35s There are some other 100% combos in there not in the corner for other characters as well.
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People find improvements within a few days or a week or two of nearly all of your submissions. Perhaps it'd help to work a little more collaboratively or be more thorough in your checking to make sure things are in a good state before submitting.
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Check and see what's out there. Here's a Dudley run specifically, which (eyeballing) is both faster (differen game edition, so more fights and bonus stages) and uses a lot more impressive combos. https://www.youtube.com/watch?v=M4LAWthEZSY
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All right. Thanks for checking that.
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So, I hate to do this, but I only saw/noticed this looking at a video of the game checking something else, but dying has the same pseudo-warp property as playing the dumb "rescue Minnie" minigame. ie returns you to the room you were just in, but in the lower left corner. Apparently this is the tactic real time speedrunners use nowadays, the few that exist. https://www.youtube.com/watch?v=Yzk_RNnoCXA&#t=2m I kind of suspect it actually won't save time since that takes a number of hits (and associated pauses) to die, but the death/respawn is a bit faster (I think?) than the minigame with its two item flashes and wouldn't require you to get Minnie kidnapped. I feel kind of dumb for never noticing it myself way back when I was a kid.
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mklip2001 wrote:
Tangent: the cat is kept alive this time.
Ah, well, ignore part one then. Danke.
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I'm also curious about Minnie's star, and since you didn't mention it, if you skipped killing the cat in stage 1 this time (waiting on an encode). From the notes on the previous run
We kill the cat in this run. This is to avoid getting hit by him on the way back. This saves about 30 frames.
You're not going back through the cat, so that's a nonissue. Edit: Irrelevant
Around frame 4000, you'll see that we go down instead of left, this skipping Minnie's weapon. This obviously saves a lot of time, about 18 seconds. Later on however, we will lose some time because bosses take a little longer to kill with only Mickey's weapon.
The weapon's not nearly as out of the way this time, and I'm 95% certain you can pick it up without her present.
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arkiandruski wrote:
That's what featured movies and newcomer recommendations are for: so that new people to the site get to see the better movies first. There's no reason that any movie we're willing to accept to the site should be hidden away in a dark corner with a sign warning people to turn back. If the stars and newcomer movies are not enough, people browsing are more likely to first view runs form games they know and love, and are thus more likely to be entertained by them.
I kind of agree with this and am coming around to Warp's idea. There are close to 90 starred runs now that'd probably take around 30 hours if you sat down and tried to watch them all, and 14 "recommended for newcomers" best of the best that are around 5-6 hours within that. It seems a little silly to say that it needs to be subdivided even further beyond that to not scare off the casual viewer. And as always, I am all for rewriting the answers to the poll question to make it actually useful and reflect people's opinions again.
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Oh thank god. Someone finally did it.
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Spikestuff wrote:
Tangent wrote:
Wanna bet?
You say this, yet you haven't shown physical evidence. Also, this would also shoot out all speedruns, so, everyone get your popcorn to find out if speedrunners screwed this TAS over. Unless I half ass watching the speedrun, then again "warpless" is a category.
https://www.youtube.com/watch?v=YW5wiWacae8&#t=20s See that window he jumps on? No you don't. It's a warp. https://www.youtube.com/watch?v=YW5wiWacae8&#t=2m See that little mound with a door? Nope! It's another warp. That's where I got tired of checking. Find the rest yourselves (assuming there are others). This game is ridiculously basic, triply so on hop mode where all you can do is hop from one pre-set spot to the next. It could be played entirely by a very basic bot. If you have decent reflexes and a controller with a turbo A and turbo Right button, you could probably get within a couple seconds of a fully optimized TAS. Edit: Yeesh. Triple post fixed.
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Jigwally wrote:
Tangent wrote:
There are warps that let you skip stages. You, uh, might want to use them.
No, there aren't.
Wanna bet?
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This is laughable, for multiple reasons. I'm 98% certain I could beat this time unassisted. A.) In hop mode, you just jump straight to the next possible number/object. You need to press a button to jump straight up to grab it. The only possible luck manipulation going on is if the object has drifted slightly off from the grabbing spot as it goes back and forth. There's no holding a button for distance or anything like that. It's just keep tapping right when you land. B.) There are warps that let you skip stages. You, uh, might want to use them. Doesn't stand out from unassisted play and extremely suboptimal.
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boct1584 wrote:
Few reasons I can think of for not scoring criticals. 1. He didn't need the extra damage for a kill, so not having the extra animation from a crit saved time. 2. He wasn't able to manipulate the RNG in such a way that getting the crit would save time.
Chrono Trigger doesn't cycle its RNG over time. It only changes when you do an action and I think (although am not certain) that it uses a very long seed list (or formula based on a seed) generated at game load, so the only way to really manipulate luck is to load the game, which takes way too long to be useful. Which isn't to say no manipulation at all is possible. eg You can let the enemy attack on a 'bad' value and then take the next 'good' one for your own action. Critical hits work in a similar way, so much so that they can be manipulated in real time runs to get them when you want them. Notice the save-load here at 1:18:55 https://www.youtube.com/watch?v=QUUZwVE4Rco That's to ensure Ayla's critical hits on on the boss at 1:21:20 Again, not sure if the DS version is different though.
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subanark wrote:
I think the goal needs to be nailed down a bit. Even if not, it would be grounds to be obsoleted by any run of similar quality that has a more clear defined set of goals.
Agreed. At the moment, there's very little written about the run itself and it's almost entirely schizophrenic. The goal is the fastest to defeat the Dream Eater, except for glitches that seem hard to use and seeing some but not all of the extra stuff along the way?
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Has someone actually checked to see if the RNG actually does work differently between the two? His previous submissions don't inspire confidence that assertion should be taken at his word, and everything else appears identical between versions.
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Dark Noob wrote:
BrunoVisnadi wrote:
Nice. Is this some kind of crazy glitch, or does this character really allows KO in one hit?
I don't like much Tekken but I played some years ago in my PS2. All I remember it isn't a glitch it a special move from Yoshimitsu whose "suicide" you and the enemy but it's really hilarious move because the move take more damage from the enemy instead of Yoshimitsu causing a stant kill on enemy. I don't know how it works anymore when I tested the moves on PS2 Yoshimitsu receives the same damage or i'm wrong I didn't play this game more and don't know how works in PSX versions (correct-me if i'm wrong). BTW, I don't like speed FG TAS but Tekken really impress, yes vote.
In a neutral state, the attack does equal damage to Yoshimitsu and his opponent. They're not being hit in a neutral state though. Yoshi is taking normal damage, the opponent is taking counterhit damage.
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BrunoVisnadi wrote:
thatguy wrote:
"fascinating concept, not very entertaining, definitely not vaultable"
Well, it obviously does differ from a human play. Such route plan wouldn't be possible without tools. So, according to the vault rules, why isn't it vaultable?
For one, you can change it by programming it differently. If you follow the link to the source code, you can see multiple different versions of Snake, most of which are much more memory and resource efficient, which allow it to both run faster and use much larger fields.
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Kurabupengin wrote:
I smell a NES port improvement soon.
You should probably actually watch the NES run, because whatever you're smelling, I extremely doubt it's that. The movement is coded differently and it has a different set of glitches associated with it. Edit: Actually, it looks like the NES version already does a similar kind of wobble for the fastest movement, which makes me wonder why it was overlooked before. That also leads me to wonder if the ladder glitch also works here. Has anybody actually checked that?
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Sheesh. This version coded movement incorrectly too?
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Why isn't it set to the hardest difficulty and why use a character that is obviously broken and needs a code to unlock? As for the run, you keep whiffing and letting the AI block attacks, and while I didn't watch the whole thing, from jumping around, it doesn't look like you ever do any combos above and beyond the most absolutely basic. It doesn't look like a super play at all. Have a look at the other fighting game TASes on the site as well as the videos of this game already out there. (Saturn version) https://www.youtube.com/watch?v=8dHTKPf_cco https://www.youtube.com/watch?v=yEz53tEcjc0
A fighting game with AI that will occasionally do something different, even at the same frame without anything changing.
This can't be true or TASing would be impossible. ------ For other people, trial mode makes you fight all the other characters and then scores you.
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