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I found myself saying "wow" or "oh man that's awesome" a lot while watching this.
There are too many moments to name them all but here are a few:
6-2 auto-scroller - masterfully done :)
dying in a mushroom house
world 7 - getting the p-wing & mushroom and then glitching down a pipe
using sledgehammer mario for world 8 - again, this differentiated it fromt he warp & warpless movies and gave it something fresh.
I think the SNES version was a good choice. It allows you to show off a new glitch, and help differentiate it from the published smb3 movies.
I vote yes. Excellent job and it was worth the wait :)
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Well the "superplay" aspect of the run was to show off as much about the game as possible. Specifically, aspects of the game that are only "opened up" by the use of tools (ridiculous combos and manipulation of enemy AI) or just the deep physics of the game when it comes to fighting (deflecting projectiles with attacks, using people as weapons, deflecting people, stacking enemies & objects). Visiting the sauna just to show that it is in the game would be an example of something we were not aiming to show.
We certainly deviate from this to show off less TAS impressive things (like chasing girls) but this in more like "window" dresssing.
So the basis of comparison with a possible new playaround would be if it shows superior craft and/or creativity with the TAS possibilities of the game or show more depth. Or perhaps show new glitches & tricks while still preserving the aspects of this run and its entertainment value. This is certainly more subjective in nature. But this only makes it more difficult to judge, not impossible.
And there is precedent for such obsoletions. Such as my gradius playaround that obsoleted morimoto's. Or the published SNES mortal kombat movie that obsoleted the previous.
Also, obsoleteability/competition is not a prerequisite for publication.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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He was saying that it contains some "time wasters" that aren't superplay worthy (which is a correct assessment). This is quite a different argument than "doesn't show off as much superhuman things".
Also, I resent the assumption that it does not contain as much superhuman things. Most of the video is a series of superplay events.
Also, since our movie has no time objective, is it such a strech to take time to do some silly/entertaining/etc things that lengthen the movie? If we were trying to get to the end of the game quickly, I could understand objection to chasing girls, random fights,
Also, these things are done very much intentionally to set up the "mood" of the TAS. The first time we chasing girls, for instance, obliterates any concept that we may be in anyway aiming for time. This affects the expectations of the viewer for the rest of the run. So I think these moments are just as necessary as any other thing in the movie.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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I really enjoyed this run :)
The porky pig auto-scroller was a drag as well as the blocks in speedy's level but the rest was awesome. Good entertainment and good quality. I vote yes.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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I liked the boss fights. The game it rich in terms of optimization possibilities and you handled those situations well.
The game got a lot more interesting after the 1st level (which most games do :P). The lag was a real pain though. The ice level towards the end was essentially a 30fps level.
I vote yes.
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I decided to make a TAS of this game, as I think it has potential to be very entertaining.
Here is my WIP of the 1st Act. I am using Ninja Gaiden (UE) [!].sms
This WIP is testrun-ish. It is optimized in the sense that I found the first frame to do whatever move but i didn't spend too much time testing and planning strategies (that will be for v2).
I've noticed that bosses unfortunately have a rather long invulnerability period. This could be a drag on entertainment value. But I noticed the special "kill all" attack (1 + 2) attacks the boss during his invuln time. This could potentiall save a lot of time. Especially if I avoid using it/taking damage in the level itself.
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The previous run ended input in the same place. Personally, I think this is correct because the goal is to not get to the credits but rather to allow Beavis & Butthead to rock out to GWAR A.S.A.P, clearly :)
Also, I would hate to skip past the rocking out scene just for the sake of some boring credits. Let them rock out! Dun DaDaDa Dun DaDaDaDun.
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I did the pacifist run before the 2-player, and I didn't discover the jump until the 2-player movie.
I have a wip of the pacifist run that finishes level 3 60 frames faster due to that jump. But I haven't had the motivation to finish it.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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Ah, I see what you are talking about. Those shots are to manipulate enemy patterns. Either to manipulate them to not appear or to appear behind me rather than in front of me (or vice versa).
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I am unfamiliar with this type of game, but I can certainy appreciate the luck manipulation (my favorite TAS concept :P). Seems like an interesting genre for TASing since _everything_ including level layout is random.
I vote yes and am accepting for publicaiton.
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1) When I shoot diagonally up or down it is with the spread gun. This is to set up a "single stream" spread gun. This technique is explained futher in my 2-player version.
2) There are no differences between the J & U versions other than what you meantioned. Level transitions are skippable and there is extra level animation in some levels.
3) Enemies are manipulated away since it is a pacifist run and this keeps me from having to jump over them (which costs 1 frame).
4) In addition to the Rom being faster due to the level transisions, there is significantly better TAS playing which is where most of the time savings comes from.
I reccomend reading the comments on the previous version of this TAS: http://tasvideos.org/1368S.html
Most of the relevant info is in that submission text.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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Not sure what you are talking about. The strategy for the hawkmouth is to get it on screen as soon as possible after picking up a crystal. Once it is on screen, you simply need to touch it before it fully opens. So we perform a lot of antics while waiting for it to open but always get there just in time..
We tried both ways and picking up the block is a few frames slower.
Emulator Coder, Published Author, Site Developer, Site Owner, Expert player
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Ok, cool. Congrats on the discovery.
But for future reference could you post/edit or submission text with a brief explanation of why? As a judge it helps me know what is going on.