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Replace the file with a 4 frames quickly. http://tasvideos.org/userfiles/info/58093784426114001
In Submission #2712, Randil said:
Level 4 - 0 frames saved (17 in total)
The first section of the level can be quite laggy if you don't take care of the enemies as soon as possible. This is why I move back with Blue, in order to kill off enemies as soon as they appear. Because of this, it's not possible for me to climb up and take the rocket launcher around frame 17935. 3 rockets in total on this level, but Arc also pulls of an RPP here, so 2 frames saved using the RPP trick. I lose 2 frames by the between-levels frame rule, negating the 2 frames saved by the RPP.
I tried to change Level 4 and got this route - get two rocket launchers without any extra lag. This makes level 4 three frames faster. Influenced by frame rules, the final increase is 4 frames.
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Let Blue lie down to increase the lateral decision range seems to be the best solution. But when Blue resurrects, it causes the screen to stop scrolling. The cause is the vertical death of blue. Before Blue's body disappeared, Blue's transverse coordinates have reached their minimum. This makes Red ineffective lateral movement. So I finally chose to walk over and step on the mines.
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We finally succeeded in accomplishing this TAS. Here I would like to add a few more points.
1.Control score. Based on the planning of our whole process, from the flame platform of stage 3 to the beginning of stage 7, we can't let 2P get 1 UP. And 2P can get at most two 1UP before stage 7. So we need to let 2P get more score by controlling our luck at stage 1 to get more enemies to kill, let 2P get 1UP before the flame platform of stage 3. After that, we should reduce the score of 1P appropriately, prevent 1P from having too many lives, leading to its revival after the death of boss 7, and prolong the clearing time after stage 7.
2.Control bullet. We have improved in many places through more precise bullet control. In the whole TAS, the most difficult places to control are: the fourth and fifth tunnels of stage 2, the third tunnels of stage 4, BOSS 1, BOSS 3, BOSS 4, BOSS 7, BOSS 8 and so on.
3.Control jump. Apart from stage 3, at other levels, we also deliberately control the jump height to save time.
4.Luck control. It is worth mentioning that BOSS 7. In our previous TAS, we controlled a shooting enemy on the left side of the screen, that we need to stop the next frame and wait for the enemy to shoot. This time we used a new method to save this frame.
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Masterjun wrote:
aiqiyou wrote:
I think this is reasonable because there is no reason to reject the skills used in an accepted submission.
Past mistakes don't justify future ones.
You're right. I'll correct my statement now. I just want to use a technique that has existed to explain why we do this. I don't have too many ideas about whether the rules are permissible.
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Masterjun wrote:
So I wonder if this run is truly in the spirit of a "pacifist" run. The run hurts enemies without killing them, which is generally not what a pacifist would do. But if we're just taking it as a synonym for "avoid killing" then this run is perfectly fine.
I'm going to leave this open for a few days, and if nobody has a problem with it I'll just accept it.
Also a request, could you help us change the movie as happylee uploaded?
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Masterjun wrote:
So I wonder if this run is truly in the spirit of a "pacifist" run. The run hurts enemies without killing them, which is generally not what a pacifist would do. But if we're just taking it as a synonym for "avoid killing" then this run is perfectly fine.
I'm going to leave this open for a few days, and if nobody has a problem with it I'll just accept it.
Let's re-look soig's 8:53.46 pacifist tas. At frame 5732 and 12282, he also hurt enemies. Among them, at frame 5732, hurt the enemy can change the BGM, it can save 1 lag.
So I think we're just making good use of the skills the former have used. And it expands its scope of application. Personally, I think this is reasonable because there is no reason to reject the skills used in an accepted submission.
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aiqiyou wrote:
MESHUGGAH wrote:
Spikestuff wrote:
Hmm... So much for having a Newbie's first publication on the site.
- authors express their feelings about this, making sure this wasn't planned beforehand or anything similar.
Really sorry for alex. February 4 is the Chinese New Year, we have a week's legal holiday. So we finished this TAS in this vacation. We didn't realize that this would affect his TAS published.
I'm sorry I was so eager to finish this tas. Because I knew that after this statutory holiday, I will have no time to devote to production. So I finished the production independently from the other three partners during the vacation. That also caused alex's TAS can't be published. What's more, after our TAS submitted, somebody pointed out some problems and improvements. They think it is inappropriate for us to submit it it so early.
At TASV, I'm just a novice. I never thought how good TAS I could make. When I finished the make of stage4, I was surprised myself. As for whether the authors have my name or not, I won't care anymore. I just want to end some endless arguments. I tried my best, if anybody want to perfect this TAS, I will say nothing.
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MESHUGGAH wrote:
Spikestuff wrote:
Hmm... So much for having a Newbie's first publication on the site.
- authors express their feelings about this, making sure this wasn't planned beforehand or anything similar.
Really sorry for alex. February 4 is the Chinese New Year, we have a week's legal holiday. So we finished this TAS in this vacation. We didn't realize that this would affect his TAS published.
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mklip2001 wrote:
For a screenshot suggestion, based on the encode provided the authors (thank you both for that!), I would recommend either the ending of stage 23 or stage 52. Both of them end with a funny pose for the character (ice sliding or a hurt head), and they both show uncollected pink friends.
Yes you are right, but I prefer Stage 52. Because saving time with headaches makes one of our important points of ascension. So I want to show it in screenshots.
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ThunderAxe31 wrote:
No, 17 are too few vs 56 stages, I don't think that it would be worth for an additional branch. Thanks for the offert though.
Great TAS by the way, I really enjoyed watching it.
By the way, we only have lags in 17 stages over our TAS. I think this is also a important reference when judging our TAS. Stages with many monsters will have unavoidable lags. We can only reduce this value as far as possible.
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Actually we only used pink friend glitch in total 17 stages. This ratio is not very high. So if we add 100%, the two TAS will be the same in most stages. Of course, if you want to add it, I will did this TAS again.
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Challenger wrote:
Great work improving this!
But, one question: I have watched the published run and noticed that sometimes, when the player jumps, he uses your weapon. Since this game is a port of the original version of "Wonder Boy in Monster Land", I found a similar trick like this to reduce the height for 1 frame. Did you tested before?
Yes you're right. But using weapon will influence your X axial speed, so this is generally unpractical. Only in the last stage when we jump back and forth to the top scene, we can use this tip save some time. But the biggest problem is the number of gloves available, we got twice gloves in the video, it means we only can use weapon 20 times, even if we didn't hit anything will waste once gloves. So we only used twice this tip.