Posts for ais523


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I'm not so certain that that one would be rejected; it very much gives the impression that you're using an unintended route through each of the levels, which is always fun in TASing. (As opposed to the more crazy Super Mario World romhacks, where doing the sort of thing you do there is actually the intended solution.) It's still possible, though.
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Nach I think Spikestuff was trying to talk about differences between [J] and [U] rather than between NTSC and PAL. Spikestuff these apparently small differences in game versions really can matter; you typically want to talk about [J]/[U]/[E] rather than NTSC/PAL unless you're talking about framerate differences in particular. (By analogy, "NTSC"/"PAL" makes no sense for portables, which aren't tied to mains framerate.)
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Right, agreed; I can't think of any way, short of discovering a new glitch, that you could get on top of the pipe. (Normally I'd be thinking about luring an enemy up there, but I don't think that stage has any flying enemies, and it's clearly impossible to get anything else up the steps.) I assume there's no way to clip into the loading zone from the side or below or something silly like that? (There almost certainly isn't, especially without jumping.) I suppose the other possibility would be a "minimum-jump" TAS, but that feels a bit ugly.
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With the no-A-button TAS, is the problem with getting into later levels that you can't get into the Bowser levels, or that you can't complete them? It might be worth doing a no-A-button TAS starting with the save file produced from the 0 star TAS, in order to have access to every level. (Assuming you can even get upstairs, and through every level entrance, without jumping; I guess you can but am not certain.)
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dwangoAC and I already do this with nethack-tas-tools (to the point where occasionally we both end up sending input to the game at once), but we have the advantage there that the TASing tools are all text-based so we can use stock terminal multiplexers for that. Is there some sort of "multiplayer VPN" that could be used to achieve something similar with emulators? I guess on Linux, you could perhaps do it with some sort of multiplexed X forwarding, but that option isn't available on Windows.
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You can categorise it as "no potions", if you want to use warps but not intended warps. The setup time would probably count against the timing at TASVideos, though. Otherwise, it would be a newgame+, and TASVideos usually (although not always) frowns on that. Does it save time even if you take the time for the setup into account? Over the whole game, it might.
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I think Whistler can also be improved by carrying the unused two clear goo to the pipe manually (or throwing it). Or does the pipe not accept them, or does the time spent not whistling make it slower?
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What Twisted Eye suggests as a strategy sounds like it's a different category to me; so there's no reason we can't have both.
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It's generally considered not worth playing on hard if all it changes is enemy HP, because it makes the run longer, not more interesting. If it changes your HP, it affects how much you can damage boost/take damage intentionally/simply ignore getting shot at; it's debatable whether or not that makes the run more entertaining.
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Being able to start at a higher difficulty is one common reason to use a save file. You'd need a DTM beating the game to produce the save (to verify it isn't hacked), but that shouldn't be too hard; the verification movie doesn't need to be be optimised, you could just play it realtime on the emulator, using savestates to help out when necessary.
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Do you have a verification movie that generates the password shown? If not, this is pretty much the same thing as using glitched save data to glitch a game.
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Warpless walkathon should definitely be kept. This run is interesting too, though.
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Right. It's interesting how the game handles the complete inconsistency about which areas are/aren't twilit (and it's vaguely surprising that the master sword lets you go into human form in twilit areas; does that situation ever come up in the intended route). Thanks for the explanation, anyway.
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This route is confusing to watch, because I know just enough about the game to know that that completely isn't the right order to do things in, but not enough to figure out exactly what's wrong.
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In Hang Low, why not throw the goo-balls /before/ you build to the pipe? Or is it impossible to keep them in the air long enough to build to the pipe before they land? Also, the first level is really really fast; it seems on simple levels like that, pure building speed is going to beat any fancy strategies. And Ivy Towers is a really really hilarious and great way to solve it; I can already tell that green goo breaks levels in a TAS even more than it breaks regular gameplay :) It's a pity the camera can't scroll to the actual action fast enough to see what happened, although I know the game well enough to figure it out.
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So, there isn't a published/submitted TAS playing the level and I haven't been following WIPs so I don't know if this is a new strategy or not, but: I'm pretty sure you can save a lot of time using the shell in 3-Castle. The slower run speed, although annoying, is mostly mitigatable, but what the shell lets you do is ignore frame rules; the crushing things don't damage you while Mario is crouching in shell form. Now, you can't move left or right while crouching, but you /can/ run towards them at speed, start crouching and stop running just before you reach them, and let the momentum carry you to the other side, where you keep going. I'm not convinced that this is capable of saving time everywhere, but it's likely to save time in several places in the level. (Also, you can intentionally take hits to get rid of the shell and run through them during mercy invincibility.)
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Those suggested screenshots are really really reminscent of Super Mario Land 2, to the point where I wonder if the games use the same engine.
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Read the publication comments too.
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Note that the OCD animation is useful for a cutscene skip (in Whistler; if you got two OCDs in a row immediately before starting it, then you can whistle during the cutscene, according to the person who speedran the game for SDA).
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I think the optimal strategy when TASing is very different from the best realtime strategy, as you can keep things upright that shouldn't possibly be able to stay upright by repeatedly throwing gooballs at them with TAS precision and speed. (Likewise, you can keep things horizontal, etc.) I think the TAS will mostly be about building the narrowest possible structure and throwing things at it to make it go in the right direction, assuming the game lets you throw frequently and quickly enough (which would almost certainly be possible using a mouse, and maybe using a Wiimote too).
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I did know about both of those (although the TAS uses numpad controls) Neither is useful for speed except in a minimum-presses category; except for walking into walls (where neither repetition method works), we can enter commands faster than the game can process them. We do use both of these methods to trigger glitches, though. So they're not entirely wasted.
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We are only limited by keyboard polling speed, and by lag. However, it's going to be way longer than King's Bounty; the keyboard polls at 750 keypresses per second, and we often take more than that in luck manipulation. And we get lag if we're doing anything other than walking into a wall; not much, but we're limited to moving around three spaces a frame. (Although we can buffer up input, the keyboard buffer is fintely large.)
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Althos wrote:
Hmm, isn't Zfg's record at 21:46 ? It would go against the rules to vote yes for this, no ?
I believe that uses a different timing method. TASes only have to beat realtime runs when both are timed the same way; if this run is timed using the realtime timing method, it comes to 19:46.22.
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I was amused when Eggman's shuttle hit Sonic and Sonic broke to pieces; nice timing with glitches, there.
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What if we want to press and release multiple buttons in sequence within the same frame? (I guess I'm a bit of a special case here, because most consoles are incapable of even receiving such input, but I'm using subframe input all the time in NetHack, which can understand it just fine.)