Posts for ais523


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I think boct1584 meant along the lines of "best RPG TAS" or "best platformer TAS". Those might actually be better categories than splitting it by platform, as different genres of games are often very different in terms of how they're TASed, whereas the differences between platforms are quite technical.
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@OmnipotentEntity: quite a few relevant monsters won't show up on telepathy, and anyway intrinsic telepathy doesn't work unless you're blind, and we need vision to read the Book of the Dead (and thus for the whole ascension run as it would take time to change). @BadPotato: We're currently rehearsing the end of the run, using debug mode to set things up. We've already found and tested a working strategy from D:2 with the Amulet to the end of the game, as fast as possible; we're now working on the first part of the ascension run, from the Quest to D:2.
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Well, it's only spoilery if you realise it's a glitch setup. You'd see a very similar screenshot in a 150 star run, when collecting the MIPS star. So the instant reaction from a casual viewer who knows the game is "one star, and it's that one?"
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The third screenshot would be best for a spoiler-free screenshot (it looks like Yoshi's collecting a star that would make no sense to get in a low% speedrun, which piques the interest without giving anything away). The first is a pretty good representation of how the game goes.
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I'd say that you should categorise out any glitches that would make the game repetitive.
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Ah; that's unfortunate. I was hoping it'd overflow at the bottom, rather than at the bottom plus several more bits.
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Is there any way to zip past the bottom of the screen and overflow onto the top? I think we should make sure that we can't get the rings before giving up on them.
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Through the annotations on encodes. They're there for a reason! More indirectly, I discovered TASing itself through the famous Item Abuse TAS on YouTube (it was on the YouTube homepage for a while). Then I searched for more TASes, and it was inevitable I'd come across one of TASvideos' TASes eventually.
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I'd love to see this console verified just to fix the accuracy of the emulators. (I'm guessing that the button presses given would work on the real console but the timings might be off slightly. But the information would be great to know how consoles actually behave.)
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I think it's being done as two-player already. The problem is that it's impossible to simultaneously get Tails in the right place and controllable, as you have to let him land before he becomes capable of collecting rings, and once he's landed he has no way of reaching the required height.
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The commentary really makes this run. Yes vote.
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I don't think I've ever beaten any game on a non-portable console (I don't own any, and have only been able to play them for short periods of time when borrowed, which probably isn't enough to beat them). I might have forgotten one, though. Portable consoles is another matter; I've beaten most of the games I own, and quite a few borrowed ones too.
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I'd say the instant recovery is basically the same thing as a blocked attack. "Takes hits that do no damage to save time" isn't really a category, and I'm not sure it needs mentioning.
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Hmm, for me, this run was missing something, due to the game choice. Kirby moves pretty slowly even with the fire powerup, and spamming fire horizontally lets him/her/it skip large portions of levels. The run seems to get a bit repetitive no matter what Kirby's doing, and there doesn't seem to be any huge demonstration of TAS-level reflexes; it looked more like an unassisted speedrun that happened to have no mistakes, than a TAS. Is there something I'm missing here?
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Is this TAS aiming for in-game time, or real time?
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Mightn't it be possible to get the emulator to calculate the lag differences, like is done with NESbot, and do the time shifting automatically? Or is Mupen not accurate enough for that?
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Completion to credits is a bad metric in games where you can trigger the credits during the game itself (or even before; several games have a credits option in their main menu). It's not really obvious what metric should be used instead, though. (For games with high score tables, creating an entry in there that shows game completion other than via putting it in there directly using save or memory corruption probably counts, though, IMO.)
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Yep, we started on the DOS version because Windows TASing wasn't possible at the time. Also, because IMO the DOS version is better. If you're willing to help make suggestions, check the topic out! But be aware of what you're getting into; NetHack is a pretty difficult game to plan routes for.
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You can just go for whatever category's the most entertaining, typically, for a TAS. If 6 days takes too much waiting to be interesting, go 7 days, otherwise go 6, would be my guess on entertainment.
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What's with the death and use of a continue? I thought we'd already established that that was a bad idea in TASes, no matter how much time it might save, as it makes health management a lot less interesting.
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A "glitchfest" is something different: it's a run that favours showing off glitches over going quickly. Large-skip-glitch runs don't do that; typically they only use 1 or 2 glitches, that just happen to skip the entire game.
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SDA has a tendency to use "large-skip glitches" to distinguish them from the other kind, as a standard category name. I suppose that makes a lot of sense, but they're often more of the sort used in, say, Sonic runs (zipping past an entire level) rather than the completely crazy glitched stuff we get on TASvideos sometimes. (Those glitches generally can't be done on console, so it's hard to know how SDA would categorise them.)
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That ending sure looks a lot like a Game Over screen if you don't know the game. I suppose that when a game gets too glitched, you can't tell a win from a loss…
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Hmm, now I almost want to write a script for solving Polarium puzzles optimally. It's just that I have so much else to do…
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I'm not convinced that Puzzle mode is the best for a TAS; it's just a sequence of entering the fastest solution to each level, one after the next, and unless there's some sort of crazy glitch it's simply going to be reasonably unimpressive as a TAS. Challenge mode would seem to give more scope for interesting play, especially given that you can accelerate the drops of puzzle sections by swiping down on the cancel button. As for the run so far, there's at least one clear mistake: in puzzle 14 (and analogously in the very similar puzzle 18), you can solve it much faster (no matter whether it's the number of squares or the number of turns in the path that matters for how long the puzzle takes to solve; I'm not sure which it is). Instead of the crazy convoluted path you take, you should start at the top-left corner, use your solution for the bottom two rows, then just hit the top-right corner, to make the resulting rows white/black/black; that'd be a much faster solution to enter. I'm also not convinced this is the only puzzle on which a similar solution would save time, but it's much closer in some of the others, and I'm not certain whether your solution is the best or not. Puzzle 9, there's reasonably simple alternative solutions black/white/black and black/white/white; I'm not sure if either is faster than the black/black/black you use, but it seems plausible. Puzzle 10, white/white/white/black is probably worth considering; and in puzzle 15, there may be a faster route to recolour the same cells (involving spending less time going around the outside of the puzzle).