Posts for alexheights1

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Hahahaha! Budokan? Syndicate? No way. Those games are impossible to optimize. Well, if you look for big challenge at your skill level, then maybe consider (GEN) Battlemaster >> https://www.youtube.com/watch?v=6yJk7cb7bcA I believe Battlemaster is impossibly hard to optimize. No amount of box pushing muscle will help in that. Then again people here always do impossible things.
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My hopeful eyes nearly read you did Budokan because you said Sobokan. I wished it was Budokan, but then again Budokan is probably too complex to TAS without losing sanity. There is no speedrun community for Budokan because it is too hard.
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i tried to watch the video, but it was just 4 hours of eien86 sorting his tas projects in warehouses.
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I think the run's goal is not as arbitrary as it may seem. Sure, with ACE everything can be done. The point is to find interesting things to do with it. Maximizing the movement speed of the player character is less arbitrary than maximising the movement speed of some other object in the game. Some games like Doom have setting where you can set the maximum player speed to 255. ACE can be used to emulate such setting. That is pretty much what this run does. What I would like to see is a Doom TAS where enemy speed is also set to 255. Such setting does not exist. Yes, to some degree it will always be arbitrary no matter what. But I would love to see a run where the speed for the player and enemies and all moving objects are maximised. For every game. It is a new category of TAS entirely. Arguably it is even more TAS than TAS.
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good run. good decision. for a future run, please improve the rom hack by removing item pickup animations. since it is a rom hack there is no reason to not skip the cutscenes in silico from the get go.
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i can crash the game by throwing item out of bounds. i don't know what happens if i save the game just before the crash. loading a new floor by stairs just before the crash and saving the game is the best idea i have for a big load of crash but i dont know if it does anything.... i think particles from gunshot and dead monsters can summon lag for even bigger crash opportunities.... edit: i mean crash the game at the exact moment when the colored zombie balls are loaded! the guide says something about throwing items through walls? lol. maybe you can throw the lantern at the boss from the opposite direction through the walls? the shot probably fails but everything is as hot in the dark anyway.... O, that is all, i am out of ideas.... although i do know about a glitch but you have to be at the skill level of NHG to do it. (pun) please make more videos of monsters swapping places with other actors. the "true ending" video where the giant bird walks out of the house is very funny.
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> This is my first TAS. Amazing. id like to see more in the future. Can saving the game interrupt jump? Saving the game could be faster than dropping the item? With so many glitches is it not possible to corrupt a save file to trigger the ending? Can you jump to move during the cutscene? Can you not throw the lamp first and then insert the talisman? Can you delay throwing the lamp so that you can open the door with the hook during the fire cutscene? The final battle against the tree looks like the most complex sequence of events in the whole run so maybe you could find some way to do it faster? Maybe walk backwards so that the knockback is useful? Does the fireball hit the player's head? Looks funny! Please add a direct link to the amazing guide: https://kb.speeddemosarchive.com/Alone_in_the_Dark_(1-3)/Game_Mechanics_and_Glitches
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Hmmmmmm. Potential TAS type content... Yes! Tool-assisted board game completions? Where can I find those? I want to see what the best dice roll combo and route is for snakes and ladders! What is a bug in a board game? Are there any examples of this, other than the fact that you can use Magic the Gathering cards as Turing machine? Is this potential TAS type content?
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It is fun to watch, not a bad run, but... While you're at it, why not make the screen transitions faster also? Why not make overworld travel faster? Please max the speed of overworld travel! This is what I would like to see: Max the speed of everything. This includes enemies and everything else that moves. Not a bad run, but not THE FINAL FORM! I believe it can be made much more amazing than this... Please think of ways to make the concept more interesting. XD Pre-emptively voting yes for an ACE run that maxes the speed of EVERYTHING.
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Hi, I saw Stunts listed as possible future project by the legendary taser eien86. So I made a thread for it and listed all the tricks that I know. (I am not tasing this game myself.) https://en.wikipedia.org/wiki/Stunts_(video_game) Basic collision bounce bug: https://www.youtube.com/watch?v=3bUAaRVs0S8 Super speed and spontaneous flight: https://www.youtube.com/watch?v=5__LYjX5-Y0 In some version of Stunts (or all versions) you can slowly bump against the opponent car to zip very fast. The result is unpredictable and gives the car insane speed in seemingly random directions, usually backwards. The car is often lifted off the ground, but sometimes can traverse horizontally. Usually the result is a very high flight and a crashlanding. With precise adjustment you can get lower angle and even survive the fall (smoothly against a mountain slope for example), but surviving is rare, I've seen it maybe once or twice after hundreds of zips. The probability of surviving the fast zip could be something like 1%. Another trick is that a very fast car (the F1 car) can lift off the ground spontaneously making a very long jump. Sometimes you can turn upside down and survive, now the car is driving upside down. The easiest way to set it up is by driving upside down in a tunnel. The cars have different properties, so some tricks may only work on specific cars. I know that the jeep (1986 Lamborghini LM002) can climb walls without being destroyed. Maybe some other cars can climb walls also, but it seems harder to do. The jeep feels more durable and has slow acceleration making it easier to survive the vertical wall climb. What category to TAS? Completing the default track as fast as possible is the basic racing category. It can be interesting! It probably involves bumping the opponent car to gain super speed and then fly most of the track in a few seconds. Difficult detail to solve is: Which car should the opponent use? Very probably the player car is the F1 because it is the fastest car, but there is a small chance that some other car can make faster and more survivable fast zip, but I do not believe that to be the case. If we give jeep to the opponent then we have more precise control of opponent speed, because jeep accelerates slowly. This is why I think the opponent should use jeep, but I may be wrong about it. A playaround run would be a great category for Stunts. That would involve making your own track that uses all possible game mechanics and then using the F1 car to perform as many different trick jumps as possible. The most important trick when building the track: You can make the track as a simple loop. Then the game checks the track to see that it is a valid loop. Now you can put anything in the remaining portion of the map and the game will see it as a valid track. Now you can build ridiculous obstacle combinations that are not allowed normally. A simplified list of known tricks for a playaround run: * build the track so that you can immediately bump into the opponent car to make the opponent fly in a funny way against some complex obstacles * drive up a vertical wall (adjust speed and angle to survive) * drive the same corkscrew/loop multiple times * gain super speed with the F1 car and lift off the ground spontaneously * paradoxical jump: hit a down ramp with a correct angle to gain upwards momentum instead, then survive the fall * various jump tricks: jump into various obstacles for all kinds of strange results * use a tunnel ceiling to turn upside down and then finish the race driving upside down (this should be the final trick if you can't find a way to flip the car upside up again... the car is easily destroyed when driving upside down, it can spontaneously combust...)
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This is probably the best 4-player Sword & Surgery Amiga TAS ever made. Is the problem of finding the optimal RNG computationally irreducible? An encode with load times removed would be beneficial to human viewers. It looks like there's more than 50% loading time.
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A technical masterpiece with funny moments all over the place. Can Diablo II be solved with similar RNG logic or are there item drops and level-up constraints that make the route planning exponentially more complex to optimize? I guess sub 15 minutes is a reasonable TAS time for Diablo II?
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I agree with CoolHandMike.
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Perfect TAS entertainment. For me the "boss re-fights" is the chef's touch in this run.
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A nice and clean TAS. Easy to follow and easy to appreciate the optimized movements.
Experienced Forum User, Published Author, Active player (284)
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Experienced Forum User, Published Author, Active player (284)
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Best demoscene production of the year, nominated for The Meteoriks - Outstanding Technical Achievement. Sorry, I don't know what happened in the tas because I was looking at the background effects.
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By the way, could you please explain how you manipulated the RNG? The video itself does not reveal anything about it. It looks like you start the game and magically have perfect RNG, lol.
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The RNG looks better than what I thought was possible. The monster slaying looks flawless too. Why not walk right with the blue knight to die faster?
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Wow, that was quick! Temp encode, please? :-D
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I would say that control 1 knight and any% makes most sense, because that is how most people play the game. Playing with 4 knights is comparable to making a cooperative TAS in Doom with 4 players. 4-player run is of course very interesting, but more rare and exotic? Maybe 100% run would make more sense as a 4-player run? No, wait, maybe it is better to control 4 knights to complete the game faster? 4-players makes tasing easier because you don't need to manipulate enemy movements. No, wait, maybe enemy knight can bring us some key item fast because their action scenes are skipped? No, wait, maybe a 2-player run is the fastest? Oh, it is more complex than I thought... I would say anything goes! > Would a less than ideal RNG roll be acceptable for sub? I think it is impossible to prove that some RNG setup is optimal, so I would say that anything goes. Maybe the Moonstone speedrunners can help find some good RNG? > Id really like to TAS this game but the complexity is so daunting Me too. The game is amazing, but out of my league technically. I think for any% the initial key item locations is the hardest part, so if you can figure it out the rest of the TAS will be relatively easy and can be done in sub 5 minutes. I think 100%/low% items is not interesting because most items are meaningless. 100% kills makes more sense, i.e. clearing all lairs and killing the dragon and rival knights (unless we control all 4 knights which we probably do). I think the optimal initial RNG for 100% run is literally impossible to find, ever. The difference between the best and average RNG is probably not much timewise, anyway. TL;DR Most sensical combination: Control any number of knights and any%.
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> you could start the game faster by holding start Now there is another incentive for somebody to improve the run! It is a fun game to TAS. Plenty of moves to consider at each point. I wish somebody improves it by a lot someday!
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A great TAS from HappyLee. I appreciate speeding up loading times. IMO, if a loading screen has duplicated content, for example black screen and no sound for multiple consecutive frames, then all duplicated frames could be removed from the standard encode that goes for the general audience. The site could still archive the "true encode" with all loading times unaltered. But really showing black screen and no sound for multiple frames is just random noise and serves no purpose for any audience. That is because the general audience does not care or does not know, and the expert audience knows that the loading time was skipped and nothing was lost. If loading times are removed, then everybody wins. On the other hand, maybe a glitch is found that speeds up loading times? Now the audience gets confused. So it makes sense to always publish unaltered encodes, so that there is no misunderstanding on what is what. If loading times are unaltered, then everybody wins.
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Thank you, Dimon12321!
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It's a TAS, all right. I like how fast the shopping scenes go by.