Posts for arandomgameTASer


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Poor game. Yes vote for sure!
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xnamkcor wrote:
Seems less of a "warp" and more of a boundary bypass. And any info on if anything interesting is up OOB?
You mean where I clip into? There's nothing interesting besides ending the game. It's literally just currents that take up 1/8th of the map.
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ALAKTORN wrote:
is it faster to make that big left curve at the end instead of balancing going up with going left for a straighter line?
yes. Ikachan goes very slightly slower going left/right, so getting that out of the way is a little faster.
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Nope.
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Voting No. Nobody wants to sit there listening to buzzing noises for 22 minutes.
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Kingdweeb wrote:
Nach wrote:
Um, SMB3 is the big brother.
I thought SMB3 was on the NES, whereas SMW was on the SNES? Wouldn't that make it the little brother?
Older = big brother. It's as simple as that.
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Yes, all improvements are done. Hourglass should have a tab for forcing Japanese local under the Runtime tab.
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'No OoB' sounds the best to me, since playing the game normally isn't exactly like doing a 100% run. A 100% run would be doing something out of the way to beat the game fully and completely, which this game sort of lacks besides the fish.
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Yeah, I can see that reasoning for categories. Fish are basically just like coins in Mario. The new version takes a slightly different route with the fish, so the crabs aren't even a thing anymore due to cycles and stuff.
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The way the game is supposed to end is doing a bunch of fetch quests to get Ikachan's buddy (The dude at the beginning of the game), getting the suit I pass by, collect every NPC, collect Ironhead, and then the game automatically sends Ikachan to the top of the screen and the game ends. A normal speedrun goes like this: Link to video So yeah the proper way is reaching the top of the screen. Dunno why it was coded that way, but it is.
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I think it would just be any%. If someone were to make a run without glitches, like most RTAs of this game, it would probably be 'any% glitchless' I guess.
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http://tasvideos.org/userfiles/info/14261152466587404 Made a 320 frame improvement based on suggestions posted. Can the current file be replaced please?
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Kurabupengin wrote:
Someone should add Flash to THE Wishlist in the main site. Its just an idea.
Well Flash is still being emulated under an executable, so it still counts as Windows.
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amaurea wrote:
At the very beginning, at 0:15, wouldn't it be faster to slow down instead of hitting the wall, and then clear the obstacle at maximum velocity both upwards and to the left? Or is the problem that slowing down (by moving right) also moves you upwards, which is counterproductive?
Doing it the way I did allows Ikachan to fall much faster, since he didn't touch the block preceding the area.
amaurea wrote:
Around 0:40, the two first steps down are done differently than the last. Why?
Ikachan was falling at different angles at that point, for some reason.
amaurea wrote:
Also, I'm worried that the star shepherding is suboptimal. the star tries to follow you, so to avoid having it run into corners, can't one do better than just running ahead of it and waiting for it? For example, around 2:50 the star runs into the wall and loses its forward velocity because it is trying to move towards ikachan, and ikachan is ahead of it. Wouldn't it be faster to position ikachan above the star at that location, making it slow down a bit and accelerate upwards in order to clear the ledge, and only then run ahead with ikachan again? And around 3:04 it looks like you wait slightly longer than necessary for the star, as it clears the ledge with a good margin. And just after, at 3:05, wouldn't it be better to led ikachan fall along the left wall, so that the star ends up further left. That would give it room for a running start for entering the passage just after.
Some good ideas! I'll test them out.
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ALAKTORN wrote:
I think there should be enough movement leeway to make it possible
I will certainly try. By the way, if I make a minor improvement before this is accepted should I just cancel the submission? Or can I just replace the current run?
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Brushy wrote:
I'll refrain from voting until the author gives a little insight to how the movement works when TASing and if he was able to fully optimise it.
I feel like I did for the most part. The real issue with this game is decelerating enough so Ikachan falls fast, which is incredibly hard to do quickly. I tried pretty hard, but I'm sure it's totally possible to optimize his movements more.
ALAKTORN wrote:
I’m sure you can save a lot of time if you take all 3 fish in an upwards motion Alternatively, you could avoid the bottom one if it requires descending for so long to take,and take the one you skip here instead.
Just compared. Yeah, the upwards motion is a bit faster. Good thing this run is short, so it's easy to point out ways to do things quicker. Getting the fish later requires decelerating to go back for it, and carefully pivoting Ikachan back around again. So no it's not worth it.
ALAKTORN wrote:
instead of waiting for your buddy, can’t you go ahead, break the blocks blocking the path, and let your buddy go straightforward instead of taking the (slower?) bottom path?
That may not be possible, since the Attack Star follows your position. Including height. So if I didn't wait for him, I would have to go back and get him unstuck from the block.
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Thanks for the encode, scahfy! I went ahead and made my own with some commentary. (Just turn on the annotations.)
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I should be able to get an encode up in a few hours, once I get home. To clarify, this game was never officially translated to English (Same deal with Cave Story). I figured I'd run it on the official version so to avoid problems with a fan translation.
effort on the first draft means less effort on any draft thereafter - some loser
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Reached the 4 cloud levels, but I've decided to start the TAS from scratch. Main reason is that the beginning is hecka unoptimized, and I'd rather make it as good as possible instead of ignoring the issues. Another big reason is the walk cycle thing with Finn during every transition scene. If you time it right you can save upwards of 20 frames from simply walking correctly. I think I'll shift this to a long term project I'll gradually work on while I do stuff like school and stuff.
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Terrible games generally don't make good TASes. My vote is no.
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All hail Bizhawk, our lord and savior.
effort on the first draft means less effort on any draft thereafter - some loser
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Robot Wants Kitty and its sequels have ton of TASing potential.
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Well he usually groups two videos together when he posts on here. Nice segment as always. Looking forward to the next few levels.
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Now that this emulator is nearing a reasonable state, has anyone considered creating a rerecording branch yet?
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Awesome!
effort on the first draft means less effort on any draft thereafter - some loser