Posts for braindx

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Joined: 9/12/2009
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Nahoc wrote:
TAS OF THE YEAR, BABY! Edit: you guys worked so hard on the entertainment part... it's insane. I highly respect you guys, we need more devoted TASers like yourselves. Really great work!
Yep, easily TAS of the year IMO. 2 hours without a hint of boredom, an amazingly design game with incredible game mechanics.
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Rayas wrote:
And the previous one was also a M64 TAS. Coincidence? I think not!
Only TAS I could see rivaling it in the future is the Super Mario World 2: Yoshi's Island 100%
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Submit. :) I enjoyed watching it having seen many of the other hilarious fails of other gamers on youtube.
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TASvideos.org is committed to providing the best in tool-assisted speedruns and superhuman play (1). Our runs are held to high standards, and only high quality runs (2) will be published on the site. We also prefer quality over quantity — a poor quality run will not be accepted whether it is a game new to the site or an improvement to a pre-existing run. Our runs may not be perfect (if that is even possible), but are still high quality and aim to be as entertaining as possible (3).
1. Check. Some of these tricks required extreme precision. 2. Check. Quality -- just look at the planning in the submission text. 3. Check. Well, at least I thought it was entertaining as it had me guessing what would happen in many levels. Some of the solutions were great. Unfortunately, the some of the side scrollers were a bit of a bummer, but the boring ones were a small portion of the run. Yes vote.
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This may have been asked before, but it's not possible or has already been attempt and failed to try to glitch and fall through the castle wall to the door instead of trying to go through the water? Either that or BLJ through the castle walls right to the door
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Twelvepack wrote:
The maps are set ahead of time comicalflop. There is almost no randomness in starcraft. The only things I can think of that might be random is damage dealt by units that deal less damage than the armor of the target, and the movement of critters. Also-- Because this version came out so much later than the PC version, many of the more critical bugs will have been fixed. double canceling units and sliding buildings would be possible in V1.0 on the PC, but I don't think it can be done here. If anyone wants to test-- to slide a building, lift off, then land it, but as it is landing, add waypoints to stop then move to where you want it to slide. This lets you mine from closer than is usually possible, and gives strange behavior when units are produced from that building. To double cancel, just repeatedly cancel a queued unit during lag. I am not sure if this worked offline because it might have required network latency to happen, but worth checking out. Anyway, if it becomes possible in hourglass to play this game, I would be all over it.
There is some randomness... If you're firing up a cliff there is a 30% (or possibly 50%) that you will miss. http://www.youtube.com/watch?v=FapOVwD82Fs Something to keep in mind, though, that's in the PC game I'm not sure about N64 specifically but I think everything is the same?
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Easily TAS of the year if you guys get it done this year... maybe even by summer? :D
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jimsfriend wrote:
It might have stronger implications than "enter level the same number of times as exits". Suppose you have two paths through Mystery World which both lead to Mystery World Castle. The normal route is two levels long, with a very long autoscroller immediately prior to the castle. The secret route has five short levels, the first of which has opportunity to get a goal sphere. If the goal is "minimize overworld time" then the normal route *must* be taken first, and the secret route second. If the goal is "enter level same number of times as it has exits" then you can get the goal sphere at the secret route and go use it on the autoscroller in the normal route. I don't know if this would affect smw specifically, but it might and that is worth considering. Additionally worth thinking about, is that if whatever rule gets determined as the one that should be used is now simply considered part of the 100% run goals of all games on the SMW engine since they could all have potential for goal sphere abuse, it could have implications on hacks. Specifically, sdw120 does not minimize overworld movements, and it does enter levels more times than those levels have exits (getting a key at Boo's Secret).
I see. If that's the case I would still prefer no backtrack or enter same as exits Alternatively, something that may be worth considering is no going back after save points? IIRC every 2nd level in special world has a save, so this would eliminate going back to tubular, and after castles and haunted houses. Either that or no start+select plus no deaths would eliminate abusing tubular or other chuck spawns
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jimsfriend wrote:
min·i·mize (mn-mz) 1. a. To reduce to the smallest possible amount, extent, size, or degree.
Har har. If you want to put it that way, if you truly "minimize" overworld time then there's no back tracking and you're probably only going to enter a level as many times as there are exits. So it's pretty much the same thing(s) as were proposed before
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boct1584 wrote:
"Minimize Overworld Time" has been proposed as a goal, which I think is perfect. It allows some flexibility to get extra goal spheres when you'd be backtracking anyway, like when you warp back to Yoshi's Island after clearing the Special Zone.
What does this even mean though? I mean, the overworld time isn't that much if you back track in special world for a bunch of levels? Minimize it compared to what? How much is too much? No back tracking is better clearly defined as a tool, or something like you can only enter a level for as many exits there are.
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Carl Sagan wrote:
Hmm, shall I do 2+2, which is complete and certainly a well-made hack, but maybe not as interesting, or KR? :P I can't decide. Maybe for someone who knows more about roms than I do: If I did start on Kamek's Revenge, and a new version with 5-E was added, would I be able to continue on my video from that version? I have no clue. I did the first two levels of 2+2: 1-1 http://www.youtube.com/watch?v=x173zLmE5z0 1-2 http://youtu.be/ij1f6PUBYhM
Keep doing this! Any of the SMW2 games and even the hacks look awesome.
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bahamete wrote:
But then that would be incredibly boring. Anyway I'm 99% sure none of us want to go all-out with the glitches. My top priority is just to make an entertaining run for all. But we have to restrict some things to achieve that. Alternatively, as this situation seems to be, we'll never make our minds up and won't start the run. :p
Yeah, I think of the choices that have been proposed for entertainment purposes no backtracking is the best one. Still requires some ingenuity in how to best manage grabbing goals from the jumping chucks and whatnot but doesn't allow lots of abuse of them
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Amaraticando wrote:
HappyLee wrote:
Well I've got an idea, why don't we set the goal in this way: * No using death * No entering the same exit twice (or more than twice)
What about * No start+select ?
They can still abuse Tubular (and therefore all of special world) like this by getting the chuck glitch then dying as long as they grab a yoshi somewhere Plus it's still completely arbitrary like the other one. If there was some simple fix I would be for it, but there's not really which is why I am for "as fast as possible"
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+1 to go all out I want to see routes optimized for fastest (abusing world map stuff, start +select, grabbing goal spheres, etc.) would be amazing.
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DarkKobold wrote:
Slowking wrote:
On the other hand the OoT run uses RAM editing to skip every dungeon and it's normal any%. Guess categorys are not that well defined on this site. :D
OoT uses multiple glitches to skip all the dungeons (roll past door of time, RAM editing, possibly more). Therefore, it is impossible to disallow one glitch to force the player to do all the temples. Instead, there is an all-temples run. In these cases, it is possible to have a run that outlaws the use of a single glitch, and have it follow the path of a standard any%. Additionally, it is impossible to have perfectly defined categories that encompass every single situation. However, any simpleton could point out flaws in these naming systems; they are less than perfect.
Excuse me if I am incorrect but don't the Pokemon GBC/GBA games have a glitched to credits (which is super fast), a regular any% without the credits glitch, and "catch 'em all" categories? So it wouldn't be the first time this type of thing would have happened to have separate categories for this.
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Does anyone have an encode of masterjun's new test run? For those of us who don't have the emulator. Or at least tell me which emulator and settings I need to get to watch the .smv
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bkDJ wrote:
Slowking wrote:
Edit: The coin does fall awfully slow... I guess if you were to release the red shell a lot sooner, so it can catch the flower when it's coming out of the pipe, then jump the rest of the way, use yoshis swallow in a jump, catapult yourself off of him furing that jump, directly into that stone, that might work... or not. :D
The red shell fire is pretty slow compared to sprint speed, so hoping to get the piranha plant before it's high up would involve slowing down too much before the piranha spawns and would likely waste more time than waiting for the coin to fall slowly, unless an L camera scroll helped. ...However, that makes me wonder if we fly high enough and kill the piranha with the downward-diagonal red shell fireball, maybe that might allow for quicker coin grabbing. If it's too quick, we can always use R to force the camera to scroll for an early chuck spawn. I'm pretty sure the optimal route involves either a diagonal red shell fireball, some forced camera shifting, or both.
If forced scrolling brings up the chuck and works then its possible if you did this that you might be able to 1. fly up 2. spit diagonal fireball mid air 3. shoot tongue mid air 4. dismount mid air 5. scroll to swallow coin + eat chuck 6. then land straight into the nearside of the pipe to die (without even having to go forward more to die at the stone) That's if you don't need to fireball the rex to make this happen, and you can successfully spin jump into the pipe I guess?
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Is it possible to dismount yoshi closer to the pipe and still swallow the jumping chuck starting to run forward? Then run straight ahead and get enough speed to jump die into stone block instead of having to go forward to the stone block and then backward to die on the pipe? Just trying to think up time savers.
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There's a red shell in yoshi's island 1 right before the clouds. Can you use that to turn the pirahna and rex into coins to save time? (instead of using fire mario shooting fireballs as it is now) At least you guys didn't in the test video shown so far so that may be another potential time saver? Also, is it possible to die on the pipe instead of running all the way almost to the goal post just go to the right a bit and then go through the corner of the pipe and try to die?
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sonicpacker wrote:
Kyman wrote:
braindx wrote:
Forgive me if this is incorrect, but wouldn't it be better to gain more speed in the narrow shaft where the elevator is? For instance, once you start jumping up the pillars you keep gaining speed from jumping back and forth, but since it is wider than the shaft it takes a bit longer to gain the speed to make it all the way to the top. If you gained speed faster by jumping back in forth in the narrow shaft before jumping to the pillars you can probably ascend the pillars much faster. Basically, slow down to gain more speed where the walls are more narrow so that the ascent goes much faster. Or is this not even feasible because mario ascends out of the shaft too quickly anyway?
The route actually has nothing to do with ascending as fast as possible. The route just requires getting around 82~ or so speed at a height of 2605 or so. The way we do it is the fastest way.
I think that what he's saying is we should stay in the shaft and wall kick more because it would give us more speed before we leave. Sadly, that is wrong. The amount of speed Mario gets has to do with how many frames he is in the air. The wall kicks simply maintain it. They do not increase it.
Yeah. Ah, that sucks. Oh well.
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Forgive me if this is incorrect, but wouldn't it be better to gain more speed in the narrow shaft where the elevator is? For instance, once you start jumping up the pillars you keep gaining speed from jumping back and forth, but since it is wider than the shaft it takes a bit longer to gain the speed to make it all the way to the top. If you gained speed faster by jumping back in forth in the narrow shaft before jumping to the pillars you can probably ascend the pillars much faster. Basically, slow down to gain more speed where the walls are more narrow so that the ascent goes much faster. Or is this not even feasible because mario ascends out of the shaft too quickly anyway?
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Comicalflop wrote:
My opinion is yes to resets, no to warp glitching in the 100%.
+2 to this
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Will resetting mean you have to go back and try to hex in what you have already done for worlds 2 and 3? or do you have to redo everything? Or does it fit in easily?
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I love how fast paced all of the levels are... even moreso now. First world completed soooo fast.
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Lex wrote:
Click the link under the screenshot which says "Watch now using: archive.org" and a "jwplayer" will spawn, causing you to see the video in a streaming form.
Thank you sir. I did not know that did that. Have gotten used to all the youtube or other videos. :(