Posts for derula


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Joined: 1/8/2014
Posts: 55
That glitch in the final room... can you get that through normal gameplay? Looks like there's two vines untouched by the spikes, could you just end up on them and watch the glitch unfold?
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Experienced Forum User
Joined: 1/8/2014
Posts: 55
Some of the comments in the submission text are phrased in a way that makes them sound like the run can still be optimized, e.g. "with a lot of saves & loads, I managed to attack the boss every second I can" sounds like the hits are not usually frame-perfect, and frame advance was neglected in favor of many retries with savestates, and "beating this boss in one cycle is really hard, but somehow I made it" sounds like the author did not focus on finding the fastest way possible, but rather the fastest way they managed to pull off. I'm not competent enough to claim that the runs needs improvement, I'm just saying that the comments sound like the runner took a more classic approach on running it rather than working out the exact input sequence to reach the goal as fast as technically possible. Maybe that's not even true, but that's what the comments sound like to me. Apparently I still don't have enough comments to vote or something, but I would vote I voted meh not because of what I wrote above, but more because the same thing just repeats over and over in different environments. I was somewhat entertained (especially with that thing that kept following the player at a constant speed in the first level), but not thoroughly.
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Post subject: Re: #4352: total, sniq, cpadolf's SNES Super Metroid "game end glitch" in 07:15.95
Experienced Forum User
Joined: 1/8/2014
Posts: 55
Cpadolf wrote:
Glitcher wrote:
TASVideoAgent wrote:
The last discovery enabled us to get OoB without any items at all, and we looked for ways to exploit this to end the game quickly with 0%. Sadly we could not find any way to end the game under these conditions, there was simply not enough blocks with the right properties to make anything happen.
Don't worry. If Super Mario 64 could be completed with zero stars, I'm sure you'll find a way to complete Super Metroid with 0% eventually. :)
There's a possibility that it could work, but it would be slower because you would have to do some very slow glitching to traverse through the game without any items to find a spot that would be suitable. Still if it was possible to do it it would definitely have to be done.
Seeing how this is ACE, couldn't you easily just write 0 to the addresses where time and completion ratio are saved? It might still be slower, but only by like two frames. (I know that's not actually 0%... but then, simply jumping to the ending sequence isn't actually beating the game either. :P)
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Experienced Forum User
Joined: 1/8/2014
Posts: 55
I think a couple of changes could make this much more entertaining: - Do not waste any shots - Play with the enemies. Keep the screen entirely free of enemies for a long period of time by shooting them before they have a chance to appear; wait for the screen to be filled with enemies before shooting all of them - Get and move extremely close to projectiles and enemies (if possible, get close enough that shots hit them before they are even visible) - Get rid of the upgrades. If you do need to pick them up to reach your maximum score goal, try to get rid of them again as soon as possible without losing time - Find other entertaining maneuvers, glitches, AI oddities or tricks Autoscrollers can be entertaining. I don't know this game so I don't know if this applies here, but in general, they can. The autoscrolling levels in the Yoshi's Island TAS are absolutely hilarious. I'd say experiment with one map and see if you can get more entertaining results while still keeping your goals, and if it still doesn't work, then leave it. But if it does, post that level as a WIP and see if people like it. You may be given another chance.
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Experienced Forum User
Joined: 1/8/2014
Posts: 55
Hi! I know this is my first post, but let me offer an idea anyway. Now this idea is only viable if Executes Arbitrary Codes TASes become more frequent. But let's for a second assume they do. Wouldn't it be a good idea to have a "level" system for different EAC TASes? What I mean by this, in the example of this TAS, it could be submitted and filed on the same "level" as the existing fastest TAS. I.e., the completion time is counted from power on to the frame at which arbitrary code transmission becomes possible. So videos using the same stump would be the same time and wouldn't obsolete one another. The same voting system can be used for approval or rejection. Now if a TAS with a faster stump comes up, it can obsolete the others with identical stumps. I dunno, it's just an idea, but maybe some new mechanic or rule is required to handle these kind of things sanely in the future. Just my 5 cents!
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