Posts for mwl


mwl
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Joined: 3/22/2006
Posts: 636
I object to the rejection of the Japanese movie. It'd be one thing if the author relied on the region difference alone to supersede the old record, but he clearly stated that he had made a one-second improvement independently of version differences. This should have been a reasonable excuse to switch to the Japanese version for good for this and all future submissions, since it allows for faster movies to be made. Personally, I think the wall of text takes away from the entertainment value. Voting no.
mwl
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Joined: 3/22/2006
Posts: 636
AKA wrote:
You don't need to worry about any of these things because I have it all figured out ;-)
Are you going to post some details, or are we going to be left in the dark until you and SL finish? Though I prefer Guano's weekly updates and WIPs over "surprise submissions," it's completely up to you, of course.
mwl
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Joined: 3/22/2006
Posts: 636
How far along is SL on this? I bet he's gotten the route all worked out already, right?
mwl
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Joined: 3/22/2006
Posts: 636
That's a segmented route for running it on a console.
mwl
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Joined: 3/22/2006
Posts: 636
DaShiznawz wrote:
I was wondering if someone who is good at the type of thing and has the time, would post what the route would look like if this door of time glitch ends up working out.
Logically, this is what it'd come out to be: Child portion: 1. Kokiri Forest: Collect Kokiri Sword; purchase Deku Shield 2. Lost Woods: Escape the forest early 3. Hyrule Field: Peahat superslide to Gerudo Valley 4. Gerudo Valley: Cucco jump over the gate 5. Haunted Wasteland 6. Spirit Temple: Collect Bombchus; Deathwarp 7. Kokiri Forest 8. Lost Woods: Use bombchus to blow up boulders 9. Goron City 10. Death Mountain Trail: Enter the village from the gate's other side 11. Kakariko Village: Collect Cucco bottle 12. Hyrule Field: Superslide to Gerudo Valley 13. Gerudo Fortress: Obtain the Odd Mushroom, then get caught 14. Lake Hylia: Obtain Gold Scale; collect bottle with letter; owl warp 15. Temple of Time Adult portion: same as before. I can't see this going under an hour. Maybe 1.5 hours.
mwl
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Joined: 3/22/2006
Posts: 636
Completed Bomber's Notebook? Also, are you going to be the one doing this or just are we just throwing out ideas for the future runner, whoever that may be?
mwl
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Joined: 3/22/2006
Posts: 636
Comicalflop wrote:
Nahhhhh. I think overall it might look different, but we're probably talking a way longer overall real time length. That kind of dedication should probably be spent towards a 100%.
This. Especially for a game that doesn't even show a final time in the way Metroid does.
mwl
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Joined: 3/22/2006
Posts: 636
Mukki wrote:
I'm surprised so many people are impressed by this (looking at the comments). Even before I joined the speedrunning community I would have said 48 hours was a reasonable goal for a Zelda binge.
I'm not impressed, either. It's only getting this much attention because (1) a lot of people aren't familiar with speedruns; (2) people tend to admire the endurance aspect of a gaming marathon; and (3) word about the event has been spammed to hell and back on just about every gaming forum on the web.
mmbossman wrote:
A TASed attempt could cut that time by at least 2/3rds;)
Indeed. A TASed attempt would take about 14 hours: 4 hours combined for OoT (with Bottle Adventure) + MM, 6 hours for TWW, and 4 hours for TP.
mwl
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Joined: 3/22/2006
Posts: 636
Cpadolf wrote:
In longer backwalking/sidestepping segments I definetely think it is worth sacrificing 6 frames for higher watchabillity, loosing 30 seconds in a 1:30+ run is nothing if the difference is big. (which IMO it is)
The important point is that not everybody will agree doing so provides for "better watchability." I, for one, think it does quite the contrary. Also, think about how much hard work has been done to squeeze out every possible frame to supersede Guano's run in comparable sections. Isn't intentionally wasting frames kind of counterproductive?
Swordless Link wrote:
It would only be used when I HAVE to wait, like for the peahat to get into position or something.
Fair enough.
mwl
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Joined: 3/22/2006
Posts: 636
Dwedit wrote:
So you like low-life beeping, huh...
I don't mind it that much. If you do, you can always mute the sound.
mwl
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Joined: 3/22/2006
Posts: 636
I still think the idea of wasting frames for aesthetics in a speed-oriented movie is questionable. It's so subjective anyway. Personally, I find it more impressive watching backwards supersliding, due to the viewer's suspense of not knowing where the run is headed next. But will everyone agree with me? With the fastest run, there is no debate because time is always quantifiable, whereas aesthetics isn't. If you drop six frames every here and there, you're going to end up dropping whole seconds and possibly minutes by the end of the run. This wouldn't be an "aims for fastest time" run anymore.
mwl
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Joined: 3/22/2006
Posts: 636
mmbossman wrote:
Great find! I was entertained. Very yes vote. BTW, is this an 84 frame improvement, (17996-17912) as stated in the NES forum topic, or a 62 (17974-17912) frame improvement, due to Pom ending input at the frame of the axe hit? Just from my preference I like the "earliest time input can be ended and still complete the game" option, but I know some people like to keep prior timing from previous runs for continuity.
IMHO, ending on the earliest possible input should have long since been established as the standard for all tool-assisted speedruns.
mwl
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Joined: 3/22/2006
Posts: 636
This isn't a big deal, but whatever happened to using the nostar icon or SL's proposed screenshot #5, which we seemed to have agreed upon? Why is it that the screenshots always seem to be chosen by a single person, without regard to the runner's or audience's wishes?
mwl
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Joined: 3/22/2006
Posts: 636
I've said it many times and I'll say it again: Please go in numerical order unless absolutely necessary to save time. This goes for both courses numbered 1-15 as well as stars. Please, none of this "stylistic" crap. Most viewers aren't fanatics and may not even remember every star, and thus, the so-called "surprise element" in random star selection doesn't add anything to the run. Going in order makes it all the easier to keep track of and follow, too.
mwl
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Joined: 3/22/2006
Posts: 636
RT-55J wrote:
I so want a copy of the Super Mario Galaxy OST.
I'll be importing it from Play-Asia if it ends up not being released in the States.
mwl
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Joined: 3/22/2006
Posts: 636
I'm not sure if this is already known, but for infinite-ammo weapons that take time to recharge (such as the machine gun), it's advantageous to trigger the rapid-fire manually by repeatedly pressing the "fire" key rather than hold it down and allow the ammo to drain. I can now scale the Outer Wall without making any stops to allow the gun to recharge. The ammo never goes below 99, and best of all, speed doesn't appear to be compromised.
mwl
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Joined: 3/22/2006
Posts: 636
Comicalflop wrote:
You're thinking Exploration Glitch, not clipping. Clipping is when Link is moving downwards and brushes past an object, pushing him 1 pixel ahead. EG is walking through walls.
I stand corrected. Thanks. I still think runs with these kinds of glitches should be in a separate category, though. With regards to the glitch, what about Dark Hyrule Castle? Any possible breaks on this level? Boss key early, perhaps? I don't have my old save file anymore.
mwl
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Joined: 3/22/2006
Posts: 636
It's like the clipping glitch in ALttP all over again. Separate category, anyone?
mwl
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Joined: 3/22/2006
Posts: 636
Just based on the inventory. You don't even need all the masks to get the most complete ending.
mwl
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Joined: 3/22/2006
Posts: 636
It's called a joke. Maybe I'm just not very good at it. <_<
mwl
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Joined: 3/22/2006
Posts: 636
I wasn't serious about the Workbench comment. It's your speed run and your choice. But I don't get why so many authors obsess over it when the vast majority of viewers are barely going to care anyway, plus your name already gets acknowledged on the site. Most games don't even have a name entry feature.
mwl
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Joined: 3/22/2006
Posts: 636
Swordless Link wrote:
Yes, I'm quite aware that it makes it a few frames suboptimal. I don't particularly care. <_<
I care. In fact, it might even be significant enough to affect my vote when this movie ends up on the Workbench. <_<
mwl
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Joined: 3/22/2006
Posts: 636
Naming your character SL instead of A already makes your run a few frames suboptimal. If I were you, I'd just use A. It's not like the name shows up that many times, anyway -- and most of the time, you'll be fast-forwarding text.
mwl
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Joined: 3/22/2006
Posts: 636
So you're officially doing the MQ run now?
mwl
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Joined: 3/22/2006
Posts: 636
MQ wouldn't be allowed to replace the current OoT run anyway. It's a different game.