Posts for nico


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Joined: 7/14/2005
Posts: 103
i would kind of have to agree with what he's saying, though. i know that with frame advance, there's really no excuse for error, but this is more on the micro level. when it comes to huge games such mario 64, i believe that well seasoned and knowledgeable players may have that macro-edge for some things that a taser won't see. of course, there's really no point in even mentioning that, but i think it's certainly a good thing for veteran players of a game to point out things and contribute to the tas.
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no. not exactly. people seem to be missing this point. it cannot be done on an authentic n64 controller-- not even with the tilt trick. this is because of percentile compensation in opposing directions, and don't say it can be re aligned in mid game. that would require a pause. it's fine to say it's okay, but not for that reason.
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personally, i'd rather use it. i just want to make sure the other side is examined before people just assume it's okay.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2005
Posts: 103
right, the tilt trick is used on golden eye, perfect dark, smash bros., and some others, but never in the middle of the speed run does the player un tilt using start + l + r, that would pause and lose much more frames, so really, it isn't the same thing.
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are you sure it's completely physical? until someone actually finds a way to modify a nintendo licensed controller so that it has complete 360 range, then i won't be swayed. the reason i say this is because multiple input plugins by default sets the range to 63% "real n64 range." the start+l+r tilt bias doesn't mean what everyone is saying it does. what it gains in percentage on one end-- it loses on the other end. so if a game was started with say 30% tilt right, it'd lose 30% on the left. one other thing. it isn't just improvement on diagonals in the sense of between up down left right. it's between the 4 perpendiculars and the 4 diagonals that lose range from 63% to around 55 or 40. in any case, 100% is twice that, and it's very significant. spezzafer must've modified the default input plugin to 100% instead of 63%, despite his using a non n64 controller, as 100% through plugin modification is possible even with the n64 controller.
Experienced Forum User, Published Author, Former player
Joined: 7/14/2005
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yeah, i desynced too. what version of mupen are you using?
Experienced Forum User, Published Author, Former player
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that might be a little controversial. i think the maximum force a n64 controller allows for is about 63%. interesting enough, this may be the most that sm64 will allow, but i've found in ssb that it does let the cursor move faster if it's at say 100% when using a third party controller.
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found a better and way to beat giant dk, and i'm up to samus. experimenting with lesser combos to see how much damage she needs to take first. since it's very hard, about a second is added to every level just about since they try to jump back on.
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yeah, i didn't think about that. good idea. edit: i'm not doing a score game (at least for now), because i don't want to wait around forever trying to get the cpu to kill themselves for pacifist. it took an hour just to find out how to do that for metal mario (despite my already knowing how to get his done). but if i were to do high score, every level that can pacifist will be (not just the easy ones). by the way, if everything goes as planned for this run, it should be fox's world record (for score).
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okay, i've started on the new movie. i decided on hardest difficulty / fastest time / use death as a shortcut. after playing around with a few characters, i've decided that fox is still the fastest. i've found a faster route for the first few rounds by simplifying the attack pattern, albeit it's repetitive-- it's the fastest thing. i don't want to do anything other than the fastest completion at this point. i'd rather take this game seriously like so many other ones on this site.
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oh okay, now it makes sense.
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they don't like savestates here, unfortunately. maybe they'd make an exception?
Experienced Forum User, Published Author, Former player
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it's going to be repetitive at least for yoshi team, kirby team, and polygon team any way you do it. i have an idea though. i've been playing with different characters, and i believe i've found one that's got a few unique properties that make it especially usable for speed as well as adds to the cool factor, he'll probably require a more variety of moves, too. how about this: aims for fastest completion played on hardest difficulty does not use death as a shortcut (bonuses) would that satisfy everyone?
Experienced Forum User, Published Author, Former player
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i remember playing this one for hours. is it just me or does it seem to run a little too fast? it would appear that this game was meant to go 15fps, but when i limit the fps, i guess the 60vi dysfunctions.
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wow, the whole test run looks promising. i'm guessing all these sources have already been exhausted, but just in case... http://www.sm64.com/ http://vortiginous.com/cbright/ http://www.systemcrash.tk/ http://www.billygard.com/mario http://speeddemosarchive.com/Mario64.html http://kontek.net/davidwonn/
Experienced Forum User, Published Author, Former player
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you're right, but remember that there's a huge clash in getting a high score and getting a fastest completion. these are all seperate objectives. to combine them all in one produces way too many variables that could nearly be impossible to have a focused completed run. for instance, every bonus gotten will unavoidably add frames at the end of the run simply by having it pop up. it would be in the speed runners interest to minimize bonuses, if anything. i agree about hardest difficulty, and that's something i'll do if i give it another go, but if i'm going to play for speed, everything has to be frame perfect and route optimized. isn't that what this site's about?
Experienced Forum User, Published Author, Former player
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haha, yeah i'd think the human player to frame perfect time improvement ratio is something like for every five minutes of human play, at least a second can be knocked off with perfect control and timing. that ratio probably grows exponentially when approaching hours and such.
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i think there may be some conflict with the disabled savestate 0 and autosavestate increment feature, but i'm not sure how. what is the best way to resume recording? the only way i've found is to go through the whole movie until i get to where i want to pick up on. you know how there's a "pause at frame x" feature? maybe a "start at frame x" feature could be helpful.
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this an incredible game. the only idea i can think of to make it better would be to get the help of the guys over at tetrisattack.net (they're awesome at this game). make a thread and post what blocks the game gives you, and ask them to find the optimal solve. it seems like 3x lag chains could be done more than not, but anyway, congrats for an awesome run.
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daniayaw wrote:
perhaps, im voting meh because: - i would like to see bonus stages done - a fastest metal mario stage (even with no pacifism) - a faster movie finish
yes, that run completed metal mario faster, but that's because dk was used. dk will have an advantage on some levels due to his capability to hold and walk simultaneously, and it might very well be necessary to use him on a very hard completion; however, i felt that fox would overall be faster, despite his disadvantage on metal mario's stage, because he runs through or to things faster and only uses 6 frames for his most used attack.
Locke wrote:
Yeah, I'd like to see the bonus levels too, simply because even though it adds time to the overall movie, it's far more entertaining that dropping straight off the stage...
perhaps it might be more appropriate for a seperate speed run of all the bonus completions for every character. i have a friend who's currently making one, and i did do a few characters break the target optimal routes with great success. i agree that it's more entertaining, but i'd say it interferes with the original goal of the game. EDIT: for those of you who are having problems watching it in an emulator, i made this for that i'll temporarily host: www.tetrisconcept.com/ssb1pnicholas.wmv
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that would be ridiculously funny if it was attempted, since that would mean a player would need to get pacifist on every level (60000 points). it would be something like the metal mario stage, but for everyone. back when i used to play single player a lot, i was able to get link, pikachu, metal mario, and i think once the kirby team to kill themselves. it might not be as entertaining as you think, though. it'd mostly be waiting around at the edge for them to do something stupid, which is rarely fast.
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i see. i stated it was done on default settings, but if i do it again, i'll do it on very hard since that's what everyone wants. as for the bonuses, those are like a whole nother speed run all together, but i suppose i could give it a go. thanks for the suggestions, everyone.
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i would like to make one of all btt optimized routes in one movie, but i would need to have all characters enabled. the hacked roms for this game won't work on mupen, so i'm not sure how this could be done.
Experienced Forum User, Published Author, Former player
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i did these yesterday after seeing the mario64 tas. they're both wrs. http://www.tetrisconcept.com/bttpikanav.wmv http://www.tetrisconcept.com/bttmarionav.wmv
Experienced Forum User, Published Author, Former player
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nicely done acmlm. the main advantage is putting off the tetris as long as possible before clearing for highest stacking. i gave the game another crack today. this time i played it a row higher-- it isn't much more difficult than before; but even with that advantage, i was still behind some frames after the 80th clear. i suppose improvement could be done by playing off the 11th row while procrastinating the tetrises even farther. unfortunately i'm way too burnt out for that right now. so good job (for now). edit: for the post above me, go to www.arika.co.jp and click on the left bar where there will be movies.