^the general idea is for there to be 3 categories--no major skips, any% (ie, skip all dungeons and temples), and 100% if anyone were willing to do it. The only other category would be no major skips MQ.
BA doesn't let you skip the Child dungeons (clipping through the DoT does), so a no-BA run could still skip them. And you could hardly say that's not an important goal.
and to n/a, the trials are part of the no major skips category of SDA. So they weren't just added to it.
ice cavern is so betaish, because it doesn't even melt zora's domain. i heard there was supposed to be an ice medallion in the game but then they realized that ice is almost the same as water so they thought it was unnecessary.
Actually, beating the Water temple was supposed to thaw Zora's Domain. Of course, that doesn't change the fact that they probably cut the unfrozen ZD for time (much like a possible Ice/Light Temple).
hmm, strangely enough, 1 solved both the picture and sound problems.
Now to figure out why Windows gives me an error whenever I try to close the program. Something about it having stopped working. Which, considering I closed it, makes sense, but I wouldn't think Windows would find that in error. Not that large of a deal, as it certainly doesn't prevent me from getting it closed, but sort of annoying.
If you're referring to the current run up, it's horribly outdated.
For future runs, a superslide OoB takes 1 heart off Link's health, for a quick death with proper health management, and the DoT skip will be used. Of course, a version of Mupen with recorded resets would allow a simple savewarp.
For Bloobieblah's run, he may consider the skip a major skip. Though I'm not entirely sure whether he uses it or not.
The ranch exit is closer anyways. But the Takkuri has quite a bit of HP, and Bubbles die to a single Light Arrow and respawn quite quickly. Of course, you could combine the two, shooting the Takkuri in between Bubbles. After all, we'll have to do this probably 5-6 times, and we'll have to keep it entertaining.
If the poll is to be trusted, it seemed to entertain quite a lot of people. Since the technical accuracy of the run doesn't seem to be in much question, I still see no good reason to have rejected this run.
I remember someone (Psonar?) told me that CO-ME-KA-SX-MA-A6-VE is higher scoring than CO-SY-AQ-ZO-MA-A6-VE. Can anyone confirm/deny this
Oh, which reminds me, that map is wrong. It should be SX-MA, not TI-MA.
While this isn't really relevant to the TAS at hand, but is there an easy way to abuse the lotto to generate a ton of money?
Yes and no. The lottery numbers never change between cycles. This makes sense, as the events of each day happen in the same way every time. Thus, they are an infinite source of rupees. That being said, you can only play it once per day, and it's net payout is 40r. So there are significantly faster methods of getting rupees.
Besides, we have plenty of ways to get rupees for a normal run. And while the 100% needs a fast way to get the bank account to 5000, it already has one. Drink a bottle of Chateau, run around Termina field with the Bunny hood, and Light Arrow bubbles. You get 50r each and can fill up even the 500r wallet really quickly.
So, I recently got a new computer. And now I can't get Mupens Avi recording function to work. It outputs a blank avi (all black and no sound) of the correct length, instead of the desired non-blank avi. I didn't have this problem on my previous computer, which had XP. So, any advice?
I still don't really know what Super Metroid (JU) [!].swc is. I tried it with Super Metroid (JU) [!].smc, but it desyncs after about a minute in. Is "swc" just a typo, or is it really a different rom format?
Or maybe the emulator version does make a difference...
It's .smc, he just wrote it wrong. I had no problems emulating with a headered (3,073KBs) ROM but the unheadered (3,072KBs) ROM does not work. There's versions of both floating about on the internets so you'll want to make sure you have the headered version. Plenty of applications can add/remove headers (SMILE is what I use but I know there's others) to ROMs, but I imagine you know this by now good sir.
Funny, I used the unheadered ROM and it synced fine. I'm using 1.43+ v12, BTW; not sure if that makes a difference.
Anyways, I voted yes. Don't care about input animation, and it was very well optimized. Seems like an obvious yes.
There is a definitive schism between normal consumption cheeses and connoisseur cheese. Most people would hate high class cheese. It's not that the product is better, but that it is more refined. It does not mean that if you like aged bleu more than provolone that you have better taste, it just means that your palette is not fit to properly appreciate said cheese.
In the same instance, I don't think random people are going to be able to appreciate the details in a submission here unless they have ample experience and a wide berth of tastes in publications.
Yes, but this fails to address the issue. There are two things to consider about the video: optimization and entertainment. Optimization is more akin to the refinement you're talking about. The reason we keep watching the frame war improvements to things like SM64 and Super Metroid is because we appreciate those finer details. Entertainment-wise, the runs, especially SM ones, aren't really that different.
However, much of this topic, and indeed, it seems, most of the reasons people have for voting no or meh on this TAS, is that it is not entertaining. This is not because it is suboptimal but because people don't like how it looks. The problem with this judgement is that not everyone agrees. Many people have said the run entertained them. In this case, refined taste for optimality is of no consequence. Quality and refinement may not be determined by popular vote, but entertainment is.
So, unless someone can point out why this run is so horribly unoptimized that it should be rejected on that alone, I see no reason to reject it. Entertainment is purely subjective, and it seems the majority finds it entertaining.
I preferred the other run. The goal should be to finish it as quickly as possible. This was nice, though, but the other one should be published, not this.
My thoughts exactly. I liked this run; it was fun to watch. But I liked the other one more. I liked seeing the "Very Hard" computers get viciously and relentlessly pwned. I liked seeing the two characters that would normally take the longest just get egged. And of course, like everyone else, I liked seeing the Master Hand defeated in a quite spectacular way.
*sigh* I'm voting meh, for probably the exact opposite reason as everyone else doing so. It's not a bad run, but I'm rather indifferent to it getting published. What I do want is for the other run to be published.
It wasn't THAT repetitive. Link and Fox died in about the same way (although the luck-manipulated roll on Fox was very noticable), but Mario Bros had that nice dual combo, Pikachu had the double spike, and Samus got comboed off the acid, which was pretty neat. The teams were about the same, but there's not much else you can do with them, and the manipulation for Snorlax was a bit of a surprise. Giant DK and Metal Mario were hilarious, and Master Hand was just awesome. And check out the score--over 2,000,000.
Anyways, that's why I voted yes. That being said, I'd still prefer it if the Bonus stages were completed, but w/e, it's not of huge importance to me.
new route gains
--doesn't require returning to Woodfall
--faster first room
--hookshot instead of hovering
new route losses
--no fire arrows for Gekko
--flower platform room must be done without Fire Arrows
--Odolwa must be defeated with Kokiri Sword
--longer Woodfall after-cutscene
--Hookshot w/o bow makes the Pirate scene unskippable
I'll have to test that last one, as in TAS conditions, it may be possible to hit the hive with a bubble from beyond the cutscene trigger. If not, though, this really has no chance of being faster, and is the main reason why Hookshot->Bow doesn't work out.
If it does work, though, Open Woodfall->Get hookshot->Bow->Warp out may be a viable option.
EDIT: After a number of tries, I was unable to get the bubble to hit the hive from beyond the cutscene trigger. I'm not sure if the bubbles just kept going off track as they got near the hive or if the bubbles' hitboxes actually go away before reaching the hive, but either way this looks like a no-go. If anyone knows of a way to distinguish the two, I'm all ears.
That superflip thing looks like it might clear the gap in Woodfall that you hovered over, as it appears to get slightly more distance than a recoil flip. There's also the possibility that it is simply an extremely optimized recoil flip, but in either case, the ability to clear said gap should be examined.
That superslide thing is weird, though. If it can be done in more general circumstances (ie, not just in the Deku Palace), this should speed things up considerably. Still, saved a large amount of time already by getting better platform positioning.
Anyways, the optimization looks very good. If you want to contact me, my AIM is petrie1729. I'll try to be on fairly often.