Posts for slamo


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Experienced Forum User, Published Author, Reviewer, Expert player (2393)
Joined: 5/21/2013
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It feels great to be part of such a monumental achievement. Voted yes and nominating for Star-tier.
Post subject: Re: You know 3 years ago...
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Spikestuff wrote:
Link to video I was considering YouTube dumping this post but then I realized it's not nico. Um. Yea, so one exists... 3 years ago, doesn't skip stuff but good overall.
Ehhh, not really good, even for its time. Aside from obviously not skipping cutscenes, driving/paths look really unoptimized, it doesn't manipulate traffic, never sprints on foot for some reason, does optional missions, and probably a host of other things I'm not even noticing...
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FractalFusion wrote:
Interesting so far. But I wonder if it possible to do the death exit faster in Spud City.
I wonder as well. It seems the Frenchie is the best enemy for the job because it moves quite fast, it's just a matter of getting it to behave. I tried stunning it and walking ahead but it turned out to be quite a bit slower. If only I could make it turn around sooner...
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WIP 2, featuring a faster Horseradish Hill and a couple more levels. Link to video I get the key in Melon Mines because it's actually faster than getting the one outside of Castle Tuberia (by only about 1.5 seconds though!) Spud City is quite long but has 6 bombs in it. The Frenchies have some funny behavior where they won't attack if you're too close, so you can run along with them if you want. One of them is used to get another death exit.
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Gonna pick this up, here's what I've got so far. (the sound is correct, there is no music) Link to video The first level is much different than the RTA route, and I haven't tried it yet but I'm 99% sure this is faster. What happens:
  • The potato soldiers are spawned on the upper platform. You actually need to see them to get them moving, it's not possible (but would be faster) from directly underneath. Getting the extra pellets here doesn't cost any time.
  • Hitting one of the potatoes when they're exactly on the edge of a platform causes one to fall off.
  • I waited for it to come back to life and guided it to the edge of the map. Hard difficulty is actually MUCH faster here because the respawn time is shorter.
  • Dying on the edge of the map and falling to the right tricks the game into thinking you're outside the level boundaries and just gives you the exit.
I will investigate some more to see if there's a faster way to do this. Also, supposedly there is a pellet duplication glitch but I couldn't get it working (either fooling around in DOSBox or actually TASing the fastest possible tosses).
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This one doesn't have the luck manipulation tag for some reason, but is probably worthy of a nomination: [2295] PSX Yu-Gi-Oh! Forbidden Memories by Hoandjzj in 53:30.88
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79, here's a fun one... Link to video The large masses of gems make this one kind of awkward to do. There are only two major routes that make sense (with and without purple teleporter) but there are about a billion ways to do the larger rooms. There's tons of phase boosting in all directions, so if it appears I'm going too far into a square it's just to get in a better position to reverse my direction. All this, plus juggling flitzer manipulation...ugh. Not sure if I'm done with this level, I'm going to play around with it a bit longer, if anyone sees better ways to do these rooms let me know.
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Svimmer wrote:
70 looks pretty linear. Suspecting any optimization are to be found? Oh wow! You've made some important discoveries now that I saw the RP. Interesting about spears, but I can't find myself being surprised with this game any more :). Sounds like there's going to be more on the ToDo for phase 2 though with spinner manipulation! (I knew it! :D)
Yeah the spinner manipulation was a nice surprise, I thought it was a fixed direction. I started doing this a little while back, it's already in 65 and more importantly in 68, where it saves a ton of time. Still working very hard on this, videos will probably be scarce during the home stretch. I just started work on level 76, and I'm expecting this project to be done sometime in October.
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Work those leg muscles! Link to video I figured people would want to see this one because it's one of the better known levels in Jetpack, mainly for its difficulty. I recall this level was near the end of the 10-level Jetpack demo I had as a kid, and I don't think I ever beat it. It feels good to finally get past it, at least in some way, and emerge victoriously from within the marble.
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hegyak wrote:
slamo, were you just out of fuel when you finished? Good stuff all around everyone.
Yes, the tank was completely empty. What I do is run the level first with a full tank to determine how much fuel is needed, and then for the final run I charge up only that much. The lua script helps a lot since it gives me the exact amount of fuel I have rather than just a meter.
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Just a little milestone and progress update, here's 66: Link to video I was worried about the barriers at first but I found a route that keeps the time down a lot lower than I anticipated. By flipping the red and blue switches within a certain time window I can have the missile open the exit for me while keeping the blue switch off until I've finished my return to the top area. This is also another one of those fuel charging levels, as usual I get just enough to complete the level. So that's 67 levels done now - 2/3 of the way through. I still plan to finish this TAS within 2013, it should be doable if I keep up a decent pace.
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Svimmer wrote:
How do you know which of the two possible lreds to phase out to get inside the desired checker square? Did you already experiment with manipulating the spinners in the previous level? Or have you found that to be impossible already? Don't know if it's possible not to get harassed no matter what. BTW... Have you ever considered doing the following anywhere: pre-alting to get a wiggle fall for greater horizontal displacement before phasing blocks out from underneath you?
The best brick to phase out is generally the one you can start phasing first. There may be some exceptions but this is always a few frames faster. There is no way the spinners can't be in the way, the spaces are too small. I'm not sure what you mean by pre-alting here, you can only wiggle at a decent speed if you have no fuel. This would kill your falling speed anyway.
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Checkers! Link to video This level has been anticipated amongst us due to potential fuel issues. Some believed that there wasn't enough fuel in the level and I would have to wait for/try to manipulate a fuel powerup to appear. As I was looking at this level more closely, it's actually possible (albeit slow) to finish without fuel by delay-phasing and jumping, so the level was actually guaranteed to get finished. On an anti-climactic note, I get through the level on just the full tank at the beginning. No attempt was made at minimizing fuel usage in this run and being super-efficient wasn't even necessary as the level is completed with over 10% left in the tank. I'm probably not done with this level as there may be slightly better routes, but I'm glad fuel isn't a problem here.
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Still working on this, 62 has been "rough". Here's what I've got right now: Link to video The batbots are a huge problem here. They tend to congregate in the center area, which is not really a great area to deal with. Most of the level is centered around 1) drawing them out of areas I need to get to and 2) hitting a good missile cycle in the nook above the bottom purple teleporter. If it seems like I'm waiting and wasting time, it's probably because I'm waiting for batbots to clear out. Keep in mind that their hitboxes are very bottom-heavy and most of the actual sprite can be passed through. Not sure if I'm ready to move on here...I'll have to think about this some more.
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http://pastebin.com/Ap5Aic85 Good luck, and thanks for your work on this!
Experienced Forum User, Published Author, Reviewer, Expert player (2393)
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Part 1 of this series of mazes... Link to video The first half is about making the most out of waiting time, I can't go straight for the top center gems right away. I did figure out a neat trick to get down the uladders faster, which is why I'm phasing when climbing down them. Second half just boils down to going up or right first. Going right is faster, but only by a few frames.
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Svimmer wrote:
That level must have been a bitch! I guess you tried to phase the block you start on then going left instead to collect those ones, then going through? It does look very efficient the way it's done here.
That's another good route - but I would end up hitting the same cycle, so the final time would be the same as well.
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After a couple days of tinkering, I finally have a route for 57 I'm satisfied with: Link to video Obviously the barriers are a huge problem here. The bottom is kind of OK because at least you can phase around them, but the top section just traps you and forces you to wait. The period for the cycles is kind of short...overall the time for this is dictated by how many cycles it takes. The second best time I got was a whole red cycle slower (about 2.5 seconds). I really don't think this can be improved, as the route on the bottom is really efficient and no other route I tried even came close.
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Svimmer wrote:
Hmm... It looks pretty logical, all the second half looks logical with the ones that are left. Unless picking up the two gems at (14, 8) and (15,9) from the top after the tele instead of bottom before the tele and going right from there is any good?
I considered this, but we're talking about phasing 5 crates to get them from the top instead of just 2 from the bottom (roughly 10 frames per crate, factoring in phasing time and travel...although falling is faster, it's not THAT much faster). The 2 routes for getting the cluster in the upper right are roughly the same time.
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Svimmer wrote:
So for the record you're facing subpixel problems with no obvious solution (like phasing down before the jump) with the one jump where you phase a crate but aren't able to enter the space that was left? Did you try phasing the crate to the left (10, 3) instead of above (10, 2)? That would save you a jump, but you'd have to jump again to collect (10, 1).
Yeah, for horizontal subpixels I can just phase up/down but for vertical there is no good solution (jumping up to that crate at different positions results in slightly different subpixels, but none worked out). Interesting idea...it would be one less jump, so it would definitely save time. This is kind of moot now though, as an entirely different route has shaved 27 frames off WIP 2. Link to video Almost a second faster than the original now...I'm out of ideas, but I'm pretty satisfied now. I might move on unless me or someone else thinks of some other reasonable route.
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An improvement on Wander Lust: (click here to watch in slow motion, thanks to Svimmer for discovering this) Link to video This is 39 frames better than the first WIP, so a bit over half a second. I actually never thought that going up at first would be faster, but this route proves me wrong. I have one more idea I want to explore before I'm done with this level.
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First attempt at Wander Lust (warning, lots of explosions): Link to video
  • I opted not to make a program for this level. I did some research and I don't have the rest of my life to wait for a computer to make a solution.
  • The only major route difference I made so far is using the teleporter to get the two gems in the bottom left corner early instead of picking them up when I'm nearby. It was one frame slower.
  • I've considered TONS of optimizations here...i.e. figuring out ideal configurations for picking up groups of nearby gems, burning crates early to position myself better for the next gem, efficient pathing, etc.
I am definitely not done playing around with this level. Doing this first route has given me another idea, and maybe posting this will give people other ideas. Generally it's better to start by going down, because navigating up without fuel is time-consuming and the fuel is near the bottom anyway.
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Deimos. Link to video I feel like there are only two sensible routes here, one with the red gate and one without it. The route with the gate off is 10 frames faster, probably due to the fact that it only requires one teleport instead of two and the switch isn't too far out of the way. So next up is Wander Lust, behold: I feel like a program would actually help with routing this. Maybe I'll put something together.
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Svimmer wrote:
Bulge looks really nasty for enemy evasions. You did try alt-stepping down the "staircase" at the beginning? Did you try phasing (-10, 3) from the left side and collecting the gem above after that? Otherwise was it possible to do a frame of delay-phasing on that block?
Thank you for the feedback lately Svimmer, it's appreciated. 1. There are two problems with alt-stepping down that staircase. First is that you don't hit terminal velocity immediately after stepping off, so falling is much slower. Second is that you gain too much horizontal speed and this results in you jumping over most of the gems. 2. You're actually right about this and I did try this before I uploaded the video. You can delay-phase that brick by starting ASAP from the left side and then settling on top to collect the gem, and it is faster. The problem is that you run into the same bottlenecks as before - you just barely can't get past the missile to escape from the top of the bulge, and the spring under the half-tank blocks you from going down the staircase after collecting the rightmost gem. In the end it makes no difference.
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It seems like there's nothing else to be said about 53, so here's Bulge: Link to video The route seems pretty logical, as you need fuel to finish the level...it's actually possible to go through the bulge without fuel, but insanely difficult (and most importantly, slow). As usual I try to be productive while waiting for missiles.
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