Posts for sonicpacker


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Post subject: NES Remix (Wii U) Times and Discussion
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I don't know how many people here own a Wii U, but the NES Remix series (1 & 2) is something I feel a TASer would pretty much enjoy off the bat. It essentially gives you challenges within select popular NES games, as well as mixing together some of them in new ways (Kirby breaking Mario blocks to collect coins?). Here's an example of a regular stage. This is the only level I have really tried to get my "best" time on (though there is a built in ranking system of 3 stars and an "A+" sort of thing, with 3 rainbow stars that makes my TASer OCD prevent me from continuing until I attain it!). It's just a regular Super Mario Bros. 3 Remix. Stage 2 in 6.3 seconds: Link to video Sadly this game doesn't have a leaderboards option, even for friends. So please, feel free to discuss stage strategies for both games, and post your best times for a little comparison and competition!
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Now if only the rest of the SMS TAS runs had this much optimization ;P
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USTA and I have decided to time SMG1 IL's differently than the built in SMG2 timer. We are using the first visually off-white frame after star select until the star celebration visually begins. We feel it is the most consistent method taking into account what was mentioned above.
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wish this was possible... tried infinite flutter/backflip momentum from the "?" section to here for "The Perfect Run" (final star):
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And yet, still debatably more legitimate than a completely inaccurate emulator bug..
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We want to include the opening cutscene as part of the timing so moving elements can't be different in IL's, etc. as it's not useful to an any%. SMG2 can be a different entity with its own timer IMO.
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
Posts: 1047
Location: California
Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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itsPersonnal wrote:
In 2012, Sonicpacker and I hated each other, I thought he was a stuck up asshole for not helping me, and he thought I was some no-name who didn't understand what he was getting himself into. We're practically best friends now.
Very much truth in this. Same goes for myself and SilentSlayers when I was new to SM64. Then I got on the 0 star team after building my skill-level up for months on end, and understood his reasoning for thinking I was some noob-troll. All people are truly trying to say is this: PRACTICE! Start a run, but realize you'll be restarting 15 or 25+ times. Get used to it if you're into Dolphin, 3D games tend to be like that. I personally don't like/know MP games, but they look brutal to learn, let alone optimize at a high level.
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EEssentia wrote:
Is a practice TAS really so bad?
If the goal is publication. Which is the point the MP community is trying to make. They don't want a suboptimal, what should be [by definition] "perfect" run representing their longtime findings to people outside their community.
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got4n wrote:
RachelB wrote:
If it was merged at least a couple hours before i first posted it, then yes, otherwise no.
dunno, it probably works, but it may not work since there was a glitch with frames dumping :p
I've already TASed and encoded another SMG2 IL. Should be fine.
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Spikestuff wrote:
Route 1 is "mostly based on Yoshifan's 2:25 segmented run as Luigi. The stars are almost all the same.
From what I've read, not all Luigi stars are possible with Mario due to strategy limitations. I'd really like to see what an "optimal" TAS route is, if there's any "TAS-only" star theories, or something of the sort that I'm unaware of. How does another star bit collector help? Is that recommendation non-TAS only so you don't screw up collecting for Lumas? Or is it advantageous in a TAS situation?
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What's the fastest known 61-star Mario route? Does non-TAS potentially differ from a TAS run?
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Experienced Forum User, Published Author, Active player (420)
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RachelB wrote:
Okay, fixed that https://dl.dropboxusercontent.com/u/11111638/t/Dolphin-nunchuck.7z
Quick question for reference, does this rev include the new AV Sync merge (since being fixed)?
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Experienced Forum User, Published Author, Active player (420)
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@SMG2 runners: Are there any other known potential places the rock jump trick could be useful in a TAS? Green Stars maybe? I would love to see it in action elsewhere.
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Mothrayas wrote:
Weatherton wrote:
P.S. Why is it not possible to go directly to the boss planet?
He uses the sling star to lose the rock powerup. Otherwise he can't damage the boss (or has to lose the rock powerup by taking damage, which costs more time)
sonicpacker wrote:
I subbed 32 seconds
sonicpacker wrote:
Edit: Make that sub 29
And now you know, lol.
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I subbed 32 seconds (TAS of course) on the star Sorbetti's Chilly Reception. This saves nearly a minute over the non-TAS WR because of a glitch using the rock power-up that is TAS-only. The strategy was found by nemi43. Video coming later today. Here's the best non-TAS for a preview of what you will see broken: Link to video Edit: Make that sub 29.... :)
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Plush wrote:
I was thinking about convincing you guys [...] I could make the job of re-timing all the stars for you if necessary.
No thanks. :)
Plush wrote:
I couldn't time it because
Use the "X" on the camera indicator on the bottom right of the screen
Experienced Forum User, Published Author, Active player (420)
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Experienced Forum User, Published Author, Active player (420)
Joined: 9/21/2009
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