Posts for thegreginator


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Okay I'm thinking its going to be between 3 and 4, so does anyone have any thoughts as to which it should be between those two?
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Oh what the heck. Here's 19 more submissions. Some played on console, some played on emulator. The emulator ones are played at 100% speed with no slowdown, savestates, frame advance, rerecords, etc. and a SNES controller (plug-in) is used. These movies aim for entertainment as well as speed. They are all runs of different levels from Super Mario World, most of them played with small Mario.
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Wow, what a great game to TAS! Voting yes.
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Be my guest andrewg. I'd like to see that.
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Here is my entry. SMW Chocolate Island 3 Small or perhaps SMW Awesome Small Both are played completely non-tool. CI was recorded on an emulator without slowdown, savestates, frame advance, etc and I used a SNES controller plug in. Awesome was done on console (I just videotaped it from my TV), which explains the terrible quality. I could probably come up with something cooler, but those are the only cool videos I currently have uploaded.
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skamastaG and I have been experimenting with a number of different options for YI2 for entertainment value. Right now we have 7 possible endings, all of which have a different trick used in them. We made videos of the 7 endings and put them in a YouTube playlist. Here is the link to it. We were just wondering which ending or endings you liked the best. Which one(s) did you not like? Feel free to cast your vote for your favorite(s), and we will use the most poplular one in the run! If you're wondering about #6, we did get hit on purpose. For some reason, getting hit allows you to land on a shell you have just thrown at full speed, which is kinda weird. For voting, you can just use the numbers used in the playlist.
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JXQ wrote:
Technical perfection is tough to judge if one doesn't know the game quite well. And there could always be techniques that are not yet discovered, which would mean the values are based on incomplete knowledge (although that's a bit of a stretch). To circumvent this, I have always judged that rating on how technically perfect the run looks.
Exactly.
Zurreco wrote:
The rating system is relative: what is perfect to you is imperfect to others, and vice-versa. However, if you're holding out for your own perfection, you might as well make the ratings scale 1-9, since you're never going to see a perfect submission.
Exactly. I gave this game 10's in both categories.
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Cool find skamastaG. For a second I thought you were talking about Vanilla Ghost House and that confused me. ;) I didnt know exactly what you were talking about until I looked at the picture, so here is the picture for anyone else to follow along more easily. "Door 5" is Door H in the pic. For 3), I dont think flying under the brown blocks to the door would be faster because you have to run back and forth on the small platform under the p-switch (where Door A/C is) to get up run, since the ? blocks arent there unless you hit the p-switch.
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moozooh, for OoT, people are talking about a sub-3 hour run. This means the current version could be improved by about 35 minutes. That's 700 times longer than the 3 frames for Megaman, and the techical rating for his movie was a 6.4, only 0.1 less than the entertainment value. That's a much bigger injustice I think, even if you consider a 6.4 "low." Plus there's the 89% approval rating for this movie. Just pointing it out. Xkeeper, the time that is known to be saveable is attributed to the following: First, a few frames were lost here and there from missed corner boosts in underwater levels, which was discovered midway through the run. Second, a few frames here and there from imperfectly using the hopping glitch, was was not fully understood until midway though the run. Third, a few frames sacrificed for entertainment, which I think was well worth it. Finally, about 2 seconds could be gained using a glitch on Tubular that was discovered well after Tubular was done. Any proposed new routes to save time are not for sure known to be possible. I would say this would be about 4 seconds, I only said "under a minute" earlier to leave open lots of room in case new routes were discovered. EDIT: An easier way to compare this run to OoT (only because I mentioned it earlier) would be by percent. This run could be about 0.08% faster, while OoT could be about 20% faster. So this run is about 250 times less improvable than OoT.
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Moozooh, there are several ideas for imporvment being discussed in the SMW topic. I'm not sure what the total time of these improvements would be (some may not be possible), but I would say it would be under a minute.
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Fabian just provided me with this link for rating movies. I looked all over the site and couldnt find this link myself anywhere. Even if it is somewhere, its not obvious as to where. There should really be a link right under where it says the movie's rating on the the movie page. That way more people would vote. Sorry if this request doesnt belong in this topic.
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You should post that discovery on SDA and see what people say, maybe they'll allow it. I just did some testing on flying under lava in VD3. I was never actually able to fly under the lava (it requires extreme precision not to die), but I did get a Yoshi, hop down a hole, then dismount Yoshi while under the lava. Mario hits his head on the lava (I can tell by the noise) as if it was a solid surface, which is kinda weird. This also makes me think that C#5, VD3, and VoB4 have a chance of being possible. I hesitate to say C#7 is possible only because flying through that escalator thing might not work, otherwise it might be possible. For VD2, I dont know how flying under water works, so I dont know what to think of this level. For VoB2, I dont know if you can fly into a slope on the ceiling. CS and DP2 are probably not possible because of the "sequence breaks." I noticed some other cool properties of lava while playing VD3. Mario can actually touch lava without being hurt as long as the lava is running vertically. This lava acts just like a wall, and you might even be able to walljump off it. Also, Yoshi can stand on lava if it's sloped. You must dismount Yoshi first (just drop him on the lava), but then you can get back onto him and sit on him for a second before he starts to sink, then you must dismount again. If you sit on Yoshi, you have a split second to either jump or move left or right before you must dismount. This means that on a slope like this _/"" , by using a series of mounting, moving a little bit right, dismounting, remounting, and moving right again, you can actually climb the lava slope. The jumps that you can get off barely take you off the ground, so they dont help for climbing uphill. If the slope is shaped like this ""\_ , however, you can get down it in no time using the short jumps (especially if you have a cape). No matter how short your jump is (it's like trying to jump out of quicksand), you can float just above the lavas surface all the way down. This probably doesnt have any practical application but it's cool to know.
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Thanks for that link Fabian. I have always seen ratings for movies on the movie page but have never known how to do it. I just went through and rated a bunch of movies. Everyone should give this movie a 10! And these ratings have nothing to do with the votes at the top of this page, right?
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Good luck with this run, I'm looking forward to seeing it completed. Mupen doesnt work for me though, so I'll need an AVI if I want to watch it.
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Yeah, I agree with what Fabian said. You know if you obsolete a star movie, it has to be really good. The moons should have their own page or something like that.
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Yeah the ones I'd immediately rule out are Choco Sec and DP2 just because they're pretty far fetched. All the other ones deal with flying under lava (or water), and I'm not exactly sure how this works, and how possible it is. VoB4 doesnt have any flying under lava or "sequence breaks" like in CS and VD2, but it requires flying into a slope on the ceiling instead of the floor.
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What exactly is the difference between the star and the moon? This movie has a moon under recent submissions (as does Donkey Kong Country), but everything else has a star. And the moon doesnt appear when you click on the video for more info.
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Yeah good point. Whichever SMW run doesnt get the star, it should still have a link in the text of the one thats up, or something like that.
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Fabian, I have been lookling at maps a lot lately and I think I have found some more spots where you could fly through or under the ground/floor to save some time. Some of these may not be possible, but I wouldve thought a lot of the stuff done in your run wouldnt have been possible either so here goes. All the explanation is in the picture. Note that when I show an arrow going into the ground at a slope, the slope may look like this "'\_ , meaning you have to turn around to get into it. Also, all flight paths are very approximate, and in some cases the place where you leave the ground doesnt matter, it's wherever you want it to be. Castle #5 Castle #7 Chocolate Secret Donut Plains 2 (key) Vanilla Dome 2 Vanilla Dome 3 For the part at the end, I forgot you had a Yoshi at first, but you could initiate Yoshi flight by stomping a beetle or using the ceiling method. Valley of Bowser 2 (key) Valley of Bowser 4 EDIT: For VD3, I thought of another way to do the end without slowing down in case flying under doesnt work or is slow. Just initiate Yoshi flight and fly over all the pirhanas up to where the black snapper things are.
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Yeah I have done a lot more corner boost testing and it appears that it only actually saves time with a Yoshi. I'm positive that it saves a frame when Yoshi is used though. Unfortuneately, I cant think of any situations where getting a Yoshi saves time to get the boosts with him, especially if you cant do it while flying. I am curious as to how much time is saved when you start out YI2 (or some other level) with a Yoshi though. Also, the boosts dont work on every corner, it depends on the surface. A good way to test the surface to see if it's good is to slowly walk off the edge with Yoshi and see how far you can get before falling. If it looks like you're standing on air before you fall, that's a good sign. I'm also curious if these boosts can be used without ruining the hop glitch.
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Fabian wrote:
I've noticed some corner boost-like behavior before, but I've never seen it save time (though admitedly not looked very hard for it either). Did the corner boosts you did actually save time? An easy way to check is to not do it, see at what frame an item box (or whatever, a wall etc) becomes visible on screen, then redo with the possible time saver, and see if the item box becomes visible at an earlier frame.
I did this, and the corner boost off the info block in YI2 did in fact save time. It saved one frame, just as a water corner boost would do. You could probably get it to save 2 frames with frame advance precision to get on the FAR left side of the box, I did it at 100% speed. Something to keep in mind if someone ever does an 11-exit (or 96-exit I guess) improvement. Or something for SDW. The 1-2 frames saved for every corner would probably add up to a lot. Now the question is if it will work with the hop glitch. By that I mean can you get the boost while doing the hop glitch, not what I said above about keeping your speed higher than the fastest oscillation. Also, will it work with the cape?
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I dont mind the not getting 99 lives at all. I think it wouldve been cool to get 96 lives, 96 gate points, and 96 coins though. It is a 96-exit run, after all.
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Why is it that two different runs of the same game cant both have a star? Fabian's SMW 96-exit run that just got done no doubt needs a star, but this doesnt mean it should take the star away from JXQ's SMW 11-exit run. They are both equally deserving and are both some of the best videos on this site, so they should both have a star. And while I'm on the subject, SDW 120 should also have a star on the basis that a) it deserves one and b) its technically not the same game as SMW.
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Okay, here we go again. I've thought of some more stuff. It's about corner boosting on land. Why is it that corner boosting is only comfined to underwater? It makes sense to me that it would still work on land. SkamastaG first thought of this, and I decided to do some testing on it. I successfully got what appeared to be a small boost by jumping on the very left edge of an info block with Mario. Here is a short video (.smv). The boost is hard to see, you may need to watch the video with slowdown or frame advance. This boost is even more apparent when riding Yoshi. A good example of this is Cheese Bridge Area from Fabian's video: when Yoshi jumps on the 3 wooden platforms at the beginning he lands on the far left edge of them and appears to boost forward. Note that the corner boost seen in the video is Mario jumping on the upper left corner of a solid surface. I'm not sure if these boosts work when Mario lands on the upper right corner of a surface, when he hits the bottom left corner of a surface from underneath, or when he hits the bottom right corner of a surface from underneath. All of these options are worth testing. Corner boosting may also work with a cape, which would be even more handy for a run. I tried testing this out, but I couldnt ever hit a surface at just the right spot while flying. There are again four options for corner boosting while flying. I'll list them from what I believe to be most probable to giving a boost to least probable: hitting the bottom left corner of a surface from underneath (either while rising as you catch air or falling as you lose air), hitting the bottom right corner of a surface from underneath (while rising), hitting the top left corner of a surface (while rising), and hitting the top right corner of a surface (while falling). All of this is of course with "normal" flying. Note than when I use the terms left and right above, it is from the perspective when Mario is moving to the right. Corner boosting seems to vary based on the type of surface used, some are better than others. So far, an info block has worked very well. I'd bet the "concrete" ground found in Vanilla Dome and cave/castle levels would work well too. If anyone wants to do testing on either running corner boosts or flying corner boosts, that would be great. EDIT: Here is the video for the corner boosting with Yoshi. As you can see, the boost is even more extreme. I do it from both the top right corner and the top left corner. EDIT 2: I'm not exactly sure how corner boosting works, but I thought of a way that could save a lot more time than just the 1-2 frames saved during the boost. Lets say for simplicity's sake that the p-run oscillates 44-->45-->46-->45-->44, and so on. If a boost briefly incresases your speed to say 47, than you could start the hopping glitch right as this happened and maintain a speed of 47 throughout the level, which would be even faster than doing the traditional hopping glitch and keeping your speed at 46. The same thing could work for doing the boost with a cape (if this is possible). I'm not sure if the corner boost actually accelerates Mario or if Mario just "teleports" forward a bit, but if it does accelerate Mario using the boost with the hopping glitch could be a significant timesaver. Even if reaping the benefits of the boost isnt possbile if you've already started the hopping glitch, if you got a corner boost early enough in the level it would be worth it to not do the hop glitch right away so you could do the rest of the level at 47 (or even better, 48 or 49, I dont know the actual numbers).
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Why cant both runs have a star?
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