Post subject: Kurukuru Kururin
Joined: 7/17/2012
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I started a run - which for the moment is not frame by frame - of training mode of this game Just after I asked me if anyone had done one and I came across this discussion which can be found here. After watching the run, I think it can be improved, either by a no damage run or run with damage but more optimized, because I think some are unnecessary even if most damage are managed. In addition, the run does not beat all records for each course, which I think is largely feasible. I made two small test before looking if a run was published on TASvideo,s who are here or there, I use the slow motion, not the frame advance since it is testing. And of course the second part is much more successful than the first. What is your opinion?
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ALAKTORN
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human records go by in-level time, the TAS goes for game completion time, the two aren’t comparable because taking damage saves time in game completion but not in in-level time they’re two different things, so if you’re trying to improve the TAS by not taking damage you’ll only lose time
BigBoct
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Aiming for in-game time over real time in a TAS is not unheard of. We have three dozen currently-published movies that do just that.
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ALAKTORN
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…but nobody cares about in-game time in Kururin games, and there are already great quality TASes published for them that aim for real time, why the hell would you just go and change that now?
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What is good is that there is already a beginning of debate. I think a run in real time can be interesting but I also think that the TAS with damage can be improvable. Is there a list of RAM addresses for the speed or position in pixel and/or subpixels?
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nesrocks
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If I recall correctly, my first TASes on this game were aimed for level times, not total run time. here: http://tasvideos.org/forum/viewtopic.php?t=2093
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I think in-game time is a valid goal for this game, and would be different from realtime. The two differences would be: no damage (unless it saves 3 seconds realtime, which is possible if it lets you sequence break but unlikely), and adding an extra strategy (waiting in the start area in order to get a good angle for completing the stage, which is very important for in-game time runs of the game done by humans). So there's room for a separate category here, if well done.
nesrocks
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That thread I pointed has several level times achieved through TASing and links to real time runs. Some of the real time runs were faster than the TAS which was weird, but there were no videos to compare.
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I would prefer a No Damage run at the cost of speed. It looks better since the TAS player still has the inhuman reactions the Real Time can not replicate.
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ais523 wrote:
So there's room for a separate category here, if well done.
I disagree, the runs would be very similar, but that’s just my opinion some in-level records do indeed take damage to “sequence break” and save time, but it doesn’t happen often
nesrocks
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It isn't only damage that influences it. Starting position greatly changes the strategies. Still, it's the same levels, but I still think that in-game clock makes a lot more sense than overall speed.
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