(Link to video)
Waluigi decides he's done being neglected by Nintendo, so he decides to conquer some kingdoms with his newfound ability to enter walls and use psychic powers.

Game objectives

  • Emulator used: Hourglass r81
  • Does not take damage.
  • Real time.
  • In game time.
  • Score

Comments

I will add more comments and encode later, but one very importen thing has to be said about the rerecord count. See, there is This bug in hourglass r81 that makes the rerecord count lowball of the real number. My estimate is 11000 rerecords.

Stage by stage comments

<Put the name of the first stage here>

<Explain the first stage here>

<Put the name of the second stage here>

<Explain the second stage here>
<And so on>

Other comments

<Explain here things the audience would probably like to see> <Explain also things that could be improved in your movie> <You may also suggest screenshots.>

feos: Synced, judging...
feos: Accepting to Moons and publishing...

TASVideoAgent
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This topic is for the purpose of discussing #4142: sack_bot's Windows Psycho Waluigi in 47:43.00
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I've been anticipating this submission, and I'm glad you finished it this early. I can't seem to play any of those AVI files beyond the 2:56 mark though, and it looks like a lot of the run is cut out because of that.
sack_bot
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CoolKirby wrote:
I've been anticipating this submission, and I'm glad you finished it this early. I can't seem to play any of those AVI files beyond the 2:56 mark though, and it looks like a lot of the run is cut out because of that.
Each avi happens afer the avi with a lower number. I'm putting a youtube here. Link to video
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Editor, Experienced player (608)
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Okay, thank you. Very nice run! Solid with lots of action. Yes vote! And looking forward to reading the submission text when you fill it in.
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I was a bit torn apart since I'm not familiar with this homebrew fan game and the psychic ability is definitely innovative, but in the end I voted No for the following reasons: - While the game/level design doesn't look terrible, it doesn't look great either. - The lousy programming, especially the collision detection, doesn't seem to make this game a good choice for a TAS. - There are many autoscrollers and slow boss battles, which were pretty boring because there was no superplay showcased during those segments. - I've noticed moments that don't appear optimal. For example, at 31:23 when you break the block under Waluigi, you wait for him to fall straight down while hugging the right block instead of being a bit further to the left and building horizontal speed.
LSK
Joined: 4/17/2006
Posts: 159
Voted No for basically the same reasons as SmashManiac. In particular, I don't think this fangame has enough clout, especially since it clearly reuses assets from published and familiar commercial games.
Joined: 6/4/2009
Posts: 893
user's mind was controled to click yes. god, this game was suprisingly good and entertaining for a fangame, i was curious about it and didn't get disapointed. solid run, for a solid game.
Spikestuff
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Stupid absolutely stupid.
I joke of course Yes vote. Loved it.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
sack_bot
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Spikestuff wrote:
Stupid absolutely stupid.
I joke of course Yes vote. Loved it.
Well, given the others I wasn't sure.
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sack_bot
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SmashManiac wrote:
I was a bit torn apart since I'm not familiar with this homebrew fan game and the psychic ability is definitely innovative, but in the end I voted No for the following reasons: - While the game/level design doesn't look terrible, it doesn't look great either. - The lousy programming, especially the collision detection, doesn't seem to make this game a good choice for a TAS. - There are many autoscrollers and slow boss battles, which were pretty boring because there was no superplay showcased during those segments. - I've noticed moments that don't appear optimal. For example, at 31:23 when you break the block under Waluigi, you wait for him to fall straight down while hugging the right block instead of being a bit further to the left and building horizontal speed.
There's also the lack of the king skip (gliching the end of level sequence to avoid score tickdown.) In earlier levels. Also, I did some sloppy "wall jumps" in the first couple levels. And there is a massive skip in 6-4.
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Fortranm
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I enjoyed this game a lot back in two years ago although I didn't finish it. It's glad to see a TAS of this decent MarioWaluigi fangame. The movie is entertaining but there is lack of optimize in certain moments as mentioned, so... meh. Really hope to see an improved run in the future.
sack_bot
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Fortranm wrote:
I enjoyed this game a lot back in two years ago although I didn't finish it. It's glad to see a TAS of this decent MarioWaluigi fangame. The movie is entertaining but there is lack of optimize in certain moments as mentioned, so... meh. Really hope to see an improved run in the future.
That will happen.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Post subject: encode problem.
sack_bot
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The lasers that go virticaly down are not visible in the encode I provided.
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Post subject: Re: encode problem.
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sack_bot wrote:
The lasers that go virticaly down are not visible in the encode I provided.
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Post subject: Re: encode problem.
sack_bot
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Ilari wrote:
sack_bot wrote:
The lasers that go virticaly down are not visible in the encode I provided.
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Yep. On the frames where the horizontal lasers are not there.
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Post subject: Re: encode problem.
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Posts: 1217
sack_bot wrote:
Ilari wrote:
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Yep. On the frames where the horizontal lasers are not there.
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
Post subject: Re: encode problem.
sack_bot
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Ilari wrote:
sack_bot wrote:
Ilari wrote:
Do those lasers blink? Blinking objects disappearing in Youtube encodes is well-known problem (caused by youtube dropping frames).
Yep. On the frames where the horizontal lasers are not there.
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
The FPS is 50, so it must be sampled to 25 right?
Message me here for my discord. Current Project: Psycho Waluigi Project on wait list: None?
Post subject: Re: encode problem.
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sack_bot wrote:
Ilari wrote:
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
The FPS is 50, so it must be sampled to 25 right?
If you downsample 50fps to 25fps, the same problem happens. But if 50fps is downsampled to 30fps, the blinking will occur at 5Hz...
Post subject: Re: encode problem.
sack_bot
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Ilari wrote:
sack_bot wrote:
Ilari wrote:
Basically, if game runs at 60fps, youtube drops every second frame, causing some blinking objects to become solid and some to disappear (according to sampling theorem, 30Hz (60Hz/2) aliases to 0Hz (i.e. static) when sampled at 30Hz).
The FPS is 50, so it must be sampled to 25 right?
If you downsample 50fps to 25fps, the same problem happens. But if 50fps is downsampled to 30fps, the blinking will occur at 5Hz...
which doesn't happen. so, some encoding steps have to be done
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Several people pointed out visible time losses, even the author confirms them. I'm not sure about the optimality level here, but I confirm the visual inconsistency.
sack_bot wrote:
Fortranm wrote:
Really hope to see an improved run in the future.
That will happen.
How far future is meant? Should I set it to delayed? PS: the game choice is great, but for me it's too long.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
sack_bot
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feos wrote:
Several people pointed out visible time losses, even the author confirms them. I'm not sure about the optimality level here, but I confirm the visual inconsistency.
sack_bot wrote:
Fortranm wrote:
Really hope to see an improved run in the future.
That will happen.
How far future is meant? Should I set it to delayed? PS: the game choice is great, but for me it's too long.
Well, given this run took almost two years and it's not hex edit stable, not for a while. I really want the rerecord bug to be fixed before I do this again.
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Ok, I've read through the thread about this game, and it seems you did decent job optimizing the movie over years. It still has some opportunities left, but I personally find it accept worthy, considering the overall perception.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Wa Wa Waluigi is on the scene
JXQ
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I think this game has so much more potential for an entertaining TAS. The excessive clipping makes for a less entertaining run from the aesthetic perspective, and also makes the TAS so much easier that it's not nearly as impressive to me (and thus I am less entertained). Each level gives a gold/silver/bronze crown at the end depending on how much coinage you got. This takes into account coins collected, diamonds collected, time remaining, and I think life remaining as well. When you get lots of golds, you open up some secret levels which are different from the rest of the game (this may also change the ending? I can remember). I think a no-clip all-golds all-levels run would show off this game the best. Perhaps even "high score" ahead of fastest time (remember that a high score still encourages fast play)? Either way it would require a lot of planning.
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Post subject: Re: Wa Wa Waluigi is on the scene
sack_bot
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JXQ wrote:
I think this game has so much more potential for an entertaining TAS. The excessive clipping makes for a less entertaining run from the aesthetic perspective, and also makes the TAS so much easier that it's not nearly as impressive to me (and thus I am less entertained). Each level gives a gold/silver/bronze crown at the end depending on how much coinage you got. This takes into account coins collected, diamonds collected, time remaining, and I think life remaining as well. When you get lots of golds, you open up some secret levels which are different from the rest of the game (this may also change the ending? I can remember). I think a no-clip all-golds all-levels run would show off this game the best. Perhaps even "high score" ahead of fastest time (remember that a high score still encourages fast play)? Either way it would require a lot of planning.
Also, if I skip the score countdown, I don't get the points. And there is secret levels. They don't change the end. You can also buy the gold crown for a level at the shop.
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Post subject: JXQ that song is hilarious.
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sack_bot wrote:
JXQ wrote:
I think this game has so much more potential for an entertaining TAS. The excessive clipping makes for a less entertaining run from the aesthetic perspective, and also makes the TAS so much easier that it's not nearly as impressive to me (and thus I am less entertained). Each level gives a gold/silver/bronze crown at the end depending on how much coinage you got. This takes into account coins collected, diamonds collected, time remaining, and I think life remaining as well. When you get lots of golds, you open up some secret levels which are different from the rest of the game (this may also change the ending? I can remember). I think a no-clip all-golds all-levels run would show off this game the best. Perhaps even "high score" ahead of fastest time (remember that a high score still encourages fast play)? Either way it would require a lot of planning.
Also, if I skip the score countdown, I don't get the points. And there is secret levels. They don't change the end. You can also buy the gold crown for a level at the shop.
Does buying gold crowns from the shop count for a level completion, or does that just get rid of the need to collect tons of riches in a level?
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