Editor, Experienced player (852)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
hegyak wrote:
And we delay the run again. Still, bad ass trick.
Hahaha, there's no chance we will go back for this, sorry.
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Nahoc wrote:
Hahaha, there's no chance we will go back for this, sorry.
Saving it for the next version of the run? :P
Skilled player (1402)
Joined: 5/31/2004
Posts: 1821
So this version will actually get done? :) Any estimate on that? (Are we talking about this year, or is that not reasonable?)
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
there are multiple known improvements that haven’t been implemented, restarting the run continuously was the Japs’ idea and we’ve seen where that ends up to, Nahoc/David/Jeremia just want to get a 120 run done I’d imagine the run could be finished somewhere within February next year…
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
ALAKTORN wrote:
there are multiple known improvements that haven’t been implemented, restarting the run continuously was the Japs’ idea and we’ve seen where that ends up to, Nahoc/David/Jeremia just want to get a 120 run done I’d imagine the run could be finished somewhere within February next year…
Is there a list of these known improvements somewhere so that future TASer's wouldn't forget/miss them if a v2 of this run were to ever be started?
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
jlun2 wrote:
ALAKTORN wrote:
there are multiple known improvements that haven’t been implemented, restarting the run continuously was the Japs’ idea and we’ve seen where that ends up to, Nahoc/David/Jeremia just want to get a 120 run done I’d imagine the run could be finished somewhere within February next year…
Is there a list of these known improvements somewhere so that future TASer's wouldn't forget/miss them if a v2 of this run were to ever be started?
I'm sure we'll be listing them in the submission text.
Joined: 2/9/2006
Posts: 124
Known improvements??? Not the urn, instant no vote Kappa
ALAKTORN
He/Him
Player (99)
Joined: 10/19/2009
Posts: 2527
Location: Italy
TheFrigz wrote:
Known improvements??? Not the urn, instant no vote Kappa
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
That's a really nice trick. It's too bad it won't be in the final run, but it's really good that a 120 star run is getting done (relatively) rapidly.
ALAKTORN wrote:
Haven't seen that emoticon for years!
Joined: 6/12/2008
Posts: 84
Stick with the original idea, re-do it. If it saves time, implement it. Don't be lazy! I don't want to see an incomplete run! It's either all or nothing. !!!
Emulator Coder, Skilled player (1141)
Joined: 5/1/2010
Posts: 1217
BrainStormer wrote:
Stick with the original idea, re-do it. If it saves time, implement it. Don't be lazy! I don't want to see an incomplete run! It's either all or nothing. !!!
The 120-star SM64 is such a big project that if you would implement every little timesaver that is discovered, you would pretty much never finish it. Thus, practically one must have some known improvements if one is to submit one at all.
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
Why do you people continue to respond to that troll? I don't understand how many times you need it proven to you that he isn't someone to be taken seriously. I still don't know how he's not banned yet. He knows full and well what you stated, Ilari. All he wants is to get to the team that's putting the run together because he can't be a part of it.
Experienced player (646)
Joined: 5/16/2009
Posts: 235
BrainStormer wrote:
I don't want to see an incomplete run! It's either all or nothing. !!!
That's why we decided to do a 120 star run and not a 119 star run. Anyway, for people wondering how many improvements have they been found, it's not even that much. There are like 3 major improvements at the moment, and the biggest so far is the one displayed above (HMC 100 coins), the other 2 are not even more than 1 second, one of them is due to high luck manipulation, and the other is because it was an early star.
Skilled player (1705)
Joined: 9/17/2009
Posts: 4952
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
mkdasher wrote:
Anyway, for people wondering how many improvements have they been found, it's not even that much. There are like 3 major improvements at the moment, and the biggest so far is the one displayed above (HMC 100 coins), the other 2 are not even more than 1 second, one of them is due to high luck manipulation, and the other is because it was an early star.
Makes me wonder how much people would work on v2 (if v1 is ever completed).
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
jlun2 wrote:
mkdasher wrote:
Anyway, for people wondering how many improvements have they been found, it's not even that much. There are like 3 major improvements at the moment, and the biggest so far is the one displayed above (HMC 100 coins), the other 2 are not even more than 1 second, one of them is due to high luck manipulation, and the other is because it was an early star.
Makes me wonder how much people would work on v2 (if v1 is ever completed).
Probably us again :P
Skazzy3
He/They
Joined: 12/3/2011
Posts: 45
Mind if i ask what this v1 v2 thing is?
Editor
Joined: 3/31/2010
Posts: 1466
Location: Not playing Puyo Tetris
Luigi2011SM64 wrote:
Mind if i ask what this v1 v2 thing is?
V1 is the current run that is being worked on. V2 will be the "improved" run that will be done later (after V1 is done).
When TAS does Quake 1, SDA will declare war. The Prince doth arrive he doth please.
snorlax
He/Him
Joined: 5/20/2007
Posts: 174
Location: Wisconsin
V = version
Experienced player (617)
Joined: 11/30/2008
Posts: 650
Location: a little city in the middle of nowhere
Honestly, how many one and a half hour runs on this site have no known improvements anyway? The ones that do have probably never been scrutinised by anyone except the author, let alone a significant community. Known improvements are just a way of life for long runs, especially 3d ones. What's really appalling is that we have a published run on this site that is being rivaled by real time runs. There will always be improvements anyway, you just won't know about them.
Measure once. Cut twice.
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
andymac wrote:
What's really appalling is that we have a published run on this site that is being rivaled by real time runs.
Totally agree. The best thing to do is work on and finish this run so we can stay ahead of real-time speedruns. After the new record is established, there will be plenty of time to implement small improvements in a v2 run.
Joined: 4/18/2010
Posts: 103
http://www.youtube.com/watch?v=B0iA_7WApCU Tick Tock clockFreerun, if you guys are interested.
Former player
Joined: 2/19/2007
Posts: 424
Location: UK
CoolKirby wrote:
andymac wrote:
What's really appalling is that we have a published run on this site that is being rivaled by real time runs.
Totally agree. The best thing to do is work on and finish this run so we can stay ahead of real-time speedruns. After the new record is established, there will be plenty of time to implement small improvements in a v2 run.
Let me also second this. Publish early and often: That is the best way to ensure that something gets published, and also may inspire more people to TAS SM64. I also think this is the fastest way to reach a high quality run in the end . And as CoolKirby says, not submitting V1 effectively means that you think the current run should represent TASvideos instead.
TheKDX7
He/Him
Player (115)
Joined: 7/9/2011
Posts: 392
Location: Switzerland
Totally nothing to do on the run "120 stars" but one TAS "glitchfest" of this game would be very interesting.
Active player (419)
Joined: 9/21/2009
Posts: 1047
Location: California
TheKDX7 wrote:
Totally nothing to do on the run "120 stars" but one TAS "glitchfest" of this game would be very interesting.
Look up "random route tas" on YouTube. I'm currently making one myself, actually.