Post subject: Favorite elements of TASes
Joined: 5/13/2013
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We've seen a lot of robotic speedruns over the years and I got to thinking: one of the reasons we vote Yes on some runs is because of a certain gimmick we see: clipping through walls, boosting off enemies that damage you with knockback, using weapons to write short messages...we've got to have a favorite one of these. What's your favorite TAS gimmick? Mine is RNG manipulation. There's something satisfying about jittering a cursor up and down or standing around doing nothing to rig the system to make a specific Pokemon appear or the like.
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Dimon12321
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Doing multiple headshots while TASing a shooter like in Resident Evil 4 or 007 franchise. Unfortunately, most 3D shooters are long and/or tricky in optimization.
TASing is like making a film: only the best takes are shown in the final movie.
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YushiroGowa: Luckily there's a Pokémon TAS doing exactly this multiple times in a row, manipulating many different things to get desired RNG. Presented in the GDQx, #6119: TiKevin83's GBC Pokémon: Red/Green/Blue/Yellow Version "game end glitch" in 09:52.81
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Patashu
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Overall I just enjoy the sheer perfection a TAS displays. Like a song sequenced in a program, a TAS has none of the flaws of human playing left, and is entirely an optimisation challenge solved, a work of visual audio art.
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MESHUGGAH wrote:
YushiroGowa: Luckily there's a Pokémon TAS doing exactly this multiple times in a row, manipulating many different things to get desired RNG. Presented in the GDQx, #6119: TiKevin83's GBC Pokémon: Red/Green/Blue/Yellow Version "game end glitch" in 09:52.81
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A wise man once said "Damn, that's one hell of a steak."
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Using a bunch of sprites to achieve some seemingly impossible/absurd situation that saves time.
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i like the innovation, i'm kinda turning away from speedrunning because there are very few novelties for someone that has seen many tricks in years of lurking speedrun forums, i can't really tell how long i'll keep my interest in this hobby
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general
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grassini wrote:
i like the innovation, i'm kinda turning away from speedrunning because there are very few novelties for someone that has seen many tricks in years of lurking speedrun forums, i can't really tell how long i'll keep my interest in this hobby
If you are serious, you should definitely check out my http://tasvideos.org/MESHUGGAH/ForbiddenTechniques.html for old innovations you probably didnt saw already.
PhD in TASing 🎓 speedrun enthusiast ❤🚷🔥 white hat hacker ▓ black box tester ░ censorships and rules...
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I like seeing TAS only tricks. I also love seeing optimized 3d driving games. And they’re useful for those curios to see a certain game that’s so hard and frustrating that nobody has of video footage of it. For example, driv3r on gba and saints row on j2me. I also find it amusing seeing no missed shots with “just enough shots” to destroy the enemy at the earliest frame. As well as risky gameplay that looks scary in real time.
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Bouncing off turtles. Bullets. The first Mario 3 TAS was the shit. All down hill from there. (Negatively, not positively.) ------------------------------ Novelty. Some TASes belong to very common classes of TAS, like aims for fastest completion time. But some TASes may be one or only of a few of a kind, like that which executes arbitrary code, or something. Controversy. This goes along with novelty. Is it at all distinct from novelty? Is art what is novel? Is science what is novel? Is philosophy what is novel? We do not submit two TASes which are identical, and label them differently, and watch them twice. That is repetitive. Unnecessary. We collect the TASes which are unique. Unique according to whatever guiding principles or novel principle. ------------------------------------- Strategy guides. I like TASes as a resource for a game, rather than a collection of glitches I have no hope of or interest in performing. -------------------------------------- Beautiful. Aesthetic. I'm thinking of those Mario music levels, made with a SMW editor. Just genius, imo.
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My favorite element of TASes are breaking game glitches. I find this something that only a TAS can do and speedruns of the same game can't replicate. I mean, I know there are glitches involved with speedruns, but in TAS you have full control over the environment. Speedrunners will never do frame-perfect inputs. The most enjoyable thing for me on a TAS is when the player mess up the game so much, so that the game doesn't makes sense anymore. For example: Your objective is to save the princess, but you shoot a duck until the game skips to the credits because there is a programming error with the duck.
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I also enjoy game breaking glitches and specially insane glitched combo in fighting games. The Mortal Kombat 2D games are notorious to feature both crazy glitch and combo that the hardware can still handle. Another example of awesome game breaking glitches are the Generation 1, 2 and 3 of Pokémon games. Like flipAM say, when you just don't know what is happening to the game is also something of a feat to do as a TASer perspective.
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I generally like very unusual, clever or unexpected shortcuts or routing choices. Anything that requires some ingenuity and planning to pull off, or anything that subverts what the level designers were intending. Damage boosts to reach higher ledges are my go-to favorite example. Other than that, I generally appreciate any TAS where the movement naturally flows together well, like one action naturally leads into another, and they're all synchronized to happen at exactly the right time. Just beautiful.
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Just the fastness