I like it so far! The first stage may be slow, but it sure looks really cool, as does Leia's charge attack.
Have a complimentary Game Select entry for picking up this game (you can use it when uploading WIPs).
There's actually a lot of luck manipulation behind the scenes for the first stage to make sure there's as little lag as possible, while also making sure I don't turn the vehicle at all, since your destination is a straight line ahead of you.
Compare it to Tompa's original WIP and you'll see what I mean.
Link to video
It is boring, I agree with you. Not much to be done about that :/
Neat, thanks!
effort on the first draft means less effort on any draft thereafter
- some loser
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
Never mind what this post said, I'm dumb =D.
Edit: Doing anything else than going straight forward is just dumb for the first level I would say.
Nice to see this project starting after I have given up on it like 23 times.
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
Good going! I'll to test a couple of things in the Rancor Pit still...
Edit: Ok, here is a faster section, by about 15 frames or so: http://tasvideos.org/userfiles/info/21639612538680148 Starting from around frame 18550. My attempt isn't well optimised, as I'm unable to TAS smooth and well enough with Lsnes.
Oh, and you can get detonators during the rancor fight too. Possible during the previous boss fight too I guess... I'll check.
Indeed, works fine for that boss fight too. Most certainly any such rocks can drop a detonator. Meaning the one in level two as well, lol. Oh well.
Joined: 8/15/2005
Posts: 1942
Location: Mullsjö, Sweden
Indeed, from the Leia fight in the first platformer level, should be able to save some time there too I believe. I have yet to understand how the RNG works with the item drops...
Link to video
Hey, hey! Hoth's done. This was done by a combination of me, Samsara, and Exonym, but the input is primarily mine after Level 3.
General Information
- The X, Y, and B buttons are used for manipulation. The X button is used in most cases due to being a dedicated Force/Thermal Detonator button, which means it's blank input most of the time.
- Luke, Han, and Chewy run at a speed of 2. Luke's slide peaks at 6, Han's roll at 4, and Chewy's at about 3. Riding on a Tauntaun is a constant speed of 3.
Level CommentsLevel 1
Easiest level in the game by far. A bird is manipulated to speed the climb up a bit. The slide done at the very end is actually frame perfect, discovered by Samsara. Combination of people did this one, but mostly Exonym I believe.
Level 2
This level is literally hell on earth to optimize due to the amount of enemy spawns, almost comparable to Dagobah. Luke gets off the Tauntaun to grab a gun upgrade, and the level is sloped enough that proceeding as Luke alone for the rest of it is faster. All input except for the very beginning was done by Exonym.
Level 3
Also complicated, but not nearly to the level of..level..2. Samsara discovered the quick gun grab, which saves half a second. Overall 144 frames faster then the WIP posted above.
Level 4
Very simple level. Not enough slopes to justify getting off the Tauntaun this time.
Level 5
Long and annoying level, not much else to say.
Level 6
Killing the first probe droid before he fully gets onto the screen causes some strange glitches. I won't spoil it.
Level 7
Hanger bay. It's worth noting that slide canceling doesn't save any time with Luke in this game, unlike the first game. Shooter section at the end is heavily manipulated to keep all enemies off-screen so they don't lag when they die.
Level 8
Hoth battle. Unfortunately enemies seem to run on a timer, so manipulation wasn't possible.
Level 9
AT-AT part 1. Like level 7 enemies are manipulated to stay off the screen, only in this case you don't need to shoot them. Probably the least lag out of all the levels, only about 40.
Level 10
AT-AT part 2. Annoying level, enemies can't really be despawned so it's just a gauntlet of preventing lag.
Level 11
AT-AT part 3. I manipulate a thermal detonator off one of the randomly spawning Stormtroopers, and then wreck shop on the boss. Due to what appears to be a glitch, using a thermal detonator on a turret with low HP instantly kills the boss, saving some time from the screen scrolling.
Level 12
Heyo Han finally makes an appearance in a SSW TAS! Slide, or in this case roll, cancelling saves time at the end of rolls due to momentum, saving 2-3 frames per roll. Enemies can be despawned via shooting in a specific part of the screen just before reaching their spawn point, allowing me to disable some laggy turret enemies. For the boss I manipulated a Thermal Detonator off a crate to skip his first phase, leaving him incredibly vulnerable.
Level 13
Literally the same as Level 12, only replace 'off a crate' with 'off a storm trooper'.
Currently 56 seconds or so ahead of Apparently Pants' theory TAS. If you have any questions, feel free to ask.
Edit: current WIP for safety space purposes http://tasvideos.org/userfiles/info/30464576637465066
effort on the first draft means less effort on any draft thereafter
- some loser
https://www.youtube.com/watch?v=6D57rkOgwNY
Did a quick test while investigating potential improvements in ROTJ. Turns out running through the entire level as Luke and then dying is basically the same speed then doing the entire level as Leia, which should give out a slight edge once factoring in lag optimization and a better route to compensate for the lack of a thermal detonator.
Edit: https://www.youtube.com/watch?v=6D57rkOgwNY
Also, in the original Super Star Wars you can end Land of the Sand People earlier by waiting at a specific point facing away from Ben, which skips his little animation and saves 2-3 seconds.
Edit 2: Found something fairly significant.
Link to video
In Super Star Wars there are surfaces that don't allow you to slide on them due to down+B also being used to drop from a ledge. HOWEVER, with this little trick that's a thing of the past.
Basically the way to get this to work is you jump, and while in the air hold down + a directional button. Then once you approach the ground press B for exactly one frame. If you do it right then it'll bypass the game's drop check and let you slide on the surface.
This is possible in all three of the games. Unknown how much time this'll save, but it should make movement routing more interesting since you're no longer required to avoid platforms.
effort on the first draft means less effort on any draft thereafter
- some loser