Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
There is a very popular Megaman quad-run going on in the NES forum, does anybody think a tri-run of the three Donkey Kong Country series would be just as entertaining?
I'm guessing it'd be input to complete all 3, or potentially 101%, 102% and 105% finished. I'm not sure about them ending at the same time, since each sequel is longer than the last, but I bet it'd be fun.
-The first game X does not register as anything, so you can do team throws in the 2nd and 3rd without having any unwanted actions in the 1st besides of course maneuvering the thrown kongs in 2 and 3, as well as charge up/use special ability of the animals in 2 and 3
-all actions when jumping do no register, besides directional movement, however when rolling A and direction can cause rolls to either be interrupted or stop at an inconvenient time.
-letting go of Y during a roll generally does not result in a decrease in speed, with the exception of 3
-The glitches in some don't work in the others.
-The character speed of 3 is much slower than both 1 and 2, this might cause problems
-during fadeout lag, in between levels and when being shot by barrels, input is ignored (except for directional for barrels)
-input is required to swim through the water on the overworld map in 3
Any thoughts on if this is doable?
Oh great... now how am I supposed to assemble this into an AVI?
Just kidding. We have ideas.
On a technical note, it sounds doable. Mostly wacky running to the right, dodging, etc. It would certainly look suicidal for the first few minutes. I don't know if you could bring it out the whole way.
If you want to try, then by all means. I'll endorse it.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I don't know if it's going to be as good as the Megaman dual/quad runs. If 3 is going to be AVI hard the 3rd one can be dropped and just be a dual run, since the first two bear the closest resemblance.
I would just need to A) find the goals to complete for all of them, since they all have different ending times for all varying any%/100+% it'd be hard to mesh them together, B) find strategies for doing this, and C) get motivated and actually find out how to make these runs, the concept i understand but not the technicalities.
Two/three emulators, with same input from one controller... how do I set that up?
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I know... mostly because I currently for the life of me cannot find a solid run to work on... when I was doing DKC2 102% it was clear I was the only one doing it, and I had a goal that I could do it as my first submission, and that I wouldn't have any difficulties in making it.
As of now, I've looked at a bunch of different runs- Kirby Dreamland 3, Majora's Mask, Yoshi's Island, Spiderman 64, Worms Armageddon, Rayman 2, Starcraft, DKC2 any%, the list goes on. the N64 runs are desynching like all hell, and the others are either being done or lost interest for me.
I just need to find one (two max) runs to work on, and I'm trying to find which one(s) that is. whether it's this or invariably (and most likely) something else, I simply NEED to find something to work on, hence the ambitiousness and "taking on" and abandoning many different projects.
I just noticed the popularity of the Megaman Quad run, and thought I'd mention that the Donkey Kong Country games have enough compatibility to possibly do the same.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yes, water levels in DKC1, but most notaby many levels in DKC2. Also there are fewer levels in DKC1 I believe so they will have to be done slower.
The IRC Channel... sigh if only I could connect...
Joined: 8/15/2005
Posts: 1941
Location: Mullsjö, Sweden
Haha, you are crazy Comicalflop :D:D.
If it could work this would be very entertaining to see!! (At least in my eyes:).)
I've actually no idea how you could do it, but still=).
Joined: 4/13/2006
Posts: 150
Location: Caratinga - MG - Brazil
Definitelly, you are a Workaholic. You'll be a CEO soon =]
But i think this run is not so good as it appears because of the left-oriented stages. DKC1 have much few and DKC2 & 3 have a lot of left movement (Especially DKC2 Gangplank Galleon). So, a lot of time you'll be running against a wall in one of the games.
If you want to do this anyway (hey, you are the patience-man), i recommend an triple any% run because the movie will be faster. And i supose the movie have 1:20 at least because of this unwanted backtrack.
One word: Squawks. When you riding/morphing in Squawks in DKC2/3, then the other games are every time jumping.
...except on DKC3. The roll can only be interrupted with a jump. A lot of time i have to roll ealier or not roll because i need to do a team throw.
Good luck. I'll give hints to you about DKC3 because this game is MUCH different than the other when we talking about TASing.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I have not said I would do it for sure- or even if I could do it. I was throwing the idea out to see general interest.
With all that's on my plate at the moment, plus having no idea how I would actually go about doing this makes my working on it questionable.
Now I could see a normal run through of DK1-3 but with the backwards/forwards moving in DK3's Bonus stages (expecially the Collect X bannanas stages.) would make the 100% run very boring overall.
I would think that recording 3/4 Tracks of sound might be good for this (1 for each game and a Combined...) it would be an interesting to encode.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Sometimes the right phrase can show me how overeaching I can be.
I can't guarantee if I'll do/give up this idea. It'll sit here for brainstorming purposes.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
this is also like, a problem in that I don't know the logistics of making 2-3 emulators receieve the input... plus the potential problems that Nibelung has pointed out, plus overreaching, and a few other things makes me think it may have been better to not suggest this at all...
Joined: 11/17/2005
Posts: 278
Location: Massachusetts, USA
Awesome! I love DKC! I might have once wanted to start a DKC run but since a couple other players already have that series covered I guess I'll just watch 'em. :)
Easy Parts:
- One game hits a mine cart level and almost plays itself, which lets you focus on the other two.
- Using bonus levels in one game to sort of turn that game off while you play the other two.
- (DKC2) Getting the Kongs stuck in honey to pause their run until the next time you jump.
- The world map.
Hard Parts:
- Fighting one boss and doing two levels simultaneously. What are DKC1 and 3 going to do while you fight Kleaver's Kiln?
- Fighting two bosses at once. x_x But maybe that won't happen.
- Any underwater level.
- The two elevator levels from DKC1. Holding left or right for 2 seconds will kill you. But there are probably many times in DKC2 and 3 where standing still will kill you too. Doing a long roll might also kill you. You might actually find a pair of levels where the set of all inputs that completes both levels is the empty set.
But on the plus side, if you pull it off, the Kongs should have good synchronization. Unlike the MM games, the Kongs can cancel their slide with a jump. So if you run to the right, roll, and jump mid-roll, then all three Kongs will do the same thing. (Carts, animals, water, and Dixie's hair aside.) Don't worry about having one Kong walk into a wall for 8 seconds because doing so kind of shows off the synchronization. If you do it too well (like the MM run actually) then it won't be obvious to the viewer that there is only one set of input.
As for game length, you could do something like 101% in DKC1 and a minimum run in DKC3. That would definitely help fix the length. But more importantly I'd say just do what you have to do in each game. If DKC1 only ends up as a 97% run while the DKC2 and DKC3 runs are minimal then that'll be more than good as long as you reach input end. You could maybe add some length to DKC1 by using the DYDDY code after you beat it. Or, and this would be nuts, you could do two laps around DKC1 while beating the other games once. Maybe use the corner-warp to cut off the first two levels of DKC1 on your second time through? Craziness.
Joined: 4/13/2006
Posts: 150
Location: Caratinga - MG - Brazil
Ok, now i discovered something in DKC3 that i think that changed... if i let Y go off when i'm rolling, i not lose speed. I just dont gain speed. This is bad when i have to roll when i don't gained full speed, but i can use this more now.
Ah, and if i press Y before the roll end after i get it off, the roll finish with a "stop" animation, dont matter how much speed i have.
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Yeah, too many problems plus 3-4 (4? Arne? talketh to me plz?) TASes worked on makes this highly unlikely on my end. I appreciate all the research everyone did on this, but I do not have any motivation, time, or talent to make a run like this possible at the time being. sorry.
Maybe in the way, way, way, way future.