1 2
6 7 8
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Scepheo wrote:
Derakon wrote:
Yeah, I think doing per-cup is a good compromise between one-submission-per-track and requiring the TASer to do the entire game all in one go.
Yeah, and if I recall correctly the credits do actually show after completing just one cup, so for this sites standards, it'd count as completion.
That's true but only for Grand Prix, in Time Trial there are no credits.
I'm the best in the Universe! Remember that!
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
Thanks, scepheo. Sounds like from people's comments that the 'single-cup' approach is worth a try; I'll knock out Port Town in the next couple weeks (hopefully) and put together a submission. In addition to the 4 cups in time trial, one could also do the death race: http://www.youtube.com/watch?v=Shit8eVjBug I believe this was done by the tasvideos user xenos, not sure why never submitted but pretty impressive!
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
I'm not sure if you're aware or not Lord Tom (since this news just came yesterday all of the sudden), but it seems that MFO site will come to an end. I suppose you have all you need by now, but if not you have a little less than 2 weeks to retrieve information from the site. Edit: Latest news seems that F-zero community will own MFO, so that the site doesn't disappear completely, so I suppose is not that worrisome for this proyect, still better be sure than sorry
I'm the best in the Universe! Remember that!
Editor, Experienced player (734)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Lord Tom wrote:
In addition to the 4 cups in time trial, one could also do the death race: http://www.youtube.com/watch?v=Shit8eVjBug I believe this was done by the tasvideos user xenos, not sure why never submitted but pretty impressive!
I had tried working on this mode before, but I used a different ship (Twin Noritta I believe) and while I managed to get an even faster start, controlling the darn thing at such high speeds in such a small time and hitting every single other racer is incredibly frustrating.
Homepage ☣ Retired
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
Bummer to hear about MrFixIt...hopefully all will settle out with a new domain name and not much will change. I can definitely imagine the death race being difficult to TAS. Since it's so short, maybe I'll tackle that after I finish the Jack Cup (just finished lap 1 of Port Town).
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
Some progress on my "Queen Cup" time trial TAS. For entertainment, I'm going to use a different car for each track - hence the use of Wonder Wasp for Red Canyon. I put some technical notes in the descriptions for each video. Sector Alpha Red Canyon
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
I took a tangent from working on the Queen tracks: This knocks 13 seconds off my original TAS of Mute City: Mute City in 50.993 This beats the previously published Death Race: Death Race in 5.866 I think the Death Race is pretty good only-possible-in-a-TAS content, killing about 5 cars per second, and could be published as its own movie.
Joined: 7/2/2007
Posts: 3960
That slow-motion Death Race video is fantastic. It's amusing to see how conservation of momentum is completely not preserved, and how minor taps with the machine while in a side-shift can prove fatal (while slamming into walls, other machines, etc. head-on normally just takes off about a third of your health). Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Sand Ocean TAS by jagg2zero in 0'32''501 Link to video
I'm the best in the Universe! Remember that!
Joined: 7/2/2007
Posts: 3960
That was awesome. "Where we're going, we don't need roads"...except to bounce off of them every once in awhile.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Lord_Tom
He/Him
Expert player (3143)
Joined: 5/25/2007
Posts: 399
Location: New England
Holy crap! I don't know how he maintains so much speed in the floats coming out of those dives!
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
Link to video (apologies if this is a repost)
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 8/8/2015
Posts: 27
Location: Germany
Wow, I didn't knew someone else did TASes of XClimax. It seems very inspired by Jagg2zero's TASes, though he does them in GP and not in Time Attack mode and it seems like he has less experience with the game (no AGG and less optimized dives). Here is the link to jagg2zero's TAS of silver cup: https://www.youtube.com/watch?v=4GNw9ZlH6lA
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Talking about Jagg2zero, he just posted 2 more TASes of this game: Vanilla Track: Rainbow Road [1'07"160] Link to video Custom Track: Odd Town 4 - France [0'52"246] Link to video
I'm the best in the Universe! Remember that!
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Those are awesome! Thanks for posting them.
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
Hiya. So I've been doing some TASing of F-Zero X (mostly custom tracks and F-Zero X Climax as you've probably seen in this thread) and I've been getting into some of the vanilla tracks. I've been thinking about at least contributing towards a full game TAS for a little while and right now I'm seeing how well I'll go with updating the Jack Cup since I have already heavily beaten 2 of the 6 tracks in the currently published Jack Cup run (Mute City 1 and Sand Ocean 1). I've also got 2 TASes in Queen Cup, 1 in Joker Cup and 1 in DD1 Cup. Right now, I've just finished Silence 1: https://www.youtube.com/watch?v=M_d5tAyXGlk I might update my Sand Ocean run, but apart from that, that leaves 3 tracks left to go in this cup assuming that they all need updating in the first place. EDIT: Here's my Mute City 1 TAS since I didn't see it in this thread: https://www.youtube.com/watch?v=debTwRhI__I
Editor, Player (54)
Joined: 12/25/2004
Posts: 634
Location: Aguascalientes, Mexico
Hey jagg2zero, is great you have given some thoughts on making a full run of this game (and even coming with an updated version of Silence 1). As I'll always say, this game is one of the most anticipated runs I'll ever have, so I'm excited to see you post here. Also welcome to TASvideos :D
I'm the best in the Universe! Remember that!
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
Thanks, goroh :) I improved my Sand Ocean TAS by 0'01"644: Link to video I'm TASing in Mupen, but I'm going to convert the final movie to BizHawk. So far, I've fully converted Mute City and Silence without any desyncs. Much, much later on, I might try to improve and convert my otherwise finished F-Zero X Climax TAS to BizHawk. I'm just not 100% sure how well X Climax itself will fare with the judging process. Here's the full playlist containing all of my X Climax TASes for reference: https://www.youtube.com/watch?v=wEnCdPLuYh0&list=PLj3GNNeyFzoClcx4iQ1yuMXR00N-ykoVO
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
I shaved off 9"814 from Devil's Forest using a new strat, bring the total time saved in Jack Cup so far down to 51"924. Link to video This is now the 3rd track (out of 4 so far!) where I drive backwards at some point to activate AGG. Even though the new strat revolves around heavy AGG exploitation, I actually stop chaining AGG just before the last hairpin corner because if I landed on the right-side rail to continue the AGG chain, I wouldn't have anywhere ideal to land afterwards thanks to the track layout.
Experienced player (608)
Joined: 10/23/2004
Posts: 706
Holy moly. That was amazing!
Current Project: - Mario Kart 64
Post subject: Speechless
Joined: 10/23/2009
Posts: 545
Location: Where?
What happened? That was amazing! I really don't understand how you can go so far of the track and don't lose a life. Can someone explain that?
Post subject: Re: Speechless
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
niamek wrote:
I really don't understand how you can go so far of the track and don't lose a life. Can someone explain that?
Vertically speaking, as long as there isn't a massive vertical difference between 2 or 3 consecutive road segments (first drop in Rainbow Road, the last step in White Land 1 etc.), you can pretty much go up as high as you need to. I say "need to" since there is probably a limit somewhere between the point where the skybox disappears and the "ceiling" (where the game visually freezes until you drop down). But if you stay on the same segment of the track, you can hit that "ceiling" by going backwards and forwards while in AGG, though there's no known practical purpose in hitting the "ceiling" yet. Horizontally speaking, the game is surprisingly lenient in letting you go far to the left or right as long as you are on (or somewhat close to) a straight part of the course, as seen in videos like this: https://www.youtube.com/watch?v=I9zNvnCu4V8 The only parts in this TAS that were restrictive were the 2 hairpin turns, where I pushed the checkpoints as far as I could on both of the corners in the 2nd and 3rd laps. Hope that explains everything.
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
I managed to get a sub 40 TAS run in Big Blue: Link to video No AGG abuse this time, but there are several strat improvements. Also, despite all the crazy stuff that happened in my previous TASes, this is the first Jack Cup track where I can perform a(n optional) suicide finish that doesn't waste time. As well as doing Port Town, I'd like to redo most of my Mute City TAS since there's a few bits in my current TAS that I'm not quite happy with. Like with how I re-did SO1, there will be just optimisations, but I doubt that I will shave off another 1.5+ seconds this time (but it would be a nice surprise if I could do that :D). I aim to finish both MC1 and PT1 at around the same time, whenever that time may be. Total time saved VS previous Jack Cup TAS so far: 0'57"203. The 1 minute mark is near :o
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
I finally finished Port Town. This one is...quite something: Link to video With that, the total time saved VS previous Jack Cup TAS is now over a minute: 1'02"442! That's an entire track's worth of time and then some. Also, I'd like to make it clear that the...strat that I chose is not an speed/entertainment trade-off. Comparison video with an explanation here (make sure you watch the main TAS first): https://www.youtube.com/watch?v=y4FyVwAU83A Earlier, I said that I'd release my Mute City redo at the same time as Port Town. Well, that's changed to releasing the Mute City redo and now the Sand Ocean re-redo at the same time in another month or two or whenever I can.
jagg2zero
He/Him
Active player (364)
Joined: 1/11/2016
Posts: 14
The newer and final TASes of Mute City 1, Sand Ocean 1 and now Silence 1 are all finished! Mute City 1 [0'33"214]: Link to video Well, my previous expectations for how low this track can go were blown out of the water to say the least. Again. Silence 1 [0'57"962]: Link to video I somehow managed to find a way to fit in another DTD. This ended up giving the run the push it needed to get under 58 seconds. Sand Ocean 1 [0'29"943]: Link to video Sub 30. That is all.
1 2
6 7 8