Posts for Weatherton

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Experienced Forum User, Published Author, Experienced player (604)
Joined: 10/23/2004
Posts: 706
Voted Yes. I thoroughly enjoyed this and am very happy to finally see a solid run that pulls together many of the currently known tricks. Well played and planned. I was surprised to see no stutter pauses, I assume this is due to playing with that framebuffer setting, that is a BIG plus.
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Wow, the run is really looking amazing! I was so disappointed when the movie ended; I wanted more!
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Does that work in the Shindou (Rumble) version?
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If framerate is improved in numerous places, I would think that it warrants a version change. To me, that would be similar to improved music. Are there other known differences in the actual gameplay?
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I have read that the Shindou edition (rumble pack version only released in Japan) has fixed framerate issues in several spots and improved some textures. I bought the game recently but am only about 10 stars in. So far I haven't noticed any of the above, but does anyone know if it is true? If so, perhaps it would be a good reason to switch ROMs...
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Simon, please explain what you are referring to (for those of us who are less informed on the control differences :)
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Actually, cheat codes can be instrumental in performing testing and planning. For example, moon jump codes can help verify whether it is worth trying to clear a gap with in-game physics. Modifying memory addresses for speed can determine the amount of speed necessary to perform something to determine whether it is feasible. Obviously, because of the way that TASvideos verifies videos, a cheat code cannot be slipped in to the final video.
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Simply awesome. I would love to see an all exits comparison.
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Yes, and the biggest hindrance is that many shortcuts are best performed by two different weightclass players. So, if you used two players, you'd want to choose a lightweight and a heavy weight to allow the best team shortcuts. Obviously, something that Toad can perform off of Bowser cannot be done by Bowser off of Toad.
Current Project: - Mario Kart 64
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Posts: 706
XkyRauh, regarding drifting, it would definitely be something to keep in mind with a 2-player GP TAS. It's hard to say whether there are situations where it would be faster, as it may or may not be possible to get a drift boost while constantly mini-turboing. You have to stay directly behind the other character for a considerable amount of time. However, the main problem with a 2-player TAS is that both players need to finish. To my knowledge, there is no way for one player to be the other player's helper and then choose to quit out / retire from a race. Given this issue, 2-player GP is really more something that can be used to show individual level runs.
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Phallosvogel wrote:
jesus, I would not be able to get up at 4.30am, how the hell do you do that?
ivmaddnessvi wrote:
Nap from 3:30- 6
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Yeah, why is the default for a loaded movie to NOT be in "Read-only"? I always change that over to confirm the location I wan to load from...
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The Japanese cartridge is also NTSC. The only slower aspect I have seen is some lag on one screen with a LOT of Japanese text which, granted, may be an issue in a TAS. Regarding whether you go down by the body armor, it's possible you could save more time by going down there (especially if you consider extra boosts it would allow). Also, it may be worth testing if you can shoot the body armor up to the catwalk as you run by (though that would probably destroy it and I don't think you can get it to jump upwards).
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Well, why is he not using the Japanese ROM then? Anyway, Wouter, I had the distinct pleasure of watching some outtakes from your DK64 speedrun a couple days ago thanks to Infil. Good show sir, good show ;)
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I'm not sure if everyone knows this, so I figured I'd post it here. Water Caverns 00 Agent would likely be faster using the Japanese copy of Goldeneye because it has the same body armor placement as Secret Agent. Meaning, you could get more boosts...
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Honestly, if you do a run of a popular game on this site, it is going to be beaten by someone. That is just the reality of the situation. I think TAS is more of a process than a competition because the next movie will always draw inspiration from the previous and (hopefully) give credit where credit is due. The people who care who developed a strategy will know, those who don't care probably don't even care who made the run. To stop working on a movie for fear of obsoletion is, honestly, a bad reason. Your movie WILL be obsoleted (it's the reality of the TAS process), but you will have played an important part in the relentless pursuit of perfection (to steal a phrase from Lexus).
Current Project: - Mario Kart 64
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eternaljwh wrote:
By extra heart piece, do you mean the one that makes it so you can get 4/3 as many pieced-up hearts? I think Giant's Knife (and other intermediary upgrades) are irrelevant, because once you get the better thing, they are irrelevant.
Yes, you would end up with an extra 1/4 of a heart piece. I agree, intermediate upgrades are not relevant. I think the end state is what matters in a 100% run. Though, it is debatable that the same is not true in a low% run...
Current Project: - Mario Kart 64
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eternaljwh wrote:
I'm...not sure whether to count gold tokens in a low%. It's sort of like individual rupees. You don't count these because they don't directly impact what you can do- if you buy item X, you count that, but not the rupees used to purchase it. This results in four items: adult wallet, stone of agony, giant wallet, bombchus. (Bombchus might not %up as they may be obtained elsewhere.)
One way in which skulltulas are unlike rupees is that they are not actually deducted when you use them to gain an item...
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Mitjitsu wrote:
So we all agree, we'll do a 102% run. Excluding X, Y and Z glitches.
:) Seriously though, it's a tough thing to define in this game. Still, I think the point of a 100% run should be to actually collect items, rather than just site there moving items around in your menu using a bottle adventure. When it comes to defining what items should be collected, I think a reasonable end state can be defined as "all items visible in the pause menu when outside of a dungeon." -- my one oddball request (though it still fits this requirement) is that the extra heart piece be obtained. Anything beyond the above (i.e. all keys, all chests, all grottos, etc. begins to get tedious imho and it is not captured in a single summary location i.e. the pause screen).
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I have one piece of input on a 100% TAS. I feel strongly that it should have the extra heart piece that is only obtainable as Young Link in the Gerudo Valley. This is a TAS, after all. Well, I might as well go a step further and give my opinion on 100% in general. I think 100% should be determined by the end state of your pause menu. I also think that no end-state items should be obtained through bottle adventure type glitching.
Current Project: - Mario Kart 64
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Very cool shortcut find. Unfortunately it kind of breaks the level completely, but it is still an interesting discovery. It's amazing to me how difficult it is to find shortcuts in this game (especially when compared to Mario Kart 64).
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Moo Moo farm's finish line is quite solid, there aren't any quick spin techniques that we can use. The only thing that seemed promising on that course was a huge CPU jump into the middle far enough to get placed a half lap ahead. I was never able to do it, even with perfectly manipulated two player conditions (though I could use a moon jump code to get to a spot to make it happen), so I gave up on getting it to happen in a regular GP race. I'll wait to show other strategies in actual strategy runs :)
Current Project: - Mario Kart 64
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Comicalflop wrote:
...Add the fact that I started this way back in Feb 2007, and that's 2 years and 3 months of constant badgering...
The fact that Xenos' WIP is further along than yours (and faster) and the fact that I released strategy runs for every unfinished cup is probably grounds for you to no longer consider it "your" run. There you go, no reason to be "nagged"! As for an update, I think about strategies for this game fairly often and have a decent number of updates I could do for new strat. runs. I plan to start taking public transportation to work for the first time since July, which is about when I stopped doing strategy runs... you may see something from me sometime this year.
Current Project: - Mario Kart 64
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Posts: 706
- Wow -
Current Project: - Mario Kart 64
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That Mirror Shield as a child video didn't use the trick to move big blocks faster (i.e. letting go and grabbing on again to pull faster).
Current Project: - Mario Kart 64
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