Posts for Weatherton

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comicalflop wrote:
Hehe, surely you mean star cup? You've already done flower :-P
Excellent point, I tried to remember the name from memory... not a good idea. *Edit - fixed.
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moozooh wrote:
Consider that you can always submit an improvement later if you want.
I went ahead and submitted the movie. The comments are extensive. Enjoy.
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Twelvepack wrote:
I still think a 70 star glitchless run would be fun to watch, and it will only be more needed if this causes the any% runs to not even collect a star.
How 'bout nooooo? If you want to see a 70 star run, watch the 120 star run, 95% of it is in there somewhere...
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Honestly, if Myles says it's true, it's nearly undoubtably true. Now, we just need to replicate it in a TAS and then perfect it till we've got atleast a 1-star completion, if not a zero. Crazy... I'm just glad that the 16-star run has been perfected quite well before this came along. A 1 or 0 star run is probably not as fun to watch.
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I chose the defaul: "Passing Breeze." I listened to the other choices but none of them were worth wasting frames to choose.
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So, should I submit the 15,944 frame run? Does anyone have any questions/comments? I did my best to make this run optimal and entertaining.
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Post subject: Outrun - I've run out of re-records... please donate.
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Outrun was my first foray into the world of TAS. I did my first run of the game back in October of 2004 and uploaded it to these forums. Someone suggested to me that I should use a trick to drive off road without slowing down and I managed to chop over 20 seconds off my time with it. My time then was 3'51"89. After submitting my Mario Kart 64 TAS I decided to come back to this game. I used everything I had learned about TASing with Mario Kart 64 and applied it here. I managed to chop 1.76 seconds off of an attempt that I thought was nearly perfect at the time (but could not submit due to a nasty desync). This time came as a result of a whole lot of testing. There are 16 different paths that can be taken to beat this game and I had to test all of them. I had two paths that turned out to be nearly equal and clearly better than the others: LLLR and LLRL. It was not until I fully optimized the second level, "Gateway" that LLRL pulled ahead of LLLR ... by 9 frames (the in-game timer had them equal). Before then, LLLR had been faster every time I found an improvement in Gateway. So, here is the fruits of that labor: Outrun, LLRL strat, 15,944 frames in-game time of 3'50.13 Now, I would have submitted this run already if it had not been for the fact that I had, on a whim, tried something crazy on the RRRR path (which was obviously slower than LLRL). On the second course, "Devil's Canyon" I managed to dodge into the woods on a particularly nasty jog in the road where I could maintain my speed. Unfortunately, several bushes prevented me from staying there for very long. I had dismissed this and continued on with my testing of other paths. However, one day I came back to my file "Tree Dodge Success" and watched it again. I decided to play with it a bit and was lucky enough to pop out of the trees unscathed before the bushes blocked my path. As I have found out over the last month, I was VERY lucky to be able to do this. The terrain changes depending on many different factors and when I went back to clean up the beginning of the race and add in an extra off-road section I had missed, I was unable to perform the full tree dodge trick I had discovered earlier. Here is the Tree Dodge done on a suboptimal test run: Note that I have to do another tree dodge on the last course as well. If I don't do this, I crash right as I finish and the game never has me progress ot the real goal. Oddly enough though, I managed to get the last tree to be retextured with the word "GOAL" all over it, that counts, right? hehe.... anyway, it's faster to dodge in at the end anyways, I can end input sooner. Outrun, RRRR strat in 15988 frames, in game timer 3'50.09 Here is the file I have been working on for the last several weeks. This particular file has 5,000 re-records used to attempt this trick. As you can see in this particular attempt, I ALMOST make it, it's sooo close, but I can't get out of the woods. No matter what I do, even if I slam on the brakes to exit. I have tried entering the woods at so many different frames, with so many different strats preceeding it that I am officially sick of it. And so, I turn to the community. Please help me make this work. All told I estimate I have spent at least 20,000 re-records on this ONE trick! If someone can think of a type of bot that could help make this happen, please, please let me know. This game is very hard to manipulate because slowing down changes the steering, the locations of the other cars and (though it's exactly what I want) the obstacle positions (which makes some turns impossible to cut as the optimal strat would have). Outrun, RRRR strat fast as possible In this one, I'm trying to duplicate the tree cut in the 15988 frames run but I'm a bit too fast... Of course, the ironic thing is that, though the ingame timer here has the potential to go low 3'49"XX, the frame count would only be in the 15,93X's. So it's possible that, if this succeeds, it will be longer in real time while ~.8 seconds faster in-game. So if, as a community, we cannot get this tree cut to work out for the RRRR strat, I actually feel comfortable submitting the LLRL run. Of course, I'd rather get the RRRR working after all this effort. Plus, I think it is a surprising and fun to watch strat. Edit: Fixed link widths
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Fantastic TAS, I thoroughly enjoyed it. Some very fun stuff in there I was especially entertained by skipping the race trigger in the last level and just the general level of precision. (Voted Yes)
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laughing_gas wrote:
Phallosvogel wrote:
well as I said before: I think the only way to do this, is to lobbyglitch into bowser 1, go downstairs, try to search a slope anywhere around there (the lowest floor is only conected with normal doors) and enter the 30-star door. do the bard bowsers sub star and voila: 1 star run
If you have enough speed, you don't even need bowser's sub star and voila: 0 star run.
Everyone seems to forget the star you have to get to beat the game. There are 121 stars in this game! ;) -- well, 122 if you include the stars given by this site :)
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Ok... well, the plan should be to get every coin in the game as fast as possible, right? So, I would guess that you'd have more like ~25 stars in total, or something like that...
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bkDJ wrote:
Weatherton: Even if you can't get on the sub with it, I think your idea could still save far more frames than are lost by switching to lakitu cam (what is that, like 3 frames extra when you exit a level?) before entering the tunnel which is long enough to maybe save those frames, in only straight lines so it shoudln't be as hard has AKA claims. i.e. you'd let go of R right before exiting the tunnel.
True, you could let go of the Lakitu cam as early as you want... It would likely still save time if you did it for even more of the level as I was suggesting and as AKA was lamenting. *EDIT* FODA, excellent idea, that wireframe plugin may be the perfect solution to making this possible. Of course, one may wish to consider an entertainment tradeoff and not do more than one ENTIRE star (just use it multiple times for the tube.
Weatherton wrote: While I'm on the topic of slowdown in DDD, is it really faster to wait to get the Bowser's sub star just so that you don't have to long jump down to the level opening afterwards? That sub introduces a whole lot of slowdown... What do you mean by that?
I am referring to the strategy used in the run of waiting to collect the Bowser sub star so that the level has not moved yet. I was commenting that this seems like a smart strategy in theory but, in practice, that sub introduces slowdown so I think it probably looses a whole lot of time.
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Well I've often considered another way to save time: Anywhere there is slow down (most notably DDD) use the Lakitu cam to keep certain parts of the level from loading. Of course, depending on where you need to keep the Lakitu cam do this, you might have to play for a while without being able to see Mario at all. That could be impressive for maybe one star. While I'm on the topic of slowdown in DDD, is it really faster to wait to get the Bowser's sub star just so that you don't have to long jump down to the level opening afterwards? That sub introduces a whole lot of slowdown...
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Aqfaq wrote:
Aqfaq wrote:
some overcharged magic may cause something useful.
You are wrong. Now that Gens has the memory watch feature, I had easy time testing every 256 levels of magic power. Only one interesting spell was found: 119 charge volume causes level skip in 20 minutes. Yeah, that is completely useless in a TAS, unless you want to try it in the last level and end input very very early...
I'm intrigued about this "level skip," could you further explain or, perhaps, offer a vid?
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Voted "Yes" There were some moments of brilliance in this but overall it felt like you didn't use the optimal strategies. I'm willing to admit that I don't fully understand the strategies you used but on several occasions it seemed like you could have used a lap skip type trick a few more times on the races that you couldn't just spin in circles on. By the way, I didn't really enjoy those levels where you can just spin around in constant concentric circles. This coming from someone who loves the short cuts that were considered repetitive in mk64 (of course, those short cuts had different strategies for each lap and, of course, mk64 only lasts for 3 laps). I am aware that you are starting a new run and will use the pause manipulation trick throughout, this will definitely clean the run up.
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WILL BE VOTING "NO" IF THE MOVIE IS NOT FIXED! This move ends a few frames too early, I can easily stop Mario from getting the last star by pressing "Z." on several different frames. As for the rest of the movie, it was mostly a blast to watch. I didn't always agree with the camera angle choices and I felt that the swimming could have been better, especially in the earlier stages. However, levels like Hazy Maze Cave gave this movie the shock factor I was hoping for :) I do, however, feel that the new 16 star submission should get a star (not this one) and this one should be published (once the .m64 is made a few frames longer or Mario is forced to dive or something) to obsolete FODA's run.
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Michael Fried wrote:
If anyone isn't convinced that Weatherton's TAS is sloppy, this is what a DK TAS is supposed to look like: http://youtube.com/watch?v=kUaU8cD-VfI
Nicely done, when you said there was a way to do this several seconds faster I assumed it was AB spinning. Keep in mind though, on the first lap you would have no shroom and on the next two laps you would need to hit item boxes. Still, yes, ab spinning more would have helped.
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:) Very much anticipating seeing more progress.
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AQwertyZ wrote:
FODA went around the opposite side of the island also. Rikku was slower than FODA (by 2.2 seconds) but it was probably just for entertainment's sake. Either way, as long as you get to the flag pole before Koopa does, it won't affect the length of the run. Anyway...Tiny Huge island was amazing in my opinion. Keep up the good work! *watches again*
Just wanted to point out that, to my knowledge, this is not true. There was unassisted speedrun competition on the stars in this game and the KTQ stars were obtained faster by people who got to the pole faster. Koopa speeds up to get there once you're there. Of course, there may be some upperbound to this speed... Still, I hope it was tested.
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comicalflop wrote:
ugh, I *so* meant star, not special.
Not true, both CM and SL have Lakitu short cuts. They won't necessarily be used in this run though (will talk with you on AIM later about SL though, I just thought of something).
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comicalflop wrote:
Special has some cool shortcuts and tricks, but none are the tricking lakitu style.
?? -- I tricked Lakitu on YV and RRd. Also, that would make 5 courses (FS, WS, DKJP, YV, RRd). Keep in mind though that RRd. is one that nobody knew could be beaten in that method. Also, KD in Mushroom cup has a finishline trick but it is definitely programmer intended and will only be used for one lap. TT uses the "Lakitu Effect" which means you can drive on previously off-limits parts of the course for a few seconds after Lakitu puts you back on the course. Of coures, part of it could be done by jumping off of a cpu. RRa warp glitch tricks Lakitu into putting you by the finish line. The same sort of glitch works on FS but it is slower than just tricking the finish line. The point is there are a lot of these various tricks but they are usually very different from course to course. Overall there is a lot of variety. For the Special Cup, it just so happens that there are three courses that have extremely exploitable tricks. As I've described before though, they aren't truely repetative in this run as a different strategy is required almost every lap.
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Swordless Link wrote:
For example, in Banshee Boardwalk, why did he wait a while before doing that boost in the second lap that shot him to the house area?
I had to wait for Bowser to come around the corner so I could jump off of him.
Swordless Link wrote:
And in RR, he missed the finish line the first time...I don't know, maybe it was intentional and necessary, but it looked odd.
That first jump brought me to the end of my first lap rather than the beginning (if you want to get technical, the game actually tracks negative laps and I skipped from lap -1 to lap 1 since I'd gone backwards). By the way, are you people who are asking for a run with no shortcuts sure that's what you desire? With no shortcuts all three laps would be nearly identical, laps 2 and 3 would probably be the same right down to the frame in many cases (depends on where the last set of item boxes are). I can understand a run that "Does not use Lakitu" and "Does not use finish line glitches." I think that would be an interesting alternative run, but it's really more difficult to define. For example, if you compare the third lap of Luigi Raceway on Comical Flop's run to DKJP in this run, those glitches are quite similar. Both, essentially, spin around the finish line. I guess you could explain the difference in a few sentences, but not in a simple phrase.
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My gosh man! You just totally tore this game apart! I actually think it's too bad because now the game sounds like it can basically be skipped... thankfully BA makes this a different category. I'm let down that Ganon early would not be such an amazing looking trick. But, is 25 chus enough to make it to the island (doubt you can refill in mid-air)?
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nitsuja wrote:
mmbossman wrote:
Considering there was almost a civil war here about whether a run without swastikas should obsolete a movie with swastikas, I can't image trying to get anyone to agree on something that's so arbitrary and subjective.
How about a "no damage" classification? That can be defined unambiguously and would certainly make for a different run, probably different enough to exist separately like 100% runs do.
The DKJP SC can be done "without damage" as in, you can land with zero tumble (but then in takes longer to turn around). In fact, the regular NON-SC WR takes damage once per lap when getting hit by a coconut rock thing. As for ComicalFlop's run, I think (as I mentioned earlier) that people should avoid calling it the "100%" run. "All Cups" run or something to that effect seems more accurate, the goal would be to get 4 out of the game's 16 trophies (I would assume gold but who knows) on 4 different cups. Not sure if you'd have to specify 150cc since I doubt a slower setting would ever be faster (changes like the loss of the fence on CM don't exactly slow you down). By the way, I can't remember for sure (but Gamefaqs supports what I thought), but the title screen doesn't change until you have golds on all cups on each speed setting, which also opens Extra.
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Spider-Waffle wrote:
But that's no SC, I want to see all the SCs, including the more interesting ones, not just one boring SC (which looks more like a glitch that makes little sense to a casual viewer) or no SCs at all.
Is it possible to describe the goal/requirement for that? Maybe "Does not use Lakitu." Of course, DKJP still does does not break that rule... (and is a course with very interesting alternate short cuts). How would you phrase the requirments/rules to forbid this but allow the other SC's in the level?
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Actually, I was referring to "Short Cut." Very sorry for not defining this, years in the Mario Kart community make me neglect/forget to spell things out. Other key mk64 lingo: mt: mini turbo ssmt: straight-stretch mini turbo ... many others, I think there is a list somewhere on the mariokart64.com site...
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