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https://www.youtube.com/watch?v=ME2pnu6KQpM
Let's see where this leads.
Edit: Transition clipping is ultimately not that useful due to having to account for setup times/level layouts. It has more potential in 100%, but it'll take a lot of investigating before I can be sure.
In the meantime, I've been doing research into improvements for both any% and 100% before I gear up and redo my two TASes for them, so I'll go ahead and dump a bunch of videos/found stuff by other people here for future reference.
https://www.youtube.com/watch?v=FZsKc3hr9bQ
Basically approaching this launcher from below allows Shantae to jump once she's knocked out of it. Saves a jump and like two seconds in both categories.
https://www.youtube.com/watch?v=bUYdoA8o5uE
There's a frame that lets you skip the genie dialog via a warp, which is a faster alternative to dying via a storm puff wherever it's applicable. Saves at least 395 frames over a Storm Puff warp, accounting for having to lose life in preparation.
Link to video
A variant of this glitch is also possible on this squid for 100%, which saves roughly 4 seconds. Seems more lenient then the other version since you don't need to do anything besides fall.
I'll post more as I find them.
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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.
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keylie wrote:
Hey. I made this TAS of the first stage. It was done on the Linux DRM-free version of the game (3.0A) using my own TAS tool for Linux games (https://github.com/clementgallet/libTAS). It works fine with this game (input recording, savestates), except that I still get rare crashes on state loading :(
That's awesome. Are you going to do the whole game?
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grassini wrote:
i wonder why is this not possible in the original lol, nice news anyway,i'd prefer seeing the new zelda BOTW TASed actually
You mean the glitched movement? It's due to the way they handled porting the controls to the Wii U.
I'm interested in any of these games getting a TAS tbh.
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K I actually read the post since reading is a very easy skill. I think he makes a lot of good points, and more importantly I think it provides enough evidence for the run to be rejudged.
So, calling for that.
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ruadath wrote:
I don't see why it should not be used. It's a legitimate feature that works on console, and its certainly more innocuous than reset midframe the way lsnes does to corrupt SRAM.
I'd argue ejecting a disc in order to skip something goes against playing a game.
Unlike stuff like resetting, which can be argued to be a natural part of a game, and is sometimes integral for progression ([2720] Genesis X-Men by jaysmad in 07:04.48 comes to mind), ejecting a disc stops the game and doesn't allow progression until you put the disc back in.
Plus, modern games automatically exit out of the game as soon as you eject the disc instead of letting it hang, showing how not intended of a game feature it is.
And, once again, RTA specifically bans doing it.
'Must not open disk tray except when the game prompts you to '
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Why did you answer every submission text question in quotations, this isn't an essay. "I don't know."
Also you're like the 50 billionth person to TAS Super Mario Bros. sloppily and then go "Yeah, that's good" and submit it.
No vote.
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electricslide wrote:
I honestly think the best place for this PAL run is in Gruefood Delight. It's well put together but the improvement is very narrow and the framerate makes it look worse than the NTSC.
People's first impressions are going to be *this* Mario run. I don't really want to start a PAL obsoleting run vs NTSC for many other runs on the site. This would allow the PAL work to stay up on the site while at the same time establishing a clear protocol that could be used in the future for all the other runs.
And what's wrong with that? TASvideos is about making runs that are as fast as possible. Why should we reject a run faster then the NTSC version just because it's not the NTSC version? That doesn't make sense.
effort on the first draft means less effort on any draft thereafter
- some loser