Post subject: Chameleon Twist
Joined: 7/18/2007
Posts: 109
i started doing a run on this and decided that i liked it, would anyone be interested in seeing a run of this game? heres the .m64 file if you want to watch what i have so far http://dehacked.2y.net/microstorage.php/info/37838520/Chameleon%20Twist%20%28USA%29.m64 tell me if it needs work
Joined: 10/31/2005
Posts: 329
Location: The Netherlands
I'd watch the end result (avi) but probably not WIPs (unless avi)
Joined: 7/18/2007
Posts: 109
how do i make an avi?
Joined: 7/18/2007
Posts: 109
http://dehacked.2y.net/microstorage.php/info/857221703/Chameleon%20Twist%20%28USA%29.m64 i remade it because i forgot about the spinning around the poles sorry about the double post too
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Any progress on this? The WIP looks good, and I'm curious if you're planning on continuing.
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Former player
Joined: 12/5/2007
Posts: 716
Wouter Jansen wrote:
I'd watch the end result (avi) but probably not WIPs (unless avi)
Does filespace.com only allow 40 KB/s up? Anyway, there you go.
Joined: 7/18/2007
Posts: 109
i have a full first level run on youtube, its a better time because i remade it. link is in my signature
Former player
Joined: 12/27/2006
Posts: 532
Location: Göteborg, Sweden
I'm sorry to say it, but the game looks exceptionally boring. Unless the later levels feature something more exciting, I would doubt think this game would hold up in the queue.
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Former player
Joined: 2/24/2007
Posts: 22
Unfortunately I agree with Soulrivers... I already tried to do a TAS of this game and it don't cause any amazement. Maybe if you find any glitch on it... Anyway, good luck!
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
The later levels get a bit more involved. It is certainly not the most entertaining game around, but the run on SDA is decent, and it's only about 15 minutes, which is a plus. I think it would be a decent addition, but only because the later levels are a little more fun.
Living Well Is The Best Revenge My Personal Page
Joined: 7/18/2007
Posts: 109
mmbossman wrote:
Any progress on this? The WIP looks good, and I'm curious if you're planning on continuing.
im working on the run, i'm just really busy these months because of school and sports and stuff like that.
Joined: 11/17/2009
Posts: 32
Bump alert! I don't know if anyone is masochistic enough to do an improvement of this piece of junk game, but if they are than I have several improvements that I've found in the process of improving the SDA run on console. For example, here's a video I did of Jungle Land that is completed in 2:09, 2 seconds faster than bobmario's current TAS. I can't beat any of the other times but I have strategy ideas for Kids Land and Ghost Castle as well. http://www.youtube.com/watch?v=S2oLoT9CXqI
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
neskamikaze wrote:
Bump alert! I don't know if anyone is masochistic enough to do an improvement of this piece of junk game, but if they are than I have several improvements that I've found in the process of improving the SDA run on console. For example, here's a video I did of Jungle Land that is completed in 2:09, 2 seconds faster than bobmario's current TAS. I can't beat any of the other times but I have strategy ideas for Kids Land and Ghost Castle as well. http://www.youtube.com/watch?v=S2oLoT9CXqI
Someone will eventually. It's bound to happen ;) I look forward to seeing the SDA run though.
Joined: 11/17/2009
Posts: 32
The SDA run is already there. It got there about a month ago. I couldn't recreate that time but I got the strategies I mentioned to work.
MarbleousDave
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Player (13)
Joined: 9/12/2009
Posts: 1559
I would like to see a TAS of the sequel too.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
neskamikaze wrote:
Bump alert! I don't know if anyone is masochistic enough to do an improvement of this piece of junk game, but if they are than I have several improvements that I've found in the process of improving the SDA run on console.
Actually i will soon (in a few days time) have plenty of time on my hands and i want to spend it doing just that. I've seen the SDA run and i also have a good idea of which areas are done poorly etc. in the TAS and some potential faster routes. I'm going to first have a look over the game for any glitches and also hopefully find the speed address, but after that i will knuckle down and get the whole thing done (its not exactly a long game!). More just a head up in case someone else was also considering improving on bobmario's tas . . (yea i doubt it too)
Experienced player (583)
Joined: 2/23/2008
Posts: 266
Location: CA, USA
I won't be bothering trying to improve this so yea lol. If you do take this up I'd be willing to look at WIPs and provide comments and such.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Bobmario511 wrote:
I won't be bothering trying to improve this so yea lol. If you do take this up I'd be willing to look at WIPs and provide comments and such.
Alright cool. Just had a little playaround with MHS, but it seems that several different values for speed are used depending on whether going around a pole or just running etc. Not that the speed is very interesting, it tends to stay at a constant 20.8 whether running or jumping. I'm about a 3rd of the way through the first level and have saved ~20 frames so far, i'll post up a WIP when i've finished the first level!
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Found a bit of time to continue on with this. Here's what i've done so far: http://dehacked.2y.net/microstorage.php/info/33893072/Chameleon%20Twist%20%28USA%29%20-%20by%20ThMrksman%20world%201%20WIP.m64 Tell me what you think. I've saved 263 frames, but lost 10 during the boss fight. I'll go back over that before continuing. I think i just made the mistake of waiting at one point when i probably shouldn't have. One interesting thing i noticed was that not walking/(tounging?) in a perfectly straight line usually didn't cause any frames to be lost. For example, in the room before the boss where the previous run ran in quite a wobbly fashion i still only managed to save ONE frame by running very straight. Also, I already know of a few good time savers that can be implemented later on; especially in kids land! Wait and see.
Joined: 11/17/2009
Posts: 32
I like it. That is weird though about the not walking in a straight line, though it definitely looks cleaner even if it doesn't save a lot of time. Also, nice find on the post in the second to last room.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
The game's camera turning seems pretty mild compared to your overall movement in the first level. Maybe other levels have more radical camera changes. The post jump is definitely a cool addition. Maybe you can play around with the C buttons a bit to mix things up. Don't be too ridiculous though. If anything is going on, keep the camera on the character. When you change directions 180 degrees, you stop running for a few frames. If you turn 90-135 degrees and then the last bit, you can maintain running. The difference is very small, but it may save a couple frames. Comments on the currently published run: Hitting Z ejects one enemy at a time, I don't know if Bobmario ever used this. It is a bit slower to eject, but you can store multiple enemies at once and use them individually. Frame 11000, and in general.: When grabbing an enemy in the air, maybe it is preferable to grab them on the way down from a jump instead of up. There is a lot of lag time before you start moving again in the air. Frame 11500: Carry in an enemy from the previous room. Also, aim for the second pillar, not the first. Frame 13250: You should probably carry another enemy or two into this room from the room a couple back. Frame 14000: There is a required wait before blowing up the last rock. Maybe try blowing up the rocks out of order to avoid this. Frame 15900: Maybe there is a better way of doing this. Consider grabbing an enemy or two in the previous room with them or consider grabbing two at a time. Frame 20000: Maybe landing sooner after getting hit is faster. Try falling down below the platform and getting hit near the target. Frame 20500: It is possible to swing wider here, as evidenced in the SDA run. You may want to pick up 3 or 4 enemies here for the next room where they are necessary. I think it would save time. Frame 22000: Grab multiple enemies at once. Frame 22800: A shorter radius on the turn may save time. Frame 25000: A short radius on the turn will almost surely save time. Maybe the sequence can be manipulated for better starting and ending positions. If the ending position is still bad, use an aerial pole grab. Frame 26600: Again grab multiple at once. Also, try hitting 2-3 enemies at once here. It may save time. Frame 28660: You may be able to land on the second to last platform faster and get it moving sooner. Frame 36500: Maybe it is possible to bounce up there on your tongue a bit sooner. Frame 37500: Grab an enemy in the previous room. (For some reason you can only light the candles with the ones present in that room.) Frame 39000: I did like his stylistic choice here. Frame 41900: I don't understand why he didn't walk around the flames instead of killing the enemies. Maybe there is a reason. Frame 42400: It may be faster to make a wider swing here. Frame 42700: The tongue here seems slower the the one where you stand straight up. It's worth checking into. Frame 43075: It is possible to grab the pole now behind you and swing to the exit. You must be standing at roughly the X. Frame 45500: Too many spheres are collected from the last boss. It may or may not waste time. You should be able to save 20-30 seconds or so off the run. I'd like to see it. I'll try to follow your progress.
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Here is a WIP that is 41 frames faster than ThMrksman's WIP and 279 frames (9.3 seconds) faster than bobmario511's run (the part with the spiders still needs to be optimized). So far, I'm halfway through level 1 and I may co-author with sonicpacker.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Nahoc wrote:
Here is a WIP that is 41 frames faster than ThMrksman's WIP and 279 frames (9.3 seconds) faster than bobmario511's run (the part with the spiders still needs to be optimized). So far, I'm halfway through level 1 and I may co-author with sonicpacker.
Serves me right for slacking off! I really don't have much time for working on this right now, so as much as I would have liked to have made that TAS, feel free to go on ahead and make the much needed improvement yourself.
Former player
Joined: 4/7/2010
Posts: 181
Location: Taguig City, Philippines
Hi everyone. Well, If you saw my User Page, I am saying my reason why I'd prefer for an "all levels, any%" run (Even Chameleon Twist 2). I'd prefer for this goal so you can expect the whole TAS of all levels in fastest time. But for today, I am also interested TASing 100% completion run, with a little help.
Editor, Experienced player (859)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
New WIP! 555 frames (18.5 seconds) faster than bobmario511's run.