Post subject: Mario 64/OoT bigame video?
Joined: 11/12/2006
Posts: 19
Hey, I've been lurking around for a bit but just decided to register. I don't have any TAS experience and am pretty busy with school and work, so I don't know if I'd be the best person to do this, but might it be possible to beat SM64 and OoT simultaneously? What I'm thinking: - C buttons control camera in SM64, select items in OoT, so you could rotate the camera around while rapidly switching items in places like Rainbow Ride or the volcano where you have to stay in a small area - There are cutscenes in both (well, it'd mostly just be getting stars in SM64), during which the other could go nuts - basic attack button is the same - Z button can be used for targeting in OoT, for long jump or crawling in SM64 - Finishing Ganon and Bowser off at the same time (though the button sequence for beating Bowser is a bit weird, you'd see Link running around in circles for a few seconds :)) The main difficulty, I would think, would be the vast difference in length between the two games, but if you were to work on getting 70 or even 120 stars in SM64 it might level out. If it's a totally stupid idea, I can accept that, but I think there might be something to this.
Former player
Joined: 8/1/2004
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Location: Seattle, WA
It would probably be impossible, if not insanely improbable. For the 2/3 of a short OoT run that would be input heavy, Mario would be crawling around a lot, since backwalking across Hyrule Field demands that Mario either be long jumping or crouching. For the 1/3 that OoT is in story mode, Mario is going to be jumpinga hell of a lot.
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Former player
Joined: 10/1/2006
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Location: boot_camp
how would you even fit both games in one screen?
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Skilled player (1410)
Joined: 5/31/2004
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I think bigame movies are WAY more fun to watch if the same input controls the same character. You can easily create a movie which plays arkanoid, pinball and some nes racing game... but I think the feeling of watching a bigame movie is gone then.
Joined: 6/12/2006
Posts: 368
A nice idea, but doesn't work too well in a three dimensional environment. Since a lot of paths in the two games are relatively (to a 2D game) varying to a high degree, a lot of the time the character in one game will be doing nothing but running into an object or going the wrong way. Compensation will have to be taken with the other character to steer them back in the right direction.. would be hard to plan out.
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I more feasible and appealing idea would be a bigame run of Ocarina Of Time and Majorask Mask.
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I don't want to get involved in this discussion, but as a point of fact C# is literally the first goddamn thing on that fucking page you linked did you even fucking read it
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Editor, Experienced player (735)
Joined: 6/13/2006
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Location: Massachussetts, USA
Maybe Donkey Kong Country 1 and 2? maybe and 3?
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Joined: 4/24/2006
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SM64 + Zelda at the same time would be impossible for so many reasons and both would be so unoptimized it would be nothing less than a joke to watch.
Joined: 11/12/2006
Posts: 19
OK, it's a stupid idea. I accept that.
AngerFist wrote:
I more feasible and appealing idea would be a bigame run of Ocarina Of Time and Majorask Mask.
This is true. Unfortunately, I've only played a little bit of MM, so I don't know where to go. Maybe I should fix that.
Skilled player (1099)
Joined: 8/26/2006
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Wow, we can't even get a single TAS of MM off the ground, let alone a bigame movie.
Editor, Experienced player (735)
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Location: Massachussetts, USA
That's because of the 28 (correct?) or more desynchs suffered before even completing the first cycle, leading to a "play until it works" style instead of a TAS style. However, Rayman 2 is suffering from such desynchs (although not as many, but at this early point it's hard to tell) and my goal to finish it if it continues is to TAS each room/small section individually, and playback that section before moving on, leading to 1-2/3 minute sections to minimize desyncs. I lost a 5 minute section without checking before I started doing this. I suggest anyone who wants to do MM does the same, the end result will be the same calibre as the OoT run, if not better at some parts.
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