Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
The optimized runs we have now are of course brilliant to watch, but I totally agree with Bisqwit here on the idea of making a run that avoids using some glitches. They're entertaining on a different level than our current runs. Let's face it: the runs we have today bear really have nothing to do with what the OGs of TASing like Morimoto and Genisto were doing.
There's the issue of which glitches to avoid when making a run like this. Personally I'd just stick with the SDA record's route. For Mega Man 2, for example, that would mean using Easy and not doing any zipping except in Bubble Man's stage.
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Zipping in Bubble Man's stage in a 'low glitch run' sounds contradictory.
I'd just say 'no zips, period' as well as no pause glitch in MM1. Also, no scrolling in directions other than that are intended to be in the game. (i.e. delay down scrolling, delay up scrolling)
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
But we need some kind of tangible limit on what we can and can't do. Just having a "low" amount of glitches is very unspecific. One of the potential ways we can draw that line is by mandating that the glitches we perform must also (feasibly) be possible to do in an actual speedrun.
Why isn't a tangible limit simply "no glitches", though? Your definition of a "feasible" glitch is not going to be the same definition that someone else uses. After all, all of these movies should be theoretically possible to do on the actual consoles by a sufficiently-precise gamer. How do you decide what's too hard for a human being to do without tool-assistance?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
That's not what this type of run should be.
http://www.ustream.tv/recorded/6396214
^ This is the will soon be the current record and look what it does. Is it low glitch by any means? nope.
Making a run that is feasible for a console speedrunner to perform is an interesting idea though... I mean it would sure be useful to a console runner if a TAS like that could be made. But one can never know this type of limit by any means. There are often alternate ways to perform many "TAS-only" glitches on a console.
So I think if you're trying to make a low glitch run is should just be "Use NO glitches." It's like making a perfect speedrun under twingalaxies' rules.
Super Mario Bros. console speedrunner
- Andrew Gardikis
I'd say "doable in real-time" basically mean that it should be doable in real time. Thus, no slowdown, only savestates (which is basically like restarting real often). Honestly, I don't think this would make for very interesting runs, even though they might be useful to unassisted runners.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Derakon wrote:
Why isn't a tangible limit simply "no glitches", though? Your definition of a "feasible" glitch is not going to be the same definition that someone else uses. After all, all of these movies should be theoretically possible to do on the actual consoles by a sufficiently-precise gamer. How do you decide what's too hard for a human being to do without tool-assistance?
I don't need to decide anything. All we would do in that case is avoid using the glitches that the speedrunners themselves avoid.
I'm not saying this is the best or only way to go, though. Like andrewg just said, speedruns are also constantly evolving. But I still think that picking a route as it was performed way back in [insert date here] and playing the game as if we know nothing more than we knew back then is one particularly interesting way to go.
Well, the route I'm thinking of taking for Rockman 2 is this:
Quick > Metal > Air > Clash > Bubble > Flash > Heat > Wood
I did Quick Man's stage today (not the boss) and I think it went exceptionally well. Quick Man himself is being a bitch, though, not wanting to do what I want him too. I'll put it up here in just a bit.
See Youtube page (GIRfanaticTAS) for all runs and stuff.
No, I just mean placing Item-1 platforms down, jumping on them, and repeating. Any time you need to travel upwards and you aren't restricted in horizontal motion it'll significantly increase your climb rate, yes?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
No idea. I used Item-2 in ways I never thought possible in my latest speedrun, which was 33 minutes, completely un-tool-assisted (33 minutes at the time the Alien was defeated).
As I remember when Bisqwit and I were attempting to do a "non-glitch" run, we came to a halt. basically it was hard to determine what is a glitch, and what glitches we would allow, if any.
ex. Jumping + start on ladder to dodge enemys.
any chance Bisqwit you still have any of my old wips?