Active player (426)
Joined: 9/21/2009
Posts: 1047
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He ended the fight with a jump kick into the star; we did a jump dive. Ours takes 1 frame longer, but it doesn't look as cool imo. It's an easy fix of just activating the text closer to the star.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
I agree with you, jump dive looks cooler, I don't think we should bother with updating the run with that frame
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Joined: 7/7/2006
Posts: 798
Location: US
Is the star grabbed on the same frame or not? I think that is maybe the most important consideration. (Didn't this come up once before?)
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Joined: 9/21/2009
Posts: 1047
Location: California
ALAKTORN
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Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
sonicpacker wrote:
It doesn't matter because that's not when input ends.
personally I don't like the idea of "input ends" to consider a game completed, but in SM64 case it doesn't look bad so it's fine, otherwise I'd agree with beating the game faster instead of standing in one spot and waiting for the game to complete (DKC I'm looking at you)
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Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Saved a frame on Blast to the Lonely Mushroom.
Personman
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Joined: 4/20/2008
Posts: 465
Abusing the input-end rule is not cheating or a bad thing! Think of the hypothetical player in a TAS being really impatient -- he doesn't want to see the ending as soon as possible, he wants to get up walk away as soon as possible while still having beaten the game. Additionally, input-end abuses are some of the most entertaining things on the site, especially the DKC ending. It's awesome that the player is so good he manages to not only beat the whole game superhumanly fast, he also sets things up so he can just *walk away* for the end of the final boss! As for that one frame at the ending, maybe it's too much effort to replace the submission again at this point, I dunno, but it should certainly be included in any future run. The entertainment here comes from this being one of the most absurdly optimized runs on the site; this is the last place we need speed/entertainment tradeoffs imo.
A warb degombs the brangy. Your gitch zanks and leils the warb.
ALAKTORN
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Posts: 2527
Location: Italy
Personman wrote:
Additionally, input-end abuses are some of the most entertaining things on the site, especially the DKC ending. It's awesome that the player is so good he manages to not only beat the whole game superhumanly fast, he also sets things up so he can just *walk away* for the end of the final boss!
I don't think it's entertaining at all, I just find it boring to watch SM64's ending is entertaining, DKC not
Tompa
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I don't find the DKC ending to be any entertaining really, I would have redone it if people had complained. But I can't say that the SM64 ending is any more entertaining. And if you had to redo the run in order to save one (ended up with two though) frame, then I really don't understand why you didn't end it as fast as possible. As you clearly want it to be 100% perfect. Which I still doubt that it is.
Personman
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Joined: 4/20/2008
Posts: 465
Well, there's no accounting for taste. If the majority really think that early input-end is a bad thing, then the rule should change, but while it's the rule, runs shouldn't randomly decide to be suboptimal (under the rules) because a few people think it looks better. Personally, I find the end of the 0-star run (and all the Bowser fights) to be quite boring; I honestly couldn't care less what the dive into the star looks like. The awesome parts are the BLJs and camera nonsense and ridiculous platforming.
A warb degombs the brangy. Your gitch zanks and leils the warb.
Joined: 6/12/2008
Posts: 84
I agree with Tompa. As for the early input ending and stuff, I think that specifically for sm64 it should go the other way around which is reaching animation as early as possible. The point of the game is to save peach and by making a 10 trillion frames long jump dive doesn't help but keep peach waiting longer...(as well as for many of the viewers)
Kaylee
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Joined: 9/29/2008
Posts: 706
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BrainStormer wrote:
by making a 10 trillion frames long jump dive
...the hell you talking about?
Joined: 4/18/2010
Posts: 103
http://www.youtube.com/watch?v=Le19bm4WC3w Stop Time for red coins 12"23 =D
Joined: 6/4/2009
Posts: 570
Location: 33°07'41"S, 160°42'04"W
SammerZ wrote:
http://www.youtube.com/watch?v=Le19bm4WC3w Stop Time for red coins 12"23 =D
Neat one! But, again, shouldn't everyone concentrate on the earliers levels since stars can't be easily hexed in? The clock level is one of the lasts...
Experienced player (534)
Joined: 1/12/2007
Posts: 682
But, again, shouldn't everyone concentrate on the earliers levels since stars can't be easily hexed in? The clock level is one of the lasts... They aren't gonna finish the 120 star run. >_> Let's just hope the Japanese TASers do.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Swordless Link wrote:
But, again, shouldn't everyone concentrate on the earliers levels since stars can't be easily hexed in? The clock level is one of the lasts... They aren't gonna finish the 120 star run. >_> Let's just hope the Japanese TASers do.
I don't really think now is the time for anyone to be seriously attempting to make a 120 star run. Not with so many new strats being discovered constantly. IMO the record breaking will slow down in a few months as different stars become maxed out for the current knowledge-base of techniques. Then a few months down the road (barring more insane discoveries) whoever is interested should worry about trying to compile a 120 star run. I hope the japanese manage to finish their run as well, but even if they do, lots of the stars will quickly be obsoleted, leaving the end result looking a bit lacklustred. It would be a shame for the people in this forum to suffer a similar fate.
Experienced player (534)
Joined: 1/12/2007
Posts: 682
IMO the record breaking will slow down in a few months as different stars become maxed out for the current knowledge-base of techniques. XD We've been saying this since 2008. It's time for people to stop caring so much and just make the damn run.
Kaylee
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SL is right about how we probably won't make a run, it will probably be around 30+ japanese TASers. They are 12 stars in last time I checked.
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Swordless Link wrote:
IMO the record breaking will slow down in a few months as different stars become maxed out for the current knowledge-base of techniques. XD We've been saying this since 2008. It's time for people to stop caring so much and just make the damn run.
hah true ;)
Joined: 3/17/2009
Posts: 496
Swordless Link wrote:
IMO the record breaking will slow down in a few months as different stars become maxed out for the current knowledge-base of techniques. XD We've been saying this since 2008. It's time for people to stop caring so much and just make the damn run.
This is the best post you have ever made :D it might be the best post anyone has ever made
Player (80)
Joined: 7/7/2008
Posts: 873
Location: Utah
Here's what I think: STOP MAKING SO MANY SMALL IMPROVEMENTS!! As Swordless Link said, just improve the stupid run already and END IT! Edit: Sorry, I was caught in the moment. :P
Joined: 4/18/2010
Posts: 103
Captain Forehead wrote:
Here's what I think: STOP MAKING SO MANY SMALL IMPROVEMENTS!! As Swordless Link said, just improve the stupid run already and END IT! Edit: Sorry, I was caught in the moment. :P
.facepam
Joined: 7/16/2010
Posts: 7
I truly agree. The 120-star run will NEVER be finished if we keep waiting for every single star to be improved and maxed. Stars like the DDD-stars haven't barely been TASed since Rikku's 120-star, and probably there are big improvements just there. JRB is found over 1 minute faster than Rikku's TAS if you have the Metal Cap, and that estimate is pretty old now. So, to all the TASers involved in the 120-star TAS: Please, just start making it, the Japanese TASers are probably working on it. The Japanese team is also a big team, meaning this TAS will be created pretty frequent if you start from two different parts of the run. For new improvements: Remake in the new big timesavers 5+ sec / of course hex in the ones that CAN be hexed in, and the small ones counting 1 frame-1 sec, just let it be. Just my opinion.
ALAKTORN
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Joined: 10/19/2009
Posts: 2527
Location: Italy
is there a TAS that gets Footrace with Koopa the Quick as fast as possible, but with the game considering it legit? (ie getting the star, ie no 0"00 glitch) I know CSammerZ got 10"4 playing it as legit as possible, but could BLJs, Koopa skip and the cap save more time while still getting the star? I thought of this after watching mickey's freerun http://www.youtube.com/watch?v=I17W4otzY9o it looks like he could've gotten a great time if he tried
Mitjitsu
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Relax people I'm sure we'll see the 120 star run by 2015.