Watch on nicovideo: Part 1 Part 2 Part 3 Part 4 Part 5 Part 6
My first TAS.

Outline

  • Two player
death to save time. Mystical Ninja floating Goemon.
  • Movement speed
□Stage
 Yae=Sasuke>Ebisumaru=Goemon
□Town
 Everybody same. Used 64Controller's Neutral Position.
□In Water.
 Yae>Sasuke
  • Height of a jump
□Normal
 Goemon=Ebisu=Sasuke=Yae
□Highest
 Ebisu's hip attack>Goemon air jump>Yae7FJump>Sasuke6FJump
  • A Star block and a bomb block is passed through.
It jumps in this side.
  • A piggyback ride(Onbu)
It can unite with a character with quick movement. 
And... The attack range is wide!
  • A piggyback ride's bug
The put direction dies. 
It cuts simultaneously with it. 
It falls. 
  • Skips Entry pass movie.
The pause menu's bug.
  • Entry pass
30 pieces required.
  • 64Controller's Neutral Position
The function of a controller is used and movement of a town is made quick.
Moreover,water surface movement and vehicle can also be made quick.
And the driving distance of a "roll stick" is extended. 
  • jumpping up(↑) attack.
A player cannot stop but it can movement. 
  • Weapon Lv2
Movement speed falls. It stops. 
  • Pause menu Shortcut
Skip Event.
  • Captured Suprise Pack
death to save time
  • Impact Battle
□∞ Repeated punch
 Impact and Miss Impact....
 No.
 Catch of a wife and a husband.
□Start menu bug
 If a start button is pushed immediately after a start...
 It can carry out a pre-emptive strike.
It saves on the way...by match6974

Game Objectives

  • Emulator: mupen64 0.5 re-recording v8
  • Takes damage to save time
  • Uses death to save time
  • Genre: platform

Nahoc: I submitted this movie for MATCH6974 (with his permission) since he didn't know how to do it. He will try to edit the submission and add more to it soon.
Nahoc: Added YT module.
Nahoc: Judging underway...
Nahoc: Accepting for the Alternative tier.
feos: Processing...


TASVideoAgent
They/Them
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This topic is for the purpose of discussing #3764: MATCH6974's N64 Goemon's Great Adventure in 1:15:41.28
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
I'm voting YES. Even if this is a testrun, I think it's well-optimized and fast-paced. Also, I always love to see more N64 games being published on the site. This one is entertaining enough to me to be published. Good job!
Experienced player (774)
Joined: 7/14/2007
Posts: 66
Location: Japan
Wow, nice to see this submission. This game have so beautiful music, and the TAS is much entertaining. Voting yes easily.
Player (127)
Joined: 3/23/2012
Posts: 296
Location: In X position=50 y position=20
I was impressed
Jungon wrote:
if I was to have a Tool-Assisted real life ... I'd.. I could abuse death, just to see if it saves time ..
Joined: 4/6/2012
Posts: 44
Location: Lawn, PA
When I look at any submission an hour or more in length, I want to make sure I look at it thoroughly from a judgement standpoint. Length vs. Entertainment This submission is nearly an hour and a half long. However, as Goemon games often seem to do for me (and others I know), it has that mesmerizing factor that keeps your attention in and of itself. However, one needs to look past mere mesmerizing-ness and look into how entertaining the input is. As it turns out, this video has good entertainment merit. I'll explain this below, but all in all, it held my attention the entire way through. Story/Objective Knowledge * Plot Point Knowledge. The author clearly knows what needs done to trigger plot events, and goes straight to who he needs to talk to. This is done in the fastest manner possible to minimize non-action time, which is how it should be. * Shopping. The author seldom ever buys anything; shopping in a game like this is rarely necessary in a TAS, so this is not a surprise. Again, how it should be. Usage of 2 Players * Unique Input. I always look for unique input between multiple players rather than just a run where both characters are using the same exact input, perhaps on a slight delay, 85% of the time (same positioning/movement, same actions). The author demonstrates many occurrences of unique input throughout the run, even when the characters' X positions are overlapping (they jump at different times, or alternate slashing, or have other forms of unique input). The piggyback rides are always interesting too; they never seems to get old. XD * Character Choice. The author chooses Sasuke and Yae as soon as they become available for a reason; their movement speed is good (and Yae does especially well underwater). I happen to be a fan of both those characters in particular too. But still, the technical merit for which they are often used shows knowledge of how the game works. * Deaths. When playing as 2 characters, getting rid of one of them is done smoothly without making it obvious that their death was necessarily intended (by this, I mean it looks like one character simply didn't make the jump properly or what-not, as would naturally happen in a real 2-player game from time to time). Also, mid-stage deaths in order to warp one character or the other to a farther point in the stage is a genius time-saver. The author appropriately abuses this as possible, demonstrating knowledge of good places to do it. Usage of 1 Player * Deaths. When playing as 1 character, necessary deaths are done at the soonest possible convenience by entering a stage with 1 HP left and taking a hit from the nearest enemy. Despite being obvious, there's really no other way to do this, and it's done cleanly. Impact Battles There was zero variety in these battles. Although they appear to be done as fast as possible, as generally expected of a TAS (and as I know the TAS of "Mystical Ninja Starring Goemon" did), I still would appreciate a bit more variety in these battles than just "position them right and use the special hyper punch move over and over." This is the only aspect of the TAS I'd really appreciate more effort put into entertainment for, despite the fact that it would lose some time, since it's utterly boring to watch the author use the same exact move over and over until the boss dies. Usage of Game Overs This run triggers multiple Game Overs to reset character life stock. I understand that this saves time in the long run, and as these are all triggered by the aforementioned beginning-of-stage one-player deaths on the last life, it is done efficiently, and gets back to play as soon as possible. Also, the male hula-dancers are always hilarious to see. Overall Entertainment Value This run was entertaining to me. I enjoyed watching everything get systematically killed in some stages (sometimes by alternating slashes from both players), and playing leapfrog over certain enemies in others to give some variety to how things were handled. He also doesn't just stand there at stage ends; he entertains during the completion fanfares as well. Boss downtime is also dealt with via entertainment-based input. This author clearly demonstrates a desire to entertain the viewers, and in my opinion, does so. Overall Technical Value The run seems optimized; it utilizes two players as possible, uses death-warps, demonstrates clear knowledge of what needs done, and clears the game as quickly as possible overall. Verdicts * I chose to vote Yes on entertainment. I enjoyed watching this run. * This run, in my opinion, qualifies for Moon tier publication due to overall entertainment value. Other Stuff * 2 Players * Takes damage to save time * Uses death to save time (a lot) * Sasuke and Yae leave Goemon and Ebisu in the dust (as it should be) * Gets hula dancers as a Game Over treat multiple times * Farts on the final boss
1/60 of a second is important; every frame matters.
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For some reason, this is what's called at the end of the movie instead of proceeding to the ending. Looks like Pause. How to fix that? EDIT: Wow, the input I see after the movie is >43^5 SABLR C^v<> D^v. Where the hell does it come from? EDIT 2: The frame 272476 already has no input, but the movie still lasts. Weird.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Emulator Coder, Skilled player (1129)
Joined: 5/1/2010
Posts: 1217
feos wrote:
For some reason, this is what's called at the end of the movie instead of proceeding to the ending. Looks like Pause. How to fix that?
A well-known Mupen64 bug. Basically, on end of movie, all buttons get pressed. The fix is to increment the VI count and input sample count in movie header and append some zeroes to the input data. See the M64 format docs for more details.
Editor, Experienced player (860)
Joined: 8/12/2008
Posts: 845
Location: Québec, Canada
Just extend the input file to go well beyond the ending credits or make the garbage input end in a cutscene or something where it doesn't affect it.
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Captured again from the first non-movie frame that still leads to ending. Running x264 already. There IS blinking in this game, but it looks like a 15 Hz one, so I'm just reducing to 30 for HD and all the blinking is still there.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2336] N64 Goemon's Great Adventure "2 players" by MATCH6974 in 1:15:41.28