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Well crafted run of this fun quirky game
Love the building collapse level. The game attempts to put pressure on the player, but it becomes a smooth dash straight to the end :)
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Thought this is worth sharing:
btw AI showing unexpected (but goal-aligned) behavior is fairly common. But this video makes it easy to see how this'd work for games and TAS.
Link to video
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Ideally the emulator would allow to choose a boot-time for the console and every frame that time advances like it would on a real console.
For Dolphin, recently I requested the configuration of boot-time: https://bugs.dolphin-emu.org/issues/9269#change-728406
Next step is to make that time part of the TAS replay file, but I did not request this (yet) :X
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Great that the glitch was discovered and is being explored
Personally I guess I'll prefer the non-glitch runs. This game has a kind of simplicity/purity in it while still allowing for amazing speedrun & TAS feats :D
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Great segment :) The hover & entry was a nice surprise. I don't know this game, it looked like you were supposed to walk on there and then poof you go through it.
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Both are great to watch. I also really like to read detailed descriptions. It helps me as a viewer better see what is going on and why. Also it will be really useful if you ever submit the run :)
At Facility it was a nice touch to start the diversion-sequence and then go get the other objective.
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First, I should say that when you say 'levitate' I expected something more spectacular: allowing you to remain at the same altitude or even increase it.
That aside, this looks like an awesome find that will have many uses :)
Some ideas for investigation:
Are both A and B needed for this to occur? Perhaps only A or B is needed...
Or did you try alternating A and B? (Rather than setting A and B to turbo at the same time)
Or perhaps holding A and turboing B or vice versa
Did you try wat happens when setting turbo to other (combinations of) buttons as well? :)
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Oh that's really unfortunate :(
I think this is another run that could/would greatly benefit (and in this case be saved) from lua scripting :X
Anyway thanks for sharing the WIP... and I hope you find motivation again anyway :)
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Amaraticando wrote:
The lines are tangent and the angle is not given, as it is determined by R and h. The "towers" are perpendicular to the "ground".
I'm not sure if I'm interpreting this correctly... I have the impression that if the two 'towers' are the same height (h) and the lines are tangent to the circle then a=b=0
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Aha, so I guess the one-shot options are out of the window :D
In my opinion Mario Party is the kind of game would benefit from a TAS that's more focused on entertainment than speed, because the story mode will never feel fast anyway. For example creative ways to take coins/lives such as the one without doing mini-games. Or another example would be by manipulating mini-games that are completely broken in a TAS context. I'm not familiar enough with the game to come up with more unfortunately :)
Either way good luck and keep going
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Nice to see your WIP. I hope you manage to do a 1-game board :D
For entertainment (probably not speed) I think it would be nice to see a board completed without even any games played
It seems there are some items that could result in an 'instant' win:
Paratroopa:
Function: Takes a random amount (1, 3, 5, 10, 15, 20, or 25) coins from each of
your opponents.
Bullet Bill:
Function: Lets you ride a bullet bill, making whoever you pass lose 30 coins.
Cost: 10 coins
http://www.gamefaqs.com/gamecube/914970-mario-party-5/faqs/44952
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Amazing to watch :) Well done!
I look forward to more
I noticed a brief waiting period at the exit of the lock-down room. Is it possible / did you try any strats involving mines to kill the spawns earlier?
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Ah nice. Now the next step is to explore the whole game with it :D
Some extra life and nuts could be useful as well, good to know these differences between jap and usa versions :)
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Wow nice skip. Would hurt if the TAS would be partially obsoleted by it... but still it's nice to have an added glitch
Weegeechan wrote:
Wow, good work Iso and 8bit! Now, is there a reason this is PAL only? Or is it only because it was tested on a PAL ROM so far?
I imagine it's because PAL runs at a different FPS and thus the player travels different distances between frames and therefore also has different clipping behavior
Just a guess however
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Archanfel wrote:
However ceiling here is too high and with only one bird it impossible to set up conditions for zip.
That's why I had in mind to hop from the black block on the bird into the zip
For testing... since Skarsnik already found the positions of enemies I'm sure we can also control/lock them with a LUA script for testing :)
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Hi Skarsnik,
One major downside to your category is that the viewer has no way to know whether you actually collected all the nuts... who's to say that you didn't miss any?
Edit: In fact... how do you even know that you didn't miss any secret area that contains nuts :)
Another concern: is it possible to reach all of them? I can imagine that going into secret area X results in secret area Y from being unreachable.
Then for the movie:
When you are at horizontal platforms that move in the same direction that you want to do you should walk on them as long as you can because your default walking speed is added to the platform's speed. In level 3 there are some missed opportunities for this.
Of course it also means you should stay off platforms that move against your direction :)
In this spot the movement looks odd. Isn't there a faster way that starts by grabbing nuts on the right and jumps on the enemy after that? Alternatively, it seems that you could have jumped asap after collecting them and landing. Then at least the left-ward acceleration would have been faster I think.
In this spot.. in my TAS I didn't slow down and still got all the nuts. Could you use the same strategy?
When changing direction when you are running on a surface:
DaTeL237 wrote:
so far the fastest way to change direction i found was to hold down (duck/crouch) on the ground until speed==0, then jumping and accelerating in air
I see some places where this could have been used.
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Archanfel wrote:
SNES version require serious update. If also add cutscenes skips & several other known improvements it already would be about roughly ~1 minute ahead of published run.
We definitely need do v2 TAS for SNES this year.
:) I don't expect to be doing one so feel free to take the existing one and improve it :)
I did have a quick look for more zips that turned out not so quick :P
Idea for W2L2:
I'm not sure with the exact mechanics yet so not sure if it will be possible... it's kind of tricky to set up as well but I suppose that adds value to the TAS :D Once you're inside the walls just jump a few times to reach the final
W2L3:
I'm afraid it won't save any time however because you'd still need to climb up for the key.. which I think is slower on the right-hand part of the level
edit: Unless you can remain inside the wall (while zipping back and forth) while also jumping your way up... haven't tried
Skarsnik wrote:
Green box are nuts. You can see blank line going to every nuts left in the level.
Yes, when you turn around the hitbox turn too.
I don't know how zip work, but do you think it's possible to get out the crowded area that lead to the bonus stage in 2-1? I have to take 3 nuts here and do the useless bonus stage x)
Aha nice. Also good idea to have the lines. See previous post about the 3 nuts :)
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I could see a mixture of high level and low level techniques being very useful... but it's a problem that mostly the high-level ones will be game-specific because it means there won't be a generally useful platform to do so
For example, recently I did a test TAS of
Star Wars Rogue Squadron II: Rogue Leader and found myself doing 2 tasks very repetitively:
1) Find the best steering to point the player towards a target
2) Find the right angles & moments to fire at a moving target
This that are repetitive and tedious are good candidates to automate... if I didn't have to do it (but an algorithm did) then I could spend my effort on choosing the best order in which to do the steps