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nymx
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This appears to be a really good effort. I think RetroEdit brings up a good point; however, the "baddies" are too spread apart to be able to make use of pounding the burger parts down further. On some levels, you are already walking the direction that will do so anyway, so it doesn't look to be an oversight. Waiting for them or grouping the up for a full stack to be pushed down, could take a lot more time than necessary. I also see that you manipulate the AI correctly. My favorite version to play, growing up, was on the Colecovision. I see the same similar techniques used to do so. Although I think I remember that the speed wasn't the only thing affect...I believe the way the AI responded was different. As for using the hardest level, I plan on looking at the code to see if the level increases afterward. Hopefully I can do that soon. In the mean-time...Great job.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Hey Samsara. I actually was able to give this a small amount of time. Figured to get it out before I head to bed.
Samsara wrote:
This is noticeably suboptimal in a lot of places, and I've only watched the first stage.
  • The rerecord count is ridiculously low for a game like this. Piece order can be manipulated before each stage, but not in the middle of a stage, so a TAS would want to at least make sure that the piece order is suitable for a fast stage completion.
This part I completely agree with. As for piece manipulation, its unfortunate...but I think a plan would mitigate the lack of manipulation of drops for a faster run.
Samsara wrote:
[*] Speaking of fast stage completions, this is a Puyo Puyo style game (not exactly the same, but similar enough), and yet combos aren't being used or even set up in this TAS. The game has them and accounts for them. Not only is it far more impressive to set up a massive chain in advance, but it should also be much, much faster than just going for 3-in-a-row clears over and over.
This is probably the biggest concern as well; however, there are some things that I have noticed that might keep combinations from happening so quickly. (Of course, this would probably take a number of days for me to prove, by experimenting myself on the inputs) 1. Is the TAS trying to avoid getting "bombed" by the opponent? If that is the case, then clearing 3 at a time seems to be somewhat appropriate, yet still I believe some work can help to get around this. 2. If #1 is not the case, then another speed technique would be to build up a center platform (Like the Tetris TASes do) and perform the clearing near the top of the screen. 3. My first thought that this game is a combination of Kirby's Avalanche and Tetris Attack. :)
Samsara wrote:
[*] The input looks noticeably sloppy. Autofire looks like it's being used in places just to turn pieces, leading to situations where you use 5 B presses to turn a piece twice. At the beginning of the first stage, you turn and position pieces before you start fast dropping them, which loses time, and it looks like the only reason you stopped doing that is because you started holding Down for the entirety of the rest of the stage. It looks like you just did the entire run in "real time", but at a low speed, as opposed to using frame advance or TAStudio. The menuing at the beginning is optimal at least, but the random Start presses while waiting for "PRESS START!" to appear tell me that you didn't bother trying to correct them. It's only a minor nitpick, but it still leans into the sloppiness of the input. Nearly all of your text clearing input is overshot. The last actual input of the run happens at frame 142940, but the A button continues to be held for 5 more seconds after that, not to mention the almost 2 full minutes of blank frames at the very end.
I share the same appraisal on the menuing...couldn't find a spot that made it faster. The random "Start" presses confuses me as well. As for multiple B presses, I didn't really observe that. A and B seem to be used appropriately to rotate a piece into place. If B or A were over used, where time it takes to place the piece wasn't inhibited...then I see no problem.
Samsara wrote:
[*] This was done on the default difficulty (Monkey). Hardest difficulty should be used for a TAS like this, as it's much more impressive to see the domination of a difficult CPU opponent as opposed to an easy one. The faster drop speed on higher difficulties may even make the run shorter, since attack pieces don't drop in until a normal piece lands.
Right on! Always use Hardest level. It shows off the game with more dazzle.
Samsara wrote:
[*] On that note, the most directly comparable RTA run I could find (there's a much faster one on speedrun.com but it's on a different version of the game (Arcade), and appears to be on a different mode altogether)
I compared the TAS with this run and a unique situation occurs for the runner, as he states "I'll take that!". What happened was the run of luck of the way pieces fell on the opponent to the point where the CPU's drop couldn't advance. There was plenty of room, probably about 1/4 of the screen left. Even those this is not controllable by the player, it certainly can be done with the TAS on every round. To sum up, going for optimization in this game seems to be a little odd...depending on what needs to occur to wipe out the opponent. The biggest issue that I see is a lack of executing a plan, which the current plan is just taking on the computer by thinking one move ahead, rather than accounting for situations to avoid opponent obstacles, setting up for combinations, and trying to push the opponent off the screen early by noting the CPU's position and circumstance. On the first round here...the strategy used push the CPU to the very last space possible, which takes a longer time...especially for the cut scene of removing all the drops. I can only see that massive amounts of time can be cut from this...yet I see that the task to perform this would take months and months to accomplish, maybe even a year, of hard hard work.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Samsara wrote:
nymx wrote:
Samsara has outline a number of items that are clear red flags for optimization problems.
Would you mind taking a look at the movie yourself and verifying them? I saw you in the chat for the RTA run I linked, so I'm assuming you know enough about the game and speedrunning it to be able to confidently confirm/deny my suspicions.
Sure. I'll try and have a response by tomorrow.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Baddap1 wrote:
This is explained on the submission as ''Door Skip Glitch'', basically that's a manipulation for the enemy to take his shoot as soon as possible to do the Glitch.
Ok...great. Now I have the association to the glitch that is being discussed. I wasn't sure what it was related to. Thanks.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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166 frame improvement. Very nice. Seems like this is very well done, but at 2:15, you wander around a small bit. On the previous submission, this does not occur. Can you give an explanation on why this was done?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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LucianoTheWindowsFan wrote:
LucianoTheWindowsFan wrote:
CasualPokePlayer wrote:
From movie rules:
Must be clearly definable as a game, which has achievable goals
Should of waited til 4/1.
Oh no, it is gonna be rejected, I'm gonna do a TAS of Hebereke's Popoitto.
Alright, So instead, I did a TAS of Hebereke's Popoon.
Are you telling me that you started this TAS on the 23rd (yesterday)? Its been my experience, that TASes made so quickly will never get published. Samsara has outline a number of items that are clear red flags for optimization problems.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Rejected...you forgot to plug in the player 2 receiver for the super scope.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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XTREMAL93 wrote:
ThunderAxe31 wrote:
Wouldn't be faster to use the Zapper?
I tried it in start and with Zapper game uses more frames for "Fire" than B button so I decided to use regular controller. Also these screen flashings from Zapper is annoying. Let it be "non-Zapper" category
This is interesting. I suppose its use introduces lag? Or just the routine of the zapper processing the spot emitted by the TV is a bit more heavy?
GJTASer2018 wrote:
The Speedrun.com leaderboards for this game also have the regular controller as faster than Zapper, so the regular controller should be the preferred input method.
I'm a little confused by your statement. The only two runs on speedrun.com show both to be using the "Zapper". It seems that you are stating that the preferred controller to use for this TAS would be to use the "D-Pad"? If so, I agree, otherwise I disagree with the use of the zapper, according to XTREMAL93's investigation. As with any TASes...the requirement should be to use the fastest method. ...and finally for XTREMAL93: My first thought..."This is purely an auto scroller". After comparing this to the speedruns for this game, I see now that the only time saved is at the end of each round, or a mid-way point that holds up the game for each so-called mission, mini-boss, or final boss. Honestly, I see that most of this game is trivial...in the sense that TASing this is easy to predict the emergence of enemies. It almost seems like the patterns are scripted. The only question I have is....Are these emerging enemies a result of RNG? The re-record count seems to suggest so, but that still doesn't completely prove it. Aside from all the above, this TAS does exhibit parts that are done extremely fast over the human runs. The difference between the RTA WR and this TAS is roughly 6 minutes. Yes vote for separating the two so clearly.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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tormented wrote:
Yep, there's no randomness in this game at all. All you have to do to proceed is collect enough items, which are always in the same place. Thrilling stuff. You're right, there isn't much in this TAS that I would say is worlds apart from what the best real-time run is. In my defense, though, this isn't a hard game to optimize; 50% of the run is just walking around the map, you always have enough health to take tons of damage from enemies, and Dash himself is so stiff that you have a lot of wiggle room to control him (just look at how long he takes to start moving after a jump, or climb a ladder). If you're able to memorize what to do, there's no reason you shouldn't be able to recreate a good chunk of this run on an actual NES, though obviously stuff like pressing the select button to deplete oxygen on the first frame every time is impossible. I should also mention that KHANanaphone, the guy who holds the real-time record for this game, has been doing speedruns of it for years and years, so he has it down to a science at this point. This is in sharp contrast to the TAS, which only has one publication. So it's one of those games where the real-time community is significantly ahead of TASVideos. Makes sense though. It sucks.
That's good enough for me. As usually, I have a different way of voting than most people on this site. Yes vote for improved cuts over current publication.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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A side-by-side comparison with the WR speedrun shows very little difference. It appears to be approximately 8 seconds faster, although it is hard to tell. In your text, you mention a few time saving techniques that help out, but they are shared with the human run. The only difference I see is the ability to execute the techniques on queue. Somethings I would ask... RNG doesn't seem to be a factor in this game. Can you elaborate? From the re-record count, it appears that this was only an optimized version that a human could possible achieve. What kind of experimentation did you perform to see if any more cuts could be made beyond RTA abilities?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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First off...great job on cutting so many frames off of the previous rejected submission. After I reviewed your encode and read the submission, it answered all the questions I had. My first thought was..."Why are you not trying for In-The-Park home runs, or even straight up home runs". It makes sense now that you have to wait on the CPU to decide what and when it will perform its pitch. As for the work of manipulating RNG...very good job. I think with some of my current TASing, it seems that I can clearly see why so much work had to be done in order to get every pitch done with as little waste as possible. A point that needs to be made on the previously rejected submission...you correctly started the game as the home team in order to pitch first...which saves you the time of having to play the bottom of the 9th. Now that you have the optimization up to snuff, the vault rules allow for this game to be accepted...since it doesn't have a time limit like other sports. Yes vote for getting it right.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
Post subject: Re: Improvements Finished!
nymx
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Lobsterzelda wrote:
I agree with this statement for the most part. However, there is one caveat: this movie doesn't aim to hold the moons rating of its predecessor. Rather, it aims to hold the stars rating of its predecessor! :)
Oops. I read the branches wrong then. I wanted to say Stars, because it was so good. Now I see why it was. Again, very good effort on furthering this! :)
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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It took me a few days to go through your submission, and cross examining with previous submissions. To start off, the 3 different encodes were of great help in analyzing this submission. For me the best one was the "Level By Level" comparison. This gave me my favorite way of seeing the cuts. Your attention to detail is amazing and explains very well the approach to the cuts that you have made. For this level optimization, I can see any other way around having explained all the time saves. It was a very good read. I find it interesting how many games response so well to L+R...although so many different results. For instance, Super Metroid uses it to "Wallcheck" without loosing forward momentum, Zelda 2 uses it to increase horizontal speed, and finally here to increase vertical lift. However so slightly the increase, it made the difference in changing the scene enough to make for small to large cuts. I also see, were applicable, that the level of entertainment was increased. One place where I smiled, was our two heroes playing "Leap Frog" on Karnath's Lair. Well done. Certainly holds its "Moons" rating. Your work shows, especially in the re-record count. By this point, you have certainly experienced this game at a frame by frame level enough to not having experiment so much, as you did with your warpless submission. The experiences has produced a well made TAS. Yes vote.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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nymx wrote:
The part that I have concern over, is something that I haven't heard from anybody else, not even in the submission text. At 4:17, the TASer slows down to jump multiple times against a platform. This will need explanation...otherwise, I would immediately recognize this to be unoptimal. This is possibly a trick for RNG manipulation, but as I have discovered in so many different games and situations, there has to be a way to minimize this. This is explained in the submission text as ''Wrong Warp Glitch to Area 5''
Thanks. That was the only part that I couldn't relate in your movie to the text.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Memory wrote:
If it doesn't count as completing the game it's not acceptable, so I'm really not sure what he's saying here.
I've been thinking a lot about this situation and it is very tough. One thought that I had on the situation is the keys are there for a reason, to get through the game. If you don't have them all, then it terminates early. Just because you didn't loose all your lives and HP, doesn't mean the game was completed successfully. So I would ask, what was the intention behind the coder of this hack? Gaming progression can come through many different challenges presented throughout a run. Perhaps this was one elements that must be achieved in order to continue on? I am drawing a blank on other games that may have similar situations. I'm am leaning now on the side that most SMB games always saves the princess. This run doesn't do so....maybe it should follow suit in the same manner. After all, when we think of Mario...he always gets the girl at the end of the run. Isn't that what we expect?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Arc, once again a fine piece of work. You have an affinity for taking the hardest of tricks and using them to get maximum gains. From my observations, you didn't miss a beat. The provided run from duckfist certainly demonstrates the power of this TAS. The balance of Health and Damage Boosting was well planned, and where HP remained, it was probably not feasible to do so. I can't see any place where you can squeeze out any more frames from that technique. This is the most abused and useful trick, which completely separates machine and man. The usage of items and obtaining them is a fact that I will have to yield to your research...since I'm not as familiar. What looks to be an oversight, which some pointed out in the threads, was certainly thought out and well executed. As you have stated, it seems that the manipulation of RNG and other factors was among the hardest to achieve optimal times. Additionally, I only see that careful consideration was the recipe for success. Well done! The feedback on this thread also follows suit. The overwhelming "Yes" votes support this. The constant movement and progression keeps the viewer engaged. I can only see that this movie will obtain "Moons" rating. Great job again, and yes vote!
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
nymx
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Memory wrote:
nymx wrote:
The part that I have concern over, is something that I haven't heard from anybody else, not even in the submission text. At 4:17, the TASer slows down to jump multiple times against a platform. This will need explanation...otherwise, I would immediately recognize this to be unoptimal. This is possibly a trick for RNG manipulation, but as I have discovered in so many different games and situations, there has to be a way to minimize this.
This is to manipulate Mario's position in order to perform the wrong warp, I believe.
Ok...that's good with me then. I figured that so much good work had been performed, it wouldn't be just a random oversight.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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This is an interesting category. On one side, it satisfies the condition of "Beating The Game", which is made clear by the ending, yet some parts of the game is cut. HappyLee states that it should be an any% category, based off of the stated goal of "Bad Ending", which I agree with. One posting stated that this was an improvement over the existing publication, which I do not agree. For one, it does not collect all the keys, which "True Ending" does. This can show significant time differences between the two for routing and various other strats, thus...the current publication and this submission have two different completion goals. The true ending is met by http://tasvideos.org/1336M.html. I am also in agreement that this movie cheats us from seeing the game in its entirety, but I don't hold to that judgement to dismiss this as another category. On the note of excessive jumping, I do not have a problem with it as I see it only demonstrates how crazy the player can move about. Among all the posts, their seems to be division on the chosen "play around"; however, I'm not sure why Baddap1's effort is being singled out for criticism over the run of HappyLee...where I see existing play around, which is nice. Optimization for most of the game seems to mimic the skill demonstrated by HappyLee's publication. The parts where slowness does occur, seem to be unavoidable because of the circumstances...mostly water levels. The part that I have concern over, is something that I haven't heard from anybody else, not even in the submission text. At 4:17, the TASer slows down to jump multiple times against a platform. This will need explanation...otherwise, I would immediately recognize this to be unoptimal. This is possibly a trick for RNG manipulation, but as I have discovered in so many different games and situations, there has to be a way to minimize this.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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klmz and aiqiyou, great job on this run. I decided to analyze your submission, side-by-side with the most recent WR (7/12/2020)...which seems to have been prompted by your submission. :) Link to video At first glance, the TAS looks trivial. As it progressed, that point became mute. By the 7th puzzle, the strength of this TAS started to show. Even though the goal for each puzzle appears to be the same, in regards to human runs, the way of solving each starts to divert by the 7th puzzle. The biggest point that I can surmise about the quality of this run, is the fact that the delay in switching robots is eliminated over human capabilities. Furthermore, the use of these 3 mentioned glitches also impresses me, where time is recovered by exploiting the "free movement" supplied by one of these tricks. For instance, the "Push-in-Place" is a fascinating trick for the prevention of backtracking. For humans, I'm not so sure how viable glitches like "Stomp" glitch is for humans, but it seems to be more of a headache to plan or think about using them..in terms of RTA. This is where considerable differences are demonstrated over human capabilities and allows this TAS to "stand out". Even though there are many different types of movements to exploit for optimization, I believe that this run is vault material...since over the past 6 days, little interest has been shown in the threads and voting also supports this. Yet! It is certainly is a dazzling puzzle game...which is a love of mine. Yes vote.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Wow, great discovery. Its amazing how techniques like this can remain hidden. Since your last submission of this game, I've become a fan of how detailed your work has been. Very sizable cut, and great job. Yes vote.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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OmnipotentEntity wrote:
However, there is an unusall high interest with so many Yes votes.
There are 11 No votes and 0 Yes votes. What are you talking about?
I think I just had a dyslexia moment. Oops. Or either I can see as well I used too. LOL
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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dave_dfwm wrote:
Doesn't start from reset. Doesn't play full game. Uses hacked game. I'm pretty sure all of those things are generally against the stated rules of the site. I'm not even sure if 100% coin could be a good goal in a regular playthrough since coins reappear in each level reentry.
Interesting, I'm glad to see others agree with what I'm about to say. As others are stating, this movie doesn't complete the game...which is a requirement of TASVideos.org rules. Please see http://tasvideos.org/MovieRules.html (Sections under "Rules for movies")
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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sveniroth wrote:
To be honest, I just made these for fun, and to bring the game to people's attention. And because, to my knowledge, no one else has made a TAS for it. I learned a lot from making them, but I wasn't going for perfection. If they aren't good enough to be hosted here, so be it.
I wouldn't be hard on yourself. This is generally your first experience with the community. I would like to point out that the community could find this game of high interest; however, the members will want to see things done as fast as possible. Please take note of one thing though...there is a great satisfaction from digging deep into a game's mechanics. When you find hard earned frames...you will enjoy it a lot more. There is nothing more grand than putting a lot of effort into finding these small cuts being pointed out.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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sveniroth wrote:
- You can start the game faster than you did with your waiting (this has been mentioned already, it's worth re-mentioning however).
I understand that this is your first submission and there are things you wish to emphasize. Your favorite parts of the game can always be researched by viewers, if they want to know more. This situation has shown up before where non-gaming parts have not been optimized. A TAS is a timed event from the moment the game is powered up for a console. The long menu waiting only subtracts from your timing. I must say that SpikeStuff's efforts to resync, after removing the long wait, indicates that RNG and other factors prevent you from turning around a revision quickly. If you think it is a timely possibility, I would set your submission to "Delayed" and try to correct this.
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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Menuing??? Do I see a problem already? Why is there so much time spent waiting to press "Start"?
I recently discovered that if you haven't reached a level of frustration with TASing any game, then you haven't done your due diligence. ---- SOYZA: Are you playing a game? NYMX: I'm not playing a game, I'm TASing. SOYZA: Oh...so its not a game...Its for real? ---- Anybody got a Quantum computer I can borrow for 20 minutes? Nevermind...eien's 64 core machine will do. :) ---- BOTing will be the end of all games. --NYMX
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