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Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
AngerFist wrote:
Absolutely smashing performance! My opinion about the circling around at the start in the second race: I would much rather prefer you guys completing a race like you did in the third race, that was beautiful! Edit: I think this run will easily get a star :) Oh and, I bet if you guys keep up this pace, it'll be done very soon.
The third race still looks the best because of the huge jumps around, the possibility of falling off the edge, and because Bowser wins the rivalry by nearly pushing Mario off the edge. (if only he did.) fear not about the driving in circles; few courses will be done this way, and they are not very exciting ones. I hope we can keep up this pace. MC1 took a few days, but this and DP1 took 1 respectively. It's time for Bowser to take flight in his own castle course!
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Former player
Joined: 3/23/2006
Posts: 211
comicalflop wrote:
Bowser wins the rivalry by nearly pushing Mario off the edge.
I actually rammed him into a wall... if that damn wall hadn't been there...
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Player (206)
Joined: 2/18/2005
Posts: 1451
Huffers wrote:
Ghost valley is done here is WIP number 3 ghost valley time = 38.31 seconds (non-TAS world record = 48.42)
Damn, even as a experienced SMK player this was the most impressive GV1 race I have ever seen so far. Simply breath-taking!! Keep it on guys, this will be one of the best racing TASes on this site for sure!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Joined: 4/23/2004
Posts: 150
Looks very good. I'm wondering about the last lap in GV1 though. If you would be able to finish the 4th lap out of bounds, you won't need to turn back. I understand that the boost is tough to control. If it can't be done without boosting, I have an idea. Something you could try that won't give you as fast of a 4th lap but perhaps could save time in achieving a faster last lap: Instead of going for the boost in the 4th lap just to a normal shroom jump from that little bumper, and land directly on the last bumper, for two large jumps. You will be driving without a boost for the lap, and could perhaps finish it in such a way that you get a faster final lap. Just and idea. I don't know if/how it would work. Andreas
Former player
Joined: 3/23/2006
Posts: 211
A Runnelid wrote:
Looks very good. I'm wondering about the last lap in GV1 though. If you would be able to finish the 4th lap out of bounds, you won't need to turn back. I understand that the boost is tough to control. If it can't be done without boosting, I have an idea. Something you could try that won't give you as fast of a 4th lap but perhaps could save time in achieving a faster last lap: Instead of going for the boost in the 4th lap just to a normal shroom jump from that little bumper, and land directly on the last bumper, for two large jumps. You will be driving without a boost for the lap, and could perhaps finish it in such a way that you get a faster final lap. Just and idea. I don't know if/how it would work. Andreas
Hmm.. good point, but I think that would be amazingly tough to get just right, maybe impossible. Might be worth a try though... Edit: I don't think comicalflop has got very far with Bowser Castle (he was muttering something about "feather famine"), so I'll give this idea a try now Edit2: Well, I don't think I quite managed your trick, but I did find a new way to quickly slow myself to a stop - new time = 37.68
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Joined: 1/3/2006
Posts: 334
Desynced for me at the first level. You always get coins on the ?-Field instead of a mushroom. can anybody tell me why?
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
Phallosvogel wrote:
Desynced for me at the first level. You always get coins on the ?-Field instead of a mushroom. can anybody tell me why?
Make sure you have the correct Emulator and Rom version. I used SNES9X improvement 9, and the (u)[!] rom.
Player (206)
Joined: 2/18/2005
Posts: 1451
Use the Super Mario Kart (U) ROM with Snes9x improvement9 emulator to playback.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
HUffers managed to decrease his GV1 time even further; and got a pretty little feather in lap 1 for BC1, so that's where I'll pick up.
Homepage ☣ Retired
Joined: 1/3/2006
Posts: 334
Thanks works fine now :)
SXL
Joined: 2/7/2005
Posts: 571
fantastic coming-back, Huffers. nice to see that all that time spent to study the game wasn't for nothing. even if you don't consider that it beats the human world records (which I don't care), the speed achieved is still very impressive. the lakitu trick to skip laps made me want to watch less of it, and more of the speed racing, but I guess that's the price to pay to beat the times.
I never sleep, 'cause sleep is the cousin of death - NAS
Player (86)
Joined: 3/8/2005
Posts: 973
Location: Newfoundland, Canada
I have one little small question. Wouldn't it be possible to have laps the same time as the fastest one?
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
Not really. The first lap is obviously going to be the slowest, but the fact that the mushrooms/feathers are a bitch to manipulate because they appear at certain in-game times, the laps can't be the same. plus little differences in when/where we long boost, other karts, and other such things like being unable to replicate exactly each lap the same way give slightly different times. but not by a large margin.
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Skilled player (1410)
Joined: 5/31/2004
Posts: 1821
comicalflop wrote:
Not really. The first lap is obviously going to be the slowest, but the fact that the mushrooms/feathers are a bitch to manipulate because they appear at certain in-game times, the laps can't be the same. plus little differences in when/where we long boost, other karts, and other such things like being unable to replicate exactly each lap the same way give slightly different times. but not by a large margin.
You don't seem to name anything that applies to the second track (no items or boosts)... and still one of the laps is significantly faster than the others... how come?
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm not relle sure. you'd have to ask Huffers, he did that course. My guess is because of the jumping he did to gain acceleration and such. if you relle want I can take a close look at that course, but essentially from what I said before the kart physics are hard to control and it's generally impossible to make the kart do the exact same thing that it did before due to control. the speed is varying, and there's always bound to be slight differences in what happens when you get to the exact same spot. but that's just my guess. if it bothers you alot I can take a closer look.
Homepage ☣ Retired
Joined: 4/23/2004
Posts: 150
The reason one lap was so much faster for DP1 (the 2nd course) is that the back of the kart hit the wall as he was hopping around (much like in GV1, the third course), allowing for a tighter turning circle. This changes the approach/angle for the upcoming lap, and it is slower as a result. Andreas
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
A Runnelid wrote:
The reason one lap was so much faster for DP1 (the 2nd course) is that the back of the kart hit the wall as he was hopping around (much like in GV1, the third course), allowing for a tighter turning circle. This changes the approach/angle for the upcoming lap, and it is slower as a result.
Aha, yes that's the reason. Saves me from looking closely at it myself. Good eye.
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Former player
Joined: 3/23/2006
Posts: 211
My "luckbot" for Super Mario Kart is now working. It searches for items through all the clock-times, so we don't have to. This won't allow us to get mushrooms/feathers faster in game time, but it will be faster for us to find them - so we can spend more time on optimising the run.
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Joined: 1/15/2007
Posts: 22
chapeau to that huffers. i think i speak for the majority of us following this tas when i say we are eagerly awaiting the next wip.
Player (206)
Joined: 2/18/2005
Posts: 1451
Yeah, can't wait to see more updates of this awesomeness!
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Former player
Joined: 3/23/2006
Posts: 211
Well, I haven't heard from comicalflop today, so I had a go at doing Bowser Castle 1 myself. I'm not 100% happy with it though; the game sometimes let me long boost with the "boost-arrows" and sometimes didn't, so the lap times vary a lot. Still, it beats the non-tool-assisted record by a good 12.6 seconds. Here is WIP 4.
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Joined: 8/27/2006
Posts: 883
I don't know why, but snes9x freeze a lot when I watch the movie, it seems that the game just freeze and I seem to be the only one with this issues. And I have tried 2 different version and it does the same thing :S
Former player
Joined: 3/23/2006
Posts: 211
ZeXr0 wrote:
I don't know why, but snes9x freeze a lot when I watch the movie, it seems that the game just freeze and I seem to be the only one with this issues. And I have tried 2 different version and it does the same thing :S
which version of snes9x are you using? And you need the US (ntsc) rom. Btw, WIP 4b (a couple of frames faster)
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Joined: 8/27/2006
Posts: 883
Snes9X v1.43+ v9 for Windows. with Super Mario Kart (U)[!]
Former player
Joined: 3/23/2006
Posts: 211
ZeXr0 wrote:
Snes9X v1.43+ v9 for Windows. with Super Mario Kart (U)[!]
When you open the movie file in snes9x it should say the movie and ROM CRC's match, but other than that I have no idea.
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