sorry my bad english...
- Finished projects:
Super Demo World any% - SMW Hack
- Dropped projecs:
Super Demo World All Exits - SMW Hack
Super Mario World All Exits
Hmm, considering you are already that much ahead of me, I might consider to just trash my WIP or possibly restart. On another note, my interest in SMW is slowly lacking. Hope it doesn't go away (at least after the 96-Exit project).
Oh wow, already that many submissions? Pretty cool to watch.
Well I've got an idea, why don't we set the goal in this way:
* No using death
* No entering the same exit twice (or more than twice)
I think in this way we can avoid boring backtrack and leave some place for the Chuck-eating glitch whenever it can truly save time. Is there any problems with this goal?
Otherwise, I suggest that we should just completely avoid using Chuck-eating glitch because it kills entertainment.
Recent projects: SMB warpless TAS (2018), SMB warpless walkathon (2019), SMB something never done before (2019), Extra Mario Bros. (best ending) (2020).
Well I've got an idea, why don't we set the goal in this way:
* No using death
* No entering the same exit twice (or more than twice)
What about * No start+select ?
They can still abuse Tubular (and therefore all of special world) like this by getting the chuck glitch then dying as long as they grab a yoshi somewhere
Plus it's still completely arbitrary like the other one.
If there was some simple fix I would be for it, but there's not really which is why I am for "as fast as possible"
But then that would be incredibly boring. Anyway I'm 99% sure none of us want to go all-out with the glitches. My top priority is just to make an entertaining run for all. But we have to restrict some things to achieve that.
Alternatively, as this situation seems to be, we'll never make our minds up and won't start the run. :p
But then that would be incredibly boring. Anyway I'm 99% sure none of us want to go all-out with the glitches. My top priority is just to make an entertaining run for all. But we have to restrict some things to achieve that.
Alternatively, as this situation seems to be, we'll never make our minds up and won't start the run. :p
Speaking of, there was an incredible playaround in the works by some people, what happened to that?
Considering all the new tricks that have been found, making a playaround in which one gets over 96 exits might just be glorious.
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
A truly impressive play around may be quite interesting. Also consider interesting takes on the game. Small only was a novel idea and worked rather well.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
But then that would be incredibly boring. Anyway I'm 99% sure none of us want to go all-out with the glitches. My top priority is just to make an entertaining run for all. But we have to restrict some things to achieve that.
Alternatively, as this situation seems to be, we'll never make our minds up and won't start the run. :p
Yeah,
I think of the choices that have been proposed for entertainment purposes no backtracking is the best one.
Still requires some ingenuity in how to best manage grabbing goals from the jumping chucks and whatnot but doesn't allow lots of abuse of them
"Minimize Overworld Time" has been proposed as a goal, which I think is perfect. It allows some flexibility to get extra goal spheres when you'd be backtracking anyway, like when you warp back to Yoshi's Island after clearing the Special Zone.
"Minimize Overworld Time" has been proposed as a goal, which I think is perfect. It allows some flexibility to get extra goal spheres when you'd be backtracking anyway, like when you warp back to Yoshi's Island after clearing the Special Zone.
"Minimize Overworld Time" has been proposed as a goal, which I think is perfect. It allows some flexibility to get extra goal spheres when you'd be backtracking anyway, like when you warp back to Yoshi's Island after clearing the Special Zone.
What does this even mean though?
I mean, the overworld time isn't that much if you back track in special world for a bunch of levels?
Minimize it compared to what? How much is too much?
No back tracking is better clearly defined as a tool, or something like you can only enter a level for as many exits there are.
min·i·mize (mn-mz)
1.
a. To reduce to the smallest possible amount, extent, size, or degree.
Har har.
If you want to put it that way, if you truly "minimize" overworld time then there's no back tracking and you're probably only going to enter a level as many times as there are exits.
So it's pretty much the same thing(s) as were proposed before
It might have stronger implications than "enter level the same number of times as exits". Suppose you have two paths through Mystery World which both lead to Mystery World Castle. The normal route is two levels long, with a very long autoscroller immediately prior to the castle. The secret route has five short levels, the first of which has opportunity to get a goal sphere. If the goal is "minimize overworld time" then the normal route *must* be taken first, and the secret route second. If the goal is "enter level same number of times as it has exits" then you can get the goal sphere at the secret route and go use it on the autoscroller in the normal route. I don't know if this would affect smw specifically, but it might and that is worth considering.
Additionally worth thinking about, is that if whatever rule gets determined as the one that should be used is now simply considered part of the 100% run goals of all games on the SMW engine since they could all have potential for goal sphere abuse, it could have implications on hacks. Specifically, sdw120 does not minimize overworld movements, and it does enter levels more times than those levels have exits (getting a key at Boo's Secret).
This argument has gone on for way too long. They're seriously never going to start at this rate.
Each of the four TASers have stated their opinions in private chat, and the ruling is 3-1 in favour of not using the Chuck glitch at all (the 1 was for going all-out). The decision should be up to the TASers themselves to figure out, and while I like the idea of asking for the community's opinion, the arguments are never going to stop because there's always going to be some filibuster.
Christ.
Current projects: Yoshi's Island Disassembly
Yoshi's Island any% TAS with Carl Sagan
This argument has gone on for way too long. They're seriously never going to start at this rate.
Pretty sure they can start whenever they want, regardless of other people arguing about it. If they don't want to use it, then that's really all that matters.
It's not an argument, people are just stating their opinions on what would make it best TAS possible. If people weren't allowed to do that.. well.. this forum would be pretty empty.
But yeah, I do think it's frivilous whether they use the glitches or not, and it's there choice anyway.
Anyways, should me, dnnzao, & mro continue the 100% already in progress?
It might have stronger implications than "enter level the same number of times as exits". Suppose you have two paths through Mystery World which both lead to Mystery World Castle. The normal route is two levels long, with a very long autoscroller immediately prior to the castle. The secret route has five short levels, the first of which has opportunity to get a goal sphere. If the goal is "minimize overworld time" then the normal route *must* be taken first, and the secret route second. If the goal is "enter level same number of times as it has exits" then you can get the goal sphere at the secret route and go use it on the autoscroller in the normal route. I don't know if this would affect smw specifically, but it might and that is worth considering.
Additionally worth thinking about, is that if whatever rule gets determined as the one that should be used is now simply considered part of the 100% run goals of all games on the SMW engine since they could all have potential for goal sphere abuse, it could have implications on hacks. Specifically, sdw120 does not minimize overworld movements, and it does enter levels more times than those levels have exits (getting a key at Boo's Secret).
I see.
If that's the case I would still prefer no backtrack or enter same as exits
Alternatively, something that may be worth considering is no going back after save points?
IIRC every 2nd level in special world has a save, so this would eliminate going back to tubular, and after castles and haunted houses.
Either that or no start+select plus no deaths would eliminate abusing tubular or other chuck spawns
This argument has gone on for way too long. They're seriously never going to start at this rate.
Each of the four TASers have stated their opinions in private chat, and the ruling is 3-1 in favour of not using the Chuck glitch at all (the 1 was for going all-out). The decision should be up to the TASers themselves to figure out, and while I like the idea of asking for the community's opinion, the arguments are never going to stop because there's always going to be some filibuster.
Christ.
The whole reason to ask is to guage whether if they exploit the shit out of it or not, will people vote Yes or No due to such, hence their trying to guage first before going gung-ho and having tons of people whining and bitching.
They seem to have an idea of what they want to go for and the public has spoken, so I think they will start soon enough if not already.
Can't blame them asking.. it is a very controversial point nd they wish to ensure their work is with best chance of being accepted.
Mr. Kelly R. Flewin
Mr. Kelly R. Flewin
Just another random gamer
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<OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.