Shadow Ninja 64 posted:On the subject of TASes purely designed for entertainment, one of the most famous examples is the Family Feud Glitchfest by Heisanevilgenius. I love it when TAS techniques are applied to poo poo like this.
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# ¿ Aug 5, 2011 05:38 |
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# ¿ Apr 25, 2024 16:04 |
On the subject of breaking games in half, there's also this Zelda 2 run.
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# ¿ Aug 5, 2011 06:08 |
Rashomon posted:I haven't watched a ton of speed runs, but this was always my favorite due to both the sheer insanity of how fast it is and how it utterly ignores the actual rules of the game. Link's all, "Walls? Side scrolling physics? No thanks!" It's like he's quantum tunneling everywhere or something. Not to mention "this exit goes there? Nah, I'd rather be on the other side of the map." Here's another "gently caress how the game is supposed to be played" run, of Portrait of Ruin. A bit less incoherent, but still crazy. (Fewer giant holes in the programming to exploit through on later hardware than the NES, I suppose.)
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# ¿ Aug 7, 2011 08:54 |
Threep posted:This one is hilarious. It's just so abrupt.
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# ¿ Dec 29, 2011 04:42 |
... is SDA not the site that has a Deus Ex and Morrowind speedrun on it? Is that some other site I'm thinking of?
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# ¿ Mar 17, 2012 00:09 |
Kennel posted:Wind Waker TAS (WIP)
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# ¿ Jul 31, 2012 23:35 |
buttopticor posted:Incidentally, while there is a TAS like that RTA (clocking in at just under 10 min), there's also a TAS using a glitch so ridiculous they had to branch it off into a separate "glitched" category (also a human probably couldn't do this glitch): While the real level goal is on the screen. Because it saves a few frames, and that's just how TASes roll.
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# ¿ Aug 14, 2012 20:17 |
Violen posted:Have you cats seen this hot new Momma Slapz TAS?
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# ¿ Aug 19, 2012 07:24 |
Violently Car posted:Reverse Boss Order is the best Super Metroid category. Does anyone ever run it?
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# ¿ Oct 12, 2012 00:49 |
Oh man, that is gonna be great. And Yoshi's Island playaround? That's going to be double-great!
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# ¿ Oct 18, 2012 03:23 |
Color Printer posted:Also you can kill those little dodongo things in OoT by making them eat bombs what the hell?
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# ¿ Oct 29, 2012 22:37 |
Obscure Risk posted:E: For SM64 120 star TAS updates, the person uploading the run says it will probably be up tonight or tomorrow morning.
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# ¿ Nov 24, 2012 00:51 |
Obscure Risk posted:Mugg1991 just recently published his Mario and Luigi Superstar Saga TAS.
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# ¿ Dec 10, 2012 01:34 |
Dr. Dos posted:I still am amazed by all the zips in Sonic 3 + Knuckles. I get how they get out of bounds, but I still do not understand how they control it in anyway as the camera goes all over the place. If people do this in realtime, uh... No idea. I think my favorite might the the Zelda 2 glitched TAS where Link just flies around, ends up in entirely different places for no apparent reason, and kills nothing but the endboss.
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# ¿ Dec 11, 2012 05:19 |
Heran Bago posted:You just gotta know. I made a short video for one of them.
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# ¿ Dec 11, 2012 10:46 |
Red_Mage posted:(HLIHH has 180 segments, god knows how many rerecords, and uses extensive scripts to do things with a frame precision unattainable by hand) but are noticably absent. ... I don't know if things like game-engine scripts used in HLIHH would count, but I expect a gigantic shitstorm of an argument to erupt if you tried to find out.
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# ¿ Jan 15, 2013 01:05 |
... Did they explain what they meant by "faked"? I know many TASes these days involve editing the input file directly sometimes. Does the demo format for Doom include information other than starting RNG seed and input? EDIT: Google searching indicates no, and in fact the "RNG" is based off player input. So, uh. Sounds like Doom demo files should pass fine, since "it is actually possible to perform this input on a real input device" is not a requirement for TAS entries. Zereth fucked around with this message at 07:33 on Jan 15, 2013 |
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# ¿ Jan 15, 2013 07:30 |
Kyrosiris posted:Christ, doesn't that put him within a second and a half of the goddamned TAS of the game? So 1.25 over the TAS.
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# ¿ Jan 21, 2013 07:10 |
kaschei posted:I can only find 4:57.31 for the TAS of the same run (there's something called "-3 Ending" that is much shorter).
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# ¿ Jan 21, 2013 07:16 |
DolphinCop posted:Weapons aren't actually a big problem in Hotline: Miami. There is a very small quantity of guards with completely random weapons, but most are designated as random(melee) or random(gun), and although the machine guns might be slightly more useful than the shotguns for speedrunning, it's almost certain that you could find a new gun within six kills whenever you need to.
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# ¿ Jan 26, 2013 01:18 |
39:15, 22 minutes in-game when optimized for in-game timing. Or 21:25 and 12 minutes in-game if you want to see the game broken severely.
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# ¿ Mar 12, 2013 04:08 |
absolutely anything posted:Eliminate all humans, TAS supremacy Although the fact that I prefer things like the game-shattering Rockman 1 TAS means I'm probably a little biased here. (be sure to watch the credits too)
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# ¿ Apr 27, 2013 05:29 |
RoadCrewWorker posted:Everyone really needs to read the description of the problems and solutions behind the glitch. So wait. Not only does it do memory shenanigans to get to the credits in under 100 seconds, it's console verifiable?
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# ¿ Apr 27, 2013 22:53 |
RoadCrewWorker posted:I'm not sure what the definition for that is precisely, i assume he means that it doesn't depend on emulator specific behavior. EDIT: Here's the list of the ones where that's actually been done. EDIT EDIT: Which does not appear to contain any Super Mario World ones already, oh well. Zereth fucked around with this message at 23:05 on Apr 27, 2013 |
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# ¿ Apr 27, 2013 23:03 |
RoadCrewWorker posted:Yeah, that's the part i'm a bit uncertain about, i assume it means hooking up the controller cables to the external port of a pc and then somehow make sure it stays in sync?
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# ¿ Apr 27, 2013 23:29 |
Once you've got your system syncing the input stream with the console booting up properly, anyway.
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# ¿ Apr 27, 2013 23:47 |
Gamma Nerd posted:I assume the SNES is deterministic and has a consistent RNG state at the start which is based on player input afterwards.
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# ¿ Apr 28, 2013 00:45 |
getitoffgetitoff posted:Couldn't multitaps mess up the RNG manipulation? I assume this is pretty precise stuff. In fact it's actually using TWO multitaps, and using two controllers on each for its input according to the author's notes.
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# ¿ Apr 28, 2013 01:08 |
usedpizza posted:It pretty much varies by every game. If you've seen feasel's recent runs of TMNT, he tries to start the game on a certain music cue because the technodrome location is determined at the start of the game, and supposedly the same frame will give the same place every time. The trick is hitting that single specific frame with human reflexes.
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# ¿ May 1, 2013 01:58 |
TheGreatGildersneeze posted:What I'm looking for: http://tasvideos.org/1686M.html seems like a good source!
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# ¿ May 6, 2013 11:43 |
Dr. Dos posted:Entertainment has always been a big consideration with speedruns and TASes. Take a look at any published fighting game TAS and it's always a playaround video rather than one character doing one combo to everybody and being done with it. it's in the Vault for a reason
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# ¿ Jul 8, 2013 20:48 |
Dr. Dos posted:I was going to mention this as I also saw it! It does get a bit tiring after 10 minutes, but OGGITYBOOGITYBOOGITY over and over is comical in its own way I mean I am not planning to watch any other pure speed fighting game TASes after this. I got my fill here.
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# ¿ Jul 9, 2013 04:08 |
UraniumAnchor posted:SDA uses "gain control to loss of control", which isn't always the same thing as last input, things like controllable cutscenes at the end would count for "last input". Bionic Commando is a good example, SDA timing stops when you reach the top of the escape tunnel, but TAS timing stops when the text box closes since you need to hit a button for it. Conversely, Blaster Master stops earlier by TAS timing than SDA timing, because you have control while the boss is exploding even though you don't have to do anything else at that point, so the TAS just stops as soon as the last grenade is tossed. There's a couple of TASes which just stop input as soon as the final boss shows up and finish the game anyway to shave time off.
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# ¿ Oct 14, 2013 12:26 |
pyromance posted:Yeah, here's a video of the trick that allows it to be done. After sitting in Rom's stream and hearing what it would take to actually meet all the criteria and get a sub-7 clock rush, I think this is probably TAS only.
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# ¿ Nov 14, 2013 05:02 |
So guys somebody completed Earthbound in four minutes that's pretty cool right? EDIT: https://www.youtube.com/watch?v=7CvJqzYpWms i don't understand what's going on Zereth fucked around with this message at 23:06 on Nov 20, 2013 |
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# ¿ Nov 20, 2013 23:03 |
TheQat posted:I love that the first part of the video is just making music with the menu sounds (Earthbound still has the best menu sounds of all time)
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# ¿ Nov 20, 2013 23:12 |
Garfu posted:Can someone briefly explain what's happening here? I read the whole description of the video but I still don't get EDIT: Yeah that.
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# ¿ Dec 14, 2013 20:10 |
There's a reason I've never considered actually making a TAS.
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# ¿ Dec 14, 2013 21:15 |
Zamujasa posted:There's always the Escapipe sequence break in Phantasy Star 3.
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# ¿ Dec 22, 2013 05:08 |
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# ¿ Apr 25, 2024 16:04 |
Nativity In Black posted:Tompa is a boss dude. All of his commentary at AGDQ was interesting.
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# ¿ Apr 25, 2014 20:40 |