Threads
Serbiagrass2 years ago

A spectre is haunting the Turbo Turtle Adventure Speedrunning discord: the spectre of people whining back and forth about whether we can use turbo controllers in Turbo Turtle Adventure speedruns. The purpose of this thread is to put a stop to these slapfights which have overrun 26 out of the 27 off-topic discord channels (thank you, #relaxing-beach-pics), as well as both on-topic channels.

Despite the name of the game we all know and love, we also all know it neither involves turtles, adventures, or even turbo. But I am happy to announce that we have decided to change one of those incongruities.

From now on, all TTA speedruns must be performed using a mandatory constant 120 Hz turbo input on the Start button. I believe that with this change, our community can set a shining example of accessibility that other communities may follow in our stead.

pimittens likes this
Serbiagrass4 years ago

https://graftss.github.io/noire

video making dual analog sticks display from scratch

sample importable displays (updated 8/29): dual analogs (no buttons): https://pastebin.com/raw/rK5DVhS4 dual analogs (with buttons): https://pastebin.com/raw/Y3MnhzD1 kirigiri (ty pimittens): https://pastebin.com/raw/KsQQmcVC

this is the absolute minimum viable version of this crap so it has no ui and is riddled with bugs and unintuitive gotchas. sorry.

update 8/29: added editable canvas background color (for chroma keying out unused space) and scaling in image textures update 8/28: added import/export for a lot more stuff. this could be useful for sharing models/textures/filters/components between displays, as well as copy pasting them on the same display update 8/26: added rotation and editable canvas size

Shookie, Harutomo and 4 others like this
Serbiagrass4 years ago
  • learn many, if not all, relevant object pickup sizes and gains

  • learn to make accurate route improvisations using said size information, which you will eventually be able to make in less time (i.e. while moving at boost speed)

  • get a sense of how long travelling somewhere will take without boosting, which will help you decide in the moment whether or not a boost might be worth going for

  • improve at difficult unboosted movement segments (there's quite a lot of them in 7-moon)

  • gives you a path to gracefully transition to any% by adding in boosts in increasing order of difficulty, based on how much they help or hurt you relative to what you're used to from noboost.

  • improve general katamari control. specifically, noboost drastically increases the importance of speed conservation while changing direction and re-accelerating from zero/negative speed after a bonk. it also makes this easier to learn since you don't have to worry about maneuvering at boost speed.

  • learn to be patient and calm when playing. this is actually the most important one; that's why it's last. watching someone tiltboost hurts my soul really bad, and you shouldn't do it, and you will become zen by conditioning yourself against boosting

Shookie and holdenpnw like this
Serbiagrass5 years ago

please join our discord server from the sidebar, which has much more useful information than this rambling unreadable garbage

garbage archived below:

watch sunkirs agdq run:

very important: using the right shoulder button the game tells you to use to move to earth in the overworld is slow, use the other right shoulder button instead (r2 on ps2, rt on 360, zr on switch)

in a wide open area in the game (such as the open water by the start in make the moon), boost and then start alternating slight left and right turns (example here, but it's something you probably want to do on every single boost), to convince yourself that you keep your increased speed longer than if you just hold forwards. we call that effect snaking (borrowed from racing games i think) and it's by far the most important movement tech. it's not something you should worry about doing often as you're learning but i think it's good to be aware of it and try to get used to it during longer, easier boosts.

if you try to learn a level route from a record time, its not gonna go well, since a record only gives one small glimpse into how a stage plays out. it'll be much easier to understand a level from a slower time (from a run on the leaderboards or one of my/sunkirs older pbs in twitch vods).

the most important part of learning a stage is knowing the "size bottlenecks" (there's a list at the end), which are objects that it's possible to be too small for, if you miss too much leading up to them. being too small for an object is the only thing that can go wrong route-wise, so knowing where that can happen makes it possible to plan ahead: if you know you're too small you can play cautiously to catch back up, and if you're big you can boost past stuff you might not need.

to start though, just try and follow along with someone else's run, and if you're too small for something, stop and try to figure out what you missed. by keeping track of your size through the whole level, you can get a sense of the objects that are more important and those that aren't.

until you can get a ~40 minute time, boosting is probably going to be slower than not boosting in any given situation. it makes you go unplayably fast, so unless you have a very concrete plan of how you're going to use all that speed in advance, you're probably fucking yourself in the ass

size bottleneck list: https://docs.google.com/document/d/1zKOY0ErE3R2CIFQVd9e2vZm4yWKjj4g7-8HFQXAO6zg/edit

note: some bottlenecks are denoted "hard" in the list, which means that any extra size leading up to them is a waste of time (trivial examples of hard bottlenecks are objects you end a stage on). once you're comfortable consistently being big enough for a hard bottleneck, you can try to start skipping objects that would put you over the bottleneck's pickup size. that's the final stage of optimisation though, and not something worth worrying about until you're able to feel the katamari in your bones

it's also worth noting that it's very unlikely the existing routes are optimal! they've seen quite a few tweaks over the years and i'm sure there's all kinds of stuff you can squeeze out if you try hard enough. every game with a small community is going to have holes in the route because there's fewer people to question conventional wisdom.

PvtCb, Marteeny, and devteam like this
Serbiagrass5 years ago

this thread is dead!!! peep pimittens' thread on the reroll board https://www.speedrun.com/katamarireroll/thread/7do2m

=============== begin dead outdated crap ===============

vix's guide: https://gamefaqs.gamespot.com/ps2/918766-katamari-damacy/faqs/32721

extremely rough and untrustworthy notes from a long ass time ago i made that nonetheless are somewhat helpful until we consolidate all the info in this thread: https://cdn.discordapp.com/attachments/232268612285497345/414880061133684746/katamari_items.rar

cow route:

bear route:

  • eternals dont unlock if you make stardust

  • minimum objects to save progress in constellations: cancer - 10 cygnus - 30 pisces - 60 virgo - 80 corona - 20 gemini - 22 note that you always have to wait out the timer fully, but if the timer ends and you don't meet the level's requirement your collection progress won't save.

  • 4th step setup: (note that 4th step was moved in reroll, this is only relevant on ps2)

Marteeny likes this
Serbiagrass5 years ago

heres some tips

watch sunkirs agdq run:

in a wide open area in the game (such as the open water by the start in make the moon), boost and then start alternating slight left and right turns (example here, but it's something you probably want to do on every single boost), to convince yourself that you keep your increased speed longer than if you just hold forwards. we call that effect snaking (borrowed from racing games i think) and it's by far the most important movement tech. it's not something you should worry about doing often as you're learning but i think it's good to be aware of it and try to get used to it during longer, easier boosts.

if you try to learn a level route from a record time, its not gonna go well, since a record only gives one small glimpse into how a stage plays out. it'll be much easier to understand a level from a slower time (from a run on the leaderboards or one of my/sunkirs older pbs in twitch vods).

the most important part of learning a stage is knowing the "size bottlenecks" (there's a list at the end), which are objects that it's possible to be too small for, if you miss too much leading up to them. being too small for an object is the only thing that can go wrong route-wise, so knowing where that can happen makes it possible to plan ahead: if you know you're too small you can play cautiously to catch back up, and if you're big you can boost past stuff you might not need.

to start though, just try and follow along with someone else's run, and if you're too small for something, stop and try to figure out what you missed. by keeping track of your size through the whole level, you can get a sense of the objects that are more important and those that aren't.

until you can get a ~40 minute time, boosting is probably going to be slower than not boosting in any given situation. it makes you go unplayably fast, so unless you have a very concrete plan of how you're going to use all that speed in advance, you're probably fucking yourself in the ass

size bottleneck list: https://docs.google.com/document/d/1zKOY0ErE3R2CIFQVd9e2vZm4yWKjj4g7-8HFQXAO6zg/edit

note: some bottlenecks are denoted "hard" in the list, which means that any extra size leading up to them is a waste of time (trivial examples of hard bottlenecks are objects you end a stage on). once you're comfortable consistently being big enough for a hard bottleneck, you can try to start skipping objects that would put you over the bottleneck's pickup size. that's the final stage of optimisation though, and not something worth worrying about until you're able to feel the katamari in your bones

it's also worth noting that it's very unlikely the existing routes are optimal! they've seen quite a few tweaks over the years and i'm sure there's all kinds of stuff you can squeeze out if you try hard enough. every game with a small community is going to have holes in the route because there's fewer people to question conventional wisdom.

Enzor, FaceCase and 4 others like this
Serbiagrass5 years ago

Midboss has admitted to playing and enjoying The Legend of Zelda: The Ocarina of Time Randomizer. In light of this, every one of his past runs has come under intense scrutiny, since only a complete idiot incapable of basic motor function would find a randomizer playable let alone fun. Note that this is not conclusive or even convincing proof, but the Turbo Turtle Adventure community has decided to act upon it anyway, as we (as a community) are somehow even dumber than Midboss.

Currently, Midboss' runs are on the any% leaderboards in 1st place, with the "pauses" flag to indicate that pause buffering d-pad input was used. Since this is obviously cheating, an extra column was added noted that the run was performed using cheats. Effective immediately, a new boolean column will be added, "Plays Randomizers", which will show the current state of affairs as noted above. Note that in spite of all available evidence, Midboss' run will not be removed from the leaderboard, as the community feels as a community that being pubically known to play randomizers is ultimately a worse punishment.

pimittens and PvtCb like this
Serbiagrass9 years ago

how do u do the wade glitch im pressin gall the right buttons its not to workking.

Serbiagrass9 years ago

can some one please post a tut for ron skip?

Serbiagrass9 years ago

I Hate Mas9

terrashot likes this
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