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[TAS] Jr. Pac-Man 20 rounds (Arcade) скачать в хорошем качестве

[TAS] Jr. Pac-Man 20 rounds (Arcade) 1 день назад

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[TAS] Jr. Pac-Man 20 rounds (Arcade)
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[TAS] Jr. Pac-Man 20 rounds (Arcade)

Tool-assisted superplay (TAS) of Jr. Pac-Man 20 rounds (Arcade) Goal: -Play at least until the ghosts stop turning blue. Notes: -This is not a speedrun. -For the first 7 turns, I take out all 4 ghosts with each Energizer. After that, I don't waste time waiting for them to regroup properly. -If you want to see how a good player does this, watch: https://view.vzaar.com/22421061/player -The game consists of 7 different mazes. Then, the mazes repeat in a loop, from the fourth to the seventh. (Until the game locks up?) See @gordontaylor2815's comment (Thanks) on what happens on round 144 and after. -The Bonus item explodes on contact with the Energizer, destroying and removing both the item and the Energizer from the maze (as shown at 23:25 26:00 38:28). -However, I don't understand what happens at 36:06: the Energizer is still there. Is this a bug? @gordontaylor2815 wrote: I believe that when the bonus is dispatched around the maze, its pathing is set to end by destroying a specific "target" energizer, not just the first one it comes across ===No invincible cheats were used=== -The collision detection routine seem to be the same as in Pac-Man and Ms. Pac-Man. -It's relatively easy for the TAS to harmlessly pass through a ghosts. The trick is frame and pixel perfect, do not try this at home :) -This happens because collision detection is not at the pixel level. The collision detection works by keeping track of what 8x8 pixel square all the objects are on. So if you step off of your square onto a ghosts square and he steps off his square and on to yours simultaneously you didn't ever occupy the same square. -For a more detailed explanation, see this link: https://www.gamedeveloper.com/design/... -See at 16:11 and 17:49, the player passing through a ghost. -When you eat a pellet, you slow down slightly. When you eat a large pellet, you slow down more. -When you take a turn, you go a little faster because the player cuts corners, unlike the ghosts (see a good example at 28:59 and 30:05). -From round 16 onwards, the ghost are faster than the player. -The TAS uses 3 methods to get rid of the red ghost when it's closely following the player: -Use the "pass through ghosts" trick. (20:50 35:49) (I tried not to use this trick too much because it's not fun to watch and I could have used it all the time.) -When the red ghost is almost in contact with the player, he will take an upward (or left) path if he has the chance. (18:19 22:13 27:28 36:56 39:48) -Wait at an intersection, then, at the last frame possible, go in the opposite direction from him. He will usually go upwards. (22:48 25:24 40:08) -But these tricks (except for the pass through) don't work with the pink ghost after round 16 because he is too fast. We need to lure him onto a path that takes him away before he gets too close behind the player. (19:30 40:24) -44:15 In this case, I had to go through him as a last resort. -The blue ghosts follow random paths. -On the last Energizer of round 4 (12:28), I manipulated the rng by choosing the right moment (frame) to consume it, so that the ghosts would take the path I wanted and I could eat them all. -In the sixth round, for the last two Energizers, it took me much longer than expected to regroup the ghosts. So I used an expert's technique, which you can see here: https://view.vzaar.com/22421061/player -This technique relies on the fact that if a ghost leaves the screen, it changes direction to reappear. (16:26 16:45) ===Time ghosts stay blue and nb pellets for each rounds: -Round 1 = 6 seconds - 548 pellets and 6 Energizer -Round 2 = 3 seconds - 560 pellets and 6 Energizer -Round 3 = 2 seconds - 526 pellets and 6 Energizer -Round 4 = 2 seconds - 526 pellets and 6 Energizer -Round 5 = 2 seconds - 528 pellets and 6 Energizer -Round 6 = 1 second - 512 pellets and 4 Energizer -Round 7 = 1 second - 540 pellets and 4 Energizer -Round 8 = 2 seconds (maze 4) -Round 9 = 1 second (maze 5) -Round 10 = 1 second (maze 6) -Round 11 = 2 seconds (maze 7) -Round 12 = 1 second (maze 4) -Round 13 = 1 second (maze 5) -Round 14 = 0 (maze 6) -Round 15 = 1 second (maze 7) -Round 16 = 0 (maze 4) -Round 17 = 0 (maze 5) -Round 18 = 0 (maze 6) -Round 19 = 0 (maze 7) -Round 20 = 0 (maze 4) More info here: https://strategywiki.org/wiki/Jr._Pac... 0:00 Title screen 0:49 Round 1 3:27 Intermission 1 3:48 Round 2 6:57 Round 3 9:27 Intermission 2 9:45 Round 4 12:41 Round 5 14:57 Intermission 3 15:19 Round 6 18:07 Round 7 20:06 Intermission 4 (Same as 3) 20:28 Round 8 (Maze 4) 22:34 Round 9 (Maze 5) 24:23 Intermission 5 (Same as 3) 24:45 Round 10 (Maze 6) 26:22 Round 11 (Maze 7) 28:30 Round 12 (Maze 4) 30:21 Round 13 (Maze 5) 32:21 Round 14 (Maze 6) 33:45 Round 15 (Maze 7) 35:30 Round 16 (Maze 4) 37:25 Round 17 (Maze 5) 39:31 Round 18 (Maze 6) 41:25 Round 19 (Maze 7) 43:24 Round 20 (Maze 4)

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