Posts for A_Runnelid

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Joined: 4/23/2004
Posts: 150
Yeah, I won't try to take any credit for the -36 fact. I've just read it on many different sites by now, and it's stuck. Andreas
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Apologies are in order. I was interpreting the posts as Angerfist being faster on account of new tricks as opposed to switching ROMs. Sorry Andreas
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Joined: 4/23/2004
Posts: 150
Well, that's not so much what that remark is about, is it? Being the better player.. To me, your comment appears more laced with undertone than AngerFist's. Seriously, that remark sounds like it is there to assure them they are worse players than the author of the previous run. It just sounded rude to me. You might not have meant to, and concede that it might just be me, but inadvertent or not, I don't like it. Andreas
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Hans, the first and third pipes take you to "The Minus World" (Which is actually 36-1), the middle pipe takes you to World 5. Andreas
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Joined: 4/23/2004
Posts: 150
Two things I thought of: 1) I keep remembering that you can hit Magica De Spell before she lifts off if you enter the room with the pogo stance. I may very well be wrong, though. 2) I'm quite sure you can hit the Snail King boss of the African Mines in his roll form (You can also him high up by taking a hit at the ceiling.). I never really confirm suggestions, so I might be wrong. [And also, the octopus you killed before getting the Gizmo remote dropped a 10.000 diamond, which wastes time as it counts towards your score at the end, OMG!!124!] Maybe you could pogo off the bee in the vine section up to the "temple" part in the Amazon, but it's such a short bit to climb, and the screen scrolls, so I don't think it helps. You might even have to wait slightly, but it just crossed my mind. Otherwise, this was a very clean minimalistic run without any stops. Question: Why did you grab the Moon Cheese so high up? Was it just to be parallell to the "shelves" or am I missing something? Andreas
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Posts: 150
You don't get to play all levels unless you are playing at the highest difficulty. At least that's how it works on SNES. Andreas
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Joined: 4/23/2004
Posts: 150
That's not what I said, but I was being unclear, and you're still sort of right. World appears 9 after you've played through all of Worlds 1-8 without using any type of warps (back or forward), at least that's how the All-Stars equvalent works. I had heard that for reaching Worlds A-D, beating it 8 consecutive times without a game over was a requirement. Andreas
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Joined: 4/23/2004
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I've heard that you need to finish the game 8 consecutive times to unlock the extra worlds. Is this true? Oh, and my money is on Mario as the main man. Andreas
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Perhaps I should have clarified that I meant the first bee after climbing the vines. Andreas
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Joined: 4/23/2004
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Looks good. The only thing I can add is that you can walk right under the first bee, but it could very well be slower, and I'm sure you've tried it. Andreas
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Joined: 4/23/2004
Posts: 150
*bzzt*
That's like saying you can't rebind the keyboard in Quake before making a speedrun. Many turbo controllers were manufactured by the original hardware manufacturers. That, by definition, makes the turbo feature a built-in component available for the system. That's like arguing that if your original pack-in controller broke, you can't make a speed-run on that console anymore. And forget about making a two-player or four-player speed-run if you didn't buy a package deal that included all four controllers in the original box! Hell, you could buy an NES with two NES Advantage joysticks included at one point, without any 'original' NES gamepads included.
Well, you can use the turbo controllers without activating any turbo/auto functions, can't you? Using turbo/auto functions is what's against the rules. You can still use the controller if it is behaving just like a normal non-turbo controller. Andreas
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One thing you can do to be transported to other rooms, is use the flute on the Sphinx. Back when we didn't know what to do, me and my friends tried everthing. (For good reason. Some solutions are ridiculously difficult to find. Torch on Torch comes to mind.) I don't know if it sends you to a set of different rooms, or if you can get to any arbitrary room with this method, I just thought I'd mention it., Also, I'm not sure you need to put a stone in the slingshot to use it properly, but I told WalkerBoh about this and he didn't use it, so maybe my memory is off. Andreas
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Posts: 150
I suspected you wouldn't let anything like that slip through, I was mostly curious. Thanks for your input. I couldn't play it with sound at the time. Andreas
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Joined: 4/23/2004
Posts: 150
I can understand kopernical's reaction. AngerFist, I'm not saying you were rude, but you might have gone overboard with the "You could have", etc. While that doesn't sound rude in itself, it does easily get tedious and wearing in the type of post that effectively uses "the broken record" syndrome. (If you don't know, the expression "broken record" is applied when someone says the same phrase over and over.) Andreas
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Posts: 150
I have not been able to watch your videos until now, spezzafer, and I'll comment on them individually. Full run For a run that skips a lot of the exploring that the game lends itself to, it is still very creative, entertaining and exciting. The video really shows how well you know the game and that you know how to apply this knowledge effectively. A lot of neat stunts I didn't know were possible. I didn't know there was so much to do in terms of gaming physics. One thing I thought of: Towards the end of 4-7, you launch an egg diagonally that recochets to a lone flower, the only one you collect in the stage. Was there any reason for this shot other than obtaining the flower? (Might be something I overlooked.) I guess you wanted variety in 1-4 when you didn't run up top all the way through? 100 pts. WIP upto 2-6 Absolutely phenomenal! I don't know what to say. A real jawdropper! For pretty much the entire run, I was amazed by the collection speed, and how well you managed to progress forward. I kept thinking: "How is he going to collect this and this..", and it wasn't long before I found out. Quick creative solutions. Two things: In 1-4, you shot open the ceiling, and then had to stop for longer at the egg block to collect more eggs. Again, was there any other reason for destroying one of these blocks at the expense of one egg? In 1-7, in the hidden area, is it necessary to roll the rock to reveal the hidden cloud? Otherwise, I have no questions, just praise and Godspeed for the rest of the 100 pts. run. Andreas
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Posts: 150
Nope. For every Extra level with a 100 score, you will get a star on the title screen, and that's it. Back in the day, I was hoping you'd get to play a few extra levels, but there was not much other than completion satisfaction as a reward. Andreas
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In regards to obtaining the A faster, it looks like it's possible to stand on the tile above it without dodging the falling enemy, since you would then be to the right of it. Jumping off right there, and standing still until the tile falls is slightly faster. Andreas
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Nope, there is a code to unlock the Special Cup tracks in TT, the driver shrink code, and the split-screen switch code (apart from the data erase codes.) but nothing for 150cc. You have to earn it by obtaining gold trophies for all the preceeding cups. Andreas
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150cc. is the one to play. I'd vote for using Bowser, because D.K. Jr. wears a tank top, has an uglier facial expresssion on the map, a horrible victory pose, and almost as horrible victory music. In terms of playing physics, the are identical in every aspect, (Drivers of each "pair" are similar) as Omni noted. Andreas
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Here are some general pointers, as you weren't very specific. Whenever you have then ability to use a shroom before a bumper, you should do so, since that sends you flying, but there's often the ability to use an extended shroom boost (More on that below.) If you ever need to jump over a piece of barrier from the ground, you have to use a feather. My previous post has more than enough detail about the routes, and if you visit Archi's site for the animated clips he has there, you'll find out a lot. Use shrooms against walls to trigger a longer boost. (Basically, shroom into a wall (corner is the easiest), release gas, and once speed returns to normal, hold the gas again. Experiment a little, and I'm sure you'll get the hang of it. I'm not sure if you can use the brakes (Y) to turn sharper like you can in MK:SC for the GBA,, but it's worth trying. I never played around with this myself.) More detail on this is to be found on the sites linked in my previous post. Compare continuous shroom jumping (Can be done on CIs.) with long boosting, to make sure you make the most of it. Long boost into feather is ideal for last lap on CI1. Video on linked site. Edit: BTW, it would be good to see progress posted track-by-track, if you can arrange for that. Good Luck! Andreas
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Vatchern, I think I already know all the shortcuts in the game. Alright, time for a breakdown of each track. A lot of this is made easier by video samples found on Archi's site: http://membres.lycos.fr/archismk/ DP1 Crash your kart against the wall, and jump at the time of collision in such a fashion that you such skip a lap by returning over the finish line. Also works on KB2, MC4. GV1 If you go at top speed you can quite easily reach the ledge towards the end with any character on 150cc. If you shroom before the bumpers, you will gain A LOT of height. BC1 See animated videos at /archismk/ link. Also, you can skip a wall by using a feather, if you swerve after the boost arrows on your left. CI1 Look at the fast lap strategy used in 4"XX PAL lap video. Otherwise on this course, shrooms are useful for the bumpers. If you land from one bumper directly onto another, you will maintain speed until you touch ground. GV2 See RR finish line skip video on Archi's site. I think the method is the same. Also, You can curve all the way around the first turn and use a shroom to reach the extension of the finish line in mid-air. (I don't think feather works, but I haven't tested, since I suspect this one just as the BC2 shortcut, might be NTSC only. DP2 Might be possible to skip a wall like on DP3, I'm not sure about this. BC2 Use a feather to skip over the lava at the dead end (STOP). Look at Archi's site for the big SC, preferrably used on last lap. KB1 There should be a video of the water trick on Archi's site. Otherwise, just shroom over the narrow part of water after the small island with an item box. Might work well to release the gas as you hit the water if you shroom it, to lessen deceleration (works in MK:SC for GBA). CI2 This one is easy, big and requires a feather. Again, look at the emulator animations on Archi's site. VL1 The same finish line shortcut as the BC1, on the left side. BC3 Archi's site.. MC4 See DP1 DP3 Archi's.. KB2 Archi's.. and see DP1 GV3 Archi's.. there's also another one that is inferior since you have to break blocks, and you can use the RR finish line method instead. VL2 Water trick.. RR Archi's.. -- http://smkwr150.chez.tiscali.fr/index.php3 This is the site for 150cc. records. It has some nice videos with the shroom long boost. Also, I'll search around for information on the long boost in MC2 in time trial by the jump, and try to find link to pages on the normal boost that can be used to cut over offroad surfaces, and edit them in when I find them. Edit: Normal corner boosting: http://www.geocities.com/sim07laflamme/boost Here's a good MB topic on the boost in MC2. : http://www.mariokart64.com/cgi-bin/yabb/YaBB.cgi?board=SMK;action=display;num=1096308118 I'll say, though, that for last lap in MC2 150cc., you should trigger a normal boost at the jump, you don't even need to use NBT boosting, just a tight corner before the straight, and cut over a bit of the "offroad box" to the left with a jump, the boost you built up before the jump should last you through the sand. Andreas
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Yes, I did. I do not interpret Bisqwit's comment preceeding the quote as increasing variety by adding another movie, because that doesn't make each individual more interesting/flexible. "Variety is good, so we'll add new different movies to make this happen." I don't think that's what he meant. I also added a ;-). Did you read that? Andreas
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Variety is what makes a movie like this interesting.
Interesting quote as what's practically a Sword-only run would not have tons of it. ;-) Andreas
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Yes, that is correct. The different track names are there to specify that you can't get a feather on MC and DP courses, as I mentioned earlier. Andreas
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The following tracks have some type of shortcut or beneficial route. I'm sure I know all/most of them. (I think a select few may only be possible on NTSC because of jump distances.) DP1, GV1, BC1, CI1, GV2, (DP2 not sure), BC2, KB1, CI2, VL1, BC3, MC4 DP3, KB2, GV3, VL2, RR I'm not going to do a strategy breakdown unless I know a run is in the pipeline. Andreas