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Yes, I noticed it just recently. I just won't bother going back for that little trick...[/quote]
You might as well, since it's like only 1 stage back and you can just hex edit that segment in anyways once you fix it. I can't see it desynching due to luck after that point.
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I'm liking the technical quality so far. it makes my old attempt look downright silly, to be honest.
I do have some questions/critiques though.
You take damage in some bosses/minobosses for funsies, but then in later bosses you make it seem like taking damage saves time, so wouldn't it be better to save health more for the important bosses where taking damage might be faster? Seems like a waste of a resource.
I'm not 100% sold on it being fully entertaining during waiting periods. The moonwalking is funny, but I think you can do more during wait periods.
I think if you jump and swing the hammer as Dedede, you won't lose as much speed compared to if you swing while on the ground. Also, maybe you can get blasted by one of those fire guys for an upward boost.
I'm noticing that you try to slide off of a ledge whenever possible, but not always? is there any reason for that?
Kirby sucks for longer when there's more objects he has to inhale. If you want to inhale just one item but it's grouped near others, wouldnt it be better to try and manipulate/destroy the other things so the sucking time is less?
To avoid hitting the ground and doing a little bounce, could you puff up 1 frame before hitting the ground and blow the air out? (in 3-2 when you're invincible)
in 3-3, when you run on those logs that try to push you up into spikies, could you not slide off of each of those, rather than just jump off them?
In regards to sliding, I noticed that sometimes after ending a fire shot, you spam A to float upwards, and you still maintain a lot of that momentum. Is it possible to slide off a ledge, and spam A in a similar manner and maintain more slide speedm rather than puffing air as soon as possible?
He wants to run on water when it's moving in the same direction he is.
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My only complaint is that despite the changes in physics, I still feel like some of the strats for the 8 stars shown here are slower routes than what's been accomplished in SM64. How much did you try achieving the current star strats from SM64?
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I'm still a sucker for the screenshot after the frog boss is beaten. With the frog lying dead with his tongue sticking out, and Yoshi's wide-eyeball expression, it's just too precious.
Watched 50% of it so far. My only real complain is that you missed running along moving platforms that move in the same direction you're going in various stages. Besides that, the technical quality is very precise, and the entertainment value is supremely high.
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This isn't an emulator-only issue. This is more an issue of a feature that the console can do (OoT real time runs can use restarting and segmenting to do warps) but that here is being done improperly. The problem, which I've stated numerous times, is that the version of Mupen that Swordless is using does have a record-reset feature, but the command for that is done improperly. Rather than reset the ROM (which all other emulators do) the emulator itself is reset.
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That mirror room was zonky. I don't know what to vote though. On the one hand, the run isn't terribly interesting. On the other hand, it isn't terribly awful. Meh?
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IIRC, wasn't there an issue with resetting? The unique version of mupen that removes the OoT 6 second pause doesn't handle resets, and the 100% run is heavily dependent on reset warping to save time.
This is different from, say, MM 100% where the issue there is finalizing a route and not needing to waste one extra full 3 day cycle for the Kafei quest.
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Well, that was an interesting run. I thought Luke was a Jedi, not a frog.
Those Vader fights were most impressive. (Possible screenshot?)
I think the thing I like most about this run is the fast paced acrobatics, which sets it apart from normal speedruns aka the tricks you pulled could not be accomplished in real time. I don't vote yes to NES runs often, but yes vote from me.
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I thought there were 4 "natural" warp glitches (for instance, 2-1, and one of the castle levels where a gooey thing pushes you up as you enter a horizontal pipe), but that it can be done in other places as well by doing up+down when entering a pipe.
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Correct. This is due to 1.1's changes in the physics of team jumping. Once you do your first team jump, all the momentum from your jumps are lost. So even though you can have the other kong thrown upwards, and land on top of you, and press B at the correct frame, you won't gain any more height. This is crucial in the 'skip over the bee' part of skipping Rambi.
Umihoshi's original J TAS was 39 minutes, 9 seconds. The first USA TAS 'translation' was 39 minutes, 10 seconds. The combination of lag and loading times (1 frame saved in the J ROM from loading each level) only amounted to 1 second. I do not believe that warrants a change.
There's only a few stages where there's a difference in enemies, and it's really only by a small amount
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I have been keeping an eye. He still misses a few opportunities, and exclusively plays J ROM on Expert, and doesn't have quite the entertainment flair that meepers or myself had.... but it's definitely worth seeing if he'd be willing to do a redline, U ROM, normal high score TAS.
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There's an emulation glitch where one stage automatically gets completed, so no WIP is possible yet. But since you're looking for progress, check Mugg or Renebalow's youtube channels, they've done some individual stages.
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I think it stands as a concept/demo, but not as an improvement to the 102% since it does use an in-game cheat. The two movies are too similar for them to be published side by side; maybe the 102% movie page can be edited to include the 102%-cheat.smv as an additional download?