Posts for Jammer01

Experienced Forum User
Joined: 11/24/2005
Posts: 87
I partially agree, and partially don't with Filimonas. While the full test run was fantastic, there were doubtlessly many strategies employed that were suboptimal. The reason I partially disagree is because FODA said that that test run wasn't done with slow motion and only with savestates and was made primarily to test castle routes. So because of this, I am banking on him spending a lot of time testing routes within courses as he optimizes his test run, using slow motion and a lot of creativity. So basically, I am assuming that he will figure all of these optimal strategies out, while also discovering some nice new strategies such as the elevator longjumping in BBB.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Well of course, because that would be faster than duplicating all 255. In fact I think all the coins in the level would be collected first because they would be much faster than the duplication process, although I think the Pihranna plant one isnt that slow, also this might not be possible in case there are some coins in areas that you can go in but can't go out. Can't think of what those would be though, perhaps none that have duplication glitches?
Experienced Forum User
Joined: 11/24/2005
Posts: 87
would that include getting 255 coins in the levels where it is possible?
Experienced Forum User
Joined: 11/24/2005
Posts: 87
No...getting the lives from yoshi is a bad idea. I might be wrong, but I'm pretty sure the majority of people at this site have seen that happen, and probably most of them have seen or done the trick to get on the castle, so I don't think doing the trick is worth wasting all of that time. That's really a lot of time. These BLJing tricks are looking very exciting!
Experienced Forum User
Joined: 11/24/2005
Posts: 87
thats not what I meant, of course its possible to get to the center island without using nessie, but the way you did it was not the best way. So is this test run mainly to test out routes from course to course and general routes within the stages? If you plan to iron out your routes as you do this run for real, thats all good and well, but I'll continue to point things out that you didn't do in case you hadn't thought of them to make sure this video turns out perfect. I made a very long post over at the SDA that goes through Leceueur's 70 star run star by star, and I came up with very many route changes/ideas/crazy things but most of them wouldnt have been feasible in a legit run, well here is a TAS, and a chance to do some of these things. That post can be found at http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118552429;start=195#195, but please, don't bump it, its really old. Anyway, before you start your real run, you should read through my big long post on there, you might find some useful tricks.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Just watched the rest of your testrun, and I have to say its good, but there are some things that are strategically wrong with it. For example, you can skip nessie without a butt-stomp/turnaround jump, with just very rapid old fasioned mario jumps. Also, you should lean forward when sliding down slopes. Some of your 100 coin routes seem innefficient, but I havent looked at them closely. Your CCM 100 coin route does seem good though. You should probably look into doing bowser after DDD is completely finished. Also, I may be wrong, but I thought you could get onto Nessie's head without stomping her back. I had more, but its been an hour or so since i watched it. I'll post more later. I'm of course only posting problems I see with your strategy, because you said this is your planning stage for routes, which I assume also aplies to routes within stages. I'm not posting execution mistakes, of course, that would be trivial. Anyway, just trying to help iron out your route for you, and this is looking like it's going to be a fantastic run when all is said and done.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Ok well I finished that very hard run of super smash brothers, it's really just a test, didnt even have an analog stick, but anyway the time is a little under 7 minutes. Its not too bad, some surprising things in there, but of course not perfect. If anybody has a list of all the best known legit times for all of the very hard stages, I would really appreciate it to see which ones can be improved. anyway, here it is: http://rapidshare.de/files/8149252/Super_Smash_Brothers_very_hard.m64.html
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Well what I was trying to say was that I think the poles are actually slower, all of them, because you have to wait for the poles to take you places. If you are in complete control of how fast you go, then in a TAS, not using the poles should be significantly faster than using the poles, but I could be wrong.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
I might be wrong, but I thought it was actually faster to get the red coins without the poles (especially with tools) because if you use the poles you have to wait for the poles to get where they are going all the time, but without the poles, you can just go from one crazy stunt to the next, with almost no wait time. I also think it would look a lot cooler this way. It might be a good idea to get a lot of coins in the first area and then head over to the next area, get 84 coins and then go up and get the red coins and hopefully manipulating your last jump so that you collect the coin and star at once and quickly get in position to grab the 8 red coin star.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
My deepest apologies, i left out the word "dive" What I was trying to say is that you should dive before you reach Whomp so that you slide over the trigger point which only activates when you are on the ground. I didn't sleep much yesterday and all that turkey didnt help. This way you start the boss fight as early as possible. Sorry for confusion. And about KTQ, what I was referring to was that there are ways of manipulating how long it takes him to complete his race, so goofing around is not the best solution...That is if the people that told me this were correct. If it turns out to not be the case, then that goofing around time should be dedicated to getting 1-ups, as every mario run should end with 99 lives, and this is going to be a tough one to do so on. ;-)
Experienced Forum User
Joined: 11/24/2005
Posts: 87
One thing to note is that when you are approaching the boss fight in WF, you should (from the ground, not air) before you get to the point where the boss battle is triggered in order to start the fight as early as possible, and thus being able to get the star as early as possible. This was also something that should have been done in the 16 star run. Another thing is that I heard from Michael Fried that KTQ doesnt always take the same amount of time to complete his course. I don't know any of the specifics of this, but you may want to look into this. It is possible that the racing AI is similar to many games, where the computer slows down when you are far behind and speeds up when you are far ahead. Anyway, for an unpolished testrun, it was very good, but of course this would be an extremely disappointing finished product. Anyway, good luck as you finish out your testrun and then begin optimizing it.
Experienced Forum User
Joined: 11/24/2005
Posts: 87
Ok I finally registered for an account, been reading these forums for probably 2 years. Anyway, I made a test run on Easy difficulty a few weeks ago but it was bad, over 8 minutes, so I just did another one on Very Hard (not done yet). Its up to the start of the Kirby fight at 3:25. anyway here it is: http://rapidshare.de/files/8114550/Super_Smash_Brothers_very_hard.m64.html